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[✗] [Magic Lore] - Arcanism: Masters of Potential


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Arcanism – Masters of Potential

 

Introduction

Since the dawn of magic, mages have sought to push themselves to their limits, gaining for themselves true power and knowledge of the Void. Arcanism in its archaic form was alien and vastly different in the past. Accomplished acrobat, Iatrilemar Elervathar, would go on to apply the concepts of balance associated with aerobic and gymnastic practices to this unclassified potential, pioneering defensive spells and further expanding on it with projectiles and artistic capability. The final result? A unique and powerful art unforeseen by descendants and magi across the realm. With such a power, mages could mold arcane energies as easily as clay, forming for themselves any projectile or tool they desired. Such a feat can be used to make anything from a simple flower to a beam of pure voidal energies. The potential of such a power is endless, making it the most versatile of all arcane magics. 

 

Magic Explanation

With arcanism, a mage is able to manipulate pure Voidal energy and pull it from the Void in order to create anything they wish. Such energy can be summoned in a solid, gaseous, or liquid state. Once the energy is pulled into the physical realm, it appears as thousands of pebble-sized wisps or swirling streams of gas-like energy, which are used to form whatever the mage desires. The mage can appear as a formidable force with the use of projectiles, a sturdy defensive force through shielding, or an innovative and artistic individual through the use of arcane art.

 

Learning Arcanism

Like all arcane magics, arcanism requires many years worth of study, repetition and the cost of a mage’s physical strength. Being such a versatile magic in comparison to other evocations and its lack of natural existence in our realm, arcanism requires twice as much study to unlock its full potential and may not be self taught. The arcanist must study how arcane moves and its natural properties, such as its inability to retain temperature and its naturally volatiles properties in high densities. The right mindset is also necessary for Arcanism. Someone who is anxiety-ridden and uncertain in their emotions will have great difficulty upkeeping shields and may cast an undesired spell out of impulse.

 

OOC Explanation

- Arcanism takes up [2] Magic Slots. It is not a feat and there is no [1] Slot specialization.
- A voidal connection, and mana is required to practice Arcanism.
- Arcanism may be taught by players who possess an accepted [TA].  
- Players must have a valid [MA] to use Arcanism as an in-game magic.

 

Properties of Arcane

When an arcanist summons arcanism into the realm, it takes on the color of the Arcanist’s aura and is naturally luminescent. Arcane is neither hot nor cold, being of neutral temperature and unable to hold any sort of heat. Once initially summoned, arcane is ethereal and its early state does not possess the properties of a solid. In the Art specialization of Arcanism, wisps may be more loosely or greatly packed together—the more compact the wisps are, the darker the gradient of the aura. Solid applications of Arcanism, such as shielding and conjured solids may resonate sound when struck, the thinner the solid, the higher the pitch. Combative uses of Arcanism generally require the wisps to be compacted together, taking on a more solid state, though delivering harsh impact and blunt force to the target in question. Since the magic wants to be free and unrestrained, the denser and more volatile the spell, the more exhausting it is to hold together, causing it to take on rigid shapes in contrast to its non-combative ability.

 

Spells

The arcanist is capable of a broad and colorful variety of spells from which they may cast, be it to become a defensive force that is truly a task to break through, an offensive force that’s surely to be reckoned with should one be fought, or a spectacular artist that may shape their energies to their hearts desire. Combative abilities are very cut and dry, however, pack a punch against the unsuspecting foe, whilst an arcanist’s gift of artistic uses of arcanism are much more versatile and are only limited to the user’s imagination.

 

Spells - Art

The most open-ended of all the arcane subtypes, allowing the arcanist to create practically any complex art that they wish, conjuring great densities of wisps to manifest different shades of their aura. It is often non-harmful and has very few applications in battle, from creating a few butterflies to dance around a child to manifesting a shroud of energy to hide within or used as an aid to escape. Such a power has astonished scholars and descendants alike with the precision of this feat.

 

Conjure Solid: Non-Combative

This spell allows the arcanist to conjure a solid that may be manifested into whatever the user desires in various shapes and sizes. Such could be used to create a plate, bowl or any other sort of solid object an arcanist can think of.

Spoiler

Mechanics: 

This spell takes 1 connect + 1 charge/cast emotes to properly cast. Conjure solid allows the arcanist to manifest any sort of solid object that the user desires. Conjured solids will feel similar to glass and ceramic when felt. Conjure Solid is intended to be used as a utility spell and may not be used to provide a combative advantage. Should an arcanist attempt to make a barrier or shield with conjure solid, it will shatter and provide no protection whatsoever.

 

Red Lines: 

- May not be used to achieve a combative advantage.

- May not be used to fly or levitate.

- Limited to a 10 block radius.

 

Conjure Fluid: Combative/Non-Combative

This spell allows the arcanist to create and imitate any liquid or gas-like structure that the arcanist desires, capable of imitating low moving liquids like honey, free-flowing water-like substances, creating projections of artifacts and objects, or using a mist-like shroud to confuse foes and mask the mage, giving them a tactical advantage,

Spoiler

Mechanics:

This spell takes 1 connect + 1 charge emote to properly cast out of combat, 1 connect + 1 charge + 1 cast in combat. Conjure Liquid allows the arcanist to manifest a collection of arcane energy that imitates any sort of liquid or gas. Although Conjure Fluid is intended as a utility spell to project objects or create abstract patterns, the arcanist may create a thick veil or shroud of mist to obscure themselves, or spread over a large area to achieve a tactical advantage, or an opportunity to flee. Combative mist will last 8 emotes and may only be used once per combative instance.

 

Red Lines:

- May not be used to achieve a combative advantage, save for the use of mist. 

- Combative mist lasts 8 emotes and may only be used once per combative instance.

- May not occupy any space larger than 8m³, in or out of combat.

- The mage cannot see through their own mist.

- Mist may be countered with strong gusts of wind.

- May not be ingested nor cause suffocation, though extended exposure to mist may make it difficult to breathe.

- Conjure Fluid may not be used to slow people down.

