Deer__ 1558 Popular Post Share Posted May 30, 2024 Overview Arcanism is the ability to conjure pure voidal energy within the void and pull it into the material realm, much like an evocation. It’s made up of what mages often refer to as wisps. Wisps are small motes of this voidal energy that coalesce to form the spells of an arcanist. They may form in a solid, liquid, or gaseous state and are pooled together to conform to a mage’s will as either projectiles, shields, tools or even as an art-form. Arcanism takes up [1] magic slot Arcanism requires a stable voidal connection Players must have an valid MA to practice Arcanism Players must have a valid TA to teach Arcanism Learning and Casting As with other evocations, Arcanism requires one to form a stable connection to the void. One must be able to form an anchor within the void in order to pull forth their arcane creations into the material realm. In order to conjure these wisps of pure voidal energy, one must understand their nature and properties, making Arcanism particularly difficult to begin. As opposed to an elemental evocation, voidal wisps do not often occur naturally in the mortal plane. This forces the requirement of a teacher or an enchantment to conjure these wisps for study and contemplation by a student. Furthermore, as one progresses through the tiers of Arcanism, they’ll learn many spells from what some older magi might recognize as ‘schools’ of the magic. The schools are conjuring, shielding, and projectiles. As they come to master the magic, a mage will learn one of three capstones to each school. To some degree they will specialize. Properties of Arcanism and Wisps The wisps that form up Arcanism spells and represent the pure energy a mage pulls from the void comes with a few caveats and important to remember properties. They follow much of the same properties as other voidal evocations, following the whim and will of the caster. The properties are as follows: Arcane energies seek entropy, always trending towards chaos and ‘freedom’ from control. This is to say that the more dense and complex the shapes that an arcanist forms, the more exhausting they’ll be to maintain and manipulate. Forms conjured for the purpose of combat must be more straightforward and simple in order to be stable enough for the rigors of violence. These more straightforward shapes and forms come in the form of combative [C] spells and must be adhered to lest a mage’s arcane conjuration be useless for battle. Arcane energy does not explode in the same way that a combustive fireball does, instead it delivers a blunt, forceful impact. Wisps possess no property of temperature, they are never either extremely hot like fire nor extremely cold like ice. When solid forms are struck enough times, they will shatter and dissipate. Wisps take on the color of their caster’s aura, therefore so do the shapes and spells a mage forms them into Conjure: Wisps [N] - T1 The starting point for all Arcanists. Once one has a grasp of how to summon voidal energy, the rest comes with simple time and patience. Conjure wisps allow one to form their energy into a solid, liquid or gas in order to create works of visual art, demonstrate power, or to simply study the voidal motes known as wisps. Mechanics: Spoiler Freeform spell where the mage summons wisps in the form of clouds of gas, rivers of color, or solid shapes. The gaseous form is nowhere near dense enough to meaningfully obscure vision or movement, while the liquid form will feel like aerated water. Again, causing no impairment to movement. Solids will take on a feeling like glass or ceramic-works while possessing minimal strength. A punch will shatter the construct and continue on as if it weren’t there in the first place. Redlines: Spoiler - May not be used to gain any sort of combative advantage. - Cannot be used to float or levitate. No floating platforms or staircases that can support the weight of a descendant. - Cannot suffocate or slow anyone down. - May be cast out within a radius of 15 meters. Projectile: Missile [C] - T2 The very first of the combative spells an Arcanist is likely to be taught. It takes their baseline knowledge and burgeoning prowess with wisp manipulation and uses it to form a basic projectile of lesser strength. It begins, like many spells in an Arcanist’s arsenal, by conjuring wisps and willing them into a shape and form. In this case a projectile no larger than baseball or dagger sized. Up to five of these may be summoned at once, and one can throw one at a time or all at once. Mechanics: Spoiler 3-7 Emotes [Connect -> Conjure wisps and form into shape(x1-5) -> Throw projectile] One more emote may be tacked on per additional projectile you wish to summon, up to four additional emotes for four additional projectiles, a total of five. Each thrown projectile from this spell will have the force of a standard longbow and may be as sharp as jagged stone. When thrown, whether