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Arcanism


(The contents of this page are NOT common knowledge)  
"Let the Elementalist shoot fire, the Illusionist hide behind tricks, the Necromancers their corpses, and Celestial mages their toys. True, unfiltered power- lies in the Second Pillar."
— Xalxif Moonwhisper Thunderdust, First Winner of the Arcane Tournament
 

History

Introduction

Many years had passed since the death of the old fool Ophelius, the man who discovered how to harness the power of the first of the Pillars of Creation. His journal was found and its secrets of the Pillars were brought to light. These secrets found their way deep into the earth, past the rolling hills of Gorney and the caves of the Karmeny into the ears and minds of a Deep Dwarf. Feeling abandoned by their god, and being between two and three feet tall, they were the perfect size to be a snack for many of the big, nasty, hulking things which dwelled beneath the earth. Thus one turned and hoped for magic to even the odds.  
"...The…Dream."
  Awoken from his sleep by a whisper, Fellen Thunderdust’s eyes shot open and he looked around the room for the source but found none. Deciding it was just his imagination the gnome turned over in his bed, preparing to sleep once more. As his eyelids began to close the voice rang out throughout his room again and this time the gnome was sure he had heard it. Springing from his bed like a grasshopper the Deep Dwarf eye’s glanced over the room for the source and began to wander to find it. Eventually, he found himself in front of his mirror, everything seemed in order except for the moon in the reflection. He was leagues beneath the earth and no moon could be found here. He studied the mirror and reached out to try to touch the moon’s reflection. As he did, a whisper passed his ears again. “Seek the Primordial Dream” the voice called again and then the moon’s reflection vanished from sight, the mirror returning to normal.  
"Was this Glubokiy or something else?"
  The next day Fellen attempted to help in developing his hold’s defenses to hold off Morlock raids that had occurred the previous day. As he was working a Deep Dwarf merchant came from above and brought within him various goods, namely a book of notes regarding a human named Ophelius and his ventures into something called “the Primordial Dream”. Hearing this Fellen leaped at the book and bought it, being branded a fool by others for believing in such fiction. The curious gnome ignored these insults and retreated into his home to examine his new purchase from prying eyes. Fellen followed the same path as Ophelius, meditating and visualizing until he could cast himself from his body and into the Primordial Dream. One day while meditating the gnome heard another whisper. “Purple” was the only word that rang from the moon on his mirror. The next time he dove into the Primordial Dream he looked for just that.  
"A cryptic hint but the voice was not wrong before."
  Fellen came across one of the nine Pillars of Creation and as he saw the purple crackling energy around it knew that this is what the voice had pointed him to. After going through a trial and binding himself to it he emerged from the Dream with newfound power at his disposal. In his mirror displayed the words “I am Xulzraiss and you shall ensure the survival of your people”. The words faded just as quickly as they appeared and when Fellen emerged from his home a week later in the midst of a Morlock raid, history never forgot him.  
"The Moon whispered and I answered."

