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[✗] [World/Magic Lore]Arcane Sorcery


King_Kunuk
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Spoiler

This is an attempt, by myself, to lay the foundations for a new type of Arcane Magic so that those who wish to practice a pure form of magic unrelated to the Void can do so without having to retcon or rewrite void lore. If this lore piece is accepted, the actual magics will be slowly posted as they are made by a group who are dedicated to seeing this come to realization. This magic will not officially become active until it is fully completed, with it’s start requiring the acceptance of this World Lore into the 'pending' section at the very least.


Arcane Sorcery, Scholars of Magic

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There comes a time in life when one must understand that the physical body is limited to what it can undergo. That we as beings of material flesh can only transcend when it is given to us by our own design. Enter though, the use of Mana in its many applications. Though thought impossible, scholars truly dedicated to understanding the capabilities of this tool and its relation to the material realm have come to understand that by focusing their minds and weaving the very foundations of reality, one can tap into their own mana with great, astonishing resolve and success. All they need to do is learn and understand what it is.

 

Explanation
((note: this lore forgoes flavorful text in order to properly explain the concepts of Arcane Sorcery and how it functions))

Arcane Sorcery at its core is the complete and total understanding of the material alphabet and its countless runes and the ability to channel one’s mana through the invoking of those runes in a series of spells, incantations, and other such methods. It is a neutral magic, requiring one simply study the craft and become acquainted with how to use their mana, and how to invoke and understand the runes of the material realm to weave spells into existence. The core foundations of this magic are:

Evocation- the ability of a sorcerer to evoke and use the material language to send forth spells. Being that of a fireball, a storm of ice, or even expelling it’s energies in a more positive, less destructive manner such as healing magics of minor restoration.


Alteration- the ability of a sorcerer to empower the substances of the material world with the properties of other substances of the world or changing its very properties. From changing the durability of a piece of paper to the strength of iron, or by shaping a rock from a sphere to a cube. The concept of alteration is to change and allow change.

 

Conjuration- the ability to use the material alphabet to conjure and bind things from the material realm and into the service of the sorcerer. By invoking the powers of the material alphabet, the sorcerer can conjure forth objects native to the material plane, and maybe even from beyond by forcing such creatures to obey the material world against their will.


Illusion- The ability to weave and use the material world to affect the mind. From simple charms that alter an emotional state, to creating false impressions of the world itself, tangible only to the mind and none other.

 

Enchantments- A unique subset of arcane sorcery. Enchantment is the ability to use the material alphabet to bind spells and incantations to physical objects in some manner.

 

Rituals - The conjoining of two or more sorcerers to commit feats of magic that one sorcerer alone can not do.

 

Learning the Magic

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In order to practice arcane sorcery, one must dedicate 4 magic slots to the art and learn the magic from someone with a valid TA in the art. When one begins to study Arcane Sorcery, they must immediately dedicate all 4 of their slots to the magic. Arcane Sorcery is a difficult magic to learn and master, often taking several years, with some never being able to fully master all 5 schools of magic.

When one becomes an arcane sorcerer, they choose 2 of the 5 schools of magic. In these two schools, they are able to understand and fully master the magic, being eligible to cast T3, T4, and T5 spells under all of the specifications these schools can offer. The sorcerer then chooses another 2 schools. In those 2 schools, the arcane sorcerer is only eligible to cast T3 magics at most. In the final school selected, the sorcerer can only cast up to T2 in that specific class. This is done to emulate the needed amount of time to study and progress through the magic, and allow for arcane sorcerers to choose specializations in role play and give a sense of realism to the magic. Only an Archmage, a complete and total master of the arcane may fully use and teach all schools and their magical capabilities from T1-T5 as a means to bring the magic in and teach it in full. However, becoming an Archmage requires the character to dedicate their 5th and final slot to the magic.

 

A note of importance. Arcane Sorcery can not be practiced by any CA race that is transformative (Azdrazi, Frost Witch, Varg, etc) unless the Lore Holder is consulted and permission is given for said CA. One who undertakes the path of the sorcerer is also unable to learn any form of deity, dark (including blood magic), or voidal magic regardless of its source or it's potential for compatibility (save for feat level seer.). They are compatible with regular misc magics and feats, provided that the misc magic allows the use of mana. Finally, one requires a greater soul to practice the magic, and thus it can not be learned by creatures with lesser souls or without souls (Musin, Voidal Horrors, Inferi, animals) due to them lacking natural mana to use, or the ability to comprehend and understand the material alphabet.
 

Spoiler

Redlines

-In order to practice arcane sorcery, one must have a greater soul and NOT be a transformative CA race, as well as have 4 magic slots.

