Jump to content

[Magic Lore] – Arcanism


ZythusRequiem
 Share

Recommended Posts

cooltext338052356834560.png.bad55a0dbd2773e4177b07c469e6df35.png


 

Origin 

Arcanism stems from an individual only elusively known as the “Arcane Mage.” Through the Arcane Mage’s efforts, the magics of the void slowly became available to the Descendants for their usage. While the Arcane Mage was extremely instrumental in bringing the first forms of magic to the Descendants, Iatrilemar Elervathar was another instrumental individual who classified the art further and improved its capabilities. This virtuoso of Arcanism, also developed the monumental field of Celestialism, a feat that goes in tandem with Arcanism. Arcanism today can be viewed as one of the rarer evocations, much like Conjuration. While it is a rare art to come across, it is for a reason, it’s versatility and flexibility rivals all of the Five Elemental Evocations. Arcanism, in the right hands, is like many magics: a force to be reckoned with.

 

Magic Explanation

Arcanism is the art of drawing the very element of potential from the void. From the void there exists infinite potential, so the energies that Arcanists draw on can be thought of as “null energies.” Different from the other evocations, which create matter, Arcanists summon forth pure energy and shape that energy into physical objects or powerful projectiles. As it is potential that is being traded with, when Arcanists cast their magic they combat with the freeform nature of loose energies. To shape these energies requires mana, and effort. These arcane energies appear as wispy particles, or gaseous energy that glows with the colour of the mage’s aura. 

  • Arcanism consumes [1] Magic Slot, it is not a Feat. Specializations are learned with the understanding that the average (even Tier 5) will only care for 1-2 Specializations. 
    • CLARIFICATION: You can have 3 Specializations whilst only using 1 Magic Slot, however, do consider that this would take extreme dedication to the magic and only the most advanced could pull such off. Otherwise, for 2 and 1 Combat Specializations, you are permitted to use one magic slot. It should also be stated that the Art Specialization is completely free, and accessible to all Arcanists.
    • The reason for this is that essentially each Specialization could be expressed as 3-5 spells on their own, however since they are incremental by Tier they are categorized in such a way. Thus, it is really no different than having one regular one slot magic.
      • See “Learning Arcanism” footnote for more information on learning multiple Specializations and how it may impact the time towards reaching mastery. 
  • Arcanism requires a connection to the Void, and mana to cast.
  • Arcanism is of the class of Evocations under the class: Voidal Magic. 
  • Arcanism can be learned by people who hold a valid [TA], this does not have to be specialized either, as a student of Arcanism can go into separate specialties than their teacher.
  • Arcanism users must have a valid [MA] to use the magic in-game.

 

Learning Arcanism

Learning Arcanism is slightly different than other voidal magics, due to the sheer versatility of the magic and the prospect of shaping unlimited potential into usable forms. Arcanism requires, as per most magic, a teacher to learn from. Due to the complexity of Arcanism, one can expect mastering Arcanism to be slightly more challenging than elemental evocations. This is also because arcane energy does not naturally exist within the world, and it only exists in the void in the form of boundless potential, which can not be studied in an academic sense or completely understood as it would be with Elemental Evocation. Learning Arcanism also goes in tandem with specializations. Those with the ability to connect to the void, and have unhindered access to it may learn this magic

 

NOTE: Arcanism generally follows standard Tier Progression times. However, under the clause that someone is attempting to master more than one Specialization, a month or two (ooc months) may be added to the time required to reach Tier 5. These conditions are as follows. These Specializations do not account for the Art or Life Specializations.

  • 1 Specialization: 4 months to Tier 5
  • 2 Specializations: 5 months to Tier 5.
  • 3 Specializations: 6 months to Tier 5. 

As a result, it is necessary to use the appended month(s) to roleplay learning the Specialization and experimenting with it. Sequentially developing skill over their time as students in these distinct arcanism forms. 

 

Casting Arcanism

While it may be hard to picture how an Arcanist physically casts their magic, since it is nigh impossible to experience a power that does not exist naturally within the world and then draw that same power from nothingness, an Arcanist has their ways. Very often will a teacher show a mage arcanic energies, using their own magic, or they will have them draw very raw potential from the void and have them shape it in their own gruesome discovery process. Arcanism is cast by similar methods to those with other evocations, though to manifest this energy, shaping it and settling it into reality is oft necessary. Having more specializations also doesn’t necessarily mean a larger mana pool or skill, it is merely the mage’s choice. 

 

Specializing in Arcanism

As stated in prior sections, Arcanism holds a number of Specializations for students to select from. Since Arcanism is such a highly varied and versatile magic, with near limitless possibilities, it has a number of specializations. Each specialization has it’s own spell-list defined of around eight or less spells in each, and has unique advantages and disadvantages when selecting. Arcanists do not need to learn magic from someone who has a different preferred specialization, and can develop these specializations on their own uniquely, where the teacher acts as a guiding beacon. Arcanists can pick and choose their Specialties at their will. Typically, an Arcanist will not specialize in every single specialization, more or less one or two.

  • Art Specialization: Due to its utilitarian, freeform and flowing nature, Art is widely considered to be the base specialization of all Arcanists. Any Arcanist can use this specialization since it is the foundation of spells where only one combat spell exists. Any arcanist can easily cast Art spells, and use the magics to their whim. 
  • Life Specialization: Contrary to the magic itself, there are no spells for Life inside of this magic. This is because Life as a specialization is defined as being a Primordial in the Conjuration + Arcanist magic user’s arsenal. As a result, using spells that summon Arcanic Primordials requires knowledge of the Conjuration Magic with access to Primordials. 
  • Projectiles Specialization: The Projectiles Specialization equips a prospective mage with the necessary tools to be a force to be reckoned with in combat situations. This specialization will give the mage access to an array of projectile spells that use arcanic energy to harm, or dissuade combatants with concussive force.
  • Shielding Specialization: The Shielding Specialization equips a prospective arcanist with the ability to become a defensive force. Powerful spells to deal with defensive maneuvers become available to the mage, with the ability to defend themselves as well as allies with shields that can deflect projectiles and blunt hits.
  • Weapons Specialization: The ability to mould arcanic energy into weapons for the usage of a mage. This specialization will allow a mage to conjure weapons from thin air, and use them in a limited manner with enough skill to use them for a few hits. These weapons are impermanent, however, and can easily be shattered when they are used for too long due to the lowered focus of the mage in the heat of battle.