The Pillar of Primal Energy

The Second Pillar of Nine rests at the center of the planes, sitting near the plane that acts as the battleground of other beings- the Neutral Prime Materia. As one draws from the Neutral Pillar, they will start to harness raw magical essence in its purest form. Manipulation of the Arcane requires three things: Connection to the Pillar of Primal Energy, practice and plenty of studying. Through mixing memorization, gestures, and speech a mage can create numerous spells and effects.   Forming a connection to the Pillar of Primal Energy, however, is not an easy task. The prospective Spellcaster must not only begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it but also requires proper studying in clean focus. By doing this intentionally they find themselves conscious of their dreamlike state, the world around them manipulating itself to each action they perform. This provides no benefit to the would-be spellcaster at this point and is merely used to practice for what is to come.   At the same time, while conscious this future caster must study those who experimented with the Arcane before them, and how to prevent the raw energy from breaking their being and soul down. Once this is accomplished, they may meditate once again and project their mind into the Primordial Dream, and begin to search for this Pillar. The exact method of finding it varies from person to person; One individual may undergo a trial within their mind, testing their knowledge of how the world works before suddenly finding themselves connected to the Pillar. Others may travel through their memories to do the same. It could be anything, so long as it bears relation to consciousness. Upon completing this ritual, the now-Spellcaster may enter a Waking Dream.  
  • If a student is being taught, the Teacher must be the one to perform the Roleplay of one’s initial connection to the Pillar of Primal Energy.
  • If a student is being self-taught, a Senior Lore/Event Team Member must be the one to perform the Roleplay of one’s initial connection to the Pillar of Primal Energy.
  • The initial connection can be any sort of vision/dream, so long as it relates to the Pillar and Magic sought. This roleplay should be meaningful in some degree to the one being taught.
  • It is entirely possible for one to fail their attempt at connecting to the Pillar of Primal Energy,, infact, without a teacher the success rate is often considered insanely low. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.

Waking Dream

In order to cast any spells, a Spellcaster must enter a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Primal Energy. Their connection will strengthen and their mind will drift partway to this Pillar, causing them to enter a trancelike state where their eyes begin to glow. They remain in full control of themselves in this state but will become numbed to fatigue and emotion until they leave it. This numbness to fatigue does not mean it doesn’t exist however, from time to time causes the unaware Spellcaster to cast beyond their limitations without being aware of it, tearing themselves apart.   -=-

Mechanics

Spells, Spellbook, & Memorization

This spellbook is a physical item that most mages keep at their side, through scribing and studying. To each mage, their book will look different. Each and every spell, process or technique that the mage learns is scribed within the spellbook for safekeeping, recollection and use. Each spell, process or technique has notes and specifics with it each has:   Rank - 1 to 4.
Emote Length - Follow ‘Conjur & Manipulation’ mechanics and redlines.
Tear - The Amount of Tear that is caused by the spell.
Script - The name of the annotation/script the spell is encoded in.
Range/Area - How far can the spell go from the caster and if it has an area of effect, how big.
Components - These can range from keywords to the most expensive jewelry. Basic spells usually have vocal or somatic components whereas more complex spells require materials. Components involved in a spell make sense, such as a mix of magic conductive and resistant metal being used in magic-dampening fields.
Duration - How long does the spell last?
Damage/Effect - Type of damage and any effects.
  Spells are only ever able to be read by someone who knows the script it is written in. To read the contents, an Arcanist must spend time learning to decode the script. After being decoded once an Arcanist can read and decode spells written in the script. This is done ONE spell/technique at a time. An Arcanist can have up to a certain amount of spells memorized, and these require one less emote to cast. When an Arcanist memorizes another spell after having filled their slots (see Ranks), the oldest spell learned will be forgotten.   Redlines:
  • Spellbooks must be a physical item named “[RP Name] Spellbook”, created by the Mage and signed by an ET/LT.
  • Using “/invitem” can turn an item into a storage space, allowing for pages to describe spells.
  • A mage can only create spells that are equal to or lower than their rank.
  • Range dictates the distance from the caster while area specifies the _x_ of the spell. If both are factors in a spell it should be listed as 3/3x3.
  • If the spell requires touch, simply put ‘Touch’.
  • Vocal components for a spell may require a few keywords such as ‘solid’ or ‘bolt’. These can be spoken in any language and Mages often place them in phrases for easy remembrance.
  • Somatic components are gestures or symbols written in the air.
  • Physical Limitations

