Evocation, School of Physical / Metaphysical Law in Andiron | World Anvil

Evocation, School of

Evocation is one of Andiron's Infinite Expressions of Magic that deals with channeling and directing pure energy.
  Realm: All forms of energy
  Foci: Gems are the most common focus for evocation, and may be used whole or set in amulets, rods or staves, rings, bracelets or anklets, and all manner of other objects. In addition, different colors of gemstone tend to apply to different forms of energy:
  • Ruby, Garnet, Red Spinel: Heat, Fire
  • Sapphire, Aquamarine, Turquoise: Lightning, Electricity
  • Emerald, Aventurine, Jade: Kinetic Energy, Force
  • Diamond, Crystal, Pearl: Cold, Ice
  • In evocation, gemstones do more than help a mage focus hir spell. If attuned properly, they also serve as reservoirs for emotional energy. A gemstone gathers power based on its size. Tiny gemstones can hold a maximum of 1 Level of energy; most ring-sized stones hold 5 or 10 levels. The length of time it takes to charge a stone varies by the company the wearer keeps; but under common conditions, it usually takes about 1 day to recharge 1 or 2 levels.
      Ritual: Casting an evocation is a simple, straightforward process for a trained mage that requires little more than mental focus, force of will, and speaking intent. Gathering energy, however, takes time. Whispering an evocation to light a candle? Short and sweet. Speaking a thunderstorm into existence? Dramatic and slow.
    Augmenting a spell with power from a gemstone is very easy. As long as the caster is holding the stone or the item in which the stone is set, ze can draw as much power from the focus as ze wishes for each spell ze casts. However, at the DM’s sole discretion, focusing a spell more powerful than twice a stone’s capacity through it may strain the gem.
      Effect: An evoker can create a candle’s heat or a static spark with nothing more than a squint and a whisper, but it takes time to build the energy for a significant attack. An evocation that takes 1 turn to cast is 1st Level; for each additional turn the mage spends casting, add 1 Level. In terms of damage, the spell deals 1d6 damage per level. In terms of Strength, a Level 1 spell has 10 Strength; add 5 for each additional level.
    The energy from any evocation can be directed at a single point or set to explode over an area. Explosions have a 15’ radius, but deal 1/2 the damage of a direct spell, or 1d6 damage or 5 Strength per 2 levels. The mage can double the radius by halving the damage again.
      Resistance: None. Evocations manifest physical force from magical or emotional energy. If you want to avoid getting hurt, you have to dodge or block the attack.
      Backlash: When they go right, evocations make a magic-user seem like a god among men. When they go wrong, they can reduce the caster to paste. Any time a mage botches an evocation, the spell goes off at full force as an explosion centered on the caster. Friends of evokers and smart enemies alike tend to give them plenty of space in combat.
      Corruption: Since they deal with emotional energy, evocations can be pure or corrupting, depending on the intent. Any time an evoker casts a spell out of rage, fear, hatred, or desperation, ze gains a point of Corruption. When ze casts in a calm or positive frame of mind, ze does not risk Corruption.
      Restrictions: Evokers harness their emotional energies and those of the people around them for their spells. When they cast spells, they become more susceptible to those energies. For about 24 hours after casting a strong evocation or several weaker spells, the mage suffers distraction any time ze is surrounded by people experiencing strong emotions. Ze has trouble concentrating and performing challenging mental tasks.
    However, adrenaline is a strong shield against this side-effect. This restriction never penalizes the mage during combat or in cases where hir life is in danger.
    Type
    Metaphysical, Arcane

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