 

Properties of Arcanism

Arcanism is the art of summoning materialized potential energies into the world, energies that take on the form of the caster’s will, and glow with their respective aura. These eldritch energies can be bent to a whim by the magic user in question, and have a number of specific properties. Arcane energy always wants to be free, this pure magic comes from the chaotic and unpredictable void, so thus arcanism magic users must focus on holding form to these shapes. When these shapes are shattered with either force or broken concentration, they too shatter as the miniature particles forming their constructs scatter back into the void.

  • Arcane energy wants to be free, the more a mage tries to confine it into dense shapes, the more exhausting it will be to hold.
  • Arcane energy lacks a temperature property thus becoming neutral to the touch since it is composed of pure energy taking shape, these energies do not have a temperature and will not feel hot or cold to the touch. Only neutral. While it produces light, and can take the shape of fire for example, it will not produce heat. This light will always take on the singular colour/gradient of the magi’s aura.
  • Arcane energy will not explode like a fireball on impact, the explosion instead only produces blunt force. When exposed to a number of powerful hits the arcane energy will break apart and shatter. 
  • Arcane energy, when formed to be used in combat, must conform to more rigid shapes in order to be stable enough to absorb or deal damage. As such, when arcanism is used in a combative manner, it can be cast only as a set few ‘spells’, however when used in a non-combative manner the wisps can be formed into a wide variety of different, less stable arrangements. Due to this, the Art Specialization is a strictly non-combat specialization. 
  • Arcanism is made up of millions of small wisps and particles. These particles want to be free, as such when casting Arcanism, a mage will summon these particles and assemble them such that they become a construct. These particles and energies take on the colour of the mage’s aura. 

 

Spells and Abilities

Arcanism, being such a varied and diverse magic has abilities split up by their appropriate Specialization. These different Specializations will cause the mage to take up different pathways depending on which ones they select. More on this is specified in the “Magic Explanation” section of the lore. 

 

Art Specialization

The Art Specialization is widely considered the base of Arcanism for many, seeing as it does not cost the Arcanist much mana to allow their magic to take on a freeform reason. It is for this reason that this Specialization does not have uses in combat, because of the freeform utilitarian nature of it.

 

Construct: Solid [Non-Combat]
This spell allows the Arcanist to construct an object of varying sizes and shapes, by summoning wisps from the void and forming it into any shape. These objects can be used for a variety of utility purposes, provided the mage does not take said object into a combat scenario. Advanced Arcanists can form intricate sculptures. Though Arcanists cannot use these solids to “levitate” around, as that would be breaking the line of sight.

 

Spoiler

Mechanics:

  • This spell takes two emotes to cast. 
  • The mage can summon any non-harmful objects, no larger than a grizzly bear. 
  • If the Solid is used in any combative purpose, it shatters the moment the mage uses it in a combat scenario.
  • The Solid can be manipulated with telekinesis, and countered if need be.
  • The objects can be used for many different purposes, and it is intended as a utility spell.

Red Lines:

  • Cannot summon anything larger than a grizzly bear. 
  • Cannot use the object to levitate or hover around. 
  • Cannot use the object to provide a combative advantage.

 

Construct: Liquid [Non-Combat]

This spell allows the Arcanist to construct a mass that resembles any liquid out of arcanic wisps and energy. They can form a water like substance, which flows much like water in varying amounts or a honey like substance that flows slower than water. The liquid however cannot be ingested, and does not possess any of the actual properties that a normal liquid would have, such as temperature.

 

Spoiler

Mechanics:

  • This spell takes two emotes to cast. 
  • The mage can summon any non-harmful liquids, no larger when occupying space than a grizzly bear. 
  • If the Liquid is used in any combative purpose, it shatters the moment the mage uses it in a combat scenario.
  • The liquid cannot be manipulated as one would with water.
  • The liquid can be used for many different purposes, and it is intended as a utility spell.

Red Lines:

  • Cannot summon liquid that occupies more space larger than a grizzly bear. 
  • Cannot use the liquid to levitate or hover around.
  • Cannot use the liquid to put out fire, as it does not carry the same properties as water.
  • Cannot use the liquid to provide a combative advantage.

 

Construct: Gas [Non-Combat OR Combat]

The only spell of this Specialization that can be applied in a potentially combative situation, with situational need. This spell allows the Arcanist to form a wispy mass of arcanic energy which could potentially surround a battlefield and obscure vision. This allows the mage to produce a shroud or veil to hide themselves. The arcanist can also control these gases and use them to enhance their aesthetics. 

 

Spoiler

Mechanics:

  • This spell takes two emotes to cast. 
  • The mage can summon any non-harmful gas, able to occupy the space of about a large living room or small house. 
  • If the gas is used in any combative purpose, it shatters the moment the mage uses it in a combat scenario to hurt others. Unless the gas is used as a shroud for tactical advantage.
  • The gas can be moved by wind, and thus countered by it. 
  • The gas can be used for many different purposes, and it is intended as a utility spell.

Red Lines:

  • Cannot summon gas larger than the space of a large living room or small house (15 cubic meters).

 

Construct: Arcane Energy [Non-Combat]

The Arcanist is able to simply summon magical wisps to their side, using them for whatever purpose they want. They can summon a large amount of wisps, or small amount of wisps and particles. They can then use these wisps to either provide sufficient light to an area, or for mere aesthetics. The wisps are tasteless and temperature less, and cannot be used for harmful purposes. This spell is mostly for flavour and for beginner mages.

 

Spoiler

Mechanics:

  • This spell takes two emotes to cast. 
  • This utility spell is merely often used to provide light to areas, or summon aesthetic wisps of voidal energy. Since it is it’s freest state, it cannot be used for combat.
  • This spell barely inflicts exhaustion on the user, other than the act of maintaining the particles since the particles are able to freely move. 

Red Lines:

  • Cannot use the wisps to provide a combative advantage

 

Projectiles Specialization

The Projectiles Specialization is a force of power amongst Arcanists. Those who delve into this practice often are left with the power to become an offensive force of magic, or defend themselves with offence. Mages who specialize in this type cast missiles and beams of arcanic energy at their foes, designed to stun and harm. As a result, this Specialization is often considered the most offensively oriented. Projectiles are gaseous and easy to form.

 

Projectile: Missile [Combat]
Arcanism missiles are small little shots of arcane energy that can be shot off with ease. These are very small, basic, easy to cast projectiles that can be launched at a foe. Missiles can be easily controlled, and are considered a staple of basic projectiles. Missiles conjured in pairs of two to four are relatively useful to be shot forward, and can inflict good damage. Missiles will often knock a foe back slightly, or produce a piercing pain in the shot that it is inflicted towards.
 