 

Conjure Arcane Energy: Non-Combative 

This spell allows the arcanist to summon and manipulate an array of arcane wisps. They may be shaped into an ethereal orb of light or casted around the user, comparable to glow bugs flying around someone. It could be used as an elegant spectacle, a party trick, or to illuminate a dark area.

Spoiler

Mechanics:

This spell takes 1 connect + 1 charge emotes to properly cast. The arcanist arranges wisps together to provide light, or as a cool little trick. It may take on a variety of different aesthetics as long as the spell doesn’t affect any object physically. Conjure Arcane Energy is intended as a utility spell and may not be used combatively. 

 

Redlines:

- May not be used to achieve a combative advantage

- Cannot be used to blind, only provide soft light.

 

Spells - Projectiles

The primary arsenal of Arcanism, permitting the arcanist to solidify Voidal energy into concentrated projectiles which they can then launch at their opponents. Such a specialization is very versatile, allowing the arcanist to barrage their opponent with several arcane projectiles or even crush a target with a beam of pure arcane energy. Such comes with a consequences: more damaging and advanced spells will violently combust in front of the mage if their concentration is unwillingly broken.

 

Arcane Missile: Combative 

The arcanist calls forth energy to shape into a single small projectile that in itself seems meek, but can qualify as a formidable threat when an arcanist sends a barrage of missiles towards you. These are the simplest and least mana demanding combat spell that Arcanism may offer.

Spoiler

Mechanics:

Missiles are incredibly easy to cast base-ball sized orbs of Arcane; so simple that in small quantities, it barely scrapes the learning Arcanist's mana reserves. They may be shot off individually or multishot in barrages. Missiles take 1 connect + 1 charge emote + 1 cast emote to create up to three missiles and fire them off, travelling at the speed of a thrown rock. Upon impact, missiles will feel like a harsh jab, pushing the opponent back one foot per missile and leaving a brief stinging pain; bruises, worst case scenario as they are incredibly weak. There is no theoretical limit as to how many missiles an Arcanist may cast in a small grouping of 1-3 due to how little mana they expend, but when shot off in groupings above that, they will expend more mana.

 

When using multishot above 3 missiles at a time, it takes 1 connect + x charge emotes that may add up to 3 missiles per emote + 1 prepare emote + 1 attack emote. Multishots of this caliber expend more mana and take more concentration. The most missiles that may be shot off in a single multshot at T5 are 5, so although an Arcanist could have missiles far beyond the limit charged up, after so many multishots they'll be completely fatigued and the unused missiles will return to the void. A T2 Arcanist may multishot up to two missiles with no significant mana drain; T3, Arcanist's may shoot off three missiles with no significant mana drain; T4, four missiles with mana being expended; and T5, five missiles with mana being expended.

 

Amount of times a mage can multi-shot before exhaustion (each tier implies that the maximum amount of missiles per multishot are used.

T1: N/A
T2: Indefinite. As the Arcanist can only shoot off up to two missiles, their mana pool is unaffected.
T3: Indefinite. As the Arcanist can only shoot off up to three missiles, their mana pool is unaffected.
T4: 6 multishots (4 missiles per multishot, twenty-four total)
T5: 7 multishots (5 missiles per multishot, thirty-five total)

 

Red Lines: 

- Missiles explode on impact and may not be reused.

- An Arcanist's mana pool is unaffected when shooting off missiles in groups of three or less, but these will not be a reliable defensive measure. If their adversary is actively pursuing them at a running speed and the Arcanist chooses to spam groups of 1-3 missiles at them, the Adversary may stagger a few times, but will reach them in a timely manner and will not be halted unless more than three are used.

- Anything beyond temporarily staggering an opponent will require more than 3 missiles to be used.

- Missiles may not knock an opponent into unconsciousness.

- Missiles may be indefinitely done in groups of three or less, but anything larger will become more draining.

- Missiles may not be multishot in more than five at a time.

- Reasonable pain will not factor in until missiles are multishot in groups above three. 

 

Arcane Bolt: Combative 

A step above missiles, the arcanist calls forth energy to compress into a dense golf-ball sized orb that may be shot off in a short amount of time, though expends more mana than a missile. This is known as the "quickshot” of arcanism due to its hard hitting nature and the unsuspecting impact of such a small spell.  

Spoiler

 

Mechanics:

Bolts are slightly harder to cast, though make up for such a price in speed and impact. 1 connect + 1 charge emote + 1 cast emote are required to properly cast this spell. Similar to missiles, they are still golf-ball size, though much denser. Bolts travel at roughly the speed of an arrow. Upon impact, Bolts bruise hard and leave a stinging pain for several seconds, being comparable to a baseball striking you, which makes the opponent prone to broken noses and black eyes. Bolts may not be controlled as finely as Missiles due to their unstable nature and quick speed. They’re capable of pushing an opponent back a meter at most. Shields will counter Bolts, but leave moderate dents.

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A

T3: 4
T4: 5
T5: 6

 

Red Lines: 

- Bolts explode on impact and my not be reused.

- Bolts may not push an opponent back more than a meter.

- Bolts may not knock an opponent into unconsciousness under any circumstances.

- Bolts may not be multishot like missiles.

- The arcanist may not move more than five meters per emote while charging the bolt.

 

Arcane Orb: Combative 

The arcanist calls forth arcane energy to take the shape of a moderately sized spherical shape and compresses it together into an unstable ball of energy. Orbs are slower to cast and travel significantly slower than Missiles, but pack a heavy punch and are capable of pushing targets within its range back a couple meters and even carrying the potential to knock those unprotected unconscious under the right circumstances. Arcane orbs of the most powerful area of effect projectiles and deal the greatest concussive force.

Spoiler

Mechanics:

Orbs, due to their unstable form, are harder to cast exhausting if used consecutively. Arcane Orbs take 1 connect + 2 charge emotes + 1 cast emote to properly cast. They’re softball sized and move significantly slower than missiles, comparable to the speed of an underhand thrown rock and leave a wispy trail behind them. These projectiles are known for being moot in long distances assuming the opponent is aware of the mage’s casting. In exchange for their slow speed, arcane orbs are heavy in concussive damage, equivalent to that of a warhammer or mace, breaking a bone possibly and knocking back anyone 2-3 meters that is directly hit by the projectile, as well as staggered anyone within a couple feet of the orb. Additionally, they may be used to dampen the effects of enemy projectiles or block them entirely. Orbs may not be finely controlled, though may be slightly curved to adjust their path. Standard shields will absorb almost all of the impact of an orb, and highly dent shields.