    A connection to the Pillar of Primal Energy is what allows an Enigma Mage to practice the magic of an Arcanist. This Pillar of Creation places as much stress upon the body of the Enigma Mage as some others may, as a result allowing them to forgo any degradation of their physical bodies. This does not mean, however, that they are entirely without limitations in the use of their magic and combative prowess - For the act of connection does place enough stress upon the body that the weight of wearing armour strains the Spellcaster’s use of magic, limited in the following ways:
    • The wearing of No Armor allows an Enigma Mage to cast Master level spells.
    • The wearing of Light Armor limits an Enigma Mage to Expert level spells.
    • The wearing of Medium Armor limits an Enigma Mage to Adept level spells.
    • The wearing of Heavy Armor limits an Enigma Mage to Basic level spells.
    All spells cast by an Arcanist require at least one hand to be free. As such, if the Enigma Mage chooses to wield a sword, they must not wield anything requiring more than one hand, including a shield. A shield counts as Light Armor if worn by itself. Lastly, an Enigma Mage can be interrupted in their casting if the spell they seek is any more than 1 Emote in length, having to reply to any attacks on them more than a light slap before their spell could fully activate, be it taking the blow or dodging. If the spell fails to complete, it grants half of its Tear value rounded down, rather than the full.   -=-  

    Primal Thirst

    Primal Thirst is what the illness on an Arcanist mind is referred to as, a constant bug that eats away at the edge of their mind. This thirst is what causes many mages to be known for their eccentricity, short fuse, ego, and/or their unquenchable interest in all things arcane and occult. The three rules an Arcanist must be aware of are: Primal energy is not always controllable. Primal energy is addicting. Primal energy seeks to be used. The more a mage practices this magic, the more likely it is that this thirst is to inflict them. On the lowest side of this thirst, a mage might suffer from days of extreme anger every few Phases while those who suffer the most will hold no regard for rules, laws or regulations in search of power or further experimentation. Constantly looking for an excuse to utilize the magic.  
    • The exact negative effects of the Pillar's bleed are left up to be aesthetically RP'd however the Magi wants. HOWEVER, these effects cannot have any form of positive effects, and they MUST follow the proper guidelines which are specified below no matter what. The explanations IRP as to why one's character cannot preform such is up to the Magi themselves to freeform and decide. LT may step in and enforce downsides if it looks as though one is trying to skirt the negatives.
    • A Basic Spellcaster suffer the least from Primal Thirst. Their suffering comes from a new case of narcissism, eccentrics, irritableness or thirst for knowledge. These are generally minor in severity and hardly ever happen.
    • An Adept Spellcaster have been practicing the magic for a longer period of time than a Basic Mage, though this comes with a cost. At this point in the magic, the caster’s mind has been infected with the Pillar’s thirst even further, now making them suffer even more from these personality changes. Now, the changes are great enough to truly change the caster, mixing narcissism, eccentrics, irritableness or thirst for knowledge. This happens much more often, happening at least once every IRL week.
    • An Expert Spellcaster now deal with the true problems of this strange thirst as the cases now happen no less than once every Phase. These changes hold an even stronger intensity than what happens to an Adept mage as someone afflicted by this might even go off on long speeches of themselves or knowledge they know, the joys of utilizing arcane magic or verbal insult tirades.
    • An Master Spellcaster have it the worst of all as the Pillar corrupts their very thinking. The cases stay the same, only increasing in frequency rather than severity. Though, now an Arcanist is more likely to throw caution to the wind and break rules or laws in pursuit of power. From this point forward, Primal Thirst no longer gets any worse or any better unless the magic was to disappear from the mage.
    -=-  

    The Four Ranks

    To judge the progression of an Arcane Spellcaster, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Spellcaster must abide by their Rank for a minimum of Two Months, allowing them to become a Master Spellcaster at six. If they are being self-taught, this instead turns to a minimum of Three Months per rank, nine until they are a Master. Each Rank achieved grants the Spellcaster access to a new use of their magic. Slots refers to the amount of memorized spells an Arcanist can memorize:   (T1)Basic Spellcaster | 0 Months | Scribing, Conjur & Manipulation | 2 Slots   (T2)Adept Spellcaster | 2 Months | 4 Slots   (T3)Expert Spellcaster | 4 Months | 5 Slots   (T4)Master Spellcaster | 6 Months | Abjuration | 6 Slots   -=-

    Magical Abilities

    This magic of the Second Pillar is one of practice and research. It requires both extensively to properly utilize and efficiently expel their Tear. Creating a spell takes research, practice, and experimentation. All of which take time then to memorize the proper procedures to cast.