Spoiler

Mechanics:

  • This spell takes two emotes to cast.
  • Missiles are small effect spells, and are used primarily to daze or disrupt a foe, rather than incapacitate them. Only in conjunction with other missiles, and summoning a number of them does great painful damage start to factor in.
  • Missiles are dodge-able given enough notice. This would be from the first at around (5-10m from the mage). 
  • Multiple missiles may be able to cancel out enemy projectiles if aimed properly and fast enough. 
  • When an enemy is struck with a missile, it will explode on impact causing them to be moved back very slightly, and feel stinging pain in the area, though not enough to put them in serious danger.
  • Missiles can be multishot in 2 for Tier 3, 3 for Tier 4, 4 for Tier 5 per added emote (max of eight missiles for all tiers). 
  • Missiles are ~golf ball sized.
  • Missiles can be easily countered with basic shields, as they can only produce small, small dents in these shields, as well as finding shelter behind objects. 

Red Lines:

  • Missiles cannot be used to knock out foes unconsciously in any way, or knock people back significant distances. 
  • Missiles shatter and disappear on impact, and cannot be reused.

 

Projectile: Orb [Combat]
Orbs are a step above missiles, they are slightly larger and take more skill to form. They are essentially larger amounts of energy formed into spherical shapes, which are then shot off with wispy trails of magic behind them. Orbs can be used to give greater impact, and push foes backwards slightly. Orbs will hurt a great deal more than missiles. 

 

Spoiler

Mechanics: 

  • This spell takes two emotes to cast.
  • Orbs are missiles, but with larger impact and more effect regarding knockbacks. They are shot off with a gaseous trail and can cause enemies to feel slightly more pain and be pushed backwards.
  • Orbs travel slow enough to be dodged if shot from far enough away (~5m-10m) if the target knows the attack is coming from the first emote
  • An orb can be shot as an active defensive measure at other projectiles, damping their impact or otherwise deflecting them if the orb connects 
  • Orbs will push an enemy back approximately a meter, and if aimed at their feet, could cause them to potentially fall over. 
  • Orbs can be countered similarly to missiles with shields, as orbs cannot penetrate or destroy most shields, unless they are very, very weak, acting prop shields made of straw. 

Red Lines:

  • Orbs cannot knock someone out in many cases, even when shot directly at the forehead. 
  • Orbs shatter and explode on impact, unable to be reused.

 

Projectile: Bolt [Combat]
Bolts are considered the quickshots of Arcanism, they allow the mage in question to launch a quick projectile, however since they move faster through the air than say a missile or orb, they cost more mana and are more difficult to cast. In terms of damage, they are on par somewhere between the orb and missile, and will inflict decent pain when someone is hit by it. 
 

Spoiler

Mechanics:

  • Bolts take two emotes to cast, but cannot be spammed. As such, the mage cannot cast this spell again for one emote after use.
  • Bolts move faster than a missile or orb, making them harder to dodge, even with notice (5-10m from the mage at the first emote).
  • Bolts will cause reasonable stinging pains at the site(s) of impact, and push enemies back about a half a meter, if aimed properly at the feet, may cause someone to topple over as well.
  • Bolts can be countered with shields, though simply moving out of the way may be harder since they move at very fast speeds. 

Red Lines:

  • Bolts cannot knock someone out in many cases, even when shot at the forehead since they inflict lower damage and are smaller.
  • Bolts shatter and explode on impact, unable to be reused.

 

Projectile: Disc [Combat]
Discs are most practically used for knocking enemies backwards. Discs do not inflict as much concussive pain or damage as the other projectiles, but are useful for physically moving people backwards. They are essentially small “shields” that can be launched forward with wispy trails. Upon impact, discs will move a target backwards a fair amount, staggering them or even causing weaker targets to fall over. Discs offer no protection. 

 

Spoiler

Mechanics:

  • Discs require three emotes to cast. 
  • Discs move relatively fast, not as fast as a bolt. However they are the instrumental knock-back projectiles, as a result, they will knock back targets three to four meters without much physical damage being done. 
  • Discs can be countered by having a large and durable shield, though they may produce little knock back even when they hit the shields. Additionally, simply avoiding and dodging the disc may suffice as well.
  • Discs cannot be used defensively, even though they are little shields. Despite this, when they are hit with other projectiles, they will instantly shatter. They can also be shattered with swords and sharp weapons if they are caught by one in motion.

Red Lines: 

  • Discs cannot knock people out, as knock-back spells, they are not intended to cause a lot of pain based damage.
  • Discs shatter and explode on impact, unable to be reused in any form.

 

Projectile: Arc [Combat]
Arcs are on par with damage levels to orbs, while moving as fast as bolts. Arcs will “arc” as they are named, through the air and hone in on a target. These arcs require more mana and focus, and provide mages with a projectile that is harder to avoid at the expense of a greater skill required. 

 

Spoiler

Mechanics:

  • Arcs require three emotes to cast. 
  • Arcs move about as fast as a bolt, and contrary to bolts do not follow one direction, arcs instead “arc” around and hone in on a target, making them harder to dodge.
  • Arcs can potentially knock people out if they are aimed properly, since they can sometimes take people by surprise and pack a surprising punch. 
  • Arcs cause an impact that is equal to orbs, able to push people back a few meters with strong physical damage/pain.
  • Arcs can be countered by having something to block the impact like a shield, though the shield may slightly be dented. 
  • If aimed skillfully, arcs can be used to disarm enemies. 

Red Lines:

  • Arcs shatter and explode on impact, unable to reuse them. 
  • Arcs do not hit every single time, granted they are hard to dodge, but they can still be dodged if the person knows the mage is casting from the first emote at around ~5-10 meters.

 

Projectile: Beam [Combat]
Beams are channeled energy that is shot towards a foe. They are large knockback zones and are the strongest type of projectile an arcanist can cast. Beams can be channeled until the mana in the spell has been expended, and provide arcanists with a way to inflict a large amount of knockback power on a certain zone. Beams drain more mana and energy the further the impact distance. Beams are powerful, and require a large amount of skill to cast.

 

Spoiler

Mechanics:

  • Beams require four emotes to cast.
  • Beams are very powerful tools of the projectile Arcanist, as such they produce and can cover a large area. They are channeled projectiles, and can be channeled as a beam of energy for upwards of three emotes, causing successive damage to those in the area of the beam.
  • Beams can either be very large or small, and depending on how far they travel, they are most exhaustive if they cover larger spaces, and less so if they cover less. 
  • Beams cause great amounts of damage AND knockback. They are capable of potentially incapacitating foes and stunning them completely, and pushing on tremendous forces. Beams can push people backwards potentially six to seven meters, and cause great pain on enemies.
  • Beams can be blocked by strong shields and objects which will deflect the arcanic energy away.

