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𝐡𝐢𝐦𝐞𝐤𝐚 "ate 12 sandwiches & napped" 𝐬𝐮𝐢 ([personal profile] aquaveiled) wrote2021-09-01 05:52 pm
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[OOC] Himeka's Conjury School

Introduction
Now that powers have returned, Himeka is going to be teaching some people the Art of Conjury! This is, of course, based on how these magics work in Final Fantasy XIV, but the intention here is to be a basis for these spells to be practiced and changed based on magics learned in Abraxas.

Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.

To practice magic is to manipulate aether, source of both magic and life. It occurs naturally in multiple degrees of density and can be poisonous at extreme levels. Aether can be aspected into six elements—ice, water, wind, lightning, fire, and earth—and drawn towards two polarities: Astral, the active, and Umbral, the passive. In conjury, three of those elements are practiced.
Himeka's Conjury School
What types of spells we be learning?
Conjury is considered a healing art, but you will be learning a variety of spells that range from straight out healing, status, support, and offense.

Wait, offensive spells? But I'm a healer!
Yes, yes you are. But one of the main points of learning these offensives spells (other than to make sure you can defend yourself), is to teach a new conjurer how to pull and focus aether from the world around them. By casting earth, wind, and water-aspected spells, you will learn how to identify those different types of aether and naturally draw from your environment.

What happens if I use my own aether?
Aether is used for magic and life. So if you pull on your own aether too much you may eventually pull out all your remaining life force and die. Please do not do that.

Does my character have to learn the offensive spells?
Himeka will not teach the first cure spell until a character has demonstrated the ability to use the first two offensive spells. If your character elects not to use them in the future that is totally fine, but because of the whole "might kill yourself" thing (which happend to the mother of someone she knows), she will stress the importance of elmental spells.

How long will it take my character to learn?
That is totally up to you. Realistically those who are already familiar with magic will move much more quickly than those who have no experience. Also, anyone who is generally aware of lifeforce/elements will tend to pick up conjury more quickly.

Does my character need some sort of magic wand to use Conjury?
The short answer is no, aetherial manipulation can be done by hand without the use of other objects. However canes and wands are often used by conjurers as a means to focus energy and streamline spell casting, so it may be a good choice for beginngers who have not practiced magics before. These are usually used/made from natural elements, so it is totally up to you if your character would like to fashion something of that nature.

If you are curious, here is a full list of different Conjurer's Arms used in the XIV canon. Most are made of wood and may have some sort of metal, jewel, or crystal.

I have a question specific to my character!
Just ask below!

If you are sold, then click on the different "course" options below! 101, 102, 103 are loosely penned for OOC purposes and the level of spells. Your character will learn spells in the order they are posted. I have offered some ideas on how these spells may be progressed/manipulated by Abraxas magical knowledge in the future, but it is totally up to you.
Conjury 101 ►
Aero

Element ► Wind
Type ► Offensive
Area ► Single Target
Range ► Up to 25 yards
Cast ► Instant

Pulling from the surrounding air, the caster generates a gust of wind that swirls around a specified target. This does minor wind damage over time for a duration of 18 seconds. This does help introduce control over wind-aspected aether, so could be used to manipulate air in other ways as the caster progresses in their abilities.

Once mastered in Abraxas, this spell can be manipulated to suit other purposes. Some ideas may include being used to push an enemy back with a powerful gust of air, pulling air away from an enemy, creating small dust devils/tornados, etc.
Stone

Earth ◄ Element
Offensive ◄ Type
Single Target ◄ Area
Up to 25 yards ◄ Range
2.5 seconds ◄ Cast

Pulling from the ground beneath their feet, the caster summons stone to burst up from the ground underneath a single specified target. In comparison to Aero, this is about as fun as getting hit with a large rock. This spell does require cast time, so if the caster is interrupted, they may lose concentration and have to recast the spell.

Once mastered in Abraxas, this spell can be manipulated to suit other purposes. Some ideas may include breaking ground underneath an enemy's feet, summoning up rocks for masonry, etc.
Cure I

Element ► None
Type ► Healing
Area ► Single Target
Range ► Up to 30 yards
Cast ► 1.5 seconds

Since this is an unaspected spell, the caster may pull aether from any element of their choice to cast. In selecting an allied target, the caster can restore vitality and alleviate pain to wounds. This may be used to assist in accelerating healing, especially of minor wounds, or helping an exhausted team member find the strength again to keep moving. Cure can be casted multiple times to continuously restore vitality and can be a supplment to long-term treatment of serious injuries. This can also be casted on oneself.

Cure is not a replacement for medical attention from doctors and surgeons. It will not reverse all physical wounds, even though it can help with their healing process. Serious injuries still need to be attended to appropriately.