the projectile(s) hit or miss a target, they will shatter or dissipate. Redlines: Spoiler - Can be no greater than the size of a baseball or dagger. - The shape of the spell cannot change its effects beyond sharp or blunt. - Multiple projectiles may be thrown all at once, but must all be thrown the same direction. - Projectiles shatter and dissipate upon hitting its target or missing and hitting another surface. - Cannot be manipulated once thrown. - Dissipates beyond 15 meters. (Affected by arcane focii) Projectile: Bolt [C] - T3 A spell very similar to the missile just in a more powerful form. It takes more time and mana to conjure, leading to more effort to hold in place. It’s a natural progression to learn this soon after the missile. It still takes the baseline of conjuring wisps into a shape and form, though it is far less free form than a missile. While an arcane missile may take a multitude of shapes with more or less the same effects, an arcane bolt may only take on one form and it’s damage takes the form of a small concussive explosion Mechanics: Spoiler 4 Emotes [Connect -> Conjure wisps -> Condense them together -> Throw projectile] The shape of the projectile can be whatever the caster wishes but it may not be sharp. Rather than dealing it’s damage through it’s own impact or cutting ability, it explodes on impact with the force of a heavy hammer swing. Anyone within one meter of the impact point will be affected by this. The concussive force will, at most, stagger someone but never knock them down from a stable stance. Additionally this spell travels at the speed of an arrow shot from a standard longbow. Redlines: Spoiler - May only summon one at a time. - May not be sharp. - Once it impacts it explodes with the force of a heavy weapon in a one meter radius from the impact point. - May not burn or cause fire, there is no incendiary property. - Dissipates beyond 15 meters. (Affected by arcane focii) Projectile: Arc [C] - T4 An Arcanist may weave their wisps into a longer, three meters wide arc that may be thrown out in a sweeping motion that hits with concussive force. It’s a spell useful for crowd control against multiple targets in close formation. Mechanics: Spoiler 5 Emotes [Connect -> Conjure wisps -> Begin to shape them into an arc -> Condense them further together -> Throw projectile]. The arc takes up a relatively thin layer of space and is three meters wide. If one section of the arc hits something, a target or object, it will explode with the same concussive force as Bolt. The rest of the arc will carry on until they either hit a target or reach maximum range. Additionally this spell travels at the speed of an arrow shot from a standard longbow. Redlines: Spoiler - When coming in contact with a target, that portion of the arc explodes with the same force as Projectile: Bolt. - May not be sharp. - May only hit up to three separate targets. - May not burn or cause fire, there is no incendiary property. - Dissipates beyond 15 meters. (Affected by arcane focii) Shield: Flat [C] - T3 Not only can Arcanists form whimsical objects and powerful projectiles, but so too can they meld the wisps into hard, reinforced barriers to defend against both projectiles and melee weapons, both magical and mundane. THese shields will often take the form of a flat, or relatively flat surface conjured to block something from a particular direction and for only single hit. Mechanics: Spoiler 2 Emotes. [Connect -> Conjure wisps and harden into shield]. This conjured a disk shaped shield as large as one square meter. The disk may be used after already being connected in one emote as a reactive block to an attack. Concussive shockwaves will not be blocked by the shield. Once a projectile or weapon is successfully blocked, the shield shatters harmlessly. This may be used up to three times per combat encounter. Redlines: Spoiler - The spell is reactive meaning it can be used to stop swings or projectiles. Projectiles are deflected and will never be bounced back to the source. - The spell can only be cast on yourself, briefly appearing as a barrier that immediately breaks after absorbing the hit. - Continuous attacks such as rolling flames would shatter the shield after one emote, requiring the mage to cast it again the following emote or be affected by the attack. - Due to the sheer mana that's put forth in creating a quick spell it may only be used [2] times in combat. - Thanium weapons and null arcana treated weaponry will go straight through the barrier. - Cannot move in the same turn as casting Shield: Bubble [C] - T4 The same mechanics that bring about a flat shield formed from wisps may form a shield in a bubble around the caster. This wider shield takes far more effort to both conjure and maintain but holds the added benefit of being able to protect a larger area, containing more people. Projectiles and attacks may not pass through either side of the barrier, effectively