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A
T3: 2
T4: 3
T5: 4

 

Red Lines:

- Orbs explode on impact and may not be reused.

- Orbs, due to their slow speed may be sidestepped if the target is paying close attention to the arcanist’s casting.

- Due to the immense energy orbs contain, they may not be finely redirected after being launched.

- The arcanist may not move more than five blocks per emote whilst charging the orb. Doing so will break the mage’s connection and result in the spell exploding (see below red line).

- If the arcanist’s concentration is disrupted two emotes into casting the orb, it will backfire on the

arcanist and the general effects of the spell will be applied to them.

 

Arcane Disc: Combative

The arcanist calls forth arcane energy and forms what could be described as a small disc shield, no bigger than a foot in diameter. Arcane discs are thrown projectiles that deal great knockback to the opponent, though deal little pain or concussive force. They offer no protection and cannot be used to block or deflect attacks and projectiles.

Spoiler

Mechanics: 

Arcane discs are effectively small disc shields, no more than a foot in diameter. Discs take 1 connect + 2 charge emote + 1 cast emote to cast. The arcanist throws the disc similar to how a discus is launched in sports, travelling in a curve and about as fast as a thrown baseball. This projectile carriers no concussive force behind it, only leaving a bruise at most, though makes up for such in knockback, sending unarmored foes 4-5 meters back and armored foes 3-4 meters back. Shields will counter discs, halving the knockback. If a disc shield is already active and in perfectly unscathed condition, the arcanist may shrink the shield down and throw it in the form of a disc over the course of two emotes. Even though arcane discs are small shields, they offer no protection and will shatter if hit with a weapon.

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A
T3: 3
T4: 4
T5: 5

 

Red Lines:

- Discs offer no protection protection. If you attempt to block an attack with a disc, the attack will pass right through it and shatter the spell.

- The arcanist may not move more than five meters per emote while charging the arcane disc. Doing so would break the mage’s connection.

- Discs shatter on impact and may not be reused.

- Discs are purely knockback, and will leave a light bruise at most.

 

Arcane Arc: Combative

The arcanist calls forth arcane energy to create a small ball of energy, then fire it off in an arc shape as the name suggests. Arcs are as fast as Bolts and deal the concussive damage of an orb, as well as knock the opponent back a few meters. As the name suggests, they “arc” through the air, making them hard to track as they home in on their target. What particularly stands out about these spells is that they may be shot around corners briefly before fading away. These are difficult to cast and are not a largely disposable spell to the arcanist.

Spoiler

Mechanics:

Arcane arcs are lines of energy that arc through the air, homing in on their opponent. Arcane Arcs take 1 connect + 3 charge emotes + 1 cast emote to properly cast. Arcs travel at the speed of an arrow and are equivalent to a blow from a warhammer. Shields may counter arcs, absorbing most of the damage and denting it harshly. If an arc is shot around a corner, it will carry on for 2 meters before vanishing into the void. Thus, making it useful as a workaround to targets hiding behind brief mounds of cover. Arcs may be used in a variety of ways in combat, a few examples being to disarm an opponent, break a bone if the arc is focused onto a specific unprotected region, or even knock the one unconscious if launched at the naked head.

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A
T3: N/A
T4: 3
T5: 4

 

Red Lines:

- Arcs explode on impact and may not be reused.

- Arcs expend a moderate amount of mana and are not disposable to be used several times.

- Arcs have the capability to curve around corners, though will disappear after bypassing two meters out of line of sight.

- The mage may not move more than three meters per emote while charging the arc. Doing so would break the mage’s connection and result in the spell exploding (see below redlines)

- If the arcanist’s concentration is disrupted two or three emotes in to casting, the arc will backfire and stagger the mage back, potentially breaking a bone or knocking them out.

 

Arcane Beam: Combative

The arcanist calls forth arcane energy to gather an unfathomable amount of unstable energy in their arm and expels it forward from their palm in a powerful beam; a jack of all trades that offers high speed, great concussive force and unforgiving impact. The Arcane Beam greatly incapacitates opponents and and is often lethal in most situations lest medical attention is received quickly after. This could be perceived as a spell to finish a fight.

Spoiler

Mechanics:

Arcane beams are linear and continuous projectiles of voidal energy. Beams take 1 connect + 4 charge emotes + 1 cast emote to cast. Beams travel at the speed of a crossbow bolt and hit with the force of a truck in close range. Arcane beams may be no more than a meter in diameter (they can be compacted to conform to tighter spaces, but deliver the same damage and consume the same amount of mana.) Beams may be maintained for three emotes and may continue on for a maximum of fifteen meters until they fade out. The effects of a beam depend on the range.

1-7 meters in the beam: Unprotected, the target will be launched back 7-9 meters, breaking several bones on impact and causing internal bleeding. If the target is protected in plate armor, it will be severely warped and dented and they’ll be launched back 5-7 meters, the effects drastically reduced due to their protection, a couple bones broken at most. If the target is pinned up between the beam and a hard surface, regardless of protection, organ failure will ensue and bones will continue to break. If the beam is held on them for three emotes, the target has incredibly minuscule hope of recovery. Iron shields at this range will do little to protect the target at this range, disarming them from the target’s wrist or destroying them entirely.

 8-11 meters in the beam: Unprotected, the target will be launched back a 5-7 meters, a few bones broken, but no chance of lethal damage upon initial impact. If the beam is held on them from this distance, a few more bones may be broken with a slight chance of organ failure. Targets protected in plate armor will be knocked back 3-5 meters with moderate denting and some bruising, potentially a broken bone. If contact is maintained, a bone or two may fracture. Iron shields will halve knockback and will lessen the effects of broken bones.

12-15 meters in the beam: Unprotected, the target will be bruised harshly, as if several arcane missiles were barraging them, even if contact is maintained. They will only be pushed back 3-5 meters. Protected targets in plate will be barely phased, their armor only minor denting, even if contact is maintained. Iron shields will subvert these effects entirely.