Red Lines:

  • Beams cannot cover an infinite length. They are capped out around seven to ten meters in length.
  • Beams cannot kill a foe instantly, they may incapacitate them greatly, but not fully kill. They can bring targets to the brink of death and if channeled on a single target in the right condition, could possibly kill.

 

Projectile: Ray [Combat]
Rays are arguably some of the most powerful projectiles. Rays work by conjuring arcane energy above a target, and thundering that energy downwards on a target. This thundering of arcane energy will leave single target foes largely incapacitated, and in the case of the most skilled mages, multiple foes standing in close proximity. Rays are large, area of effect projectiles.

 

Spoiler

Mechanics:

  • Rays require five emotes to cast.
  • Rays are extremely powerful projectiles that can be used to great degree. Since they crush down on a foe, they put such an intense pressure on them that bones will often break. 
  • In the case of weaker targets, it is possible that Rays will be lethal completely, causing them to die. Though this is with weaker targets, who lack protective gear such as armour.
  • For those who wear armour, ray will still cause great pain and concussive damage, as well as anyone unfortunate enough to be near or in the blast, causing large pain and damage on the enemy. 
  • Rays can be countered by moving out of the target area or running away while the mage casts, or running around to avoid the hit area, since the casting time is relatively longer. 

Red Lines:

  • Rays are typically lethal to unprotected targets, but this gives them an opportunity to use the counter strategy and move out of the blast zone. Protected (armoured) targets can still be hit, but won’t outright suffer death immediately.
  • Rays can only affect about one to three targets at once, if they are very close together (less than three quarters of a meter to each other).

 

Shielding Specialization

The Shielding Specialization is a brick wall against those who wield melee or projectile weapons. This Specialization equips the Arcanist with the powers to defend with great power, and construct arcanic shields of reasonable proportions to defend their friends and themselves. This Specialization is very useful for protection, and non-offensive uses. As such, those who specialize in this form of Arcanism are often practitioners of a defence policy.

 

Shield: Disc [Combat]
The simple Disc Shield Spell allows the Arcanist in question to form a trash can lid size (radius of 75 cm) shield. This is essentially the bread and butter spell of most shielders, it allows the mage to conjure a small and easy to cast shield that holds together against some number of hits. The Disc Shield spell will even deflect some minor hits towards it, sustaining a smaller amount of hits than other shields.

 

Spoiler

Mechanics:

  • Discs take 2 emotes to cast.
  • Discs can be maintained for 6 emotes, each hit taking away one hit emote the time.
  • Discs can deflect certain sword strikes with energy, causing the sword to bound back, either backward or in some cases out of the striker’s hand if the shield is small. 
  • Discs can deflect projectiles, but it cannot aim them back at people. These count as hits which brittle away the shield.
  • Each hit causes arcanic particles to be sent flying outward, taking away a piece of the shield each time. 
  • Discs act as standard shields, trash can lid sized and cannot defend an entire body but rather a small region. Higher tiered mages can expand the size of these Discs to protect an entire body. 

Red Lines: 

  • Discs cannot be indefinitely held up, and will eventually shatter when the emote duration is over depending on how many hits.


Shield: Flat Shield [Combat]
Flat Shield provides the Arcanist with the means to cover a doorway or small space. This spell can be used to protect or seal off a room, doorway, or archway. Flat Shield takes a lot of concentration and a fair bit of mana to maintain, since bending the shield around the fine spaces will require more precise control over the chaotic arcane wisps. 

 

Spoiler

Mechanics:

  • Flat Shield takes 3 emotes to cast. 
  • Flat Shield can be maintained for 7 emotes, each hit taking away one emote from this time.
  • Flat Shield will deflect away weapons that try and attack it, whittling away however at the shield and causing the particles to fly out of the shield in response. 
  • Flat Shield prevents people, projectiles, etc. from entering or exiting a closed room or area that it can cover. The larger the size of the entrance/exit, the more exhausting it is for the mage. 

Red Lines: 

  • Flat Shield can only be cast over a maximum area of 10 meters by 10 meters. This maximum area ensures that Flat Shield cannot be cast too large over huge archways, as such would be very difficult. 
  • Flat Shield does not remain indefinite, and will be destroyed with enough hits.


Shield: Bubble Shield [Combat]
Bubble Shield provides the Arcanist to surround them self in a protective bubble type shield that will prevent them from being harmed. This shield bends around them in a spherical manner, allowing the mage to be protected from physical projectiles and hits. Bubble Shield can also be cast on a single friend or ally. When Bubble Shield is cast, the mage in question becomes stationary.

 

Spoiler

Mechanics: 

  • Bubble Shield takes two emotes to cast.
  • Bubble Shield can be maintained for 6 emotes, each hit taking away one emote from this time. 
  • Bubble Shield causes the mage to go stationary while it is being cast. 
  • A bubble shield can be thought of as a spherical form of a disc, as it will similarly deflect blows directed at it away. 
  • Bubble Shield can only contain two people at the very most in one bubble shield, if they are very close together (less than 0.5 meters).

Red Lines:

  • Bubble Shield cannot be maintained indefinitely.
  • Bubble Shield only protects a maximum of two people in one shield.


Shield: Bash Shield [Combat]
Bash Shield is a spell used by shielders to knock people back with already cast shields. This spell can be “applied” in a sense to already cast shields such as Disc or Bubble Shield. It cannot be applied to shields that are stationary like Flat Shield. Bash Shield causes the enchanted shield in question to produce a powerful knockback effect upon someone, putting strain on the shield in question.

 

Spoiler

Mechanics

  • Bash Shield takes one emote to apply to a shield.
  • Bash Shield can knock people back approximately three to four meters. If the mage must remain stationary, they must wait for someone to hit the enchanted shield. Else, with disc, the mage can use the shield to bash into someone and knock them back.
  • If an armed individual strikes a bash shield with a sword, the sword will simply fly out of their hands. If a projectile hits a bash shield, the projectile will fly backwards with great speed in any random direction.
  • Bash Shield will instantly shatter the shield it is cast upon, causing another shield to be summoned a requirement if the mage wants to continue protecting them self. 

Red Lines:

  • Bash Shield causes a mage’s shield to be destroyed once it is cast on a shield.
  • A shield must already be active before Bash Shield is used.


Shield: Pulse Shield [Combat]
Pulse Shield allows the Arcanist to call forth an expanding shield around them which disperses into wayward energies, unpredictably causing all those around them in a five meter radius to be sent back another five meters. This gives the mage an escape opportunity, by causing all those around them to be sent backwards.

