Stag 3234 Popular Post Share Posted January 16 🟄🟅🟆🟅🟄 A R C A N I S M 🟄🟅🟆🟅🟄 “Seal of heaven Mark of night Yield Now To my equal right.” ꔹ The Shepherd invoking the Arcane Mage’s spell of unsealing. ꔹ O R I G I N Manipulating mana is a practice keenly honed by voidal practitioners, seen across the many schools of mage craft. From the destructive flames of fire evocation to the powerful wards of abjuration, mana to the masses is viewed as fleeting spells rather than its passive and lasting invisible form. Mages, with long practice, can feel the heartbeat of arcana that reverberates across the Veil, a thrumming unseen and unheard by the mundane. Mages who devote themselves to study of the direct concept of the arcane reach out and grasp at its heartstrings, understanding abstract inner workings masked by imitations of elements. This basis of voidal mastery is thus refined into the school of Arcanism by an Elven mage referred to as “The Shepherd”, with evidence of its use dating before the school’s founding to when Availer and the Arcane Mage walked the lands. Its original shape was brought into being by the Arcane Mage in the form of Amplification spells made to rend beasts and Undead. The later refinement by The Shepherd was dubbed Construction focusing on hardening spells made to defend descendants from existential threats. Curiously the arte of Arcanism has woven in and out of history as otherworldly events and phenomenon have at times prevented its existence or wiped away any memory of it. In recent history some form of Voidal Weird had encroached upon the realm of Arcas. While its defeat was celebrated it did not leave the mortal realm unspoiled. As it withdrew it took great pleasure enshrouding knowledge from the descendants. Amplification was swallowed in its insatiable hunger, rupturing the millennia long lineage. In a separate occurrence the school of Construction lay sealed by some alternative and elusive means. Whether by some form of divine intervention or by an equally intangible force, the magic once made to defend was no more and thus the roots of Arcanism withered. With it so too did its mortal makers cease to walk the lands. The wellspring of Arcanism ran dry. Yet hundreds of years later new sources of power flowed. Perhaps the seal had been lifted or perhaps countless incursions had drawn new constellations in the stars linking lost knowledge and rending the shroud once formed. Just as time erodes all things, so do the tides of arcana ebb and flow. One event may seal common spell practice, while another unleashes ancient arts. Arcanism of the past would likewise be transformed, just as it did when it shifted hands from the Arcane Mage to the Shepherd. Now unchained, a new form emerges. E X P L A N A T I O N Unlike other evocations which use arcana to produce elements, Arcanism subsists off of the base traits of the void allowing it to create physical objects and bursts of energy with the two sub-schools of Construction and Amplification. To study this magic is to observe the “Arcane Duality Principle.” Which states that mana of this refinement can only exist in two states, physical and ephemeral, each having unique properties that operate as listed in their respective schools. Physical state mana is created through the sub-school of Construction, and holds the philosophy that this state of mana follows the known laws of material physics and lasts as long as a stable connection is held. Ephemeral state mana is created through the sub-school of Amplification, and holds the philosophy that this state of mana follows the more common understanding of the magic that it is fleeting and will dissipate shortly after use. 🟄🟅🟆🟅🟄 This magic is split into [2] slots and requires a mage to pick up both sub-schools in order to gain access to [+] apex spells. While lacking any form of elemental attunement Arcanism has reemerged with variant traits. Some aesthetic designs that closely resemble the path in which it was crafted while others are introduced like an object being dipped in candlewax; Leftovers from the magical knowledge long being coveted deep within the Void. This phenomenon is called Star-laden arcana. Arcanist's profound connection to the base traits of arcana have increased their Foci Attunement as well. 》🟆 》Construction spells are listed with [C] while Amplification spells are listed with [A] 《 🟆《 [Tɪᴇʀ Pʀᴏɢʀᴇꜱꜱɪᴏɴ] Tɪᴇʀ I: [Immediate] ೨ Conjure Arcana ೨ Arcane Shield [C] ೨ Arcane Projectile [A] Tɪᴇʀ II: [2 OOC Weeks Post-Connection] ೨ Arc Tool ೨ Confinement [C] ೨ Ascertain [A] Tɪᴇʀ III: [5 OOC Weeks Post-Connection] ೨ Shroud ೨ Arc Structure [C] ೨ Conjure Arnament [A] Tɪᴇʀ IV: [10 OOC Weeks Post-Connection] ೨ Aegis [C] ೨ Mantle [A] Tɪᴇʀ V: [16 OOC Weeks Post-Connection] ೨ Conjure Dome [C] ೨ Dancing Warden [A] Tᴡᴏ-Sʟᴏᴛ: [Week One] ೨ Entourage [+] Tᴡᴏ-Sʟᴏᴛ: [Week Two] ೨ Beam [+] ೨ Bastion [+] Spoiler Star-laden arcana: To manifest both the physical and ephemeral concepts of force Arcanists skip the step of creation, leaving the inner workings of mana and the impressions of the void laid bare. As a result the physical space occupied by an arcanist's work often appears to be knit from stars, projectiles may appear as shooting stars, arcane circles and sigils appear on implements and around mana anchors. Shields and constructs glitter and appear wrapped in nebuloids. A sense of astral attunement is present in all forms of arcanism. While the intentions or specific casting attributes of the caster may override the basic cosmic theming of these spells they cannot change the other commonalities: ࠈSpells share the aura color of the caster. ࠈNo smell or sound other than a faint magical humming. ࠈFollows the Connect > Charge > Cast formula. ࠈAll forms of this magic produce a dim glow in the immediate radius of its casting. Half as bright as torchlight but more visible in the dark. ࠈSpells possess translucent properties and do not block or muddle sight (unless specified). ࠈListed spells are weak to other voidal magics as their elemental attunement overrides the blank canvas that is Arcanism spells. Foci Attunement: The use of Arcane Focuses and Wizard Hats provides a tangible advantage to Arcanists. With the enhanced focus from an Arcane Focus or the support of a Wizard Hat an Arcanist finds themselves capable of maintaining an additional Mana Anchor, a feat only possible because their concentration isn’t tied up with the properties of spells. This allows specific spells to be cast as deployables with the additional flexibility of allowing the caster to switch voidal subtypes. Meaning an Arcanist may cast Arc Tool to conjure a kiln then switch to Fire Evocation to ignite it. The use of Focuses and Hats comes with a drawback; The focus occupies the mages hands preventing them from using weapons or useful tools while the Hat grants no protection to the head and cannot benefit the mage when worn over a coif. When casting using a focus impressive arcane circles may appear on, or at the end of the focus, depending on its form. When utilizing a Hat glowing lines trace the wires in the hat and sigils begin to appear. ࠈBenefits do not stack. ࠈThe use of a Wizard’s hat or Arcane Focus will grant the use of [1] flexible deployable. ࠈHats or Focuses must be represented with a player signed item at a minimum. ࠈWizard Hats cannot be any form of protective headgear or worn over any form of protective headgear. (Such as an arming cap by default or chainmail coif for scion) ࠈThe use of Arcane Focuses or a Wizard Hat render all available hands occupied in order to receive the deployable buff. You may not cast using them while swinging a weapon or tool regardless of how few or how many extra hands one has. Once a spell is deployed further use of one's hands in anything other than further casting would recall the deployable (unless specified otherwise). ࠈFocus/Hat buff is applicable to scions and users at any tier. Specific bonuses unlock at T5. L I M I T A T I O N S ➣Standardly, Arcanism disappears as soon as a mage is disconnected and follows all currently accepted Voidal connection guidelines including line-of-sight. ➣A mage is not immune to his own spells with the exception of when it is being channeled. Any miscalculation or redirection that might occur can still be felt. ➣Spells do not have the ability to blind and the dim light associated with these spells does not have any impact on light-based resistances or weaknesses. ➣A mage has no control over naturally occurring arcana (present in event zones for example). ➣Spells like Arc Tool, Arcane Shield, and Dancing Warden are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest, though they will be locked to Arcanism spells only unless making use of an Arcane Focus or Wizard Hat. ➣Arcanism spells do not have heat or cold associated with them and are not affected by naturally occurring temperatures. ➣Arcanism takes on the aura color of the caster and unless specified in a MART or other ST approved application may not take on elemental shapes or designs. No pink flame Arcanism, no green lightning, no purple ice etc.. ➣Focus/Wizard Hat flexible deployable buff only works with other voidal magics. Switching out of Arcanism to a non-voidal magic dispels the deployable. Likewise without a focus/Wizard Hat switching out of Arcanism to a different voidal magic causes the deployable to dispel. ➣For further reference the emotes specified for spells in this lore follows a [Connection] > [Channeling] > [Cast] format as is standard where channeling often takes multiple emotes. ➣Environmental damage and effects caused by Arcanism spells require RO consent. No collapsing buildings with projectiles. ➣For reference, armored targets are considered those wearing anything greater than Medium Armor. ➣All spells must be telegraphed accordingly as specified in their mechanics and redlines. Some leeway is provided as to how they are cast so long as they are identifiable according to these baselines. ➣For reference, all magical attacks that are not voidal or anti-magic are considered mundane when applying their effects to these spells. ➣Arcana react in generalized ways in regards to mundane weaponry, voidal attacks, and anti-magic. A dagger hits a shield for the same impact that a hammer does. Abjuration damages spells the same amount that other means of anti-magic will. Calculating the effects of these abilities is based off the spell descriptions in this lore. ➣A mage may only upscale a spell until their maximum tier. ➣All of the redlines above are applicable to every spell in Arcanism unless explicitly stated otherwise. 