However, a consequence of casting such a mana-intensive spell lies behind its immense power. If the Arcanist is forcefully disconnected three emotes in or further while charging the beam, the energy will backfire on them, breaking an arm or two and knocking them unconscious.

 

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A
T3: N/A
T4: 1
T5: 2

 

Red Lines:

- Arcane beams are not infinite and are capped off at fifteen meters.

- Arcane beams may break through wood doors and thin wood structures or walls, but may not severely damage large or dense stone structures (RO consent required).

- The arcanist may not move more than three meter per emote whilst charging the arcane beam. Doing so would break concentration and result in the spell exploding (see the below redline).

- If the mage’s concentration is disrupted three emotes into charging the beam, the energy will explode in their arm, easily breaking it and often knocking the mage unconscious, leaving them vulnerable to their opponent.

- A beam maintained for three full emotes, at T5, will drain half the Arcanist’s mana, leaving them to only cast another beam in its entirety.

- BEAMS DO NOT GENERATE HEAT. THEY ARE ONLY CONCUSSIVE FORCE. YOU MAY NOT LASER PEOPLE WITH THEM.

 

Arcane Ray: Combative

The arcanist conjures a large amount of energy above one or multiple targets, calling it down with great force upon their opponents with incapacitating damage. The arcane ray is arguably the most powerful spell in the projectile specialization. Such a spell takes great focus and is stationary, often only used on a large sum of opponents or on unusually large-sized creatures. 

Spoiler

Mechanics:

Arcane rays are area of effect projectiles that may be used on single, or multiple targets at once. Arcane rays take 1 connect + 5 charge emotes + 1 cast emote to properly cast. These projectiles may easily be evaded before they are called down, but come crashing downwards upon being cast over target, taking up an area of 2m². Arcane rays will put immense pressure on targets, similar to a load of bricks falling upon them. This is capable of breaking many bones and leaving targets to die if medical attention is not received shortly after. Although surviving Rays isn’t unheard of, the blunt force trauma done to the head and potential organ failure deems these odds slim. Even if the target does the survive the Ray, they’ll be immensely crippled, making it incredibly difficult to even crawl or clamber. Armored targets will experience immense pain and denting of their armor along with some broken bones; they’re still subject to death, however odds are halved. Rays are capable of collateral damage in structures and buildings, most vulnerable are dwellings mostly wood and/or with little stone or brick framework (RO Consent required). The Arcanist will be unable to cast even the most basic of spells after the Ray is cast. If the Arcanist is disrupted while charging the Ray, they will fall unconscious and the channeled energy will fade away into the void.

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A
T3: N/A
T4: N/A
T5: 1

 

Red Lines:

- Rays take up a large amount of mana. The arcanist may not cast immediately after calling down the Ray and must be allocated time to rest.

- Rays only fall at the speed of a crossbolt shot downwards.

- The Arcanist is stationary while casting the Ray.

- Rays may do damage to dwellings built from wood or structures with little stone or brick framework (RO Consent required).

- If the Arcanist’s connection is forcefully disrupted 3 emotes in or further into charging the Ray, they’ll fall unconscious and the evoked Arcane will fade into the void.

- Rays may not be casted further than ten blocks away from the arcanist.

- Rays may not exceed 2m² and may not be casted from higher than 10m above the target.

 

Spells - Shielding

A mage, as powerful as they are, may still require some defense in even the most dire of situations. With such a need in mind, an arcanist is able to form a barrier out of pure arcane energy to defend them from any attacks that may threaten them. An experienced arcanist’s shields may even rival the sturdy ferrum shields that seasoned warriors use to protect themselves.

 

Arcane Disc Shield: Combative

The arcanist may shape their energies into a long disc shape that can hover over their wrist for easy movement or be hovered around them in a radius. It may be expanded to cover a wider range at the cost of extra mana. This is often the bread-and-butter of the Arcanist’s defensive arsenal due to its quick casting time and serviceable durability.

Spoiler

Mechanics:

Disc shields may range from 2.5 feet in diameter to 9.8 feet/3 meters in diameter. Disc shield takes 1 connect + 1 charge emote + 1 cast emote to cast in its 2.5 ft form, with an additional emote having the potential to expand it to 3 meters in diameter. At first Arcanist may cast a disc-shield 2.5 feet in diameter, having the option to allow it to weightlessly hover over their wrist, or maneuver it in a radius of 10 blocks around them. In this state, another disc shield may be casted with the original charge time. This, however, renders them stationary. Once an Arcanist is better taught to expand their shields, they may pour more mana into their disc shields, expanding it to a range of the disc shield into 3 meters in diameter over the course of an additional emote; they may move this shield around in the air within a radius of 10 blocks. The Arcanist may also choose to bash their opponents with either variant of the shield, knocking their opponents back 4-5 meters unprotected, and armored adversaries 3-4 meters; however, such would put dramatic stress on the shield and destroy it in the process. Both variants of disc shield will last for 8 emotes, passively deteriorating by one emote each. If the disc shield is struck with a sharp weapon, it will drop it by one emote. If the shield is hit with a blunt weapon, it will drop this by two emotes. If a disc shield is struck with a weapon, it will not passively deteriorate for that turn. 

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: 2 (after each is broken, if using dual shield or having created a larger disc shield, it will count as 2)
T3: 3 (after each is broken, if using dual shield or having created a larger disc shield, it will count as 2)
T4: 4 (after each is broken, if using dual shield or having created a larger disc shield, it will count as 2)
T5: 5 (after each is broken, if using dual shield or having created a larger disc shield, it will count as 2)

 

Red Lines:

 

- Disc shields may not be maintained indefinitely. Disc shields will passively deteriorate for eight emotes. If the shield is struck with a weapon, it will not deteriorate for that turn.

- Disc shields may not be “thrown” like disc projectiles. If they are maneuvered away further than ten blocks or thrown they will shatter into wisps and return to the void.

- Expanded shields may not be dual-shielded.

- Dual shielding will render the Arcanist stationary. They may not move.

- Using a disc shield to bash an opponent will destroy the shield in the process.

