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Sagwort

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  1. A SURVEY OF THE PHILOSOPHY OF MAGIC 7th of Snow’s Maiden, 1663 By Ambros METAPHYSICS OF MAGIC The metaphysical study of magic seeks to understand the physical mechanism by which mages manipulate or summon entities. That is to say, it questions what the source of magical power is and upon what this power is being inflicted. PRIMORDIALISM Mayhap the earliest metaphysical theory of magic, primordialism was developed by the Mages Guild of Aegis as a model to understand the various energies and manipulations of magical forces. The primordialists proposed that all magic could be reduced to the four elements of fire, water, earth and air. In the present day, alchemy remains heavily inspired by primordialism, granted, few would suggest that reality is literally composed of the four elements. The remnants of such a philosophy can also be seen in the magic of elemental evocation which was created as a direct result of this theory. Primordialism lost much of its appeal in late Asulon when other, more intricate magics came into light such as conjuration, telekinesis, and electrical evocation, which had no obvious connection to the four elements. Granted, one might propose that the four elements served as meer symbols and the elements, or some mixition of the elements, could be tied to more modern magic in a metaphorical sense. VOIDALISM Voidalism emerged soon after the demise of primordialism with a greater understanding of the nixian plane. While primordialists proposed that magic could be viewed as a manipulation of the concrete presence and mixition of elements, voidists proposed that magic was not a manipulation of physical reality but, rather, abstract potential. Such abstract potential could be manifested within the voidal plane and then brought into reality through the medium of one’s mind. As an understanding of magic’s source, voidalism remains the dominant theory in the present day. MAGICAL EPISTEMOLOGY The epistemological study of magic seeks to understand the mental mechanism by which one practices magic. Or rather, how a magi come to know the entity they wish to manipulate or summon. DIANOSTISM The overwhelmingly dominant view of epistemological magic philosophy is that of dianostism. It was created not long after the philosophy of voidalism came to prominence. Dianistists suggest that the only way to reliably manipulate and summon entities is to visualize the entity within the mind with critical understanding. Empirical observation is paramount to the dianistic view of magic as well as a profound understanding of physical reality. As a result, many dianistic magi will spend a great deal of their time simply studying an object and its manyfold properties. ACCORDISM Accordism emerged as a result of primordialist views of magic in early Mages Guild training practices. Accordist practices revolved around “attuning” oneself to an entity, in the primordial accordist’s case this entity would be an element. Only upon proper subjective experience and understanding of an entity can one hope to manipulate it on any substantial level. Accordists emphasized subjective experience and aesthetic over the dianistic view of objective observation and empirical understanding. In this way, accordists were more akin to druids and shamans in their understanding of magic opposed to the mentally rigorous magi of Anthos and onwards. Old accordists practices might involve long periods of meditation in the presence of an entity, or rigorous mental and physical excursion to prepare one’s mind to understand the entity, developing an intuition surrounding the entity in question. While, in the present day, few magi are pure accordists, many still borrow concepts of accordism to further their training. Meditation is still utilized by voidists to aid in a understanding of their void. In this way, many magi may view the void accordistically but view physical entities diagnostically, since a more subjective and experiential understanding of the void is necessary to properly utilize it. One might call these individuals Dianistic Accordists. ALLEGORISM A relatively fringe philosophy which has only recently caught the interest of magi, but has been prominent in more pragmatic forms of magic for centuries. Allegorists remove the concept of physical or subjective understanding altogether and propose magic can be understood through allegory or indirect representation. Rune smithing are the most noteworthy result of this philosophy, and most recently arithmancy. Allegorism suggests that little understanding of the entity in question is necessary, but rather, an understanding of the allegorical patterns associated with the entity and/or the manipulation itself. Most allegorists are necessarily magical instrumentalists, as their casting mechanisms simply serves as an instrument rather than a truth of reality. PHILOSOPHY OF METAMAGIC The philosophy of metamagic asks fundamental questions regarding magic as a construct and institution. Such questions as how magic ought to be organized and approached. This differs from epistemological magic in that it removes itself from the practice of magic to consider magic in its entirety. MODUMISM Modumism was developed in tandem with voidalism and in opposition to primordialism and genism. The philosophy is a view on how magic ought to be categorized, subdivided, and thusly, approached based upon the mechanism by which a magic is practiced. For instance, whether or not an object is being summoned or manipulated, imbued or physically warped. This is the most widely accepted way of categorizing and training in magic and resulted in the subtypes of magic known most commonly today. GENISM Genism was the philosophy of categorizing magic developed by the primordialists of the Aegis Mages Guild. It viewed the original concept behind an entity as a suitable way of subdividing magic. For instance, primordialists divided magic based upon the four elements, the four elements being the essential concepts of the magic rather than the effect it had. Primordial genists may have divided telekinesis based upon its manipulation of the elements opposed to the mechanism by which it moved the elements. The ability to move stone would be considered an earthen form of magic while being able to move liquid would be considered an aquatic form of magic. Furthering this concept, enchanting an object with heat would be considered fire magic, while being able to mold stone using transfiguration would be considered an earthen magic. Thus, in modern terms, an earth mage would be able to evoke, move, transfigure, enchant, etc… entities with theoretical essences of earth opposed to all abilities being separate schools of magic. Thus, magi would train in a particular elemental magic rather than in evocation or transfiguration. As one can see, the way in which one subdivides magical systems can have lasting effects upon the development of magic as a whole. MAGICAL REALISM Magical realism has long been the prevailing philosophy on magical progress and paradigms. It submits that magical paradigms and theories are both true and factual, or at least partially true and factual. That is to say, potentially unseeable entities within magic are present if not directly observable. For instance, according to a magical realist, the voidal plane and mana would be taken literally. Active connections to the unobservable plane and the drawing of unobservable energies result in the magic one can observe. Thus, magical realists believe that the ultimate goal of magical study is to seek a higher truth, and that magic naturally and inevitably progresses towards this more complete truth. MAGICAL INSTRUMENTALISM Magical instrumentalists, or magical relativists, serve as a counter to the more widely accepted realist philosophy. Instrumentalists suggest that unobservable paradigms within magic are not necessarily knowable and one can never have a complete truth or fact of these unobservable, unknowable concepts such as the voidal plane. Instead, theories ought to be formulated which best describe the phenomena and aid with the casting of magic for the mortal mind, but do not necessarily describe universal facts or truths about magic. An instrumentalist would reckon that whether or not the voidal plane or mana exists is irrelevant to the practice of magic, but the theory of the void or mana is a sufficient enough paradigm for describing what one would call “magic” and, thus, is adequate for studying and practicing it. In this way, numerous “instruments” of describing magic may exist, whether it is through a theoretical and unobservable higher deity or through the unobservable void. So long as the desired and observable end result is achieved, the paradigm is a relevant way of describing magic. Granted, the best instruments are those which describe the concepts most completely, though not necessarily accurately.
  2. I wrote this several months ago for whichever loremaster was intending to remake alchemy. I believe they have abandoned the project but here are my notes.... not sure if I should be sharing this at all actually. Anyhow, it is based upon what the real life alchemists believed (however misguided they were). It's also incomplete but you can get the gist. https://docs.google.com/document/d/1eWgQLE3l7LuqWWAIiCDhFcP8M7ue_vDGy1iJCSIyOZA/edit
  3. Sagwort

