🟄🟅🟆🟅🟄 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 [+]
🟄 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.
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.
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.
🟅🟆 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.
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.
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.
Aegis: [Combat] [T4] [Deployable]
Allies of the Arcanist gain their defensive capabilities directly in the form of mage armor.
Conjure Dome: [Combat] [T5]
The iconic glass-like dome of arcana used to protect not just the caster but those around them.
🟆🟅🟄 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.
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.
Conjure Armaments: [Combat] [T3]
The conjured melee arsenal of an Arcanist which make up for their lack of ability in many mundane weaponry.
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.
Dancing Warden: [Combat] [T5] [Deployable]
The Arcanist conjures forth an additional weapon that floats around them attacking enemies who enter its area of effect.
🟄🟅🟆🟅 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.
[+] 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.
[+] 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.
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
Author's Notes / Purpose
Changelog