stopping both incoming and outgoing attacks. Oftentimes it is used in defense of a small group but may also be used more creatively to keep oneself and others from leaving an area centered around the arcanist. Mechanics: Spoiler 4 emotes to cast [Connect -> Conjure wisps -> Form them into a bubble-like shape -> Will them into a hardened shield] The shield blocks both inbound and outbound attacks and projectiles. It also stops anyone from entering or leaving the confines of the bubble. It takes three harsh, blunt attacks to dissipate. Bladed weapons and softer attacks such as simple flame or water have no effect on the shield. The bubble may be continuously maintained for seven emotes before it dissipates. Redlines: Spoiler -Harsh blunt attacks would be explosive / combustive / concussive forces. Such as combustion flame, stone projectiles moving the speed of an arrow, or heavy blunt weapons. Each hit would leave cracks in the shield. -Attacks with softer force such as flame, water or sharp attacks such as the strike of a blade or an arrow would simply be deflected off the barrier. -The shield is held until it is either broken or dispelled. Releasing the barrier is instantaneous and without taking a major action. -Null Arcana and Thanium Weapons will harmlessly dissipate the shield as if it was dispelled. Boomsteel weaponry counts as two hits to a shield. -The shield blocks both incoming and outgoing attacks and objects including people. One within the bubble needs to first interrupt the casting mage or wait for them to dissipate the shield in order to leave the confines. Conjure: Tool [N] - T2 The theme of arcanism is to gather conjured wisps into many different shapes and sizes. The art of conjuring tools is no different. A fledgling arcanist may form the motes of raw voidal energy into tools for use in crafting and laborious tasks. One could make a pick to mine away at raw ore deep beneath the ground, or even a chisel to work at woodcrafts. The spell of conjuring tools is open and free form and may be used in various ways to create various objects of crafting in order to use in one’s professions or hobbies. Mechanics: Spoiler Two emotes to cast. [Connect -> Conjure and create tool] This tool may be anything from a pickaxe to a hammer and chisel. It may even be the form of a lockpick, spoon, or fork. Redlines: Spoiler - May not be used in combat or to cause harm - If summoning a lockpick, has no effect on rolling for breaking in. The spell is only an aesthetic/narrative tool. - The complex shapes shatter harmlessly at the start of combat, their form to complex to hold concentration on Conjure: Chains [C] - T4 In the same vein that one may conjure the shape of various tools, one may also use a similar process to hold a person or creature in place. Instead of willing wisps into existence only to form them into a useful hand tool, one may instead coalesce them into the shape of chains, wire, or rope. All of these aesthetic shapes share the same purpose, to hold something or someone in place. Around the target, a mage may conjure restraints to hold someone in place, tied to the nearest surface, be it the ground or a wall. Mechanics: Spoiler 4 Emotes to Cast [Connect -> Conjure Wisps -> Anchor chains -> Chains Attempt Restraint] The target must be within 30 meters of you. The target has to emote being restrained and cannot move for the next round of emotes after reacting to the chains if caught. They will be able to break the chains on the following round of emotes as a major action. This spell only stops movement for the target and may be used once per combat scenario. Redlines: Spoiler - Does not benefit from arcane foci. No doubling the range - Only removes all meters of movement, the target may still make attacks at anything within their range, be it melee or otherwise - Targets further than two meters from a surface may not be chained. Flying targets are immune. As an Arcanist finishes their studies of the magic, they may choose to specialize in one of the three schools of Arcanism. One may change their specialization once per OOC month if they have a valid TA. These specializations consist of three choices. Conjuring, Shielding, and Projectiles. Upon choosing one, they may learn the capstone ability for their chosen school. At tier three, one may choose to specialize in Conjuring, while at tier 5 one may choose Shielding or Projectiles. Redlines: Spoiler - To hold a valid TA one must have been taught how to at least perform all of the specialization spells, though not necessarily have actually casted the spell themselves. - One must notify the LT of their specialization and have it marked in a comment on their MA with the type of specialization and the day it was chosen. - A valid TA holder may have the LT change the specialization on their MA given 30 days have passed since their last specialization selection/change. - A specialized Arcanist may know how to cast