    On the Heavens

    Alright, I took a screenshots of each section and organized them into spoilers for easy reading.
  4. Sagwort

    On the Heavens

    It's done, unfortunately, due to formatting issues many of the diagrams and all of the equations could not be brought in. If you are concerned about us "altering" the lore... the most relevant information is within the text itself and won't be changed.
  5. Sagwort

    On the Heavens

    This lore has no direct impact on day to day roleplay. Really, it was made for people who wish to study astronomy in-game. Oocly, I suppose it might, down the line, provide guidance for people who want to add more lore pertaining to the cosmology of lotc whether that be deific or magic or whatever. Or, allow the event team to make more consistent astronomical events such as eclipses (which is another topic entirely, our system does not allow for eclipses even though one has occurred in-game before leading us to conclude that eclipses must be supernatural in nature) or something similar to that. Put simply, it adds depth to our world but is really only relevant to people who are rply interested in astronomy. As stated in the post, we presented it as an rp thesis because we wanted it to be accessible for everyone rply. We also provided only information one would be able to conclude by viewing these astral phenomena from the surface of the physical plane. So in that sense, this is all able to be learned through in-character means. Whether that be through observation or by reading this as though you found it in a library. Edit: areas of more... "lore" interest that we might go into more detail later, or someone else can, include the exact nature of these celestial bodies, what they like, etc... I have heard people say that they are the realms of Aenguls and Daemons which is of some major debate since theese realms are supposed to be immaterial. We purposefully did not go into much detail on that topic for that reason. I suppose they might be simple projections of the actual realms from the point of view of the physical plane, or maybe they're all gaseous, or maybe they're portals to the realm only accessible to the Aenguls and Daemons, idk but a lot of potential.
  6. Sagwort