🟄 A B I L I T I E S 🟄 Spells are labeled by the tier in which they are unlocked and once unlocked an Arcanist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts are specified. [+] denotes spells available after 2nd slot investment. The following spells will be available to an Arcanist who take a slot in either school of Arcanism [Construction] [Amplification] Conjure Arcana: [T1] [Non-combat] Available to either school of Arcanism. A skill inherent to any voidal practitioner takes on an enhanced form for the budding Arcanist. Spoiler Mechanics: Imagination, much like transfiguration, is grounded in the manipulation of mana in the world, though not quite as complex. The caster is capable of creating streams, rivers, wisps, streaks and other formations that are entirely harmless out of this projected mana. This could be from swirling patterns on the walls, mosaic patterns on the floors, miniature models of towns, buildings, and so on. The recommended emote count for this spell can be considered as [1] connect + [1-5] additional emotes. Due to its non-combat nature the conjured arcana may form more quickly. [T1]: Imagination - is freeform spellcasting available to all mages with a tier 3 in voidal. Taking either slot of Arcanism pushes this requirement down to tier 1. Conjure Arcana has additional effects as the Arcanist grows in power. [T3]: Art - Arcanist may infuse their imagination spells with the aura of nearby mages within a [10] block radius allowing for the use of multi-colored castings. So long as a connection was made or a spell was cast in the last 5 emotes the Arcanist can pull the distinct aura color into their own casting. [T5]: Revelry - The Virtuoso of arcanism invokes deep curiosity wherever they perform. When wielding instruments, dancing, or exploring the arcane through Imagination the Veil itself lends an ear. Soft chortles, birdsong, and the calls of distant anomalies seem to gather as even larger scale ceremonies and performances occur. The ambient light from the casting of Revelry may be heightened to that of a light show and the explosive effects of amplification class arcanism can be used to harmlessly simulate fireworks and other dazzling effects. Pieces become malleable to the audience and interaction causes a rippling effect that gleams across the surface of the conjured arcana. The control over arcana is so great that the space in which the performance takes places is almost unbound, able to reach an area full of shouting fans. During the course of the display onlookers might even be gifted some form of temporary gift; a glowing wand, a mote of dancing light, luminescent halos, or whatever the maestro can possibly fathom to create. [ ! ] : Ensemble - The use of a Wizard Hat/Focus allows the artisan to amplify the basic conjured spellcraft of others, funneling their mastery over the manipulation of arcana directly into other voidal arts to drastically increase their creative area of effect. Conjure [element] spells may intertwine without disrupting this spell; A venue might be filled with orbiting conjured stones, the stage might alight in sudden harmless flames, the floor might ripple with glittering water, or the crowds cheers amplified with acoustic propagating winds. REDLINES: ➣Conjure Arcana can only be used outside of combat. ➣[T1] Imagination follows all of the redlines associated with its accepted lore. ➣[T3] Art cannot pull aura color from unconnected mages nor can it be used as a mage-tester ➣Use common sense when determining emotes counts. I.E. a giant arcane sculpture should not suddenly appear in [1] emote. Connect -> Charge -> Shape. Make a spectacle of it. You are not placing physical blocks. Your emotes are the art itself. ➣Conjured arcana only last so long as the mage maintains their focus upon it. They vanish afterwards. ➣Voidal evocations easily disrupt this spell and cause it to vanish. Arc Tool: [Non-Combat] [T2] [Deployable] The arsenal of conjured tools specific to each individual mage. From cauldron to smithy a great selection of crafting implements may be summoned on the go. Spoiler Mechanics: Ethereal gizmos and instruments made from solid arcana are conjured forth to be used by the caster or those in the vicinity. The artisan's job needs not wait for them to arrive back to their workshop as wrenches, ropes, anvils, and countless other objects are evoked. By default the conjured tools are weak to most voidal evocations and are only usable by the one evoking them. With the assistance of a focus possibilities of jolly cooperation open up. The recommended emote count for this spell can be considered as [1] connect + [1-2] additional emotes. Due to its non-combat nature the conjured tools may form more quickly. The tiers of this spell are as follows: [T2]: Hand-held tools [T3]: Crafting benches, anvils, looms, alchemy stations, grinders, weapon molds, etc… [ ! ] : Allows other creatures to use the conjured tools when using a Wizard Hat/Focus. Likewise Arc Tools are able to withstand prolonged exposure to other evocations allowing a pyromancer to enable the forging capabilities of these arcanist mobile smithies. REDLINES: ➣Conjure Arcana can only be used outside of combat. ➣Conjured tools do not cause harm to creatures, constructs, or structures. ➣Voidal evocations disrupt this spell without use of a Wizard Hat/Focus. ➣Follows the redlines listed for flexible deployables. ➣Arc tool does not summon the material components required for crafting. Shroud: [Combat] [T3] Aura is the after-burn of magic and an Arcanist may make use of it after they have cast another spell in order to cloak themselves. Spoiler Mechanics: Only available after casting Tier 3 voidal spells or higher. This spell can be any Tier 3 spell so long as it is voidal. The Arcanist can spend an additional T3 spell to fumigate their aura causing a smokescreen effect for [3] turns in a [3] block radius centered from the caster. Does not cause damage or additional spell effect. This spell is always centered on the caster and cannot be held onto for longer than the duration. Requiring an additional spell of tier 3 or higher to be cast before it can be recast. The emote count infers that connection is already made from a previous spell as a prerequisite [1] charge + [1] release = [2] total emotes. REDLINES: ➣The caster is affected by Shroud. They cannot see through it, disrupting their ability to form line-of-sight spells. They generally know which direction they are facing within the shroud. ➣The caster must have cast Shroud within [3] emotes of finishing their previous Arcanism spell. ➣Other magics are not applicable to this spell and do not act as a prerequisite. ➣Shroud does not block projectiles or creatures from entering the space although they will suffer from blindness within it for the duration of the spell. ➣This spell is weak to air evocation spells in particular taking a T2 spell or lower to disperse it. ➣Shroud appears opaque to Alchemies Arcana Flow, Kani’s Third Eye and any other form of mana sight. ➣Shroud is transparent to Alchemies Heat-Sight and all other forms of thermal vision. 🟅🟆 C O N S T R U C T I O N 🟆🟅 The school of construction deals with defensive and support spells where the Arcanist solidifies arcana into solid shapes capable of resisting physical impacts. Arcane Shield: [Combat] [T1] [Deployable] The bulk of the construction school, arcana is formed into barriers to prevent physical harm while being weak to voidal attacks. Spoiler Mechanics: Solidifying arcana into physically resistant barriers. They are transparent and are not capable of blocking mental attacks or psychic interference . Either formed into orbiting shields for personal defense or flat barriers allowing a greater field of cover from a single direction. Strikes against them affect the entirety of the shield rather than just a small section and shields will fade all at once rather than in a patchwork fashion. Shields are particularly strong against mundane armaments but more easily collapse when dealing with voidal magic. Attacks from mundane weaponry count as [1] attack. Evocations deal twice the damage and count as [2] attacks. All forms of anti-magic deal three times the damage and count as [3] attacks. Extra attacks may cleave through additional personal shields when applicable. If the final shield is cleaved it does not harm the caster but instead disrupts their focus requiring them to reconnect to the void regardless if the spell is sustained or deployed. Personal shield: A medium sized shield roughly the size of a round shield or a heater shield. Floats within 1 meter of the caster allowing them freedom of movement. Each personal shield can withstand [2] attacks. A damaged shield is emoted to have cracks or fragmentation. Shields may be sustained until destroyed/dispelled or deployed. Barrier shield: A medium sized flat shield extends from the ground up to 3 blocks high and is stationary while still allowing the caster freedom of movement. Each barrier shield can withstand attacks equal to their Spell Level + [3]. For example a [T2] barrier can withstand 2 + [3] = 5 attacks. Only [1] barrier shield may be cast a time and may be sustained until destroyed/dispelled or deployed. The emote count for this spell can be considered as [1] connect + [X] cast where [X] is the tier of the manipulation. Ex: T3 Arcane Shield is [1] connect + [2] charge + [1] release = [4] total emotes The tiers of this spell are as follows: [T1]: 1 personal shield [T2]: 2 personal shields or a 2 block wide barrier. [T3]: 3 personal shields or a 3 block wide barrier. [T4]: 4 personal shields or a 4 meter wide barrier. [T5]: 5 personal shields or a 5 meter wide barrier. [ ! ] : 6 personal shields or a 6 meter wide barrier can be achieved with Wizard Hat/Arcane Focus when cast with [1] additional emote at T5. REDLINES: ➣Personal shields are telegraphed as being cast as energy or arcane wisps gathering and expanding into a uniform flat disc that orbits the caster while barriers are cast as energy forming from a surface and expanding