 

Spoiler

Mechanics:

  • Pulse Shield takes three emotes to cast. If a shield is already active, say a bubble shield, the emote count is reduced to two emotes. 
  • Pulse Shield will knock people standing in a five meter radius all around the mage in question about another five meters backwards from the point of impact they were in. 
  • Pulse Shield immediately shatters after knocking people and objects back, meaning it cannot be reused as a stable shield in any capacity and all the summoned wisps fade back into the void. 
  • Pulse Shield can be countered with physical objects to stop the wisps from hitting them, these physical objects like shields which are planted and dug into the ground, will protect people from being knocked back. However shields which are smaller will be ineffective.
  • Pulse Shield does not require a shield to be summoned.

Red Lines:

  • Once this spell is cast, the ‘shield’ that was formed for the area shove cannot be immediately reformed, as if it were shattered. In order to create another shield, the arcanist must begin forming the shield from scratch.

 

Shield: Trap Shield [Combat]
A shield that mages can cast to trap someone, steadily decreasing the size of it. Decreasing it to a point such that a great amount of pain becomes apparent on the target in question. This spell cannot be used to kill, as that would cast the shield to shatter under such pressure. This spell is intended to prevent targets from leaving, and is used as a holding shield.

 

Spoiler

Mechanics:

  • Trap Shield takes four emotes to cast.
  • Trap Shield will cause the target to feel pain as it is optionally decreasing in size, though no more but pain. It cannot crush people or kill them. If the target is particularly weak and or without armor, the target may break a single bone or two at the very worst, though this is not always the case.
  • Trap Shield will shatter if the person puts too much pressure on the shield, as it can be maintained for twelve emotes, each hit from a weapon will cause this number to decrease by one each time.
  • Strong targets cause trap shield to shatter faster than weaker targets.
  • If the mage decides to compress the shield, this emote time goes to eight emotes rather than twelve. 

Red Lines:

  • This spell cannot be used to kill anyone or seriously harm them unless they are very weak, then a single broken bone would occur at the very worst.

 

Shield: Dual Shield [Combat]
This spell is similar to the Bash Shield spell, as it can be used to “enchant” another spell during the casting time. If this spell is applied, there will be an increase in emote time. It can be used to allow the mage to summon two shields instead of one, such as two pulse shields, or two discs. This spell will however when applied causes the mage to become stationary while the target spell is active.

 

Spoiler

Mechanics:

  • This spell takes +1 emotes to apply to a spell being casted. 
  • Dual Shield will cause the mage to become stationary, expending more mana as they focus on their magic. While the target spell is also applied, they will become unresponsive as they focus on the spell. 

Red Lines:

  • Dual Shield cannot be successively spammed on spells, it can be cast once during a given combat instance, and cannot be cast on Bash Shield, or Colossal Shield.

 

Shield: Colossal Shield [Combat]
This spell is the ultimate spell that exists in the Shield Arcanist’s arsenal. Colossal Shield allows the mage in question to construct a grant shield, one that resembles a bubble shield around an area around them. In order to cast this spell, which spans around approximately the size of a medium sized house, (25^3 cubic meters). This Colossal Shield can be game changing, and is best used in roleplay events. Colossal Shield can heavily drain a mage, as such the mage must go to the center of where they wish to cast it and enter a deep, vulnerable, meditative state while arcanic wisps trail out from their body and feed into the grand shield. If cast in conjunction with up to four other arcanists, this spell may protect an entire city (this form is only doable during events, however).

 

Spoiler

Mechanics:

  • This spell takes six emotes to cast, and can be reduced to five emotes if another Arcanist is present to aid the mage.
  • Colossal Shield causes the mage to become completely vulnerable, entering a deep meditative state in the center of the shield area, sitting on the ground as they focus. Arcanic wisps feeding out from their body into the shield. 
  • Due to the nature of this spell, if the mage is distracted or taken out of the meditative state, it is possible they risk falling completely unconscious from mana drain for two to three irl hours. 
  • Overall, this is a dangerous, last resort spell to cast. 
  • This spell can be maintained for seventeen emotes, with each hit at the surface taking away 1 emote from this channeling time. 

Red Lines:

  • Cannot be used unless there is a sufficient need for this spell, such as an event or large raid. Casting this spell puts the mage in large danger.
  • This spell causes the mage to be very tired when it is finished, even if it is safely done and will need a lot of time to replenish their mana.

 

Weapons Specialization

The Weapons Specialization is a powerful and diverse way to use Arcanism. While other forms focus on creating general shapes to use in combat, Weapons Arcanism harnesses the art of precision in sharpening arcanic energy into precise shapes and weapons that can be called forth. Not only are weapons able to be summoned in moments, but also tools as well. While overlooked by a few, the Weapons Specialization provides battle mage arcanists with the tools they need to become powerful in melee combat, something that not many magi can speak towards.

 

Weapon: Tool [Non-Combat]
This spell allows the mage to form tools out of their arcanic power. This specialization is unique because the mage can construct sharp tools to extract materials or use to their advantage. These tools can be summoned at any moment by a skilled mage, and are used for strictly non-combat purposes. This spell, being purely utility will shatter the moment it is engaged in anything other than its intended use, and any strictly utility tool can be summoned, pickaxes, et cetera.  

 

Spoiler

Mechanics:

  • This spell takes two emotes to properly cast.
  • This spell can be used to summon any tool with a utility purpose, such as pickaxes, logging axes, garden rakes, scissors, etc.
  • The summoned tools are extremely fragile and will shatter when they are used for anything but the purpose they were created for.

Red Lines:

  • Cannot summon a tool that will be used with a combative purpose
  • The creation of a tool is not a substitute for skill in using it. Should some resources require specific skills to harvest, arcanism tools would not be sufficient to harvest it.


Weapon: Sword [Combat]
Sword allows the mage to construct a sword, ranging from the size of a dagger to a longsword. This spell is versatile in that the mage can construct a weapon to use against their enemies. This sword can be used in a number of ways, not only limited to melee weapon usage.

 

Spoiler

Mechanics:

  • This spell takes two emotes to properly cast.
  • Sword can be either launched as a projectile (shattering upon hitting something), or used as a melee weapon.
  • When used as a melee weapon, sword can sustain six strikes against an enemy before it will shatter. 
  • The mage must not be seriously hurt in combat for the sword to remain in existence, as the focus is still essential. Due to the small size of the sword, and the repetitive nature, it can still be used in the heat of battle. 
  • If chosen as a single melee weapon, sword cannot levitate and float around and must be wielded in the hand of the mage. 
  • Sword is capable of breaching flesh with the right hits, and acts much like a dagger to longsword sized melee weapon when using it. 
  • Small daggers can be summoned in multitude (upwards of 3) and levitated around, inflicting small cuts and damage around a target. Larger weapons should be summoned in one. 