    On the Heavens

    Yeah, Swgrclan mentioned this in the early stages of the lore. However, we wanted all of the information within the lore to be things we could observe from the physical plane... we were not sure how we could conclude that the moon was limbo just by staring at it and math. That being said, our observation that there is a physically dark and light side of the moon may shed some light on that, should this lore be accepted.
  7. Sagwort

    On the Heavens

    In the lore we state that the seasons are caused by the physical plane passing closer to the primary celestial bodies. So, as the physical plane's orbit comes closer to the celestial bodies of Medeis, Lychnus, and Securis the seasons are summer. As the physical plane passes near Virgam the season changes to fall. As the physical plane passes near Hiem and Ceryx the it becomes winter, and as the physical plane passes near Alvus it becomes spring. We initially ran into some problems changing the season because the orbit of the physical plane is uniform and there is no "axis" like there is for irl earth so seasons are not caused by the sun in our lore but by the primary celestial bodies. Also, I'd like to point out that our "names" for the planets need not be canon since we came up with them in rp. Thanks for the support.
  8. Sagwort

    On the Heavens

    On the Heavens By Dr. Ambros & Dr. Lorolith Iira, a thesis from the Imperial Phrontistery 12th of Malin’s Welcome, 1623 Preamble Herein is the cumulative empirical observations of the Imperial Phrontistery concerning the movement and cosmology of the heavens. For many a century has the scholarly pursuits of the realm neglected, or perhaps avoided, the nature of the skies, at least in any substantial amount. By the nature of scholarly inquiry, all conclusions which can be read below are falsifiable and disputable should more inclusive theories arise from different or similar observations. Beyond mundane observation, cultural inspiration has been drawn from older and more mythological sources which will be described aptly. [[HUGE special thanks to Swgrclan for general lore input. Lorolith did all of the math, thanks to him we have proofs!]] READ THIS [[Take note that this is a rather dense piece of literature and was more so written for the furthering of astronomy roleplay and astronomy research type roleplay. It is not necessary for the wellbeing of the server, and will not change anything about how the world or the realm currently works. Consider this document more of an elaboration on what is already known about the world through canonical lore as well as making conclusions based upon what we already know, and using it as proof.]] [[Yes, there is a lot of math, but that is what astronomy is, mostly math. We could have certainly posted this as just a basic roleplay post but we wanted to get it canonized so that more astronomy type roleplay and research could be built off of it since “astronomer” seems to be a fairly neglected job title in the world of LotC. This lore can be read without taking too much consideration of the math, though it is interesting. The math is mostly, again, elaboration for the sake of astronomer roleplay. A very short summary is included in the ‘final structure of the cosmos’ section.]] [[We are presenting this as a roleplay post so that it can be referenced and known in-game since, again, we are making primarily for in-game academic roleplay.]] Concerning the Structure of the Physical Plane Concerning the Sun and the Movement of the Physical Plane Concerning the Moon and its Movement Concerning the Stars and Their Movement Concerning the Primary Celestial Bodies, Their Influence on the Physical Plane, and the Seven Houses Concerning the Lesser Celestial Bodies and Their Movement Final Structure of the Movement [[For the full experience, we suggest you listen to this and read the document as fast as you possibly can.]] [[If you don’t fancy reading or math we have provided a convenient bullet pointed form of the lore to get the main idea across oocly. For more indepth “proofs” of each section read the actual section provided within.]]
  9. Sagwort

    Your View: Magic

    As true as this may be, I find it interesting to see how people's "philosophy" of magic has changed since Aegis. As it currently stands ALL magic must have a reason for existence, a detailed explanation for the mechanism behind it, clearly defined red lines. a power source, etc... etc... At one point in time people who knew magic just knew magic. I mean, even you and I, back in Aegis and early Asulon, "used" magic and we oocly had zero knowledge of how it worked, what it's limitations were, where it came from, etc... and no one really questioned it and the system was more or less smooth because very few people used magic and the community was self regulated. That is to say, if someone was found godmodding with magic the "magic community" would simply go after them and banish them from the the community, strip them of their powers, trap their powers in a crystal or something that would currently be extremely lorebreaking. And, in the end, these little events usually resulted in some really interesting roleplay and eventually led to the creation of the first dark mages, i.e. shades (Granted, Rilath's powers were not trapped in a gem because he was bad at roleplay but because his character was acting evil). This is the true origin of shade magic, some mage's powers getting trapped in gem effectively creating the first shade gem and it all happened in-game, no lore post, nothing. The reason, I believe, that we became obsessed with explanations and redlines was because when the magic app was created we realized that the magic community could no longer self-regulate itself because it was growing so large and had to be handled oocly. Thus, we left the individual players accountable for their character's usage of magic requiring that we have rules set in place for them to follow. Also, the way we had "magic lore posts" set up required that they include the rules and explanations of their magic and this format has simply persisted over the past four or five years. In fact, over the past few years LotC has become OBSESSED with writing lore posts. Don't get me wrong, I love reading a well-written, original, and interesting lore post, but it's something to think about regardless.
  10. Sagwort