up to three blocks high. ➣Personal shields automatically block direct hits but might not block the full impact of AOE attacks. At best mitigating some of effects that would have dealt direct damage. Use common sense. A sound blast is going to make it through whereas a sandstorms effects might be lessened for a period. ➣Voidal evocations are strong against shields and should follow the damage structure. ➣Mental effects travel through shields but opposing caster may not cast spells through them. ➣Personal shields do not block line of sight. ➣Barrier shields do not block line of sight for any spell already cast. They do however prevent future spells from being cast through them. ➣Disconnection immediately dispels a shield. ➣Shields should be emoted as fragmenting, cracking, and splintering but never in a swiss cheese fashion. When a shield reaches the damage threshold the entirety of the shield disperses all at once. ➣Personal shields may not be cast on other individuals. ➣Barrier shields are impassible and cannot gain the same implement benefit as Conjure Dome. ➣Follows the redlines listed for flexible deployables. Confinement: [Combat] [Non-combat] [T2] Chains of arcana made to bind. Some lingering touch of the seal once placed on this magic left the ability to entrap foes. Spoiler Mechanics: Phantasmal chains of radiant arcana erupt from a magic circle at designated point of focus. From this origin point the chains may travel [5] blocks in order to bind their target. They wrap around their target and confine them to a spot for the duration of the spell. The target would find a number of chains strictly binding each limb, preventing movement or action. While it is possible to run away from the spell if no creature is chained the caster may repeat the dedicated release emote on subsequent rounds to reach for their target or any other target that comes within its area of effect. Confinement cannot be maintained as a deployable, requiring the caster to focus solely on them to sustain the spell. While sustaining this spell the caster has their own movement reduced by half. The chains may withstand a total of [3] attacks before demanifesting. Once cast the spell lasts for [5] emotes or until the damage threshold is reached. Should the target resist they may damage the chains at a rate of [1] attack per emote round. Confinement may be sustained past the emote duration limit but require the caster to become stationary and expend a T2 spell slot for every additional emote. However it cannot be sustained past the damage threshold and will always disperse once reached. The emote count is equivalent to Spell Level and includes connection into that count. Ex: T5 Confinement is [1] connect + [3] charge + [1] release = [5] total emotes. The tiers of this spell are as follows: [T2]: The chains may bind a small creature. [T3]: The chains may bind a descendant sized creature or smaller. [T4]: The chains may bind a golem or olog sized creature or smaller. [T5]: The chains may bind any sized creature. [ ! ] : When using a Wizard Hat/Focus Confinement may be cast on already existing bindings, cuffs, ropes in order to increase their durability by the Spell level. Meaning cuffs and similar binding tools will require additional attacks to break or disable them. REDLINES: ➣Confinement is telegraphed by anchor points forming around the target and swelling energy. ➣The caster may telegraph a [1] block anchor points as the spell only ever effects a single creature and the amount of chains that emerge to grasp onto the target is irrelevant to the spells effects. Once a creature is grasped the spell effect takes hold on that specific singular creature. ➣Should the target move outside of the range of [5] blocks the chains will fail to grasp them. The chains will remain for the duration or until the damage threshold is met. Subsequent turns will allow the chains to attempt to reach for a new target with a dedicated emote. ➣The anchor point may not be moved after placed but should a target be within the AOE they will be unable to avoid being confined. ➣The chains follow the same damage structure as Arcane Shield. Mundane weapons deal [1] damage, Voidal magic deals [2] damage, and Anti-magic deals [3] damage. ➣Restrained targets may not move, use items, attack, or cast spells unless specified that the spell may be cast while restrained. ➣ST involved with a creature event may take ownership of the spell and supplement its effects. I.E. ST playing a dragon might state the spell is ineffective at restraining the target OR allow the caster to indefinitely restrain a target for narrative reasons. Arc Structure: [Non-Combat/Combat] [Event] [T3] The adept Arcanist has a tool for every situation and a solution to every physical puzzle that blocks their path. Given enough time they may even bridge impossible gaps or assist the party across deadly inclines. Spoiler Mechanics: Arcana forms into stepping stones, bridges, slopes, ramps, and chutes that allow the caster and their allies to traverse. Usually in the form of basic shapes that have little detail these structures can be deployed and fade after [8] emotes. Arc Structures may be sustained past the duration limit but require the caster to become stationary and expend a T1 spell slot for every additional emote. The emote count is equivalent to Spell Level and includes connection into that count. Ex: T4 Arc Structure is [1] connect + [2] charge + [1] release = [4] total emotes. [Event] Structures cannot allow players to move to any location not normally mechanically reachable unless permission is given by ST during an event. The tiers of this spell are as follows: [T3]: Structures may be up to 4x4 in size and may hold the weight of 3 people or hold the weight of 5 people while covering up terrain hazards. (Swampy ground, caltrops, etc.) [T4]: Structures may be up to 8x8 in size and may hold the weight of 6 people or hold the weight up 8 while covering up terrain hazards. [T5]: Structures may be up to 10x10 in size and hold the weight of 9 people or hold the weight of 11 while covering terrain hazards. [ ! ] : Structures may hold the weight of a golem or multiple large creatures when using a Wizard Hat/Focus at T5. REDLINES: ➣Arc Structures does not possess any damaging or combat capabilities outside of being able to be cast during combat. ➣Structures do not take the shape of barriers and cannot be formed to block specific passageways. ➣A structure can suffer [5] direct impacts before failing. This does not include the heavy footsteps of larger creatures. I.E. Archers firing crossbows at a conjured bridge can destroy it in [5] hits. ➣Damage threshold follows the same logic as shielding in regards to voidal magic and anti-magic ➣Places not mechanically reachable are subject to ST oversight and reserved for events. I.E. Unless directly specified by future Warclaim rules Arc Structures is not viable in wars/raids/banditry etc… ➣Structures are translucent and do not block direct sight but cannot be cast directly through. ➣ST in charge of events reserve the right to deny Arc Structures for narrative purposes. Likewise they also reserve the right to bolster its usage past ordinary means. I.E. It is a narrative tool and they can decide how it impacts their event. Aegis: [Combat] [T4] [Deployable] Allies of the Arcanist gain their defensive capabilities directly in the form of mage armor. Spoiler Mechanics: Physical state mana is conjured directly onto a target within [3] blocks of the caster, enveloping their exterior with hardened arcana meant to defend against physical attacks. Translucent, weightless, and resistant to the effects of crowd control abilities allows the adorned to be protected either while they cast their own spells or take to the front line. When worn any effect that would otherwise forcefully move a target is reduced by [2] blocks as Aegis bolsters the body against concussive force for the next [8] emotes. The conjured carapace is able to withstand [5] direct hits before manifesting regardless of which tier it is cast at. The emote count is equivalent to Spell Level and includes connection into that count. Ex: T4 Aegis is [1] connect + [2] charge + [1] release = [4] total emotes. The tiers of this spell are as follows: [T2]:The target gains the effects of light armor. [T3]: The target gains the effects of medium armor. [T4]: The target gains the effects of heavy armor. [ ! ] : The caster is able to target [2] with Aegis while using a Wizard Hat/Focus. REDLINES: ➣Aegis is telegraphed as crystalline structures growing over the outer body of the target. ➣Armor follows all redlines associated with techlock: armaments except for the physical requirements, weight and decreased speed associated with heavy armor. ➣The armor follows the same damage structure as Arcane Shield. Mundane weapons deal [1] damage, Voidal magic deals [2] damage, and Anti-magic deals [3] damage. ➣Disconnection means immediate demanifestation. ➣All associated abilities to puncture armor remain intact here. ➣Armor does not increase the stamina consumption or fatigue of an adorned mage. ➣Aegis cannot be cast on yourself. ➣Aegis cannot be cast outside of combat. ➣Follows the redlines listed for flexible deployables. Conjure Dome: [Combat] [T5] The iconic glass-like dome of arcana used to protect not just the caster but those around them. Spoiler Mechanics: Similar to other shields where arcana is solidified only this time into a dome that resists physical onslaught but requires the caster to be fully stationary in the center of the spell. In addition the dome may be sustained through both physical and voidal attacks at the cost of additional mana. A dome shield may also be mended at the cost of additional mana. It is just as likely to see a mage collapse from mana fatigue as it is to see their Conjured Dome crumble. By locking into this spell the mage relies on their allies to rally and retaliate. If the shield is destroyed by direct physical or magical attack it does not cleave or harm the caster but instead disrupts their focus requiring them to reconnect to the void. The emote count is equivalent to Spell Level and includes connection into that count. Ex: T5 Conjure Dome is [1] connect + [3] charge + [1] release = [5] total emotes. Ex.2: T5 Mend Dome takes into consideration that connection