all three spells but may only actually use the one pertaining to the specialization marked on their MA. - To cast more than one of the three capstone spells is powergaming. - Specialization spells may not be enchanted. Projectile Specialization: Ray [C] - T5 A mage may take up the specialization of learning how to condense one's whisps into a single continuous beam. The Arcane Ray is the radius of a meter and projects outwards. Upon contact with an object or individual it will begin to submit immense force against it. If it isn’t tied down it will easily be moved by the beam not unlike being continuously pushed causing bruising and even some fractures, but if the target is pushed against a surface such as a floor or wall the immense force will begin to cause broken bones and internal trauma where the ray hits effectively sandwiching the target between the ray and the surface. Mechanics: Spoiler This spell takes 5 emotes to cast and may be held for 3 emotes after.[Connection -> Conjure Wisps -> Condense them into a ball -> Compress them into an even smaller point -> Cast Beam] This spell has a 30m range and lasts 3 emotes after casting it. Targets that are hit center mass cannot escape the beam and are pushed back 5 meters every round of emotes as a reaction. Initially causes minor fractures and bruises. If they collide with a surface they will experience broken bones and fractures throughout. Redlines: Spoiler - The ray can be no bigger than 1m diameter. - The caster must stand still during the 3x charging emotes. If their focus is interrupted by movement or dodging, the spell is forfeit and they must start again. - The initial contact forcefully launches the target in the opposite direction. If they do not collide with a surface they will suffer at most minor fractures and bruises. If they collide with a surface they will suffer broken bones and fractures throughout. - May only be used at most two time in combat before fully exhausting a mage. Shielding Specialization: Colossal Shield [C] - T5 A masterful Arcanist that specializes in the defensive aspects of Arcanism will find themselves with the capability to expand their bubble shield to great heights. A masterful spell allows an individual mage to expand a colossal shield to immense heights around a large area of land such as a city or a castle. Such a feat is capable of withholding powerful strikes that may befall a city such as siege weaponry or large monstrous attacks. Alone, this may save the city for a few moments or deflect two large attacks at most leaving the individual arcanist on the verge of unconsciousness. But with the added efforts of other capable mages they may channel excess mana to the Arcanist to defend against multiple attacks. Mechanics: Spoiler Event or War use only. May take two strikes from siege weaponry or similarly powered monstrous attacks (ET discretion). Additional Arcanists with the same specialization add two hits to the counter. A voidstalker also adds two hits. Additional mages add one. The Colossal Shield may be bolstered by additional mages to take up to five siege engine or equivalent strikes. Small arms attacks such as mundane weapons, arrows and the like deflect off easily. Siege tier or monstrous attacks that have similar power to siege weaponry would affect the shield. The Ritual takes 5 Emotes to finish [Connection -> Conjuring wisps around the area -> Condensing them into barriers -> Barriers begin to build up slowly -> The Shield is completed] If at any point this ritual is interrupted, they must start from the beginning. Redlines: Spoiler - Can only be used during an event or a siege. It is ST discretion on how powerful strikes from events are. Siege weaponry always counts as 1 strike. - If individually casting the arcanist will always pass out after the spell ends even if they are a voidstalker, and will be rendered unconscious for a narrative hour. - If casting in a group each additional mage adds an additional strike the barrier can withhold. Voidstalkers and Arcaninsts with the Colossal Shield specialty add two additional strikes withheld. - If casting in a group all participants will not be able to use their magic for a narrative hour after the event but will remain conscious on the brink of passing out maximally exhausted. - Thanium siege ammunition will count as 2x hits. - ET have full discretion over this spell. The maximum size is up to the leading ET. Likewise an event team member may follow the guidelines stated in the mechanics above for how many strikes it can take, or they may one shot destroy it given the reasoning is right. (Example: Azdromoth himself slaps the shield.) Conjuration Specialization: Arcane Armament[C] - T3 Similar to the spell used to conjure tools, someone who specialized in Arcane Conjuration may create weapons of various sizes and lengths, though never exceeding the size of standard polearms such as a halberd. The weapons take on an