    Your View: Magic

    I've said this before, In an rp setting magic cannot be "mystical" or "mysterious" to the people who use it because we base roleplay of magic on the ooc knowledge the actual player has. In order for a magic user to not be powergaming, or god modding or whatever, they need to know EVERY single facet of their magic to roleplay it correctly. This, in a sense, means they know it as one might know a science with all of its rules, laws, definitions, liminitations, applications, etc... It would be like if J.K. Rowling wrote Harry Potter without having any idea how the magic in her world worked. Now, people not in the know of magic can still view it as mysterious, but so long as all the information about magic is publicly available that's probably never going to happen either. Granted, for a sake of transparency it is important, according to some, to have all lore public.
  11. Sagwort

    Arithmancy

    Arithmancy The Poetry of Number Lore by Sagwort Credit to Toxzero & Phil for commentary “Mathematics are most necessary in magic, for everything which is done through natural virtue is governed by number, weight, and measure. By mathematics one can produce without any natural virtue, operations which seem natural, statues and figures which move and speak. Pythagoras said that numbers have more reality than natural things, hence the superiority of mathematical magic to natural magic.” -Cornelius Agrippa STOP, READ THIS Forward Arithmancy, the distilled beauty of man’s knowledge of reality. Like the poet composes inspiring verses and prose within the age old rules of rhythm and linguistics, so too does the arithmancer bend the will of nature utilizing the very fabric of its being, that is, the wonders of ratios, numbers, and their relation. While the voidal magi might spend their days observing and recording natural phenomenon in hopes of reproducing it through their nixian magic, the arithmancers busy themselves within some fetid study pouring over charts and equations, distilling the abstract essence of these same natural phenomenon through language and number. In this way, arithmancy is inherently “rational” in its execution while normal voidal magics are empirical. While arithmancy is not technically a distinct magical discipline within its own right, it is a form of magical study, a curiosity for magi and scholars alike. However, arithmancy’s focus on mathematics, pattern identification and symbology links it more closely to alchemy and glyph enchanting than the traditional voidal magic. Concept art from FFXIV arcanist class, which is where this magic was inspired Arithmancy, as a field of study, is a composition of three distinct skill sets which are: gematria, metrica, and formulae writing. Together, these makes up the breadth of arithmancy, all of them required to effectively practice this abstruse magic. The Governing Laws The entirety of arithmancy is built upon two laws: the law of names, and the law of abstract reality. They are described herein. Law of Names The law of names suggests that since all magi have a connection to the void through thought, so too does language, as language is but a translation of thought. Just as the magi might use their own mind to weave spells of the void, language may be utilized by arithmancers in a similar fashion. Of course, being a translation, much of the original thought loses its potency upon utterance so the magi must use arithmancy to strengthen this power of language. Law of Abstract Reality The law of abstract reality states that reality, finding origin in the void, is nothing more than organized and materialized chaos that is the void. This is, to mortal minds, represented through relation, number, measure, space, etc… Giving order to discord. These two laws are used in tandem by the arithmancers. Words have power, and mathematics is the ordering of voidal chaos, thus, by ascribing mathematics to language one is able to bolster these inherent laws of reality and manipulate it to some degree. This is the discipline of arithmancy, manipulating language and mathematics to alter and reorder. These methods are described through Gematria, the assigning of value to words and Metrica, the study of ratio and numerical relations and their meaning to language. Gematria While more commonly known as numerology, Gematria is one of the three primary disciplines of arithmancy and is the study of assigning linguistic meaning and symbolism to numbers. Study of gematria provides arithmancers with foundational knowledge in performing their magic. The Mather’s Table Perhaps the most widely utilized tool of the artihmancer is the Mather’s Table which is is the table of single digit numbers and the letters which they represent. Using this table words or entire phrases may be assigned numeric value. For instance, the letters used in the word fire are 6, 9, 9, and 5. These values can be added together to produce 29. 