has already been made. [3] charge + [1] mend = [4] total emotes. The tiers of this spell are as follows: [T4]: A 7 block radius dome that can resist [7] attacks [T5]: A 9 block radius dome that can resist [9] attacks [ ! ] : Designated creatures and objects may phase through the shield in [1] emote when using a Wizard Hat/Focus. Any remaining creature or object after an additional [1] emote suffers recoil and deals [1] attack to the shield as it reforms around them. Mend Dome: The shield may be mended back up to their maximum damage threshold using the following spell slot-to-tier cost ratios and are listed with assumption that connection is present: [T3]: 3 additional attacks [2 emote] [T4]: 4 additional attacks [3 emote] [T5]: 5 additional attacks [4 emote] REDLINES: ➣Conjure Dome is telegraphed by arcana forming into smooth or geometric shapes starting from the caster and expanding outwards before wrapping around them. ➣Conjure Dome requires the mage to be fully stationary as long as it is being sustained. ➣While translucent spells may not be cast through the dome just like all other shields. Dome shields do not block line of sight for any spell already cast. They do however prevent future spells from being cast through them. ➣Mental effects are not blocked by the shield. ➣Auditory effects are dulled while within the dome. ➣Environmental effects that are physical in nature are blocked by the dome. ➣Without the use of an implement the shield may not be passed or phased through. ➣The dome may not be moved once cast. ➣The same damage structure used in Arcane Shield applies here as well. ➣If a shield is broken before a mending emote is finished the mending does not save the shield and the caster suffers the disconnection effect. ➣Conjure Dome is not applicable as a deployable. ➣The recoil effect listed in the [!] bonus is a knockback of [1] block. Any further effect is dependent on what or who they bump into. I.E. Do they fall, do they collide with someone else. Use common sense. ➣Conjure Dome does not break in a swiss cheese or patchwork fashion. When the damage threshold is reached the entire shield instantly fails. Piercing attacks do not bypass the dome. ➣Implement effect [!] allows for designated creatures and objects to phase through the dome. This phasing does not create an opening for undesignated creatures or objects to phase as well. 🟆🟅🟄 A M P L I F I C A T I O N 🟄🟅🟆 The school of Amplification is the conjuring projectiles and conjuring weapons causing physical damage at the lack of durability. Arcane Projectiles: [Combat] [T1] The ranged portion of the amplification school. Arcana is formed into magic missiles of various amounts to be added to a stockpile. Spoiler Mechanics: Harnessing the chaotic nature of Arcana into powerful ranged impacts. Projectiles are summoned in the form of a missile [blunt damage]. Missiles may take the form of a hovering orb or a shooting star glittering like the night sky as it traces towards its target. Missiles are equivalent to metal shot launched from a sling, traveling at the same speed and dealing similar damage. Meaning projectiles are capable of breaking bone and embedding shallowly into the skin before dispersing. Though incapable of piercing armor, projectiles are capable of administering concussive force into non-padded areas, and projectiles are guaranteed to transmit concussive force. Projectiles have a range of [40] blocks. Additionally Arcane Projectiles have a shove effect that applies a standard [1] block knockback to any medium creature [any descendant sized being] or smaller per hit. All projectiles summoned previous to the start of the encounter disperse. Missiles are summoned one by one, with the caster being able to release any number of projectiles at any number of targets with a dedicated shooting emote. This allows the caster to fire off a select few of their missiles while stockpiling the rest for future attacks. Each missile is considered to be a T1 spell in terms of mana cost with the total number of projectiles summoned at once being tied to the tier level of the caster. The duration that the stockpile lasts directly correlates to the last missile conjured. Should the caster go [5] emotes without conjuring another missile the stockpile will demanifest. The emote count for this spell can be considered as [1] connect + [X] per set of conjured missiles. Ex: Arcane Projectile is [1] connect + [2] charge + [1] release = [4] total emotes to fire off [2] projectiles without an implement or [4] projectiles with a Wizard Hat/Focus. The tiers of this spell show the maximum amount of missiles a caster may have in their stockpile: [T1]: 1 missile conjured. [T2]: 2 total missiles conjured. [T3]: 4 total missiles conjured. [T4]: 6 total missiles conjured. [T5]: 8 total missiles conjured. [ ! ] : 9 Total with Wizard Hat/Focus at T5. Additionally at any tier [2] missiles may be summoned per charge emote instead of [1]. Knockback may be applied to large creatures [olog, large golems, etc] or smaller. REDLINES: ➣Arcane Projectiles are telegraphed by the summoning of baseball sized wispy orbs that orbit the caster. ➣For clarity, the breakage of bones inflicted by this spell disables the affected limb, whereas fracturing of bones implies great pain when attempting to use the limb. ➣Embedding of skin does not require extraction of a physical object as the projectile disperses. This does mean that there is nothing to stop any bleeding that may occur from the strike. Likewise internal bleeding is more common in situations where a projectile would “embed” itself. ➣The trajectory of a projectile cannot be altered and it will continue traveling at arrow speed in the same direction it was launched until contact. This trajectory cannot be altered or controlled after it is cast. ➣Shields may block projectiles however they begin accruing damage and suffer severe pain on the shield arm after the fourth impact. They are not immune to the knockback effects of the spell while shielding. ➣Projectiles are not deployed but can be chained into the apex spell: Beam and do not disperse during the casting of said spell. ➣Projectiles disperse when hitting a solid object regardless if it was the intended target or not. ➣Direct strikes to the head will daze armored targets and knock them out if struck [3] times. Lightly armored or unarmored strikes to the head will knockout in [2] strikes. ➣Projectiles deal ½ damage when calculating attacks against defenses constructed from other non-arcanism voidal elements. ➣ST may decide that the knockback effect has an effect on giant or huge creatures. Likewise they may decide that a smaller creature may resist the knockback effect. Ascertain: [Non-Combat] [Combat] [T2] [Event] Imbuing an area with arcana allows the arcanist surface level knowledge of magical objects surrounding them or as a form of trap detection as redstone based machinations are lightly affected by its casting. The Voidal entity that once shrouded the knowledge of Arcanism has left its ravenous mark in the form of this spell. It’s seething want for knowledge now pervading its usage. Spoiler Mechanics: The caster lets out a large pulse of arcana that gently amplifies any mana-based enchantments within [10] meters. The affected objects shimmer with a heightened radiance that allows all within line of sight to see their glow. Ascertain acts as a lower cost prerequisite for the casting of Shroud. The emote count for this spell can be considered as [1] connect + [1] charge + [1] release = [3] emotes [T2]: All mana-based objects within [10] blocks line-of-sight shimmer for [4] emotes [ ! ] : Wires, levers, buttons, and redstone activated objects within [10] blocks line-of-sight shimmer for [4] emotes. Requires ST oversight and approval allowing them to choose what and how much is revealed. Requires Wizard Hat/Focus. REDLINES: ➣Ascertain does not give insight to the actual properties of an item, object, device, etc… ➣This spell does not trigger traps or locate hidden levers left out of sight. Likewise it does not reveal keyholes or redstone devices hiding doors unless specified by ST during an event. I.E. You cannot use it in a raid to locate hidden doors/passageways/etc… but its effects during an ST approved event may be enhanced to fit the narrative. ➣The shimmer effect is not bright enough to blind and only produces a dim light or sparkle. ➣While used in combat it only shows you where a mana-based object might be. It does not require any affected targets to /showitem. Instead it works in a yes or no and how much shimmer format. I.E. A mage walking around with 5 enchanted items that is Ascertained has 5 distinct spots on their body sparkle but you cannot tell what they are if they are hidden. ➣Ascertain does not disable traps or fully locate the mechanism. I.E. you cannot see through walls. It may only work on the active tripwire that is connected to a redstone contraption. Again, up to the discretion of the ST overseeing. Conjure Armaments: [Combat] [T3] The conjured melee arsenal of an Arcanist which make up for their lack of ability in many mundane weaponry. Spoiler Mechanics: These spells are not solidified but instead exist as a constant flux of arcana. This consolidation is what allows these conjured weaponry to deal damage, adhering to the redlines and lore structure of their mundane counterparts. Armaments are temporary & fade after [5] emotes following cast. Additionally Conjured Armaments possess enhanced knockback and apply a [1] block knockback to any armored foe struck. This is increased to [2] blocks to any lightly armored target, and [3] for unarmored targets who also have the chance of being knocked prone. A caster is capable of swinging an armament while making use of another spell as a deployable. The emote count is equivalent to Spell Level and includes connection into that count. Ex: T3 Conjure Armaments is [1] connect + [1] charge + [1] conjure = [3] total emotes. The tiers of this spell are as follows: [T2]: Small weapons; Knife, Cestus, Dagger [T3]: One handed weapons; Saber, Mace, Longsword [T4]: Two handed weapons; Greatsword, Halbard, Polehammer [T5]: Overly large weapons; Titanblade, Lance, Pike [ ! ] : Wizard Hat/Focus increases emote count to [10]. Focus allows the armament to be cast at the Focus Crystal allowing