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2021-09-01 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.

aquaveiled: (Default)
2021-06-10 12:40 pm
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Abraxas Info

STATISTICS
Himeka Sui
FULL NAME
29 30
AGE
Final Fantasy XIV | Patch 6.21
CANON & CANON POINT
The Fool
ARACANA
Solvunn
FACTION
★★★★★★☆☆☆☆
INFLUENCE
Vassal
TITLES

PERSONALITY
Chaotic Good. Trusting and approachable. Lacking shame in almost every situation. Has little sense of self-preservation. Values her friends highly and looks to them for guidance. Extremely food-motivated and will likewise make sure everyone else is also well-fed. Has trouble saying "no". Open-minded and adventure-seeking, always wanting to experience and learn new things. Prone to boredom when idle for too long, but enjoys simply being around people. Has a tendency to be too blunt when she shouldn't be. Does not like feeling useless, puts a lot of value on her own ability to wield magicks. Though she defines herself as a Culinarian first, the thought of being without her powers scares her. Will befriend just about anyone whether they ask for it or not. Tries to live up to the expectations of the good person people believe her to be.

APPEARANCE
Himeka is a woman of five feet and two inches with long red hair, which in and of itself isn't particularly remarkable. However her most notable features are the pearlescent scales that cover her body, shimmering from pale creams to pinks, blues, and greens. Instead of ears she has two fin-like horns on either side of her head and a long, thick tail that nearly reaches the floor. Her eyes are a dark pink with bright nearly glowing rings around the edges which makes her look a bit like a raccoon trying to sneak through your doggy door at night.

She has a general placid and calm demeanor, seemingly content to simply smile and nod at most things. Her expressions are generally open and friendly if a little quiet at first. Her tail can be quite expressive and can usually indicate her interest or excitement. On the things she does get excited about, she is very animated.

ABILITIES & SKILLS
ABRAXAS
HIGH MAGICKS
High Magicks are tied to appealing to the higher powers at work in Abraxas. As a means to better understand Solvunn and learn more about the deities that the locals believe in, Himeka has been studying High Magicks since early October 20,076 (2021). Most of her practice has been tending to the land and blessing the farm/area she lives, but she has traveled to shrines outside the settlements in attempts to contact the gods.

She tries to assist the mages in ceremony when there is an opportunity available, but it has been her personal attempts alone and with her friends that have been the most fruitful. She's been privy to response from two-to-three deities at this point: Vimorskas, an unknown deity, and Koth.

DANCING LIGHTS (CANTRIP)
She can create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. she can also combine the four lights into one glowing vaguely humanoid form of Medium size. Each light sheds dim light in a 10-foot radius.

ZENITH STAR (FOCUS SPELL)
She call a tiny star to orbit a creature in a sparkling halo before shooting up into the heavens, where it marks the creature’s rough location. A creature that is sensitive to light may be dazzled or blinded by the spell for a short duration.

DRYAD (PLANT LADY FORM)
The longer Himeka spends communing with nature in her pratice of High Magicks in a single session, she begins to undergo a physical transformation. Since she draws mostly from flora and plantlife, her skin begins to grow a mossy covering that stretches across her limbs and torso. Her scales darken and take on a more wood-like appearance. Her tail and horns become soft and pliable like flower petals. There is currently no known benefit to this form. The effects can take an hour to a day to fade depending on how long she spends practicing.

BECOME TREE
Himeka can take the form of a tree at will. She most often looks like a small willow or wisteria tree with bright red flowers, no matter the season. The transformation takes about a minute as does the de-transformation. Like all real trees, she is unable to move from where she roots herself as long as she remains in that form. She is susceptible to anything a normal tree is, including being chopped down or fire.

She cannot speak, but her affinity to aether does allow her a vague sense of her surroundings, giving general "feelings" of objects and people. She is able to move her branches or rustle her leaves slowly should she try. She uses this form to meditate and enter the Horizon as well as sleep. Or spook people. (Intentionally or otherwise.)

CANON (MAGICAL)
THE ECHO
She is one of the individuals of her world who received a "Blessing of Light" through what is known as the Echo. This is an ability to resonate with other people's souls which gives her the ability to view the past, but not alter it. It also protects her from being enthralled by gods or god-like beings, speak/understand languages, and transcend normal abilities in dire situations.

KOJIN BLESSING
Due to her life under the sea, she has been blessed by the Kojin (a race in FFXIV) and their gods, giving her the ability to breathe underwater.

HEARER
Himeka has the unique ability to "hear" the voices and will of elementals, essentially base spirits and the will of nature itself. She is most adept at communicating with water-based elementals due to her upbringing in the sea.

WHITE MAGICKS
As a White Mage, Himeka is a wielder of the arcane arts of succor that are normally only taught to the Padjal of the Twelveswood. She is one of four known in the world. White Mages control the elements of Air, Water, and Earth in their spells, while the rest are considered "unaspected" (though they appear light-based in animation).

The primary job of the White Mage is to heal, using powerful spells to heal wounds and restore vitality in large bursts more than an other healing discipline in XIV. White Mages are also empowered further the longer time they spend in battle, receiving aetherial lily petals that they can cast as instant healing on themselves or comrades. White Magicks include single target as well as group wide spells.