-Arcane sorcery can not be practiced with any form of dark, deity, or voidal magic (save for seer feat level magic). Alchemy is compatible with Arcane Sorcery, but Afflicted can not practice it.

-Arcane Sorcery can be practiced with a valid MA, and must be taught with a Valid TA. The MA dictates what magics the mage knows most and which ones they know least. The schools of specialization are chosen upon the MA being made, and can not be changed.

-All spells must be learned through proper roleplay. There is no method to self teach yourself unless the full instructions on how to cast a spell are found in an ingame roleplay book signed by the ST (must be an original copy).

-Upon becoming an Archmage, a person can use all the magics to the fullest extent, but must dedicate their 5th and final slot to the magic.


 

Casting the Magic

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When one practices arcane sorcery, the sorcerer follows a slot based casting system, with the higher the tier the sorcerer is, the more slots they have access to. Each Tier has its own set of spell slots to which can be called upon for a different level of spells (not limited but including upcasting as well). Attempting to cast a spell without the slot will lead to the persona passing out, or possibly even dying if they have used up a large sum of their mana. They are as follow:
 

Spoiler

T1 slots

1st Level: 2

2nd Level: 0

3rd Level: 0

4th Level: 0
5th Level: 0

 

T2 slots

1st Level: 3

2nd Level: 2

3rd Level: 0

4th Level: 0
5th Level: 0

 

T3 slots

1st Level: 4

2nd Level: 3

3rd Level: 1

4th Level: 0
5th Level: 0

 

T4 slots

1st Level: Spells become so easy to cast, they do not affect the caster’s mana pool in a meaningful way

2nd Level: 4

3rd Level: 3

4th Level: 1
5th Level: 0

 

T5 slots

1st Level: Spells become so easy to cast, they do not affect the caster’s mana pool in a meaningful way

2nd Level:  Spells become so easy to cast, they do not affect the caster’s mana pool in a meaningful way

3rd Level: 4

4th Level: 2
5th Level: 1

Archmage Slots

1st Level: Spells become so easy to cast, they do not affect the caster’s mana pool in a meaningful way

2nd Level: Spells become so easy to cast, they do not affect the caster’s mana pool in a meaningful way

3rd Level: Spells become so easy to cast, they do not affect the caster’s mana pool in a meaningful way

4th Level: 3
5th Level: 2

 

Redlines

-In order to cast a spell, a mage must have a viable spell slot. This is both for combat/non combat encounters due to how one can lead to another. Spell slots tend to regenerate once an encounter officially ends, and what can be considered to be a full roleplay day passes (unless stated otherwise for the use of a ritual or enchantment).

-Casting a spell without any spell slot makes a mage pass out, if not die from the sheer lack of mana (this also accounts for spells that no longer have slots. No slots = no casting). It is up to the person to roleplay this out properly.

-Cantrip level spells do not need a spell slot. The needed energy to cast them to inconsequentially to make any dent into the mana pool

 

To cast a spell, a mage must know the material runes associated with that specific spell, and must spend the emotes needed to cast the spell invoking the runes in some manner. Be it drawing them in the air and they take the colour of their aura, or by speaking the words out loud in flexio, elvish, dwarvish, or some other, non-common tongue language (save for moonspeech due to its alien nature). Regardless, the caster’s aura must manifest in some manner while the casting is happening as a suitable tell.

 

The Archmage

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The archmage is a unique individual who has been granted total authority over Arcane Sorcery by their peers in the craft. By undergoing a Ritual of Transcendence, an Archmage unlocks the full knowledge of the arts they teach, being able to then impart the knowledge onto others. By becoming an archmage, one dedicates their 5th slot to the magic, and is able to fully use and teach all of the schools of magic. To become an Archmage, there are two methods.

The first and most common method of becoming an arch mage is that all existing archmages convene and imbue a selected mage with the gift of the archmage. This requires all mages to agree on one to ascend to their ranks, and is a gift rarely given out. This is done as a means of keeping the title of archmage at a low, while also making it so that the amount of ‘supreme’ TA holders are spread out.

 

The second method, which can only occur in the lack of an Archmage, is that at least 5 sorcerers of master class come together and help uplift one of their fellows to an Archmage. This is done to create a new supreme TA to then help with the teaching of others.

In times when there are no means of gaining a new Archmage, ST is free to consult the Lore Holder on ways to bring the lore back to life if it were to ever go inactive.

 

Spoiler

Redlines

-An archmage exists as the grandfather MA and TA to the magic. To create a new arch mage, all existing arch mages must agree and commit to uplifting the mage to their order.