for extra reach depending on mechanical length of the wand/staff. REDLINES: ➣Conjure Armaments is telegraphed as energy culminating at the tip of the implement or gathering within the palm of the caster slowly forming and shaping into a weapon. ➣Conjure Armaments can only be used to create standard weapons such as swords, daggers, scimitars, axes, whips, and so forth. The weapon manifested has density comparable to its mundane counterpart (steel) and possesses both the characteristics of that weapon and the added knockback effect. ➣Armaments do not give the caster any supernatural ability to swing faster or harder. The associated speed at which weapons are swung directly correlates to their mundane counterparts. ➣Due to the magical nature of this spell the mage does not consume any additional stamina in order to use them outside of the mana consumed and the effort of physically moving their body. I.E. Weapons are weightless to the caster allowing them to wield even the largest armament but follow the redlines for each specific weapon. No additional swings or faster attacks occur as a result. ➣Armaments do not automatically win against their mundane counterparts. A mage’s inability to apply strength or greater force in their strikes evens out with the knockback effect. Clashing blade to blade will still mean the mage is facing recoil of their own. The knockback simply dissuades continuous direct strikes against them. ➣The caster is capable of swinging a weapon and clashing with other weapons without disconnecting. ➣Armaments that are thrown still deal their knockback effect but fade after hitting a solid target. ➣Enchanted forms of weaponry follow all of the redlines of Transfiguration and may not supersede the redlines posted here unless specified and accepted as a MART. ➣Casting weapons from a wand increases the length of a weapon by [1] block while casting a weapon from a staff increases the weapon length by [2] blocks. ➣Armaments are not deployable and switching magic types dispels them. ➣There is no damage threshold for Armaments and they will remain until disconnection or until the emote count runs out. Beginning the casting of another spell also dispels the armament. ➣When armaments clash with weaponry that has been enchanted and activated with a voidal spell the knockback effect is nullified and both weapons clash as if mundane in nature. The mage would then still suffer from the recoil of the strike should they be physically outmatched. Mantle: [Combat] [T4] [Deployable] The firepower of Arcanism is applied to mundane weapons of an ally, wrapping their armament in a force sheath, and amplifying their next strike. Spoiler Mechanics: Ephemeral state mana is conjured directly onto a target armament within [3] blocks of the caster, imbuing the weapon with fleeting pressurized arcana meant to amplify the next attack dealt. An ethereal energy wafts from the equipment allowing weapons made for slashing to do blunt-concussive damage as well, for projectiles to have increased piercing capabilities, or for blunt weapons to hit with added reverberations. Likewise the armament amplified by Mantle will have a knockback effect of [2] blocks in addition to whatever mundane knockback properties they already had. The bolstering effects last for [8] emotes or until the armament strikes a target. The emote count for this spell can be considered as [1] connect + [X] cast where [X] is the tier of the manipulation. Ex: T4 Mantle is [1] connect + [3] charge + [1] release = [5] total emotes. The tiers of this spell are as follows: [T2]: Projectile damage raises to the Longbow armor piercing standard. [T3]: Slashing armaments are now capable of breaking or fracturing bone. [T4]: Blunt armaments reverberate on impact as if striking a single spot twice. [T5]: Longbows & Crank crossbows gain the piercing capabilities of a Ballistae shot but leave the attacker stunned for the next [1] emotes. [ ! ] : The caster is able to target [2] armaments with Mantle while using a Wizard Hat/Focus. REDLINES: ➣Mantle is telegraphed as fumes of arcana wafting off the affected armament. As the weapon swings or is fired off a trail of energy follows behind it. ➣Follows all redlines associated with techlock: Projectiles may use the armor piercing capabilities of longbows & crank crossbows while longbows & crank crossbows use the techlock piercing capabilities of ballistae. This does not increase the size of projectile shots but it does allow them to pierce things they wouldn't ordinarily be able to. ➣The knockback effect of [2] blocks is standard across all tiers. ➣Disconnection means immediate demanifestation even if the armament has yet to strike. ➣Mantle must be cast on a weapon not in motion and a projectile before it is drawn back. I.E. A sword must not be in the swing of an attack, an arrow must not be drawn yet, etc... ➣All associated abilities to puncture armor remain intact here. ➣Mantle does not reduce the stamina consumption or fatigue associated with using any specified armaments. ➣Mantle cannot be cast on yourself. ➣Mantle cannot be cast outside of combat. ➣Follows the redlines listed for flexible deployables. Dancing Warden: [Combat] [T5] [Deployable] The Arcanist conjures forth an additional weapon that floats around them attacking enemies who enter its area of effect. Spoiler Mechanics: Much like Conjure Armaments this spell follows the same power structure except instead of evoking a weapon to be used in the hands of the arcanist the caster summons a deployable version of the spell that orbits no more than [1] blocks away and offers reactionary attacks against foes that would dare to enter its area of effect. The area in which it takes its actions is a [3] block radius centered on the caster. [1] Reactionary attack may be made per emote round on the casters turn to [1] designated foe that has entered the area of effect for the first time or stays within over the course of multiple turns. Dancing Warden may only take [1] attack per round regardless of what activates the spell. The amount of hits a Dancing Warden is able to deal before dispersing is equal to its tier level, i.e. a T2 Dancing Warden could deal 2 hits total. Regardless if they reach their damage threshold the warden will disperse after [5] emotes. A warden is an ephemeral object and cannot parry, block, or take hits for the arcanist. Dancing Warden follows the same knockback structure as Conjure Armaments. The emote count is equivalent to Spell Level and includes connection into that count. Ex: T4 Dancing Warden is [1] connect + [2] charge + [1] conjure = [4] total emotes. The tiers of this spell are as follows: [T2]: Small weapons; Knife, Cestus, Dagger [T3]: One handed weapons; Saber, Mace, Longsword or smaller [T4]: Two handed weapons; Greatsword, Halbard, Polehammer [T5]: Overly large weapons; Titanblade, Lance, Pike [ ! ] : Increases emote count to [10] and overall reaction count per round increased to [2] when using Wizard Hat/Focus. I.E. [2] Different targets will be attacked when entering or remaining within the AOE. REDLINES: ➣Dancing Warden is telegraphed by energy gathering to the side of the caster that slowly forms into a weapon that hovers around their body. ➣Dancing Warden does not act as a shield for the Arcanist and it cannot block attacks from hitting them. Thus it can be dispelled if the Arcanist loses their connection. ➣Dancing Warden acts like an AOE spell that damages entities that enter its [3] block radius. Much like Flame Field, Geotic Field, or Glaciate this spell does not offer the caster an additional turn but rather creates an obstacle or terrain hazard in the form of a conjured weapon. ➣This reactionary attack may not parry any incoming attacks. Instead it is dependent on the triggering effect. A foe entering the AOE triggers a reaction. A foe striking at caster is not interrupted and the reaction comes after their attack. I.E. The Warden emotes on the casters turn. ➣The Warden’s reaction is controlled by the caster. Meaning they can prevent it from randomly attacking allies and choose when and who it does attack. ➣With a Wizard Hat/Focus the warden is able to take [2] of these reactions each round between caster emotes but must target unique creatures each time. I.E. if a creature enters the AOE the warden will attack for [1] reaction but may not attack the same creature again if said creature stays within the AOE. This targeting cooldown remains for [1] emote round. ➣Dancing Warden follows the knockback effect of Conjure Armaments. [1] block knockback to any heavy armored foe struck. This is increased to [2] blocks to any medium armored target, and [3] for lightly or unarmored targets who also have the chance of being knocked prone. ➣Striking a warden triggers a reaction as you enter the AOE and also reduces the damage threshold. Meaning a T5 warden that has a damage threshold of [5] will react, reducing it to [4], and take damage, reducing it further. ➣Mundane weaponry reduces the threshold by [1], voidal melee strikes reduce it by [2], and all anti-magic that it comes into contact reduce it by [3]. ➣Dancing Warden is not a stackable spell and only one may exist at a time. Recasting it as a different weapon demanifests the previous spell. 