Red Lines:

  • Cannot sustain infinite hits, all weapons in this spell can hit 6 times before shattering. If the weapon clashes with another weapon, this counts as a hit.
  • Mages must maintain their focus while using this spell.

 

Weapon: Bow [Combat]
The mage can summon a single bow and call forth phantasmal arrows into their bow, launching them as projectiles which follow closely to the spell “Projectile: Bolt.” Upon crashing into an enemy, the arrow will pierce the skin, however instantly shatter afterwards. The arrow will not remain within the target, but rather inflict the damage and then disappear. This is useful for stunning and stopping enemies as they try and escape.

 

Spoiler

Mechanics:

  • This spell takes two emotes to properly cast. One emote being used for firing the bow.
  • Bow can only be summoned as one weapon alone, and arrows must be successively fired one after the other, meaning no arrows or volleys at once. Such a maneuver would require an Arcane Missile.
  • The bow is liable to damage, if a sword hits the arcane bow it will instantly shatter. It does not take damage from shooting arrows, however it can be easily conventionally damaged since it is not a melee weapon, but rather a ranged one. 
  • Bow can shoot 5 arcane arrows before it shatters. 

Red Lines: 

  • Cannot shoot an infinite number or arrows, arrows shatter upon impact.

 

Weapon: Spear [Combat]
Spear allows the mage to summon a range of weapons that model the shape of a spear largely, these include staves, sticks, bo staff, et cetera. These weapons can be used in combat much like they would be conventionally. Spears can also be thrown by the mage levitating, in this manner, where a single spear is thrown magically, it will shatter upon impact after dealing necessary damage.

 

Spoiler

Mechanics:

  • Spear takes three emotes to properly cast. 
  • Arcane spears have sufficient stability to pierce leather armors, but will shatter against anything harder than leather 
  • Spear can take on five hits and strikes before it will shatter. Hits and clashes with other weapons count towards this number. 

Red Lines:

  • Spear cannot take on infinite hits or deal infinite hits, as such, it abides by the number of hits specified in mechanics.
  • Mage must focus while in combat if they use this as an active melee weapon. 
  • Maximum length is (N) (you decide).

 

Weapon: Axe [Combat]
Axe allows the mage to summon forward an axe or hammer, depending on their choice and use such a weapon for cleaving and concussive damage. This is a blunt and powerful weapon that requires more focus to maintain than other weapons. Curiously, skilled mages are able to summon two of these weapons at the same time in some cases. Though they cannot let the construct levitate, and must use it as melee weapons or throw them mechanically.

 

Spoiler

Mechanics:

  • Axe takes three emotes to cast. 
  • Axe is meant for cleaving, and concussive damage. Axe can be thrown, but when it is thrown the mage’s focus breaks slightly, as such it will shatter upon impact after doing the necessary damage to a target. 
  • Axe can possibly dent shield and harm them. 
  • Axe functions much like a mechanical war axe or hammer while it is in melee use, directly in the hand of the mage who must concentrate while they are in the heat of battle. 
  • Axe can deal and sustain five hits, including hits towards the weapon before shattering.

Red Lines:

  • Axe, like other weapons, cannot be sustained indefinitely.
  • Mage must focus while in combat on their weapon, not letting it leave their hand lest it become too fragile.

 

Weapon: Chains [Combat]
Chains allow the mage in question to bind or restrict a target. This works by condensing wisps into durable chains which then proceed to float and wrap around a target, binding them either directly to the mage’s grasp or to the ground. These chains wrap around the target’s hands and legs, causing them to become immobile. Though the target can slightly struggle out of these chains with enough effort. If the chains are hit by any sources other than the target with weapons, they instantly shatter and can be severed.

 

Spoiler

Mechanics:

  • Chains take three emotes to cast.
  • Chains can be wrapped around the target, though despite this, after three emotes of struggling the target may start to get a chance to break out, if the target is weak and physically not strong, they will take three more emotes, if they are of average strength, two more emotes, if they are of above average strength, one emote more.
  • Chains are sustained for a maximum of eight emotes, and break after that.
  • Chains can be instantly shattered by any bystanders by ripping them apart physically or using a weapon to slash through them. 

Red Lines:

  • Chains cannot not be cast indefinitely, they have an expiration and the mage must keep their focus solely on the target for them to remain in existence.
  • The target is allowed to struggle out of the chains with the rolling mechanic discussed earlier.

 

Weapon: Whip [Combat]
The mage in question is allowed to construct two or one whips in either of their hands to use on a target. These whips will stretch a length of eight meters and can be used on people as the mage sees fit. These whips can be of varying length and size, depending on how much mana the mage expends. They can be used to lash out painful strikes.

 

Spoiler

Mechanics:

  • Whip takes three emotes to cast. 
  • Whip can be used to lash a target with painful strikes, causing minor bleeding on the surface of the skin if whipped enough.
  • Two whips can be summoned or one whip.
  • These whips are 8 meters long at maximum.
  • Whip can be used for a maximum of 5 strikes or hits on it before it is shattered.

Red Lines:

  • Whip must remain in the mage’s hand or they will lose focus and it will be shattered into the void.

 

Red Lines

While Arcanism has many feats and abilities open to it, and those who dedicate themselves to the many ways to manipulate it’s energies, there are certain conditions and red lines that must be followed through every single spell of magic.

  • You may not cast spells that are out of your line of sight, as per evocation guidelines.
  • “Sharp Arcanism” can be used at Tier 5 with the drawback of adding one emote to the charge up time. 
  • Shields, projectiles and weapons that shatter will act like shrapnel until it gradually returns to the void.
  • You may not instant cast any spell in Arcanism.
  • You must always emote fatigue when casting magic, even small ones would require the occasional drop of sweat or twitch of the fingers.
  • Your aura colour is constant in your spells, multi-coloured spells are impossible.
  • You must emote the conditions of your spells, and the state each evocation is in.
  • Arcane Evocations do not share the same properties as the shapes or mimics they are trying to take after. It will not possess hot or cold properties, and the evocation will only take on the shape and appearance. The evocation is not a physical substance, rather it is materialized nothingness which produces auric light.
  • You cannot use arcanism to let yourself fly or do things that are not specified in the boundaries of each spell. 
  • Shields are not completely impenetrable, mental magics like illusion will still go through the shield.
  • Cannot cast forward constructs that offer a mechanical advantage (bridges, climbing ropes, etc).
  • An arcanist cannot strike with weapons properly due to weight difference, as such a mage can never strike with a weapon for significant damage due to void induced weakness, leaving them only with basic technical knowledge of using their weapon.