-To become an Archmage, one must be T5 in arcane sorcery, as well as have an active, accepted TA. However one does not need to be an archmage to make a TA.

-One must have a great ooc understanding of Arcane Sorcery to become an archmage. ST management is free to deny the ascendance of one to the role of an archmage if they feel the person is not knowledgeable of the magic.

-In the time when there are no active archmages, a group of at least five T5 sorcerers can come together and uplift one of their number to an arch mage. This requires ST manager approval
-ST may instead choose to simply grandfather a new Archmage may be elected and given the needed tools to become one. How this is done is up to ST and the current Lore Holder.

 

Roleplay Mechanics

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The following points exist as simple roleplay mechanics that arcane sorcerers must abide by. They are enforced in terms of balance and realism.

Strength: The strength of an arcane sorcerer is generally on par with that of what would be average of their race, though must cap at the strength of  the average human (for orcs if they somehow practice this art). However, their skill with the blade is often lacking, often being overwhelmed by those more skilled in weapon based combat. An Arcane Sorcerer should not be able to outclass or outlast a trained warrior in sword play if it ever comes to it.

 

Armour: An arcane sorcerer, while the can use and wear armour, often times prefers not to. This is due to how heavy armours can be, with such apparels being too uncomfortable to wear and use. Such is then that while wearing any from of armour, the sorcerer will find it nearly impossible to cast magic. While wearing armour equal in weight to full plate, the sorcerer will only be able to cast T1 spells (only in their specialized schools) and no other. While wearing armour around the weight of half plate, the sorcerer can cast at around T3 spells for schools they specialize in.When wearing light armour (such as leather), a sorcerer can cast T4 in schools they specialize in. A sorcerer can't cast spells form schools they do not specialize in. If one is an Archmage, they become so enveloped in their studies that they simply can't cast while wearing any amount of armour (save possibly for gloves, boots, and helmets).

 

The Soul: When one practices arcane sorcery, they use the innate passive mana that their soul produces to make active mana to then cast spells much like other magics. No changes in their soul changes, being still a regular, descendent soul less somehow altered.

 

When Casting Spells: when a mage casts, they must put focus onto the spell they are weaving. When they do so, the mage must be free from any serious interruption. Their focus can be broken when interrupted by a suitable attack from a weapon, extremely loud sound, or the spell is ‘counter spelled’ by another sorcerer. This is up to the interpretation of the sorcerer, and should not be powergamed (if you have to ask: would this break my concentration, it most likely will). Generally as well, the higher the tier the mage is, the stronger their focus is, with combative casting being capable one the mage reaches at least T2.

 

Tier Progression


Study into the arts takes time and practice, with arcane sorcerers taking years on end to master their craft. Progression can be labeled out in the following tiers.

Tier 1 (Novice): The sorcerer has just begun to delve into the scholarly sorcerery. They can learn T1 spells, though may need help from their instructor to understand the runes they will no doubt encounter (lasts 2 ooc weeks).

Tier 2 (Apprentice): The sorcerer has spent enough time understanding the material runes and has the needed knowledge to decipher the most basic of spells on their own with little assistance (lasts 2 ooc weeks).

Tier 3 (Journyman): The sorcerer is now skilled enough to be able to recall most symbols of the material alphabet by heart, and can not begin to venture off to partake in more serious ventures without the constant need of a teacher overseeing them, though they will find the need to see their master for highly complex runic equations (lasts 1 ooc month).

Tier 4 (Expert): The sorcerer at this point as learned all they can from their master, needing them only for brief guidance every so often. Their craft nearly mastered, all that is left to do is deepen their understanding (lasts 2 ooc months).

Tier 5 (Master): The sorcerer has now mastered all the knowledge they can, and works to maintain what they know and expand their stores of information, often amassing a large collection of spellbooks and magic tomes. It is at this point they may begin to take on students to teach.

 

Spoiler

Purposes
So, everyone must guess why did I post this? What is the purpose of Arcane Sorcery? Well, it comes from a place in my heart which I think some void mages can agree with: Void Magic feels overwhelming in the sheer, eldritch/vile vibe it needs to have and give off in order for it to be considered a true, grey scholar magic. A void mage does not garner power from knowledge, they simply steel it from the void for a better lack of a term and are taught how to do it. Arcane sorcery however is an attempt to fill in that gnawing feeling for a true, arcane wizard that I think LotC lacks in its entirety due to how void magic works from a lore and mechanical stand point. My hope is that ST will consider and take such a prospect for a new kind of arcane magic seriously, and allow me to flesh this out (and work with others who would be willing to see a new brand of arcane magic), and allow Void Magic to take its place as a proper, pseudo dark eldritch magic.