🟄🟅🟆🟅 A P E X 🟅🟆🟄🟅 Spells Requiring both [Construction] & [Amplification] in order to cast. Apex are Tier 5 [+] spells [+] Duality Apex - Entourage: [Combat] [Non-combat] Conjured armaments orbit the caster and are manipulated into different stances each of which serves a specific function for the caster.. Those that follow the Wandering Wizard know too well the balance between offense and defense. To strike or to defend. Fight or flight. Sometimes the answer is both. Spoiler Mechanics: The caster summons a number of copies of a medium sized armament such as a sword, a buckler, or hammer. The armament may take the shape of any medium sized object as its effects are universal and every copy is stated as being identical. By manipulating the arcana to change between the physical and ephemeral states the caster gains access to a number of techniques unique to Entourage. The summons form a halfmoon above and behind the casters head and float aimlessly as they await further manipulation. Entourage lasts for [5] emote rounds before demanifesting. Entourage has separate stance techniques that require a dedicated formation emote in order to use: Neutral: The Entourage takes on a resting stance as the summons orbit above the caster’s head in a halfmoon formation, awaiting further manipulation. After every stance the following turn begins the emote with returning to neutral. This does not count as the full action of the turn and may be chained into another stance. During this stance the summons take on a less physical appearance and become more ephemeral. Launch: The Entourage takes on a ranged stance as the summons rotate above the casters head until they are launched as a projectile at the target. Each copy has a projectile range of [20] blocks and delivers damage equivalent to a short bow capable of piercing skin and embedding into the bone, though may be stopped by heavy armor. Medium armor may mitigate, but not outright negate, the damage. Like other Arcanism spells any strike delivers a knockback of [1] block to creatures wearing heavy armor, [2] blocks to medium armor, and [3] blocks to light or unarmored foes with a chance of knocking them prone. Projectiles remain embedded until the start of the caster’s next emote before the spell demanifests. The caster may choose any number of projectiles to launch but a target may only be the focus on [1] summon at a time. Meaning the caster must have multiple targets in order to launch multiple summons. Fortify: The Entourage takes a defensive stance in front of the caster repelling a number of strikes equal to the number of summons. Should an AOE ability or spell target the caster while they have at least [3] summons they may sacrifice the remaining summons to block the AOE for one round. While this technique is activated the caster is immune to any knockback effects. For each blocked attack during the round the overall summon count is reduced by [1]. Any remaining summons return to their halfmoon orbit the following round. Engage: The Entourage takes on a close quarters stance and when directed the spell becomes a swirling orbit that strikes any foe within a [3] block AOE. The caster may move during the engage stance allowing them to swoop into a target using the melee form of this spell. The damage is equivalent to being struck by a longsword and is capable of rending flesh and cutting through medium armor. Heavy armor may mitigate, but not outright negate, the damage. A creature may only be affected by [1] summon meaning when this spell does its sweeping attack the creature will only ever be hit once. Any blocked attacks reduce the overall summon count by [1]. Any unblocked summons return to their halfmoon orbit the following round. The emote count is equivalent to Spell Level and includes connection into that count. Ex: T4 Entourage is [1] connect + [2] charge + [1] conjure = [4] total emotes. An additional emote is required to activate a specific stance. I.E. At T4 the first time Entourage may use a non-neutral stance is on emote #5. The tiers of this spell are as follows: [T3]: The size of the Entourage is [3] [T4]: The size of the Entourage is [4] [T5]: The size of the Entourage is [5] [ ! ] : The size of the Entourage is [+1] for a maximum of [6] and emote duration increases to [10] with the use of Wizard Hat/Focus. Additionally the caster gains the ability to use a 5th stance while using a Wizard Hat/Focus. Vault: The Entourage takes on a mobility stance that helps propel the caster in a direction as the summons position themselves at the feet of the caster. The caster may move, in addition to their usual movement, an extra [1] block in a direction of their choosing. For each block they move [1] summon demanifests. The remaining summons return to their halfmoon orbit the following round. REDLINES: ➣Entourage is telegraphed as energy forming into a sphere that splits into [x] shapes that individually form their armament in tandem. These armaments hover above the caster rather than to the side. ➣Once summoned Entourage remains in the neutral stance and the caster must wait until the following round in order to change its stance. ➣The object summoned doesn’t need to be a weapon and can be roleplayed as any medium sized object so long as it follows the other qualities and redlines of this spell. ➣Entourage may be used outside of combat and DOES remain manifested if the caster enters combat post summoning. ➣The projectile form of this spell requires line of sight and follows all other redlines associated with Arcane Projectiles. ➣Projectiles do not curve or change direction midcast. Meaning there is a chance they are dodged. Even dodged Projectiles remain embedded until the following round, telegraphing where they were meant to land. ➣Fortify is not a reactionary stance and must be cast prior to using its defensive abilities. Meaning if a sword is mid-swing before you emote switching to fortify stance you will be hit and must deal with the consequences before moving forward. ➣If the fortify stance is active even projectile shots or backstabs will be blocked as the magic of this spell and specific stance work similar to Arcane Shield’s Personal Shield. ➣Stances are not able to be used in the same emote round and must go back to the halfmoon orbit neutral stance before transitioning to a new stance. Meaning when you emote launching your entourage the formation spins like a clock or the barrel of a gun. The following turn begins the emote with telegraphing the return to the halfmoon orbit before using a different stance, even if the same stance is used again. ➣The vault stance does not allow the caster to reach spots that are mechanically impossible to reach. Inside of an event the overseeing ST may allow for flexibility of this rule if it suits their narrative needs. Meaning you cannot use Vault to go [6] blocks over a wall or a gap if you cannot mechanically cross it. ➣Vault can, however, move the caster omnidirectionally. For example using all [6] summons one could move back [2] blocks, up [2] blocks, and to the side [2] blocks. ➣Summons may not be directly targeted by melee, projectile, or magical attacks. ➣An Arcane Scion who has dedicated [2] slots to Arcanism and has achieved the highest tier in both slots gains access to Entourage, capping at [T3]. If making use of the Wizard Hat/Focus buff this would cap their summon count at [4]. [+] Projectile Apex - Beam: [Combat] Sundering flesh and total obliteration are reserved for those who have the wisdom to know when to properly employ Arcanism’s most destructive asset. They employ the Arcane Mage’s final gambit. A spell to rend beasts. Spoiler Mechanics: Charging of an Arcane Beam requires [6] emotes to cast, and an additional [3] emotes to continuously fire off. The last [2] emotes of charge and [2] release emotes upon cast require the mage to become fully stationary. By the third release emote the mage may choose to release the spell early. A beam travels up to [48] blocks and is able to Sunder any and all objects caught within its line of sight as unmatched concussive force batters the targets. Unarmored targets suffer from its full impact as their flesh is rended and their bodies tossed outwards from the beam. Armored targets suffer force enough to fracture their bones as their armor begins to dent and fail. Anything that manages to remain within the beam suffers its effect each turn until the spell ends. This spell is not compatible with any outside reductions or enhancements. The emote count is equivalent to Spell Level and includes connection into that count. Ex: Beam is [1] connect + [5] charge + [2-3] release = [8-9] total emotes. The tiers of this spell are as follows: [T5 +]: The arcanist may charge up a sundering beam that knows no rival as it traverses great distances to annihilate its target. The beam has a radius of 3 meters and travels as fast as cannon fire. Any caught within its line of fire suffer the effects each turn they remain within the AOE of the spell. [ ! ] : Wizard Hat/Focus allows any conjured Personal Shield or Projectile to reduce the casting time. Every [2] shields or missiles reduces the emote cost by [1] as they are absorbed into the spell. The maximum emote reduction is by [3]. Aftershock: Should the arcanist finish casting Arcane Beam their connection to the void will be severed and they will suffer reverberations for the next [2] emote rounds. Unable to cast spells and halving their movement as the immense amount of arcana causes an aftershock within their body. Beam has the mana cost equivalent to [2] [T5] spells. REDLINES: ➣This spell is telegraphed either by the caster absorbing any remaining shields and projectiles into a central point or by a deep reverberating pulse of energy that rocks the earth beneath them and stills the air around them. As they charge the beam, circles of energy form as layers pointed at their target's direction. Though they may change directions as they cast it must be done no more than 90 degrees at a time. As they become fully stationary their direction becomes locked. ➣Beam may not bend and shoots in a direct line following all voidal connection redlines. ➣Sundering physically dismantles objects like a canon of trebuchet might tear apart constructs and buildings. Even well armored foes will have their armaments damaged if not outright disintegrated should they attempt to withstand the beam. ➣Medium sized Armored foes that are attempting to block are pushed back [5] blocks per round. Unarmoured creatures of a medium size or smaller are pushed back [10] blocks per round and suffer immediate rending damage as flesh is torn from their body. Even large creatures such as Ologs or large constructs would be pushed back [3] blocks per round. ➣Any mundane creature caught in the full [3] turn blast will likely be reduced to atoms. It is much more likely that a foe would be battered by the beam and tossed to the side, their bones fractured, their heads concussed, and the armaments/armor damaged. Greater voidal magical enchanted armaments are capable of withstanding the blast with minimal damage but too little to protect their wielder. Soul-bound objects follow the redlines and mechanical limitations imposed on them. ➣Any attempts to enter or cross the beam would result in the same knockback effect and sundering effect to any body part that comes in contact with it. ➣During the release