Once mastered in Abraxas, this spell can be manipulated to suit other purposes.

Conjury 102 ►
Repose

Element ► None
Type ► Status Effect
Area ► Multiple Targets
Range ► Up to 30 yards
Cast ► Instant

Since this is an unaspected spell, the caster may pull aether from any element of their choice to cast. Though a single target may be selected, all (enemy) creatures in the surrounding area of that target will likewise be affected and put to sleep. This lasts for up to 30 seconds unless the target is woken by either other magical or physical attacks.

Once mastered in Abraxas, this spell can be manipulated to suit other purposes. Some ideas may include inducing drowsiness rather than sleep, concentrating on a single target to increase the length of the spell, etc.
Medica I

None ◄ Element
Healing ◄ Type
Multiple Targets ◄ Area
Up to 15 yards ◄ Range
2.5 seconds ◄ Cast

Since this is an unaspected spell, the caster may pull aether from any element of their choice to cast. No targets need to be selected. The caster can restore the vitality and alleviate pain in wounds to oneself and friendly creatures in the area. This may be used to assist in accelerating healing, especially of minor wounds. Medica can be casted multiple times to continuously restore vitality and can be a supplment to long-term treatment of serious injuries. The healing potency, however, is less than that of Cure I as it is hitting multiple targets rather than focused on one, so it is better used everyone needs a boost.

Medica is not a replacement for medical attention from doctors and surgeons. It will not reverse all physical wounds, even though it can help with their healing process. Serious injuries still need to be attended to appropriately.

Once mastered in Abraxas, this spell can be manipulated to suit other purposes.
Esuna

Element ► None
Type ► Support
Area ► Single Target
Range ► Up to 30 yards
Cast ► 2.5 seconds

Since this is an unaspected spell, the caster may pull aether from any element of their choice to cast. This removes a single detrimental status from a single allied creature. This can be anything from a spell that has caused an ally to slow down, put to sleep, taking excessive/additional damage, effects that will cause repeating damage over time (similar to how Aero will apply wind damage multiple times in a row), etc. What it removes will need to be at the discretion of the ailment and the player. This can also be casted on oneself.

This does not remove physical ailments like a disease, infection, loss of limb, etc.

Once mastered in Abraxas, this spell can be manipulated to suit other purposes.

Conjury 103 ►
TBA!

Sign-Up
You would like to take part? Great! Just for ease of tracking, please fill out the form below.

?Character Name: Obvious!
Experience: Is your character at all magically inclined? Short response is fine!
Reason for study: Why does your character want to take up Conjury? More for general interest/in how they may have share their interest with Himeka.
Courses: Right now I only have 101 and 102 up, so just let me know if your character will be wanting to learn both sets of spells.
Thread or handwave?: Would you like to thread out any portion of the lessons? Some instances will be handwaved regardless, but let me know either way and we will either work out a thread or handwaved details.
Anything else?: Any other questions, comments, things of note I should be aware of about your character or how they will be handling these lessons.

iobject: (Sheepish smile)

[personal profile] iobject 2021-09-07 03:24 am (UTC)(link)
Character Name: Phoenix Wright
Experience: None besides minor spells in Thorne
Reason for study: Phoenix wants to learn how to heal and defend himself and others (and also he's so goddamn bored in Solvunn he'll take anything)
Courses: To start off with, he'd learn everything in Conjury 101 with a focus on Cure 1.
Thread or handwave?: I'm happy to thread it out or handwave at your convenience!
stealsthetruth: (pic#15004397)

[personal profile] stealsthetruth 2021-09-17 01:37 am (UTC)(link)
Character Name: Kay Faraday
Experience: She learned a handful of very weak/basic spells during her time in Thorne (including something kind of similar to Aero), but other than that... Her world has absolutely no magic, so she's like, the newbiest of newbies.
Reason for study: Genuinely, she just thinks magic seems really really cool and she wants to learn about it while she has the chance.
Courses: Starting with 101 seems best but honestly she'd keep going with it as long as Himeka's willing to teach her.
Thread or handwave?: If you've got the capacity I'd LOVE to thread. These two need more interaction.
stealsthetruth: (026)

[personal profile] stealsthetruth 2021-10-14 01:23 pm (UTC)(link)
YESSS I would be ALL ABOUT THAT. Just gimme a ping if you do!
hylife: (to ask if there is some mistake.)

[personal profile] hylife 2021-10-25 08:58 pm (UTC)(link)
Character Name: Link!
Experience: his dead friends each gave him a magic trick: a wind gust, a self-heal, a lightning, and a forcefield
Reason for study: RPG sidequest to become stupid OP and also for shenanigans
Courses: 101
Thread or handwave?: We could thread sometime!!