    [ Scribing ]

    Arcane spells are described using intricate forms of personal notation. This renders written spells incomprehensible to other arcane spellcasters until they decipher their contents. Arcanist scribe spells into spellbooks for reference, and all arcane spellcasters can read scrolls or spells written in a general arcane annotation.  

    [ Writing/Encoding ]

    Rank: 1 | Emotes: ~ | Tear: ~
    Desc: Arcane spells and techniques are complex, involving hand gestures, speech, focus, specific thoughts, specific amounts of primal energy, time and practice. With so many factors to memorize, Arcanists reduce the spells down to personal symbols and annotations, their specific meanings are known only to the Arcanists themselves. As many consider other Arcanists to be rivals this also serves as a way to protect secrets.   Mechanics:
    • Arcanists should have a page within their spellbook that describes the name of their annotation and symbols used. When someone else decodes an Arcanist’s spell this page is copied and added to their spellbook, allowing them to decode spells using that annotation in 1 IRL day.
    • Arcanists can write their own script easily.
    • Arcanists can encode a spell in their own script while they decode another.
    • Spells are written in Book and Quills then signed or on a piece of paper, then given appropriate tags before being placed in a spellbook.
    • An Arcanist should be practicing while the encoding process happens.
      Redlines :
    • A Mage can encode 1 spell at a time until Rank 3, where they can then encode 2 spells at a time.
     

    [ Reading/Decoding ]

    Rank: 1 | Emotes: ~ | Tear: ~
    Desc: An Arcanist can read their script as if it were their native tongue. If they have someone else’s script before them they can read and decode it with the original author's help. If they do not have the original creator to help in the decoding process then a time-consuming project begins.   Mechanics:   -Arcanists should have pages within their spellbook that describe the scripts they know.   -Arcanists can read their own script easily.   -Arcanists can decode someone else’s script on their own (without knowing the script) over 3 IRL days.
    --With fellow arcanists helping the time required is reduced by 1 IRL day per Arcanists helping.
    --With the original author’s aid, time required is reduced by 2 IRL days.
      -Once an Arcanist has decoded a script of a spell once, any time they decode a spell of the same script they can do it in 4 IRL hours.   Redlines :
    -The decoding time reducers can be stacked.   -As long as mages decode a spell together they can then encode the spell themselves.   -If Arcanist decode a spell together they all learn the script it was written in.   -A Mage can decode 1 spell at a time until Rank 3, where they can then decode 2 spells at a time.  

    [ Conjur & Manipulation ]

    The performance of Arcanism is considered to be a guidelined form of free-form spellcasting, wherein the user creates their spells through experimentation to be used as they please. In combat, there are a few more rules which will be listed below, as four different spells learned at each of the different Ranks of Arcanism.  
    • To use a Rank-1 form of the Magic, 5 Tear is expended. Or 5 per emote in extended uses.
    • To use a Rank-2 form of the magic, 10 Tear is expended. Or 10 per emote in extended uses.
    • To use a Rank-3 form of the magic, 20 Tear is expended. Or 15 per emote in extended uses.
    • To use a Rank-4 form of the magic, 35 Tear is expended. Or 20 per emote in extended uses.
      As a general rule of thumb, the formation of a spell is 2 emote per rank minimum, not inclusive of the emote of connection required before the magic, nor the emote of launching/activating the spell. Certain spells may take longer, as written below. A Rank 1 spell could take a minimum of 4 emotes whilst a Rank 4 at a minimum will take 7 (both of these are the case when not memorized).  