 

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+1 because I vehemently hate Voidal magic lore.

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The narrow vision of the Story Team and their proclivity for monopolizing the knowledge of the known systems of the server (ex. Voidal Magic, of which it has been shown that there can be no conventional arcana besides since it would ruin their often 8-10 irl years wasted theorizing about the big black empty that block people draw spells from) will ensure that this lore does not pass, but I wholeheartedly hope that by some divine miracle Joel is smitten with another fit of trademark insanity and accepts it regardless despite the wailing of his leashed neckbeards on the team.

 

+1

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why is this just basically void magic but taking the weaknesses out and having the alchemy language be it's base.

 

I don't get it, I absolutely just don't understand why. The eldritch horror subtype of the void is completely avoidable with good teaching

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16 minutes ago, ScreamingDingo said:

why is this just basically void magic but taking the weaknesses out and having the alchemy language be it's base.

 

I don't get it, I absolutely just don't understand why. The eldritch horror subtype of the void is completely avoidable with good teaching

Idk man. It is until some green name waddles up and says that your magic item killed all the plants around you or turned them evil, that powerful spellcasting makes the hair on any holy man or druid's neck stand on end, that it corrupts your body into a weak gnarly husk, and that any significant wellspring of voidal magic is a demon summoning rift.

If the void isn't evil 40k warp ****, then the ST have done a really poor job of not making it visibly that with the advent of voidal horrors, voidal behemoths, evil void gods, etcetera.

 

This lore is basically unfinished, but it's really a cry for help from the players to see a type of magic that fits with their fantasy of what a wizard is and not like... whatever kind of weird void warlock thing LotC has going since all lore is written and managed by dark mage roleplayers; so I support it hard in concept.

 

Much love for my man Kunuk.

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18 minutes ago, ScreamingDingo said:

why is this just basically void magic but taking the weaknesses out and having the alchemy language be it's base.

 

I don't get it, I absolutely just don't understand why. The eldritch horror subtype of the void is completely avoidable with good teaching

 

because the void sucks and is only a concept because "the void" is a feature of minecraft lore dating back to pre-aegis story writing

if the server had a more D&D-esque system like any other magical world where magic is just magic and doesn't stick you in a wheel chair, give you cancer, and has extremely unflavorful limitations so dull that you bore yourself to sleep and move on to deifics and dark magics, i think player retention of the whole dreamy-eyed fantasy crowd would increase by a rate of half

i always see the light in some new player's eye staunched once they realize how abhorrently boring and limiting voidal magic is. the only good voidal magics are illusion, conjuration, and tfig because they're the closest things you can get to creativity. the others are all bland, underexplained, or too weakening to make it fun.

while the eldritch evil uber dark of the void is avoidable, it's still void. you get cancer, can't be a spell-sword, can't wear any armor at all, the magic is re-written to re-visit the same age-old attempts to "make void magic better" like every other month, and it's not a "worldly" magic so half of everyone wants to blow your brains out for using it or they bully and laugh at you for being a voidal chimp.

thats probably why imo

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Just now, Caelria said:

Idk man. It is until some green name waddles up and says that your magic item killed all the plants around you, that powerful spellcasting makes the hair on any holy man or druid's neck stand on end, and that any significant wellspring of voidal mana is a demon summoning rift.

If the void isn't evil 40k warp ****, then the ST have done a really poor job of not making it visibly that with the advent of voidal horrors, voidal behemoths, evil void gods, etcetera.

 

This lore is basically unfinished, but it's really a cry for help from the players to see a type of magic that fits with their fantasy of what a wizard is and not like... whatever kind of weird void warlock thing LotC has going since all lore is written by Dark Mages.

 

Much love for my man Kunuk.

 

The void has been given so many opportunities to be expanded in certain ways, but the players refuse to replay it as anything else.

 

You can play a wizard so fucking easily with voidal magic but no-one wants to break the norm and roleplay aesthetics that aren't spoonfed to them in the lore post.

 

The normal wizard should not be messing with insane eldritch powers or acknowledge them above as they exist. It's a font of power that has long lasting consequences, but only if people decide to let's say. Put entire cities up in the air floating. The amount of actual involvement with what voidal influence and "peering" into the void can be should be genuinely only seen by like one or two mages that take those steps to go down the route of insanity.