Read more... While she can raise someone from unconsciousness, she cannot bring someone back from the dead. And while she can remove certain negative statuses from comrades, she cannot cure diseases or take care of serious injuries that would normally need expert medical or surgical care.

Though White Mages are healers, they also have strong damage-dealing spells in their arsenal as well. Their most powerful spell, Afflatus Misery, can only be cast after healing allies. [ WHM Job Guide ]

BLACK MAGICKS
Himeka has learned Black Magicks during her time on the First but she is not officially a Black Mage in canon. (The Black Mage storyline is not part of her lore.) Black Mages employ some of the most powerful offensive spells available, mastering the elements of Fire, Ice, and Lightning. The rest are considered "unaspected" (though they appear dark-based in animation.)

Black Magicks are potent and destructive. However, these spells come with lost cast times so Black Mages tend to be the most stationary of all damage-doing classes. Wielding these effectively means rotating between a phase of high damage and casting fire spells with a short cooldown period to regain one's mana pool in an ice phase. These spells and this rotation builds off one another to generate even larger unaspected spells of powerful burst damage.

Read more... To decrease cast and recast time, Ley Lines may be placed on the ground. A mage may stand on these lines to reap the benefits but they are short lived and require a long cooldown before they can recast. Black Mages have a few movement spells to move between these ley lines and other targets as well as a single-use magical barrier to try and reduce the amount of time moving about the battlefield. They have notoriously low defensive abilities and do not do well in close-combat. [ BLM Job Guide ]

RED MAGICKS
Himeka learned the art of the Red Mage while helping liberate Ala Mhigo from the Garlean empire, which was her first non-healing discipline.

Red Mages utilize both White and Black Magicks, alternating between the two in order to build aether in a proper balance in order to unleash more powerful attacks. For Himeka, Red Magicks were her bridge into Black Magicks but she does not often employ the Red Mage style of casting these days. The abilities she still uses are specifically the Flèche and Contre Sixte attacks of a series of blue aetherial swords shooting out to deliver short burst damage. She uses these primarily as a distraction and for movement.[ RDM Job Guide ]

CANON (NON-MAGICAL)
COOKING
She has been studying for years and is an esteemed member of the Culinarian's Guild now back in her home world, having won several competitions and accolades. Traveling the world and discovering new recipes is key to all her adventures.

FISHING
She grew up as an oyster farmer and spear fishing is a skill that many in her village used to provide for families and the community as a whole. When Himeka came to land, she joined the Fisherman's Guild and learned to cast a line as well. It's one of her favorite past times.

SWIMMING
Growing up in the ocean she is an excellent swimmer. Her long tail helps act as a rudder and propel her forward.

HISTORY
Daughter of oyster farmers who lived in a bubble under the sea (literally), Himeka has a happy enough childhood in her secluded community. Loved by her parents and two older brothers, she was mostly obedient but had a habit of wandering off in the sea following her "friends". In her teenage years it's discovered that said "friends" weren't just fish but elementals/nature spirits, so she's rushed into training as an Oracle Priestess under the Ruby Princess.

She excelled at magicks during her stay, but it became more and more clear overtime that her life would be regulated to staying at the Palace. Fear of being contained got the better of her and Himeka left without a word to her friends, colleagues, or family the week before her full ascenion to Priestesshood.

In Sui-no-Sato, those who leave don't return, so she knew she had to make a life for herself in a surface world she had never seen before. The one skill Himeka had going for her was fishing which she used to make by in the nearby city of Kugane. She would spend nearly all her gil on food, quickly becoming obsessed with the variety she could get in the markets, cafes, and restaurants. So when she heard of what was supposedly the best sandwich in existance in a faraway land, Himeka barterd (rather, the Captain eventually took pity on her) a trip to Limsa Lominsa.

In a city full of pirates, Himeka was blind to the flaws and only saw a new wonderful world to explore. She eventually found the Bismarck and sampled their glorious sandwich. She was hooked and immediately wanted to join the Culinarian's Guild. Howevcer she was ineligible and left to wander the streets to wonder what she would do with herself. Fishing offered her a little coin, but not much, and she often found herself too trusting of others and would be swindled out of what coin she earned. Himeka took to sleeping under the docks and entering various betting contests at the Drowning Wench for several months.

When her spirits seemed at their lowest, a pirate captain staying in port invited Himeka to stay aboard her ship for the week, mostly as a novelty since Auri weren't seen much in Eorzea. But on that ship Himeka felt her zest for life rejuvinated and was encouraged to try her hand at a battle class since that would make her eligible to join the Culinarian's Guild. Taking the lovely captain's advice, Himeka was accepted in to the Arcanist's Guild the following week, which would eventually lead her to cross paths with a cultured Miqo'te woman out in the grasses of Middle La Noscea...

GALLERY
Solvunn fit for a lizard
Preparing ingredients for a spell in Solvunn
"Lady of the Vortex" Masquerade Outfit for Event #13, the Fey Masquerade
One with the Woods
High Magicks
NAME Freya TIMEZONE PST (GMT-8) CONTACT PM CODE Tessisamess