 

Tier Progression

As is the case for most if not all magics, there are varying degrees of master and skill for Arcanism. As a result, each Tier is separated by Specialization with corresponding spells being addressed in each section of said Tier Description. Different Tiers are capable of different feats, and the higher a mage goes into the ladder of mastery, the more powerful magic they are able to cast. 

 

Tier 1: Novice 
Novice Arcanists are just beginning to develop their craft. They have just discovered the art and are being lead closely by their master teachers. These new mages are able to conjure only small amounts of arcane energy, and only chaotic amounts. As a result, they are focused solely around manipulation of wisps and small constructs. These mages do not have to pick a specialization at this point.

 

Spoiler

Spells:

  • Specialization: Art
    • Construct: Gas
    • Construct: Arcane Energy

Limitations:

  • Very small mana pool for casting this magic, can only cast basic, small spells at the very best. Does not even scratch the surface of combat magic.

Changes:

  • Inapplicable.

 

Tier 2: Student
Student Arcanists are beginning to blossom into better and more skilled magic users. With larger spells opening up to them, and the power to refine their spells into better forms, a teacher encourages the student to choose a Specialization at this point of their study. Teachers, exceptionally will show the students a sample of each specialization through their utility spells, and will let the student decide.

 

Spoiler

Spells:

  • Specialization: Art
    • Construct: Gas
    • Construct: Arcane Energy
    • Construct: Liquid
    • Construct: Solid
  • Specialization: Projectiles
    • Projectile: Missile
  • Specialization: Shielding
    • Shield: Disc
  • Specialization: Weapons
    • Weapon: Tool

Limitations:

  • Very small mana pool still for casting Arcanism spells. Can only summon smaller amounts of arcane energy.
  • Students will find it hard but possible to cast small Projectiles, Discs and Tools, depending on the Specialty, additionally they will find the utility spells easier. 

Changes:

  • Utility spells become easier for the mage, now able to revel in their “artistic” arcanism abilities.

 

Tier 3: Adept
Adept Arcanists are beginning to show more promise and comfortability exploring a greater range of abilities in their respective specialization. As a result, these mages gain a lot of new skills at this stage. This is considered the “average” level for most Arcanists, and casting basic spells becomes of great ease for the mage.

 

Spoiler

Spells:

  • Specialization: Art
    • Construct: Gas
    • Construct: Arcane Energy
    • Construct: Liquid
    • Construct: Solid
  • Specialization: Projectiles
    • Projectile: Missile
    • Projectile: Orb
    • Projectile: Bolt
    • Projectile: Disc
    • Projectile: Arc
  • Specialization: Shielding
    • Shield: Disc
    • Shield: Flat Shield
    • Shield: Bubble Shield
    • Shield: Bash Shield
  • Specialization: Weapons
    • Weapon: Tool
    • Weapon: Sword
    • Weapon: Bow
    • Weapon: Spear
    • Weapon: Axe

Limitations:

  • Medium sized mana pool for casting Arcanism spells. This type of mage is able to summon larger amounts of arcane energy for use in a greater variety of spells.
  • Adept Mages are beginning to grow competent in their respective Specialization(s). Their spellbook expands as their knowledge does too.
  • Mages will find casting spells that are more challenging like Arc, Bash Shield, some weapon spells, but will still be able to. 
  • Mages are able to manage their mana pool better, but will still find casting harder magic difficult. 

Changes:

  • Utility spells are of ease for the Adept Mage.
  • Mages are able to cast the basic spells of their Specialization with ease now, moving their focus towards more challenging and useful arcana.

 

Tier 4: Expert
Expert Arcanists have now the option to teach the magic to students. These experts live and breath arcanism, becoming quite skilled at the practice. They are able to learn and perfect more challenging techniques at the upper bounds of their specializations, while growing in great skill with their respective spells already. 

 

Spoiler

Spells:

  • Specialization: Art
    • Construct: Gas
    • Construct: Arcane Energy
    • Construct: Liquid
    • Construct: Solid
  • Specialization: Projectiles
    • Projectile: Missile
    • Projectile: Orb
    • Projectile: Bolt
    • Projectile: Disc
    • Projectile: Arc
    • Projectile: Beam
  • Specialization: Shielding
    • Shield: Disc
    • Shield: Flat Shield
    • Shield: Bubble Shield
    • Shield: Bash Shield
    • Shield: Pulse Shield
    • Shield: Trap Shield
    • Shield: Dual Shield
  • Specialization: Weapons
    • Weapon: Tool
    • Weapon: Sword
    • Weapon: Bow
    • Weapon: Spear
    • Weapon: Axe
    • Weapon: Chains
    • Weapon: Whip

Limitations:

  • Large sized mana pool for casting Arcanism spells. This type of mage is able to summon great amounts of energy up until they feel exhaustion. They are able to manage their magic very well, though will become exhausted when casting challenging spells.
  • Expert Mages have nearly learned all the spells that their Specialization can offer, saving the most deadly and challenging for the next tier.

Changes:

  • Utility spells are of great ease for the Expert Mage.
  • Mages can start to increase the number of projectiles launched for smaller projectiles, like a Missile, Orb, et cetera. They can make use of these techniques to be successively damaging if they expend more mana.
  • Mages can conjure larger shields generally, able to protect more people if sizes are not specified already. 
  • The mage grows in Weapons skill, able to focus more easily in the heat of combat.

 

Tier 5: Master
Master Arcanists are masters of their field, their specialization and overall magic. Masters are few and far between, but for those with enough grit to master this powerful and diverse magic, they are a force to truly be reckoned with, with some of their spells becoming arms to fatality in the right circumstances with planning.