window of this spell the force emitted from the blast is enough to directly counter projectiles, magical projectiles and air based spells T4 or lower. ➣Should the caster be dislodged from their stationary spot the beam will disperse. It will not swipe in a random direction to cut through the mountain. ➣This spell is capable of being nerfed or buffed by an ST for the duration of their event. Should they wish for its impact to be lessened or heightened they have control over the narrative properties of this spell. I.E. You don’t tell the ST how this spell instakills their big baddies. They tell you what effect it has. ➣This spell is incompatible with Transfiguration. [+] Shielding Apex - Bastion: [Combat] Sometimes it is the precursor to battle and other times it is the last line of defense. A bastion, a fortified keep, or denying the eventual onslaught. The choice is made and the heroic nature of its original maker is evoked. The altruistic cast their bodies aside to employ the Shepherd’s gift to defend the descendants. A spell of protection when all hope seems lost. Spoiler Mechanics: The apex of Arcanism lies not in how much destruction the caster may cause but in how many lives it may save. After charging the spell for [7] emotes the caster plants themselves as the focal point of the grandest of all dome shields. One to cover an entire adventuring party, or with help, the entire city during siege. Able to withstand siege weaponry or dragonfire, the Bastion is the pinnacle of pacifism. The emote cost includes connection. Ex. [1] connect + [5] charge + [1] conjure = [7] emotes The tiers of this spell are not locked in place. Discretion is given to the ST or Warclaim Moderators to interpret. Regardless, some expectations are as follows [T5 +]: The arcanist becomes the focal point of the dome and is stationary for the duration of its existence. Their body glosses over in crystalline structure as their arcana expands outward, bracing the adventuring party against the deadliest of attacks. Its shape is made to fit whatever area available to it and may stretch up to a [20] block radius. The exact allowance for durability is up to the ST. Whether the shield fails all at once after a certain damage threshold or if they choose to adopt a patchwork failing pattern is also under their discretion. A Bastion spell can endure even the mightiest attack. How many of those smites will fate allow? Only the teller may write that tale. [Warclaim]: In order to be viable for warclaim the mage must make use of a previously ST approved obelisk. During the duration of the spell the arcanist becomes bound to the obelisk, unable to move freely. Bastion produces a dome shield to be placed by ST or warclaim moderators. The shield surrounds the entirety of the city. Unlike a regular dome shield that breaks all at once siege equipment can chip away at this outer layer in patchwork fashion. Allowing strategic hits in the same spot to bypass the remaining dome. Although mundane siege projectiles have ½ the effect they would otherwise have on city structures when hitting the Bastion. Should the Obelisk or Arcanist be struck directly by a siege level force the entire shield will collapse. Likewise should the caster’s connection be broken so too shall the shield break as well. Individuals cannot physically pass through the shield but siege equipment and ST directed projectiles may pass from within the shield outwards allowing for defensive units to assail the enemy. Collapse: Should Bastion come to fail the arcanist would find every last drop of their mana reserves nearly depleted. Their movement would be halved for the rest of the encounter, they would be unable to cast any spell above T1, and would be stunned for [2] emotes. [ ! ]: Wizard Hat/Focus allows the spell to cast a secondary insular dome around the arcanist and/or obelisk. This dome follows the same guidelines as the above spell. To be dealt with at the discretion of the ST. Allowing for a second line of defense before the core of the shield is disrupted. REDLINES: ➣This spell is telegraphed differently than other shielding spells. Instead of a uniformed approach to shaping the spell the bastion shield looks like many plates interlocking together to form a massive dome. ➣This spell is Event and Warclaim locked and may only be used with ST or Moderator oversight & consent. If possible the overseeing party will worldedit in stained glass in the aura color of the caster in the shape of a dome. ➣This dome does not necessarily fail all at once and instead attacks against it can cause patchwork damage. The Overseeing party is recommended to adopt this dynamic approach to this large spell as they are the ones that decide if it can go up and when it goes down. ➣The amount of damage it may receive may be buffed or nerfed to fit the narrative session but it is recommended that the damage threshold be equivalent to many T5 abilities or spells. ➣Enchanted siege equipment using voidal or anti-magic properties would deal full damage to the shield rather than ½ damage done by mundane equipment. ➣Canons, trebuchets, and other large siege equipment may be designated to bypass the bastion, allowing defenders to assail the forces outside the shield. However this does not prevent them from malfunctioning and as an added result their misfire may cause the same damage that external siege equipment would have caused. This is to be done at the discretion of the Warclaim Moderators. ➣The second insular dome requires no additional casting of the spell. With a Wizard Hat/Focus the secondary shield forms alongside the main bastion shield. ➣Individuals and creatures may not be launched or leave the Bastion unless they can mechanically find a way out of it before it drops completely. Non-siege equipment is highly ineffective in breaking through the shield. Stained glass is used to represent the shield but that does not give it the properties or durability of glass. Common sense is recommended in this regard. ➣All Warclaim rules are subject to the discretion and redlines of the team associated. An amendment for this specific portion of the spell is likely as PvP balancing is tricky without specific playtesting. Citations Arcane Focus Wizard Hat Voidal Connection The Wandering Wizard Old Guide to Arcanism Credits Stag (Author) Eurielle (Co-Author) Johann (Consultation/Feedback/Formatting) Album Spoiler Author's Notes / Purpose Spoiler Over 150 users of Arcanism existed on this server at some point in time. As the original lore writer I am incredibly excited to have completed this write-up. We started this lore write back on November 20th. I have always wanted to bring Arcanism and from the hundreds of messages and dozens of writeups asking for its return I hope it still holds a place in your heart. I tried my best to balance this lore and format it to the newest Evocation standards set by Johann. To the ST reviewing this piece: I realize I am writing lore listed on the "bad lore" page yet I think it is a magic that many of our playerbase is passionate about. It was never my intention to purposefully write abusable lore in the past and I have always put collaborative storytelling as the forefront of the roleplay I produce. I realize that I inadvertently caused a rather large shit storm of rampant magic abuse so I understand the hesitance. However, The void is a prime target for the classic wizard aesthetic and my goal in this write up was to add in a few of the old spells that were iconic to Arcanism while also widdling down what this magic should be. You will notice I have added quite a few non-combat spells and spells used for support rather than outright power. A main goal was to really boost the toolkit of a mage in non-combat settings instead of making every spell combat oriented. Along with this I think many of the voidal theming that I like is related to the stars, constellations, and the like. In the "Star-laden" arcana section it is proposed that this magic take on more of that starlike aesthetics when casting as opposed to just plain color. Instead of being a blank canvas evocation I want to emphasize the voidal qualities we see when observing the Veil and the cosmos. There is a desperate want to roleplay something other than the cthulu aesthetic of the void and I hope that this lore is a start to creating an antithesis to that in order to balance the thematic scales. Many of us want that starlike, or even a final fantasy-esque version to use that isn't directly elemental. While developing this lore we had the desire to better incorporate the tools (wands/staffs/focus crystals) that a wizard employs and give them actual purpose for each and every spell so that is why you see a wizard hat/focus buff under each spell. Requiring Arcanists to prioritize these other lore pieces helps interconnect them and gives a character a clearer idea for what their mage/wizard/sorcerer could look like. This integration wasn't out of nowhere as we really wanted to build a magic that we could see Availer or the Arcane Mage using. In a way they are the silent deities or patrons for this magic. As the root of voidal magic on the server the aim of this write-up is to collaborate with all the other voidal artes while setting clear drawbacks for its usage. So instead of voting NO this piece, please ask yourself in what areas does this lore succeed? If it is denied, what steps need to be taken to better solidify its aesthetic and balancing? I really hope you vote YES though. Despite those who disapprove of this magic there are even more of us that really want another shot at roleplaying it. It's been gone for years. Maybe it is time to take it out of lore jail, right? Changelog Spoiler UPDATED 1/18/2026 Removed Eshtael, Voidal Behemoth lore contradictions Image reformatting Conjure Arcana -> Added Revelry -> Added implement [ ! ] buff Redline reformatted Tier progression reformatted Confinement balancing -> reduced to [3] hits across all tiers. Dancing Warden balancing -> nerf reactions -> AOE similar to "Flame Field, Geotic Field, Glaciate" and other evocation spells. Additional Construction spell -> Aegis Additional Amplification spell -> Mantle Reformatting general text and text color [in-progress] Updated Author's Notes / Purpose 31 Link to post Share on other sites More sharing options...