- Using an expanded shield to bash someone does not inflict more knockback. It will only increase the coverage of the area it might affect its targets.

 

Arcane Flat Shield: Combative 

The arcanist manipulates their energies to evoke a flat shield that melds to surfaces, acting as a barrier for small spaces such as doorways or arcs.Weapons and projectiles recoil off of the barrier. This, of course, calls for more concentration, as bending the shield to fit into more irregular spaces will require more mana and precise control.

Spoiler

Mechanics:

Flat shields are often used to prohibit projectiles, blunt and sharp weapons, and people from crossing through an entrance or passing. Flat shields take 1 connect + 2 charge emote + 1 cast emote to properly cast. Similar to disc shields, flat shields may only be maintained for a set amount of time before shattering: ten emotes. Flat shield will passively deteriorate for ten emotes straight until shattering. Sharp weapons will dock one emote while blunt weapons will dock two. If a shield is struck with a weapon, it does not passively deteriorate for that turn.

 

Flat shields are stationary, and once evoked and melded to a set gap, must be re-casted should the arcanist wish to expand them or reposition it. The maximum area a flat shield may occupy is 10m².

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A
T3: 2 (after each is broken)
T4: 3 (after each is broken)
T5: 4 (after each is broken)

 

Red Lines:

- Flat shields may not be maintained indefinitely. Flat shields will passively deteriorate for ten emotes. If the shield is struck with a weapon, it will not deteriorate for that turn.

- Flat shields may not be adjusted or moved weightlessly like disc shields. In order to reposition or expand a flat shield that’s already been set stationary, it must be re-casted entirely.

- The arcanist may not move more than five meters per emote whilst charging or upholding the flat shield. Doing so would break the mage’s connection.

- Flat shields may not be used to bash opponents.

- Flat shields may not exceed 10m².

 

Arcane Bubble Shield: Combative

Thought of as the most iconic spell in the shielding specialization, the arcanist focuses energy infront of themselves and curves it around their form, creating a spherical shield that may encompass them and potentially a few additional individuals from harm’s way, or trap their foes. The arcanist is stationary whilst the shield is being cast.

Spoiler

Mechanics:

Bubble shields will protect the target from projectiles and attacks from melee weapons, causing them to recoil off of the shield. Bubble shield takes 1 connect + 1 charge emote + 1 cast emote to properly cast. Bubble shields will passively deteriorate for eight emotes until shattering. Sharp weapons will dock one emote while blunt weapons will dock two. If the shield is struck with a weapon, it will not deteriorate for that turn. Up to three people may be contained in a bubble shield, assuming they’re all incredibly close together. The arcanist may also cast a bubble shield upon an ally within a ten meter radius of them. 

 

Amount of times a mage can cast this (bubble shield) before becoming fatigued:

T1: N/A
T2: N/A
T3: 2 (after each is broken)
T4: 3 (after each is broken)
T5: 4 (after each is broken)

 

Red Lines:

- The arcanist may not move while casting bubble shields. 
- Bubble shields may not protect more than three people.
- Bubble shields are not airtight. They may not suffocate someone or soundproof speech, though will greatly muffle it.
- Bubble shields may not be maintained indefinitely. Bubble shields will passively deteriorate for eight emotes. If the shield is struck with a weapon, it will not deteriorate for that turn.

 

Arcane Trap Shield: Combative

A more harmful twist on the bubble shield, the Arcanist summons a strong bubble shield around their opponent, trapping them within its confines. The user may choose to compress this down on their opponent to inflict pain, though shattering the construct shortly after in the process.

Spoiler

Mechanics:

Trap shields are a form of bubble shields used with the intent to hold a target in a specific region and prevent them from escaping. Trap shields take 1 connect + 3 charge emote + 1 cast emote to properly cast. The arcanist can choose to leave the trap shield around the target and let the shield passively deteoriate for ten emotes, or compress it into smaller size around the target for up to 6 emotes before deterioration. Striking a trap shield with a sharp weapon will dock one emote from the total while using a blunt weapon will dock two emotes. If a trap shield is struct with a weapon, it will not passively deteriorate for that turn. Compressing a shield onto a target is not lethal and is more so incredibly painful rather than physical damaging; the most that could happen would be several bruises and a couple broken bones, nothing lethal. Trap shields are susceptible to shattering if the target puts too much pressure on the shield. 

 

Amount of times a mage can cast this (trap shield) before becoming fatigued:

T1: N/A
T2: N/A
T3: N/A
T4: 3 (after each is broken)
T5: 4 (after each is broken)

 

Red-lines:
- Trap shields may not be maintained indefinitely. They passively deteriorate for ten emotes if held over a target and six emotes if compressed. If the trap shield is struck with a weapon, it will not passively deteriorate for that turn.
- The mage may not move more than three meters per emote whilst charging and upholding the trap shield. Doing so would break the mage’s connection.
- Trap shields are not lethal and may not kill in any way.
- Trap shields may not contain more than one person.

 

Arcane Pulse Shield: Combative

The arcanist applies this to an already stationary Bubble Shield around them, or multiple targets. The bubble shield becomes semi-solid, rapidly expanding out around the arcanist for up to five meters before fading away. This spell is often helpful when the arcanist may be overwhelmed with multiply targets, as most area of effect spells in arcanism are.

Spoiler

Mechanics:

This spell requires Bubble Shield to already be active and takes 1 additional emote to be cast. If bubble shield is not active, this spell requires 1 connect + 3 charge emotes + 1 cast emote to properly cast. The arcanist converts a Bubble Shield into a semi-solid state, sending it outwards for up to five meters before the spell fades away. The pulse shield expands at the speed of an arrow and is pure knockback, staggering opponents back up to five meters and only capable of leaving small bruises directly.

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A
T3: N/A
T4: 4
T5: 5

 

Redlines:

- Pulse Shields may not directly knock someone into unconsciousness.

- Pulse Shields may not be applied to trap shields.