2 and 9 can then be added together to produce 11. 1 and 1 can be added together to produce 2. This single digit value is the vibrational value of the word fire. This value reveals a certain hidden nature of the word which is what defines the practice of numerology or gematria. There is a more “disputed” practice among arithmancers to attempt to predict future events utilizing this technique and the names of people or certain dates. For instance, the name Billy Bob has the values 2 + 9 + 3 + 3 + 7 + 2 + 6 + 2 = 34. 3 + 4 = 7. Thus, the vibrational value of Billy Bob is 7. Or, the date 2/13/1619 is added to produce 2 + 1 + 3 +1 + 6 + 1 + 9 = 23, 2 + 3 = 5. The vibrational value of the 13th of the Amber Cold, 1619 is 5. These vibrational values can, theoretically, be used to provide insight into a particular person, family, or date. Granted, whether or not vibrational values can be used in divination is up for debate. Metrica Metrica, or arcane geometry, is the fine science of ratios and proportions. While a great deal of useful magic can be produced using basic gematria, by applying metrica more complex and specific magic formulae can be produced, which will be elaborated on later. One of the most integral concepts in metrica is the prime numbers: 2, 3, 5, 7, 11, 13, 17, etc... A visualization of prime numbers While any word can be summed to produce any number, in order to have any amount of significant power the word must initially sum to produce a prime number. For instance, fire is 6 + 9 + 9 + 5 = 29. This is a prime number and, thus, the word fire has strong voidal ties. We shall call these prime number words, words of power, in that, prime numbers are only divisible by themselves and the number one which makes them the “fundamental values” of arithmancy. Notice that when summing words, only use vibrational values, that is, never sum values with more than one digit. When producing magical formulae only words of power may be used. This makes producing magical formulae exceedingly tedious and the need to construct lexicons of words of power to easily be pulled from is useful. In this way, spells are not created but discovered. Another fundamental property in metrica is the vibrational sequences or a sequence of numbers which all sum to the same vibrational value. Any number within a vibrational sequence can also represent its vibrational value in a magic square. This allows arithmancer to utilize larger and larger squares for more powerful formulae. This will be explained next. A Brief Lexicon of Words of Power Activating Words These words of power are used in formulae to determine “how” the magic takes place. Summon - 23 Induce - 29 Disperse - 41 Hurl - 23 Ward - 29 Ignite - 37 Energy Descriptor Words These words of power are used in formulae to determine “what” magic takes place. Fire - 29 Aqua - 13 Ice - 17 Wind - 23 Stone - 19 Sand - 11 Burn - 19 Light - 29 Bugs - 13 Avoirdupois - 59 Addle - 17 Weariness - 41 Force - 29 Aegis - 23 Modifier Words These words are used to modify descriptor words. Evocation - 41 Illusory - 41 Orb - 17 Aegis - 23 Shard - 23 Magic Squares The magic square is founded on basic arithmetic concepts where the numbers in any direction on the square add up to the same number. More complex square are considered to produce more powerful formulae. There exists five practiced magical squares, though there is theoretically infinite. The value each row adds up to is known as the magic constant. Generally speaking, the larger the square the more powerful the spell. For this reason, arithmancers use vibrational sequences so they can represent vibrational values as larger numbers and, thus, use larger squares. Essentially each square is a “tier” in magic totalling in five, the progression of use of quite similar to normal magic tier progression, except less subjective. Tier 1 Magic Square All numbers add up to 45, each row adds up to 15 Tier 2 Magic Square All numbers add up to 136, each row adds up to 34 Tier 3 Magic Square All numbers add up to 325, each row adds up to 65 Tier 4 Magic Square All numbers add up to 666, each row adds up to 111 Tier 5 Magic Square All numbers add up to 1225, each row adds up to 175 Magical Formulae Creating magical formulae is the cornerstone technique in practical arithmancy which utilizes all the above techniques. The process can be broken into 4 steps: An arithmancer produces a magical formulae 1. Describing intent At this point, the arithmancer must decide what they want their formulae to depict and produce. For example, we wish to produce a magic formula that will protect against fire evocation. Thus, the arithmancer must determine the most efficient way to produce such instruction clearly and without any potential misinterpretation, exact language is crucial. Remember, only words of power can be used when describing intent. For instance, to produce a magical formula to ward against fire evocations one would use the words of power ward fire evocation. 