 

 

Nothing is stopping Gandalf larpers at all, if anything, magic is in its best state for the amount of versatility and paths you can ultimately take. It's more on the players completely, I believe players are simply too uninspired to try any magical aesthetic that is beyond the "I will gain all power." Can't blame the lore at all, when the mage themself has to willingly delve into that very heavily to realise the font of power they draw from.

 

If you think of it as the warp from 40k, void mages should be using the warps power like how orcs think and do shit without knowing there's a greater power to it. Not having everyone be a psyker tier warp delver

 

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4 minutes ago, ScreamingDingo said:

why is this just basically void magic but taking the weaknesses out and having the alchemy language be it's base.

 

I don't get it, I absolutely just don't understand why. The eldritch horror subtype of the void is completely avoidable with good teaching

The reason why I, as a void mage player feels that the eldritch horror subtype is unavoidable with void magic is due to other magics being directed towards framing it that way (rp mechanics enforce a more 'stable' voidal weakness by stating out right that wearing armour inhibits them, as well as stating that they may never outclass a proper warrior in weapon combat)

 

Though if I may elaborate to help clear up the confusion: the idea to use the material alphabet comes from, when after I read it, realized that this idea that the material realm can be manipulated by using the signs can make for a much more interesting and fleshed out scholar type mage class. Void magic lacks, and this is simply how the magic functions, the ability to allow a mage to truly learn magic in role play. Most mages simply get and it ends there. By incorporating a rune system, it allows for a indepth scholar rp for magic, and can further allow for mages to make up their own spells with MArts. Its source of power is the mage themselves, using the runes as a means to channel their mana into x y or z spell.

 

This isn't an attempt to make void magic 'good'. It is an attempt on my part to bring in a true, classical arcane magic that hosts strength sorted within the mind and knowledge of the craft, with a mage needing to be dedicated to learning and amassing their knowledge in a meaningful way without this idea that if they try something big or interesting, they won't end up like the next ando alur and destroy an entire city. I think void magic has its unique place on the server as a viable eldrtich magic, but I think it fails greatly at attempting to be that scholar magic it claims it could be.

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13 minutes ago, ScreamingDingo said:

 

The void has been given so many opportunities to be expanded in certain ways, but the players refuse to replay it as anything else.

 

You can play a wizard so ******* easily with voidal magic but no-one wants to break the norm and roleplay aesthetics that aren't spoonfed to them in the lore post.

 

The normal wizard should not be messing with insane eldritch powers or acknowledge them above as they exist. It's a font of power that has long lasting consequences, but only if people decide to let's say. Put entire cities up in the air floating. The amount of actual involvement with what voidal influence and "peering" into the void can be should be genuinely only seen by like one or two mages that take those steps to go down the route of insanity.

 

 

Nothing is stopping Gandalf larpers at all, if anything, magic is in its best state for the amount of versatility and paths you can ultimately take. It's more on the players completely, I believe players are simply too uninspired to try any magical aesthetic that is beyond the "I will gain all power." Can't blame the lore at all, when the mage themself has to willingly delve into that very heavily to realise the font of power they draw from.

 

If you think of it as the warp from 40k, void mages should be using the warps power like how orcs think and do **** without knowing there's a greater power to it. Not having everyone be a psyker tier warp delver

 

It's nearly impossible to ignore irp. If you can skate past the constant mention of the void's denizens, the mishaps resulting from the void like Ando Alur and the corruption of the countryside into glowing hostile plants spreading as far as the central square of an Elven capital city, and the fact that every other mage including the person who taught you knowing for a fact that these things verifiably exist -- then someone who hates void magic because it's on par with necromancy for the most plane corrupting descendant-wielded force in our world is going to scream your head off about it the moment they see you cast.

 

Void mages are forbidden from and hunted in many places in Almaris, and for good reason. As it stands, seeing what void mages have done I'd be hard pressed not to classify it as a dark magic irp. It's put me off being a wizard for a really long time.

 

You're absolutely right in that you would have to be a 40k Ork to use it without noticing.

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im usually in support of lore but i honestly dont think this is it chief, i agree with a lot of the sentiments that are spoken of, but the write is flimsy and the concept is outright similar to niches filled by voidal magic

 

make arcane sorcery something partially unique and different, this seems like voidal magic retextured without the void (i.e useless rendition)

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Just now, Werew0lf said:

im usually in support of lore but i honestly dont think this is it chief, i agree with a lot of the sentiments that are spoken of, but the write is flimsy and the concept is outright similar to niches filled by voidal magic

 

make arcane sorcery something partially unique and different, this seems like voidal magic retextured without the void (i.e useless rendition)


thats the point im p sure

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4 minutes ago, Ryloth said:


thats the point im p sure

whats the point of ur mom

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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