wx4927 82 Share Posted January 16 I think this looks pretty cool +1 Spoiler Be warned I am an idiot, so my words are not the best 1 Link to post Share on other sites More sharing options...
Kenzo74 756 Share Posted January 16 Chat this insane make a high elf 3 Link to post Share on other sites More sharing options...
xo31 4013 Share Posted January 16 clears throat... sorry oldhead, Newage Voidcel time to truly review each spell (There is very little of them despite this being up to a two slot magic? so this'll be pretty short.) I saw arcanism and was very excited though I am somewhat let down (nothing personal towards the writer i still think ur awesome) Conjure Arcana: [T1] [Non-combat] Mages can just do this with basic voidal auras. The only addition is that you can. . . do it with the auras of other mages? Arc Tool: [Non-Combat] [T2] [Deployable] this should be something that artificers can do. i suppose it is vaguely interesting but oftentimes people will emote just having shit like this in their void pocket. Shroud: [Combat] [T3] "smokescreen effect". I wonder where else one could find something like that. Also 2 emote casting time is way too little. CONSTRUCTION Arcane Shield: [Combat] [T1] [Deployable] I have no actual issues with this one. It might be a bit strong but I think this is one of the things that people imagine when they think arcanism. Confinement: [Combat] [Non-combat] [T2] This is CRAZY. 3 emotes (two after being connected) to completely stop someone from moving or taking actions is lunacy. This is like voidstalker's wither on roids, or mysticism's thing whatever its called Arc Structure: [Non-Combat/Combat] [Event] [T3] this is pretty interesting although I feel like perhaps this should be a spell that is in conjunction with that 'arc tool' thing, perhaps this could be the higher tier equivalent or some shit. Conjure Dome: [Combat] [T4] This. . . should just be a different part of arcane shield. Does this really feel like an entire slot of magic? AMPLIFICATION Arcane Projectiles: [Combat] [T1] machine gun spell. It's not too bad but it's kind of regular compared to everything else. This is another thing that one would generally expect from arcanism and is fine - though it'd be rather difficult to mess up.. Ascertain: [Non-Combat] [Combat] [T2] [Event] kind of a nothingburger spell which I doubt will ever be important... it's interesting though I somewhat fail to see how 'arcanism' is the magic that accomplishes this. seems more like it'd be some sort of divination thing. Conjure Armaments: [Combat] [T3] interesting but it seems very.. situational. likely only really useful for scions or other specific scenarios. its unclear how much damage the knockback actually does besides mechanically putting you one block back. Furthermore- scions cannot cast at t5, and your redlines give no lenience to a mage who is weak to use weapons any more effectively than they usually would be, which means the t4 and t5 versions of this spell are. . . . essentially worthless. Dancing Warden: [Combat] [T4] [Deployable] I like this. No notes. APEX SPELLS [+] Duality Apex - Entourage: [Combat] [Non-combat] this is cool- it seems very, needlessly complex. I think perhaps if all of these mini-spells were just spells on their own it'd be better. [+] Projectile Apex - Beam: [Combat] Cool. it's arcanism beam. Very overpowered. I like overpowered things though. This is good. [+] Shielding Apex - Bastion: [Combat] Event only spell again. I feel like event spells are unnecessary and weird. Just ask the ET if you can do this --- Overall, this magic has 13 spells and yet it feels as though it has like 4. I do not believe 4 spells are a reasonable enough reason to have to dedicate a 2nd slot to, and if there is to be 2 slots like we've been seeing more and more lately, they should be enough content to do so. There is far too many event spells which should not count towards the overall number of spells regardless, and otherwise it's just a lot of sauce and not much spaghetti as Johann would say. It has a few spells that I like which I noted but, generally, I think this misses the mark on what a modern Arcanism should look like. Most of these spells can be emulated through other magics in some way, shape, or form. I also think that a lot of these spells could (and should) be combined into one spell. They do not have enough content to classify as their own spell and any other voidal MA (ESPECIALLY AN UP TO 2 SLOT ONE) would indeed have it this way. Some examples are... Arc Tool + Arc Ttructure OR Arc Tool + Conjure Armaments. Conjure Armaments + Dancing Warden Conjure Dome + Arcane Shield EVENT SPELLS SHOULD NOT EXIST. 3 Link to post Share on other sites More sharing options...
Cheese 8899 Share Posted January 16 Another sacrifice to admin purgatory 7 Link to post Share on other sites More sharing options...
Frisket 4543 Share Posted January 16 Another sacrifice to admin lag… 1 Link to post Share on other sites More sharing options...
Johann 2498 Share Posted January 16 ARCANISM ON FRIEREN DAY HOOOLLLYYY PEEAAAKK 14 Link to post Share on other sites More sharing options...
MrSyth 637 Share Posted January 16 Absolutely peak, a fundamental magic in any fantasy environment. It's absurd it's been gone this long already. Excellent work by all authors putting it into the new format. +1 5 Link to post Share on other sites More sharing options...
Gemini 1737 Share Posted January 16 Periodt 3 Link to post Share on other sites More sharing options...
NightcastorKitty 2781 Share Posted January 16 17 minutes ago, Cheese said: Another sacrifice to admin purgatory I laughed a bit to hard at this 1 Link to post Share on other sites More sharing options...
Eurielle 1189 Share Posted January 16 30 minutes ago, Stag said: Canon event real lore writing is the Gacha we played along the way! 2 Link to post Share on other sites More sharing options...
molly molly molly 1329 Share Posted January 16 wow, what a wonderful piece! having arcanism back would be awesome but i can already see some balancing issues with dancing warden. i think in the lore submissions help page it specifically cites floating weapons as being a big no-no. a deployable spell, which reactively, instantly attacks anyone who gets close seems pretty broken. especially when it can persist even if the mage's connection is broken, and its not even locked behind a second slot, so anyone with 1 slot could do it. feels like a pretty busted spell in the making, and i think it'd definitely get abused. esp by scions, who'd be able to just walk near someone and force the spell to reactively attack, while they do too. 2 Link to post Share on other sites More sharing options...
Ardory 2978 Share Posted January 16 Let it be known any nerdposting about the number of combat spells will be jettisoned into orbit via nuclear ICBM and atomized on detonation. 4 Link to post Share on other sites More sharing options...
_AzureLexi 775 Share Posted January 16 god please. 1 Link to post Share on other sites More sharing options...
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