- Pulse shields may not exceed five meters in range

 

Arcane Colossal Shield: Combative

Many arcanists enter an intense meditative state of focus and conjure a massive bubble shield over a large area such as a home, or sometimes an entire city. This is only to be used in large raids and events. As a consequence, the mages are greatly vulnerable whilst casting and upholding a Colossal Shield. The arcanists may be physically drained for days on end after performing such a feat, as the spell often drains such an immense amount of mana that may render them bedridden. As arcanists meld their energy, it may produce a blend of all colors, creating a singular colored shield, or perhaps a shield that is splotched with each arcanist’s aura.

Spoiler

Mechanics:

Colossal Shields should be used sparingly. This spell takes 1 connect + 5 charge emotes + 1 cast emotes to cast. Colossal shields will passively deteriorate for twenty emotes before shattering. If a Colossal Shield is struct by a weapon, it will not deteriorate for that turn. Conventional weapons will dock up to one emote while siege equipment and event creatures will dock up to five (up to ET). There is no limit to how many arcanists could join in. It only makes the process less taxing, though will still consume the same amount of mana from each mage.

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A
T3: N/A
T4: N/A
T5: 1 

 

Red Lines:

- Colossal Shields are reserved for large raids and events and may not be used in normal roleplay fights.

- Great fatigue must be emoted for at least one IRL day after the shield has been cast.

- Colossal may not be maintained indefinitely. They will shatter after their limit is reached.

- Colossal shields may not exceed 50m² in area no matter how many arcanists join in.

- If the arcanists are disturbed during the spell, they will likely go unconscious for up to ten emotes.

 

Spells - Tools

A more utilitive branch of Arcanism, the user may call forth energies to forge more simple and less mana intensive constructs, be it something as simple as a woodcutter's axe, or chains to restrain something or someone from movement. Arcane Tools are often learned easily after practice with shaping their energies and solidifying them.

 

Arcane Utility: Non-Combative

The arcanist calls forth energy to create any utility to be used in labor or recreational activities, such as cutlery, a plate, pickaxe, a shovel, a basket and many more options. These take little focus and mana unless used for prolonged periods of time. Utilities may also be used to achieve minor advantages whilst in inconvenient situations, such as an alchemy lab, or an instrument even.

Spoiler

Mechanics:

Utilities are spells best suited for physical labor. This spell takes 1 connect + 2 charge the properly cast. These tools are weightless to the mage, though will weigh as much as the item it mimics to anyone else (an axe will weigh as much an iron axe to anyone but the arcanist).’This spell is intended to have a lot of leeway to it as long as it provides no combative or mechanical advantage.

Red Lines:

- May not be used to achieve a combative advantage.

- Tools are weightless to the mage, but weigh as much as the item in question to anyone else.

- May not support immense amounts of weight (small baskets or containers to carry light materials or liquids are fine).

 

Arcane Lens: Non-Combative

Due to the transparent nature of arcane, the arcanist may shape their energies into one or many lenses to use purely as utility. They may create tools such as a magnifying glass, telescope/spy glass, or even spectacles. However, the arcanist should have experience with creating optics beforehand to produce effective lenses, otherwise leaving the arcanist to experiment with this spell.

Spoiler

Mechanics:

This spell takes 1 connect + 1 charge emote + 1 cast emote to properly cast. spy glasses may not be used to zoom in on incredible distances, only able to zoom in mechanically as much as the mod Optifine can. Lenses have the same durability as glass and may not be used to focus light and create fire. Anything viewed through a lens will be tinted with the arcanist’s aura color. 

Red Lines:

- Lenses may not be used to achieve a combative advantage (using a spyglass to get a better look at an opponent is fine).

- Lenses may not be used to bypass techlock to create tools such as microscopes.

 

Arcane Chains: Combative

A complex spell, commonly known for making things more interesting, used by experienced arcanists to restrain a foe or medium sized creature from movement by shaping energy into chain-links. These may be evoked from the ground, directly from the arcanist’s hands, or from a wall, should line of sight not be violated. They coil around the opponent’s wrists and ankles to render them greatly immobile

Spoiler

Mechanics:

Arcane chains require great focus to use and properly uphold. This spell takes 1 connect + 2 charge emotes + 1 cast emote to properly cast. Arcanism chains may be upheld for up to five emotes before shattering by default. The target may struggle and roll a d20 for each struggle emote to attempt to break the chains. The first struggle emote requires a 20/20, the second requiring a 17/20, third a 14/20, and so on with the deduction of three from the threshold until the chains break. Chains may be receded from their point of origin to bring the target to the ground or constrict their movement to a greater extent over the course of one emote of the chains being active, however all red lines still apply. Although bound to the target, with enough outside interference, the chains may easily break, such as a swipe from a sword or putting enough stress on them.

 

Amount of times a mage can cast this before becoming fatigued:

T1: N/A
T2: N/A
T3: N/A
T4: 2 (if used to full extent)
T5: 3 (if used to full extent)

 

Red Lines:

- Chains may not be upheld indefinitely and will shatter by default after five emotes.
- Chains are not perfect, and will shatter if enough outside force is applied to them or if the bound target breaks them.
- Chains may not be cast further than 10 meters away from the arcanist.
- The arcanist may not move more than 3 meters per emote whilst charging or keeping someone bound with arcane chains. Doing so would break the mage’s connection.

 

Tier Progression

Novice (T1) - The scholar has just begun their studies in arcanism, assuming they already understand how to establish a connection to the Void. They may just barely be able to form a few wisps before being exhausted. This lasts for 2 weeks with consecutive lessons.

*Bolded spells are gained at the specified tier.

Spoiler
  • Spells: N/A
  • Redlines/Guidelines:
    • An arcanist can only create a small handful of wisps at this level, unable to make them concrete, before being exhausted.
    • Should they not know how to connect to the Void already, they can maintain brief bouts of connection for up to five emotes before being exhausted. The slightest distraction is enough to pull them from their concentration.

 

Student (T2) - At this point, the arcanist is able to conjure their wisps with greater ease, now able to form them into simple shapes with some difficulty. This lasts for 3 weeks with consecutive lessons.

*Bolded spells are gained at the specified tier.