edge similar to ferrum, though they take longer to summon than simply pulling a weapon from a sheath at one’s side. The added benefit to wielding a weapon summoned from arcanism is the concussive nature of the magic. A mage may, at will, choose to detonate the portion of the weapon that strikes causing an non-incendiary explosion that hits with a similar force to alchemist’s blasting potions. Mechanics: Spoiler 3 Emotes [Connect -> Conjure wisps -> Form into weapon] This weapon may be used and wielded as though it were a standard ferrum weapon. A mage may maintain the weapon for up to ten emotes before it dissipates. A mage may also will the arcane armament to explode with the same concussive force as Bolt and may explode directionally so as only to affect their target, or radially, to affect all targets within one meter of the weapon. The casting mage may more readily prepare for the blast than others nearby. Once an arcane armament has been fully summoned, the mage may cast other tier three or lesser spells. Redlines: Spoiler - May only create one weapon at a time. - May not detonate the weapon while casting other tier three or lesser spells. - Once detonated, the rest of the weapon shatters and dissipates harmlessly. - May only possess the strength and physical properties of ferrum. - Harmlessly dispels when coming into contact with thanhium. Progression:T1 - Novice Spoiler Spells: Conjure: WispsSkill Level: A burgeoning Arcanist, shortly after connection to the void or at the introduction of wisps at detail to an already connected mage. This tier is first spent studying the properties of wisps, how they work, and how they're formed. Once they know this, they may begin to summon them themselves and practice forming them together into their various shapes. Lasts two weeks T2 - Apprentice Spoiler Spells: Projectile: Missile - Conjure: ToolSkill Level: With the most base understanding of wisps, the apprentice arcanist may begin to form and condense them into projectiles that one could consider useful, at least in the combative sense. This is the level at which the mage will begin to practice forming these harder surfaces and experience a touch of condensing wisps. Lasts Three Weeks T3 - Adept Spoiler Spells: Projectile: Bolt - Shield: FlatSkill Level: Here a mage practices another important skill in regards to their wisp, the final fundamental of Arcane Evocation; the further condensation of their conjured wisps. Here a formed shape will be packed so tightly full of the raw power of the void that a spell might take on a concussive, explosive property, or the shapes and forms of Arcanism will form into more solid shapes that can take more of a beating that just the most basic of forms. Lasts Five Weeks T4 - Expert Spoiler Skills: Conjure: Chains - Shield: BubbleSkill Level: The Arcanist has reached a point where the fundamentals of the magic are mastered. They can form wisps to their will with ease and the concept of condensing is now one they know intimately, leading to some of the more complex forms of the magic. The abilities to hold a target in place and a strong bubble-like shield capable of holding back multiple blows. Lasts Six Weeks T5 - Master Spoiler Skills: SpecializationsSkill Level: The Arcanist has mastered all of the concepts of the magic and now goes on to pick one form of the magic to specialize in. One form to focus on between Conjuring, Shielding, and Projectiles. Once they've chosen their specialization and gone on to briefly study their chosen subsect, their mentor shall impart to them the knowledge of casting their capstone spell. Purpose: I’ve always liked the idea of Arcanism mostly because of its aesthetics. When I think of a mage I don’t only think of a wizard who can conjure up elements and enchant items but also the classic arcane mage. The wizard that wields an otherworldly power that’s not always easy to comprehend the how or the why of its inner workings. While functionally something like Arcanism might act in similar ways combatively to the elemental evocations, and that's on purpose, it also has quite a few of its own tools in its kit of spells. I also strived to give it some unique quality by way of the less free form and more strict specialization system which is based on the very very old Arcanism write by ZythusRequiem. It lets arcanism mages have some options they can pick from while also keeping the spell count more in line with a one-slot magic. The addition of allowing TA holders to change their specialization monthly was also an idea to both keep people from being locked into one thing and to push the proliferation of the magic. It does this by encouraging people to write TAs, which is the biggest pain when it comes to actually keeping a magic alive.Credits: Deer__ (Main Author) Mr_Etan (Consultation, minor writing) Past Arcanism Writes and their Authors (Inspiration) 63 Link to post Share on other sites More sharing options...