    [ Conjur ]

    Rank: 1 | Emotes: 1 | Tear: 5
    Desc: On becoming an Arcanist, one gains the ability to conjure Primal Energy into various forms. This is a simple ability, though greatly useful. The act of conjuring Primal Energy is taxing, however, causing an Arcanist to expend at least 5 Tear per spell.   Mechanics :   -This is the root of all spells, and besides the one emote to connect to the Primordial Dream is what follows to begin formulating a spell.   -This technique allows one to Conjure raw primal energy that by itself does nothing. Inexperienced mages may find their concentration lacking, causing the energy to get out of control. This may lead to very small explosions in hand using up the energy or it simply fading.   Redlines :   -The expenditure of 5 more Tear is a one-time drawback, and doesn’t apply consistently to spells that work overtime and would constantly be costing more Tear.  

    [ Manipulation ]

    Rank: 1 | Emotes: 1+ | Tear: 5+
    Desc:   [Rank 1] Beginning with a Basic Arcanist, they may create and formulate smaller spells - such as a magical hand, or a small bolt of arcane energy to be thrown at their foes. Generally, these low-level spells will amount to smaller effects capable of bruising/slightly injuring an opponent at best. As a general guideline, these spells may not travel any faster than an arrow, nor may they cause any more damage than a thrown rock(albeit in bruises, cuts, etc depending on the form of the spell).   [Rank 2]   At this stage of spell crafting, Adept Ranked spells will prove to be as efficient as a sword blow and fast as an arrow when used in combat, with the type of damage inflicted alternating based upon the form of the spell. Examples of these spells would fall along the lines of multiple bolts of arcane energy to be thrown, or a spectral sword.   [Rank 3]   The use of Arcanism truly begins to shine at the Expert level, with these spellcasters capable of manipulating primal energy for more destructive results, and over larger areas. Spells of this nature often imply the use of large arcane orbs, spheres that rain arcane drops, a lob of arcane that explodes into smaller orbs, and so forth. These spells can prove able to be fatal if used properly, though are not well known for their lethality outright. Usually, they are intended to provide lighter wounds to a larger number of individuals.   [Rank 4]   At this point, the spells formed by a Master Arcanist form devastating effects. Over time they may form large-scale spells. These spells are deadly and have a clear build-up to signify when they are about to be sent. Those caught within are sure to perish without a means of defending against it. Examples of the generalized maximum for these spells would include a defensive shield that deflects spells, cages, or a beam of primal energy shooting to a max of seven meters from the Arcanists themselves. If the spells act over time as in the previous examples, anything that kills should take a few emotes of direct exposure, lengthened by strong enough armours, etc. Direct strikes from instantaneous spells of this level often prove fatal, such as a staff being charged and flung with a point. Beyond this, Master Arcanists now learn to manipulate the bounds of their spells of ALL ranks, trading out certain aspects for others. One could trade out half of the damage of their spell to add on to the speed that it travels, or reduced casting time. Alternatively, they could spend more Tear to add on to the spell without removing it from other areas, though this is no cheap action.   Red Lines
  • The use of a Rank 4 Arcanist’s ability to manipulate the bounds of their spell extends to all Ranks of their spells once initially learned, as well as to the use of their other spells.
  • The use of a Rank 4 Arcanist’s ability to manipulate the bounds of their spell adds extra emotes to the spell if the tear cost is increasing.
  • Be reasonable! Your MA will be denied if you’re found to be abusing this for yourself..
  • The manipulation of Arcane energy simultaneously is allowed aesthetically only.
  • -=-  

    [ Abjuration ]