Spoiler
  • Spells: 
    • Art:
      • Conjure Solid 
      • Conjure Fluid 
      • Conjure Arcane Energy 
    • Projectiles:
      • Arcane Missile
    • Shielding:
      • Arcane Disc Shield
    • Tools:
  • Redlines/Guidelines:
    • An arcanist at this level can create a more significant amount of wisps, able to manipulate  them with some difficulty. They may also solidify their wisps for brief bouts of time, though spells may not be cast consecutively.
    • The arcanist is relatively free to move as long as they don’t make jagged movements that risk their connection.
    • Should they not already have mastered connection prior, a mage may maintain their connection for longer periods of time -- up to seven emotes before being exhausted. A mage can maintain their concentration through some noise, though with some difficulty. 

 

Adept (T3) - A mage now has a better grasp upon their magical ability, able to conjure wisps with less difficulty than before and manipulate them in a much more efficient fashion. This lasts for five weeks with consecutive lessons.

*Bolded spells are gained at the specified tier.

Spoiler

 

  • Spells: 
    • Art: 
      • Conjure Solid 
      • Conjure Fluid 
      • Conjure Arcane Energy 
    • Projectiles:
      • Arcane Missile
      •  Arcane Bolt
      •  Arcane Disc
      •  Arcane Orb
    • Shielding: 
      • Arcane Disc Shield
      •  Arcane Flat Shield
      •  Arcane Bubble Shield
    • Tools:
      • Arcane Tool
  • Redlines/Guidelines:
    • An arcanist is now able to conjure wisps easily, though still having a little difficulty solidifying their wisps.
    • The arcanist may only move five blocks per emote with any Tier 3 spell charged.
    • A mage’s connection is now able to be maintained for moderate amounts of time, typically for up to ten emotes. Such concentration can be maintained through noise, through harsh physical contact often yields disconnection.

 

Expert (T4) - The arcanist has nearly mastered arcanism at this point, being able to conjure their wisps easily and solidify their arcanism quickly. They still take some time to cast most of their spells, though with much greater ease than before. This lasts for six weeks with consecutive lessons.

*Bolded spells are gained at the specified tier.

Spoiler
  • Spells: 
    • Art:
      • Conjure Solid
      •  Conjure Fluid 
      • Conjure Arcane Energy 
    • Projectiles:
      • Arcane Missile
      • Arcane Bolt 
      • Arcane Disc
      • Arcane Orb 
      • Arcane Arc
      • Arcane Beam
    • Shielding:
      • Arcane Disc Shield 
      • Arcane Flat Shield
      • Arcane Bubble Shield
      • Arcane Pulse Shield
      • Arcane Trap Shield
    • Tools:
      • Arcane Tool
      • Arcane Lens
      • Arcane Chains
  • Redlines/Guidelines:
    • An arcanist can conjure their wisps easily as well as solidify their wisps with similar ease.
    • The arcanist may only move three blocks per emote with any T4 spell charged.
    • A mage may maintain their passive concentration for practically unlimited time so long as they aren't distracted and in a quiet environment.

 

Master (T5) - The arcanist has completely mastered arcanism, able to conjure wisps near instantly and solidify them. They understand every possible use of wisps in casting and can perform simple spells with incredible ease. This tier is reached after the magic has been practiced for 16 weeks total.

*Bolded spells are gained at the specified tier.

Spoiler
  • Spells: 
    • Art: 
      • Conjure Solid
      • Conjure Fluid
      • Conjure Arcane Energy
    • Projectiles:
      • Arcane Missile
      • Arcane Bolt
      • Arcane Disc
      • Arcane Orb
      • Arcane Beam
      • Arcane Ray
    • Shielding:
      • Arcane Disc Shield
      • Arcane Flat Shield
      • Arcane Bubble Shield
      • Arcane Trap Shield
      • Arcane Pulse Shield
      • Arcane Colossal Shield
    • Tools:
      • Arcane Tool
      • Arcane Lens
      • Arcane Chains
  • Redlines/Guidelines:
    • Arcanists are able to conjure wisps incredibly quickly, solidify them with ease, and manipulate them very quickly. They can cast simple spells much quicker than any other level, though still have some difficulty with more advanced spells.
    • The arcanist is stationary while casting any T5 spell and may not move.
    • Arcanists, although are very experienced by this stage, do not have infinite mana pools. Fatigue must still be frequently emoted even when casting the simplest of spells.

 

Red Lines

- Arcanism requires line of sight to be cast combatively.

- Fatigue MUST be emoted.

- Arcanism may not be manipulated with Telekinesis.

- Emote counts are set in stone unless specific lore states otherwise.

- If an Arcanist wishes to evoke a spell at a great distance from themselves, one additional emote is required for every five blocks. This, of course, expends more mana. This does not apply if there is a specific range on the spell.

- ARCANISM BEAMS ARE STILL NOT HOT AND MAY NOT BE USED TO INCINERATE PEOPLE.

- Arcanism may not be sharp (save for enchantments).

- When spells explode, they act as minor shrapnel, though only may inflict minor cuts.

- Arcanism may not be used to create weapons (save for enchantments).

- Arcanism may not be used to create armor.

- Arcanism may not be instantly cast.

- Combative Arcanism on its own may not retain temperature. The only instance in which Arcanism may retain heat is if it’s being used as utility, such as an alchemy lab or cooking supplies.

- Combative Arcanism takes on uniform shapes, such as orbs, arcs, or linear lines. It may not be jagged or uniquely shaped.

- Non-combative arcanism may not exceed the durability of iron, and will disappear if used combatively.

- Arcanism is vulnerable to wards and abjurations.

- Arcanism may not be used to soundproof a room or area.

- Arcanism spells will rarely be “one-shots.” Spells will often have to be used in numbers to do lethal damage.

- Arcanism may not be used to levitate people or objects, fly, or give any mechanical advantage (bridges, ropes, stairs, etc).

- Arcanism may not be multi-colored with a person’s aura except for when multiple arcanists aid to create a colossal shield.

- Arcanism may not be used to breathe underwater.

- It is your responsibility to roleplay the effects of your spells, not your opponent(s).

 

Changelog

- Added drawbacks to more volatile spells.

- Added movement limits for higher tier spells.

- Added Arcane Lens.

- Added emote counts for each spell.

- Removed sharp Arcanism (save for enchantments).

- Line of sight isn’t as strict in non-combative Arcanism.