xo31 3984 Share Posted May 30, 2024 $10000 to grandfather me 3 Link to post Share on other sites More sharing options...
H 820 Share Posted May 30, 2024 Lore seems pretty cool, and an arcanism return would be nice. The Flat version of the shield spell seems a little strong - one emote once connected to deflect an attack is basically the same speed as Air Evocation's Redirect, except it works on any attack and not just projectiles. It would probably make sense to add an emote to the cast time, or further reduce the number of charges and force the caster to remain stationary for the turn when using the spell. 10 Link to post Share on other sites More sharing options...
Forgefire 98 Share Posted May 30, 2024 you are damn right, I love me the arcane wizard aesthetic so the flat shield- to avoid it becoming stronger redirect, which is way strong already, I'd give it some sort of drawback like taking your whole focus and movement, being the only thing you can do that emote. and/or maybe like brisk step, you can't cast it again the next emote. just my thoughts and a small note, arcane armaments could specify melee weapons only just to be clear (if that is what it's supposed to be) overall 10/10 please please bring arcanism back 2 Link to post Share on other sites More sharing options...
Frisket 4538 Share Posted May 30, 2024 Please Lore team. 2 Link to post Share on other sites More sharing options...
mika1278 3213 Share Posted May 30, 2024 please, please return my boy I will drop water evocation without even thinking 6 Link to post Share on other sites More sharing options...
SaviourMeme 968 Share Posted May 30, 2024 People who had arcanism before it was shelved should 100% be grandfathered into this. 7 Link to post Share on other sites More sharing options...
JEEGK 1367 Share Posted May 30, 2024 LETS GOOO! THANK YOU DEER! 4 Link to post Share on other sites More sharing options...
Rhettthecoldone 252 Share Posted May 30, 2024 This is SOOOooo cool. I LOVEEEeee. Need arcanism. Need arcanism. Need arcanism. Need arcanism. Link to post Share on other sites More sharing options...
Cat Evocation 3728 Share Posted May 30, 2024 I HATE ARCANISM IT SHOULD STAY SHELVED GRRR. 2 Link to post Share on other sites More sharing options...
Luxury 1083 Share Posted May 30, 2024 Do I have to beg? Link to post Share on other sites More sharing options...
Lord_of_losers 1546 Share Posted May 30, 2024 can i have my MA and TA reopened thanks 6 Link to post Share on other sites More sharing options...
Helmet 1454 Share Posted May 30, 2024 ...i guess magic missile will stay out of housemagery... :( 1 Link to post Share on other sites More sharing options...
Deer__ 1558 Author Share Posted May 31, 2024 22 hours ago, H said: -snip- So I nerfed it slightly, 2 times per combat, cannot move in the same turn as casting it to block something. Also, unrelated to this but I made it so the specializations are redlined to be unenchantable. So one mage doesnt run around with all three spells, defeating the purpose of specialization. 16 hours ago, SaviourMeme said: -snip- No, it's been gone long enough. Besides, I'm gonna pick two people from two different areas to teach it to their respective nations/settlements. I haven't decided who yet. Third one will be my mage though, who just roams. I'll teach anyone so it'll get around don't worry. 5 hours ago, SlitheryC1 said: -snip- L, I guess 8 Link to post Share on other sites More sharing options...
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