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       #Post#: 910--------------------------------------------------
       Conjuration
       By: Chente Date: May 22, 2020, 2:47 am
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       The school of conjuration is the most common; with most wizards
       and sorcerers naturally leaning towards it and being aspected to
       one of the elements. It is also considered the easiest
       (relatively) of all the schools. Tapping into rawer elements of
       magic, conjuration creates spontaneous effects, often with
       semi-tangible tangible form such as fire, dark, and wind.
       Specialists at it are called conjurers, and such magic is quite
       desirable in a world in conflict, with many conjurers finding
       employment in adventurer bands.
       Many of the iconic spells that have been used throughout history
       were conjuration; the Meteor Swarm that destroyed the original
       Aestival, the Diamond Dust that caused a minor ice-age in
       Remnant for a year, and the Indignation that killed the first
       sinners. Generally these spells are most useful for outright
       damage or destruction, however they can be used for other
       purposes, such as cauterizing a wound with a Ignize.
       Conjuration relies on elementally attributed mana: the main
       eight being fire, water, ice, lightning, wind, earth, light and
       dark. There are a few secondary elements of sorts that can be
       conjured, but they are unique cases, such as the Radiate spell
       creating radiation; though it is more a sub-element of light.
       Most conjurers are expected to specialize in one element, their
       natural aspect, but many decide to branch out into another
       element. The amount of mages able to use more then two elements
       drops exponentially, with only a handful in the world being able
       to use all eight naturally.
       #Post#: 1043--------------------------------------------------
       Re: Conjuration
       By: Chente Date: September 19, 2020, 3:28 am
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       [center]The Basic Elements for Dummies.
       By: Sidonia Janssen[/center]
       Chapter 0: What are the elements?
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       Simply put, the elements are the framework of all natural
       objects. They make up what we breathe, eat, and interact with.
       Even the most complex of beings can be broken down into the main
       elements. Conjurers use the elements as a sort of cheat sheet
       when it comes to forming magic. It's much easier to cast a spell
       when you already have an idea in your mind about how the spell
       behaves and functions, and the elements provide just that. Since
       examples of the elements are EVERYWHERE, it's easy for magicians
       to copy how the elements act and then harness them or recreate
       those effects through the usage of spells.
       Chapter Who Cares: Getting To Know The Elements.
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       Fire is the symbol of passion, courage, and determination. It is
       an element known for its unpredictability and how hard it is to
       control.It takes a talented and determined mage to harness the
       flames, and a mistake can prove easily fatal. Fire can also be
       seen as a symbol of knowledge and healing.
       In terms of combat, fire magic is characterized by its
       aggressive nature and lingering damage. It is exceptional at
       peppering opponents from various distances with powerful flames
       and leaving them with a lasting burn. A fire magician can then
       use that burn to enhance further acts of flame magic on a
       target, and possibly even petrification. If you want to rain
       hell on an opponent, fire magic is the way to go.
       When it comes to healing, fire magic can be used to cauterize
       wounds and sterilize tools.
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       Water magic is characterized by its flowing movements and laid
       back demeanor. Due to the easy-going nature of water magic, it's
       quite simple to create calm waters and gentle streams. While
       this kind of water magic is easy to replicate, it is very hard
       to get it to do exactly what a mage wants it to do. The true
       goal of water wizardry is to harness the water to create
       powerful thunderstorms, water constructs, and spheres of
       drowning. Managing water in ways like this require a magician to
       either become one with the water by studying its flowing
       movements or by using sheer force to mold the water into what
       you want it to be.
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       Of all the natural elements, wind, is one of the few that is
       everywhere at all times. This is handy for wizards, as it allows
       them to save up their mana by using it to harness the wind
       instead of creating it like a mage of fire or water would have
       to do. Because of how wind naturally is, wind magic tends to be
       great at controlling air-space and granting mobility to its
       casters. The difficulties of wind magic lie in focusing it on a
       single point . An inexperienced enchanter's wind magic will
       dissipate quite quickly or miss its mark. Thus, wind magicians
       either focus on harnessing wind at a single point to create
       gusts and bullets to attack enemies in the skies, or using tons
       of wind magic at a time in hopes of eventually hitting their
       target,
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       In a way, you could consider earth magic incredibly solid. It
       is very grounded and focuses on controlling the space around an
       opponent. Earth magic excels at catching opponents off guard by
       changing their footing or burying their opponents under the very
       ground they walk on.
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       Both Light and Dark magic are the two most mana extensive
       magics. They both have the problems  of wind and fire magic
       combined. Not only are they hard to control due to their
       autonomous natures, they require lots of energy to create and
       focus onto a target. Due to the clashing nature of the two
       elements, it takes a talented magician to take both of them
       under their wing. When a magician does manage to do so, the
       effects are certainly worth it.
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