- Removed most arcane weaponry spells and combined some spells into properties of other spells to better compliant with Lore Games criteria.

- Made Arcanism entirey 2 Slots.

 

Concept Art and References

Spoiler

Image result for magic fantasy concept art
Jace, Ingenious Mind Mage - MTG by ClintCearley.deviantart.com on @DeviantArt

I0HUQ6zqfgBPL64oqilyUEwFr0UfsgbfA1WhRSSOyEbK87vJTbxveg3TJqyXREAdT4ibCo58dP3eMpY8gtQNgxDX7B6rMrBNHvdFBhkx7pV8cQacTuswsN3jyLbSVpw0RJiBIdBQ

Image result for magical laser concept art


Author's Note

As an avid member of the Voidal Magic community and user of Arcanism, I along many others, were displeased with the current problems the magic carries, along with the most recent Arcanism rewrite that was submitted. My intentions with this rewrite were to carry the precedent that Arcanism should be an interesting magic that facilitates roleplay outside of combat, yet also ensure that it was a formidable force with newly written drawbacks and clear clarifications, as magic should be restrictive in combat, though being expansive and versatile outside of combat. This was one of the main problems with Arcanism and Evocation in general. Players aren't told how expansive they can be out of combat, and as a result, non-combative magic RP suffers because of lack of clarification. This is what I want Arcanism to be, I want it to employ creativity and be more than conjuring a projection of a weapon or shooting magic missiles at your opponent.

 

Credit Where Credit's Due

This rewrite took quite some time to pull together and wouldn’t be possible without the great minds that helped shape this lore or the previous generations of it. Below are posts that inspired this lore to be written which I referenced while putting this together.

 

BrandNewKitten’s Lore:

BrandNewKitten’s Guide:

 

Isaac - Author

Jenny_Bobbs and Sorcerio - Co-Authors

And to everyone in Lore Games discord who gave feedback!

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First thought.

1y8dui.jpg

 

Second. Good read.

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Too much magic to be a 1 slot magic. Needs to be broken up into 2 parts at least. Also we’re still focusing on the stupid emote counts instead of just quality in general which is terrible.

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8 minutes ago, Toxcat said:

Too much magic to be a 1 slot magic. Needs to be broken up into 2 parts at least. Also we’re still focusing on the stupid emote counts instead of just quality in general which is terrible.

 

Our mentality was that, evocations in particular, are simply the use of one element used in order to create various shapes. It’s mainly just one 'spell' but it can be used in different ways. In this case, that ‘spell’ is conjuring arcane energies to condense into any shape one may want. Sure it may be a lot of potential, but it’s (like I said) just one ‘spell’. 

In my opinion, Void Magics shouldn’t typically require multiple slots as like I said its primarily just one element or specialization, with the exception being maybe Transfiguration. Just my dumb two cents.

 

 

 

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24 minutes ago, Alpheus said:

 

Our mentality was that, evocations in particular, are simply the use of one element used in order to create various shapes. It’s mainly just one 'spell' but it can be used in different ways. In this case, that ‘spell’ is conjuring arcane energies to condense into any shape one may want. Sure it may be a lot of potential, but it’s (like I said) just one ‘spell’. 

In my opinion, Void Magics shouldn’t typically require multiple slots as like I said its primarily just one element or specialization, with the exception being maybe Transfiguration. Just my dumb two cents.

 

 

 

 

 

I’d be down to clown if maybe we stuck with elements and not the insane power of arcane which is quite literally blunt trauma force but in spell shape. To be honest I’d rather see elemental evocation merged into one solid set magic than this mess that we’re still stuck with.

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The idea that a magic should take multiple slots is redundant. If you have multiple magics that are just separate slots of the same thing then you are just creating rules for the sake of creating rules. The fact is that this magic only really does a few things but has a sliding scale in terms of raw power. It shouldn’t take multiple magic slots in order to allow a magic to be diverse. History tells us that most users won’t use all of it. It allows them to pick and choose from an arsenal of spells that best fit their character. They aren’t just arcanists, they are unique characters with individual spells that used to more closely relate to their personal story.

 

That being said; This is “lore”and as the person who created and shaped this magic (orignal arcanism existed in Aegis but was nothing like what I did with it) I would personally appreciate some more recognition for my roleplay character, Iatrilemar Elervathar, and the years and years of roleplay that went into its development. Pretty egotistical of me to ask after you did all this work, I know, but I think giving credit to where it is due is important for the story of this magic. (Or perhaps I should just write a Legend thread to satiate that need for ego).

 

Edits after read 2: I agree with the usage of weapons and sharpness and their relation to enchantments. In general this piece sticks close to the original. I can see that a lore sidenote might be out of place for a post that is describing the spells and workings of the magic but I want to reaffirm that it’s important to know the history of the magic. Could a small section be formed at the beginning? Otherwise I am pleased with the direction. I’ll spend some time retreading it. 

 

If you have any questions for me let me know. Also ty for taking this on when I was too fed up to do it myself.

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Well written piece of lore, the formatting looks great color-wise and it seems to well adhere to the strict ass lore submissions we are required to fill. Good job all around everyone!

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I always get confused on the amount of emotes needed and for it to be defined is actually very nice. I never want to feel like im powergaming so having a detailed guide such as this is really cool so long as its accepted

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I like it, very much. Classic arcane mages are always fun things.

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On 12/13/2019 at 3:13 AM, MavrominoAlt said:

Arcane Chains: Combative

A complex spell, commonly known for making things more interesting

yes

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I’m not a huge fan of the fact that the main iconic spell for arcane shielding is locked away behind the 2 slot stuff.. that would be my only criticism. It only leaves 2-3 shield type spells for a mage using the magic at a one slot level.. 

Also, I’d make a list of all the spells at the end, with the stars. The last one is just a list without any stars, so its hard to tell how many spells are actually gonna be available for each version.

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On 12/12/2019 at 8:50 PM, Toxcat said:

Too much magic to be a 1 slot magic. Needs to be broken up into 2 parts at least. Also we’re still focusing on the stupid emote counts instead of just quality in general which is terrible.

Tox, you took the words right out of my mouth. Perhaps make it a two part thing?

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