2. Reducing intent to numeric cipher Once the intent has been clearly described it must then be reduced into its numeric cipher. Note that one should refer to individual letters and their respective vibrational values when reducing. If one were to use the vibrational values or one of the sums of a word in the phrase and then drew the formula, it would be impossible to interpret. First, all vowels are removed from the intent: WRD FR VCTN This becomes the numerical cipher 5-9-4 6-9 4-3-2-5 Stumped by a particularly difficult formula 3. Select magic square Now, the arithmancer must select a magic square to produce the formula upon. The larger the numbers used in the formula the more powerful the formula. Thus, advanced arithmancers use vibrational sequences to increase the values in their formula which then requires the use of larger squares. Notice that words cannot start and/or end on a number which is repeated anywhere else in the cipher. Assuming our arithmancer has full knowledge of all magical squares, he will maximise their spell power by first changing all numbers to their largest possible form. 41-45-49 42-45 49-48-47-41 Then, he will change any repeated numbers at the start or end of words to a lower value within its respective vibrational sequence. 41-45-49 42-36 40-48-47-32 This is the most powerful form of the given magic cipher. 4. Drawing the formula The most intriguing part of magical formulae is the actual drawing of them upon the magic square. Each word is drawn individually, each number connected by a straight line. Each word starts with an open circle (o) and ends with a short perpendicular line (⟂) or arrow. Note that in order for a number to be considered part of the word it must have a point, circle, or sharp curve. A straight line passing through a number does not include the number it passes through. If the line does happen to move straight through a number but that number should be included in the word, it is marked with a bump in the line over the appropriate number. To indicate two of the same number in a row the line is made with with two bumps in it. All good arithmancers carry a compass to measure angles for their formulae If the end of a line and the start of another line are on the same number, a triangle is placed there. Thus, the words ward, fire and evocation respectively using the above cipher is: When layered atop each other they produce the full formula. Example Formulae Induce Weariness | NDC WRNSS | 5-4-3 5-9-5-1-1 | 41-49-48 32-45-23-46-37 Would produce an illusory fatigue to the wearer Ward Fire Evocation | WRD FR VCTN | 5-9-4 6-9 4-3-2-5 Protects wearer/object against fire evocation Ward Aqua/Ice Evocation | WRD Q/C VCTN | 5-9-4 8/3 4-3-2-5 Protects wearer/object against water/ice evocation Ward Stone Evocation | WRD STN VCTN | 5-9-4 1-2-5 4-3-2-5 Protects wearer/object against earth evocation Ward Wind Evocation | WRD WND VCTN | 5-9-4 5-5-4 4-3-2-5 Protects wearer/object against air evocation Induce Burn | NDC BURN | 5-4-3 2-3-9-5 Causes wearer to feel burning sensation, or any who touch object feel burning sensation Ignite | GNT | 7-5-2 Formulae ignites spontaneously Induce Avoirdupois | NDC VRDPS | 5-4-3 4-9-4-7-1 Causes object to feel heavier Summon Light | SMMN LGHT | 1-4-4-5 3-8-7-2 | 46-49-49-41 48-44-43-47 Causes object to glow Summon Aegis Orb | SMMN GS RB | 1-4-4-5 7-1 9-2 Summons a spherical arcanic shield around wearer Summon Aegis Barricade | SMMN GS BRRCD | 1-4-4-5 7-1 2-9-9-3-4 Summons an arcanic shield wall before the wearer On Roleplaying an Arithmancer Arithmancy is, of course, not for everyone and, I believe, would require a very distinct sort of playstyle that goes beyond spell slinging. One might be turned off by the amount of independent work required to perform arithmancy. In fact, the very act of being an arithmancer forces the player to produce a character willing to live a quiet scholarly life pouring of charts, formulas, magic squares, tables, etc… Women can be arithmancers too! One visual goal of the arithmancer image was to produce a magi that, may not, be entirely grounded in reality or even practicality even though an arithmancer might consider themselves above a far more practical and… even “powerful” voidal magi due to arithmancy’s “logical purity”. It is a magic for high society scholars, professors, and academics. Imagine walking around, always with a hefty tome at your character’s side containing all myriad of charts, graphs, formulae, drawings, and, of course, a lexicon of words of power. IDK, maybe he just activated one of his formulae and is now using it
  12. Sagwort

    [Transfiguration] [MA] Astraaeus

    Yes
  13. Sagwort

    The Worshipful Society of Wizards

    A nearby person would say: Your concerns are duly noted, and the The Council will review said deceased Avenel.
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