 

Spoiler

Spells:

  • Specialization: Art
    • Construct: Gas
    • Construct: Arcane Energy
    • Construct: Liquid
    • Construct: Solid
  • Specialization: Projectiles
    • Projectile: Missile
    • Projectile: Orb
    • Projectile: Bolt
    • Projectile: Disc
    • Projectile: Arc
    • Projectile: Beam
    • Projectile: Ray
  • Specialization: Shielding
    • Shield: Disc
    • Shield: Flat Shield
    • Shield: Bubble Shield
    • Shield: Bash Shield
    • Shield: Pulse Shield
    • Shield: Trap Shield
    • Shield: Dual Shield
    • Shield: Colossal Shield
  • Specialization: Weapons
    • Weapon: Tool
    • Weapon: Sword
    • Weapon: Bow
    • Weapon: Spear
    • Weapon: Axe
    • Weapon: Chains
    • Weapon: Whip

Limitations:

  • With the greatest sized mana pool available to all Arcanists of all skills, Tier 5 mages have the power to call upon great masses of arcanic energy. This however, does not mean they have infinite mana. They are limited in that they can only cast high powered spells infrequently, whereas lower ones frequently.
  • These mages cast the hardest spells of their Specialization with some difficulty, as they progress towards greater understanding it will become more familiar, but it will still tire them after usage. 

Changes:

  • Utility spells are of amazing ease for the Master Mage.
  • These mages are able to multishot projectiles with ease, with minimal strain to them so as long as the numbers do not exceed five projectiles at once generally.
  • These mages are also able to cast great and strong shields, with this becoming very useful to them for protection. 
  • Master mages have learned the styles of their weapons in melee form, as well as practiced their aim in ranged form. Able to use these weapons in the heat of combat, trained in maintaining great focus as they also focus on the combative situation at hand. Less of an amateur, less silly mistakes. However this “skill” is only peripherally transferable to real weapons, as the weightless arcanist weapons have vastly different feels and experience to it.

 

Purpose (OOC)

The purpose of writing this magic is to provide the Arcanism community with a legible draft for the Lore Games rewrite. This is to iron out Arcanism better, it’s subtypes and how it is used. This was written with good intentions of honouring the Arcanism community by extensive outreach in the form of a Discord Groupchat, where all were welcomed to join on my forums profile in a status post. 

 

Citations (OOC)

I must cite all those who contributed their feedback in the group chat or even made the effort to join. Those being Korus_Prime, Ayinthae, …. And so forth. If I missed a name, apologies. Additionally I cite BNK’s amazing lore that inspired this peace, as it is true that this is not too far from the original lore with just clarifications being more readily made. All those who are present in the rewrite discord group are also cited as contributing to the lore, by offering valuable feedback during the writing stage.

 

Spoiler

 

 

 

Extra: Visualizations & Concept Art

Here are some concept art for Arcanism enclosed in the spoiler. None of this art is owned by me and rights go directly to those who hold them as copyright holders. These images are intended under fair use for visualization of the abstract concept of Arcanism. Each image comes from Pinterest respectively, as such it can be reverse searched most likely for artist names. Please enjoy the pretty art I’ve gathered from these talented artists!

 

Spoiler

gQIEsa0.png

 

9WQO1i3.png

 

M7Zhi3I.png

 

fox9crH.png

 

ancCtfg.png

 

Fe4iZ9W.png

 

Written by ZythusRequiem

Link to post
Share on other sites

I want to make a note here that due to the sheer size of this monster of a lore piece, I’ve taken the liberty of breaking it up into different pages and sections for easy organization. I hope this helps. If this feature is a detriment to reading, please let me know.

 

EDITED: Pages were removed for reviewing purposes.

Link to post
Share on other sites

Overall, not too bad. I did appreciate the format especially. Though I would like to ask if sharpened weapons and projectiles still exist? Couldn't a T5 arcane mage make a weapon/projectile sharp with perhaps an extra emote or two, as I believe that was able to be done with the former iteration?

 

((also do check for grammatical and spelling errors))

Link to post
Share on other sites

16 hours ago, PunPal said:

Overall, not too bad. I did appreciate the format especially. Though I would like to ask if sharpened weapons and projectiles still exist? Couldn't a T5 arcane mage make a weapon/projectile sharp with perhaps an extra emote or two, as I believe that was able to be done with the former iteration?

 

((also do check for grammatical and spelling errors))

 

If it doesn’t say so in the spell/RLs, you can’t do it. A lot of these things were edited by the community. The lore for this piece was taken almost directly from BNK’s, I simply acted as the medium for translating it into this post. Also do understand that this lore has 9000 words and it would simply be hell right now to hawkeye scan for typos ?.

Link to post
Share on other sites

21 minutes ago, ZythusRequiem said:

If it doesn’t say so in the spell, you can’t do it. A lot of these things were edited by the community. The lore for this piece was taken almost directly from BNK’s, I simply acted as the medium for translating it into this post. Also do understand that this lore has 9000 words and it would simply be hell right now to hawkeye scan for typos ?.

 

Sharp arcanism is possible for T5 only, just highly taxing. A master could do about 4-5 sharp spells before being depleted of mana, at least in the forms of discs and bolts. Also, if this is passed it will be utilized by the entire server and a typo might make it seem more rushed and unprofessional. I recommend you correct anything you can to the best of your ability.

Link to post
Share on other sites

2 minutes ago, PunPal said:

I recommend you correct anything you can to the best of your ability.

 

Could you wait for tomorrow because it’s quarter past midnight and I have a lot of work to do irl as well?

Link to post
Share on other sites

52 minutes ago, ZythusRequiem said:

Red Lines:

  • Beams cannot cover an infinite length. They are capped out around seven to ten meters in length.
  • Beams cannot kill a foe instantly, they may incapacitate them greatly, but not fully kill. They can bring targets to the brink of death.

The way I’ve RP’d beams is that upon initial impact, it’s going to break bones. However, if you pin someone up against a hard surface and fling a beam at them, it’ll crush them to death. I think you should put that in the second redline. It’s perfectly realistic that after letting a mage charge for five emotes (six with connection) that they should be able to crush you to death provided they use their environment.

Link to post
Share on other sites

7 minutes ago, JrBuilderCaesar said:

The way I’ve RP’d beams is that upon initial impact, it’s going to break bones. However, if you pin someone up against a hard surface and fling a beam at them, it’ll crush them to death. I think you should put that in the second redline. It’s perfectly realistic that after letting a mage charge for five emotes (six with connection) that they should be able to crush you to death provided they use their environment.

 

Sure, fixed.

Link to post
Share on other sites

I appreciate you. This is exactly what needed to get done! You have my mage-heart. 

 

Also 9000 words woooof! I didn’t do you any favors with the monsters that were the original copies. 

Link to post
Share on other sites

I’m impressed!  You’ve done an excellent job at ironing out the kinks and producing this piece of lore to a high standard.  There may be questions I will have once you make final edits, but great work overall!

Edited by Gilded
Link to post
Share on other sites

Arcanism needs to take up more than one slot especially when it's this big of a magic. Probably one of the biggest points the LT made too.

Link to post
Share on other sites

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...