    Rank: 4 | Emotes: ~ | Tear: ~
    Desc: Abjuration is the study of protective magic, dispersing spells via ward or abjuration projectile. The most generalized abjuration spell is an arcane ward, a spell that transmutes raw primal energy into liquid primal energy that can be formed into a barrier that protects the caster (or others) from magical attacks. More advanced practices of Abjuration include anti-magic fields, preventing the caster and other mages from casting within it.   Mechanics :
  • Wards are magical shields that fall under Abjuration but Abjuration also allows projectiles that disperse spells of similar sizes.
  • Wards and Abjuration are only effective against magic. The only exception to this are Rank 4 Abjuration spells that on casting can affect magic or normal things. Never both.
  • While unlocked at Rank 4, Rank 1, 2, 3 Abjuration type spells exist.
  • --Rank 1 Abjuration spells involve: Buckler-sized ward shield or baseball projectile   --Rank 2 Abjuration spells involve: Medium ward shield or basketball sized projectile or magic dampening   --Rank 3 Abjuration spells involve: Large ward shield or a silence.   --Rank 4 Abjuration spells involve: Anti-Magic Fields or Barriers   Redlines : -Dispersing or defending against a spell requires a ward or abjuration projectile of similar size. -Anti or magic dampening fields also apply to the caster. -Anti-magic fields or barriers cannot be cast in combat and thus must be cast before or activated before. -Wards can only stop magical attacks, not non-magical ones (generally, if you can think of a non-mundane aura that would be attached to the attack it is stopped by a ward of an appropriate size). -If an enchanted object strikes a Ward Shield, active or not, it will stop as if blocked normally. -Abjurations feel akin to a child thrown a pebble if they hit something other than a spell. -Deflection spells exist but are rare.   -=-

    Forbidden Spells

    There exists spells that are only accessible by those who practice this magic, though are not included within self-teaching or normal-teaching guidelines, as they are not considered a required piece of the magic. These spells may be learned through events, and in theory through teachers as well, though by no means is it expected that a user of this magic is aware of even their existence.   These are the ‘Forbidden’ Spells, acts of magic incredibly powerful and potent in nature, but all at once consuming all 100 Tear a Caster may have, and ripping them into the Primordial Dream. These spells are devastating to both the environment and the user, for to cast one is to die.   As a final note, these spells are rumored to grow more powerful from time to time, if used in the right circumstances. Exactly why is unsure, but a popular rumor foretells that the gods will gaze down onto these self-sacrificing Mortals in their time of need, and turn their fading embers into a roaring inferno should they deem the Mortal to be worthy. In practice, this allows ET’s to emote the Spell Effects as they please.   Arcane Forbidden Spells are incredibly rare, yet diverse.   -=-

    Summary

    Arcane Magic exists as an attempt to give forth a simple yet interesting tool that requires the practice/studying that magics IRPly need. The culture of Arcane Magi lies within the experimentation, their spellbook and manipulating the base of magic. In terms of generally summarized redlines and other tidbits they go as follows:  

    General Redlines

  • Aesthetic actions, such as contorting a small flame on your finger, or causing a light breeze in the area around you, are able to be cast without any added Tear as long as it is not used in combat.
  • Changing memorized spells may be done once an IRL day by messaging an LT and changing the order in their spell book.
  • Any spells that greatly affect the landscape, such as every single Forbidden Spell, require RO Consent if used on a region tile.
  • An Arcane Magi must properly abide by the physical limitations that come from wearing armour respectably.
  • By attaining Arcane Magic, you are no longer able to gain any other magics. The only exception would be Feats which may apply to one’s race (E.q. Enchanting/Golemancy).
  • You may not cast a spell without properly practicing and researching said spell through RP means, whether this be via lessons from a teacher or going out into the world to study how the mechanics of such spell could be easily executed.
  • For the sake of moderation tracking, ease of access, and for one’s own benefit, it is highly suggested that the player keeps their persona’s Tear Value in their persona prefix.
  • Attempts to maliciously and knowingly powergame, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
  • This Magic IS SELF-TEACHABLE, following self-teach rules.
  • Artwork by Legend of the Cryptids
    Type: Magic
    Rarity: Rare
    Danger Level: Medium
    Related System
    Primordial Dream

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