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Found 7 results

  1. Arcane Relay A collection of arcane devices formed together to operate as a means of long distance communication in an instantaneous manner. How it works: The very premise comes from the connection from one mage to the other, both able to intertwine their voidal link with the inner workings of the device. It starts with the inscribed focus crystal being placed upon the third pillar; both needing to be identical on either end in order for the connection to establish itself with accuracy. Following such the mage allows mana to flow from him/herself and into the device, in a process identical to that of household enchanting. Doing so triggers the “inherently bound to the void” (1b, Kalamoot, 2015) nature of the crystal, causing the crystal to take upon the image recorded by the opposing pillars (which shall be spoken about shortly) and casting it into the void with specific pattern, only the matching focus crystal upon the other end can then obtain such an image due to matching the spectrum of the sent image. The other two pillars are of special importance; for without them no image could be sent nor heard. Utilizing an adapted form of the holocron/lexicon arcane engineering concept brought about by Kalameet (1a, Kalamoot, 2015) the first pillar takes upon the image and stores it, later to be utilized by the third pillar through enchantment to send an image through the void. The other pillar in question is the holocron utilization, taking the sent image from the third pillar and projecting it for all to see. Due to the mass transfer of different images and messages it isn’t unusual to see a breakage of image during conversation, yet it’ll soon come to re-establish itself as a useful picture. How it's made: Built upon a wooden base bands of aurum spiral up the pillars shaft to the focus crystal placed on top, which is secured by a small notch upon the pylon. Any slight crack within the focus crystal renders it useless and possibly even volatile, upon rare occasions it's been found to shatter a physical form and sear the mages hand within a flurry of arcane explosion. The focus crystal is skillfully inscribed with various sigils to generate a privatised channel within the Arcane Relay’s closed system of communication. Specially crafted processed rubrium dust lines the focusing lenses and metal bands, as well as processed rubruim in chalk form marking each pylon position along the ground, helping enable the enchantments to slow between the pylons with greater ease. OOC Explanation: This piece of arcane engineering is aimed to add some flavour to the incredible dull bird system, offering a long means form of communication that due to its difficulty to set up and move around it stagnant within where you can place it. The only real clause is you need the blueprint and materials to create one, and are required to be a mage in order to operate it successfully. There is little chance of abusing it, or at least nothing greater than that of the current bird system in place. References 1a. Kalamoot, 2015. The Notes Of Kalameet Izalith - The Holicron & Lexicon. Available from https://www.lordofthecraft.net/forums/topic/122152-lore-the-notes-of-kalameet-izalith-the-holocron-lexicon/. 1b. Kalamoot, 2015. Focus Crystals. Available from https://www.lordofthecraft.net/forums/topic/121159-lore-focus-crystals/ Illustrations Fig 1.: Example projection of the image. Fig 2.: Example of mechanical representation IG. Freema, had a dream. Pandan, a writer with brilliant referencing skills.
  2. Thaumaturgic Amplificare The Thaumaturgic Amplificare also shortened to “Arcane Amp” or “Magic Engine” is a piece of Arcane Technology designed to amplify a Mage's abilities to a large degree, enabling them to perform feats that are beyond the capabilities of regular Mages. How the device works: Functioning almost like a giant stave that Mages usually use, the Thaumaturgic Aplificare differs in that it casts an amplified version of the spell through its many rings. It does this through having several focused rings that differ in size as they reach along. The device has two focus crystals in the middle of two of the rings. One of these crystals is in the middle of the first ring which the spell will pass through and thus become more focused, it would then pass through the other rings to the last crystal allowing the device to fire off an accurate shot. Instead the rings are lined with a Ruibrium paste, finely painted on the inside of each of the rings that are designed to empower the spell and focus it at the same time as it passes through amplifying the power of the spell casted making the end result akin to the power of a traditional siege weapon. The difference being the device allows its user to fire a more focused and accurate shot than a siege weapon, but one of the drawbacks is that it does require a mage to operate. The device itself is mainly designed for evocationists to use of almost all varieties, though Air and Earth Evocation may break the device outright in using it. When a mage uses this device, they must be sure not to funnel overly powerful spells into it. If such an act is done, the amplified spell would utterly destroy the device, harming those around it as well. How the device is made: One of these devices must be constructed carefully, the materials involved are fragile enough that it could break if not made properly causing the engineer building the device to start over. The device itself can be constructed either on a structure that has enough space for it, or it can be constructed on top a sturdy wagon (Note it would add significant weight to it) for a more mobile version to be transported to Sieges. Note it is hand crafted and put together in a properly equipped workshop, although repairs to damages can be made on the field or outside of a workshop the actual device requires to be assembled in one. The device is large no matter what, there is no real way of making it smaller to get the same power or amplification of power. The specifics include making round rings and attaching it to a system where the size of each ring goes from largest to smallest. Once all the parts are fitted together it must either be fitted to a stationary platform or on top of a cart. Once fitted to a stationary platform it cannot be moved off and will have a limited field of view, while on the cart it offers limited mobility at the sacrifice of lacking significant protection and being more vulnerable to damage. Lastly there are two focus crystals on the device, one which is situated in the first ring and one that is situated in the last ring to allow a focused and accurate amplified spell to be fired off at the target the device is aimed at. Uses of the device: The primary use of the device is for purposes of war (namely, to be used in siege warfare, where it can be very useful in supporting either a defensive or offensive party with its artillery fire powered by magic). Having Arcane Evocation cast through the device it could send a spell strong enough to dislodge stone in even the strongest structures, much like an accurate trebuchet. Via the use of Fire Evocation, the operator of this device would find it incredibly effective against infantry. A wide spout of fire could be made to roast the enemy, or a focused beam could be directed towards castle-bound assailants, to soften them up. As with normal fire evocation, the magical flame dissipates after the spell is stopped.There is, however, a risk that comes with using Fire Evocation, as high demanding spells will cause the Ruibrium paste to diminish more quickly. Of course, uncontrolled spells also hold the potential to damage or destroy the device. Lastly, it could be used with Water and Earth Evocation, with the former having the possibility to be used as a high pressured hose of sorts or launching large blocks of ice at enemies from a besieged or siege standpoint. With Earth Evocation, a large and solid piece of Earth could be thrown at the enemy much like with traditional siege weaponry, although if misfired it could lead to damaging or destroying the device in the process if not handled correctly. Drawbacks and Flaws: One of the main drawbacks in the design is that it requires Ruibrium Pasting around each of the rings to empower the spells, the Ruibrium in question would have to be processed as unprocessed Ruibrium would likely cause the device to combust as soon as a spell passed through just one of the rings. Another is that the Siege tool isn’t very portable, for single-handed-combat applications, it wouldn’t fair too well, considering it’s a large siege tool. The engine requires a lot of time to use, meaning you’ll have to make multiple emotes to focus, then send the spell into the engine, have the spell pass through the lenses, and then fire onto the target. (Five to six emotes) This is by no means a one shot kill siege weapon. It will take multiple shots to fully decimate a castle wall. But if focused on a person/group of people, It’s probably going to down them. The engine itself is a fragile device, it could easily be damaged beyond the point of usage for the duration of a battle if hit by a hostile siege weapon. It could also be damaged by misfired spells or overcharged spells that have passed through the crystal. ( Rolls for firing, 10 or above for a perfect strike, 9 to 6 for a miss-aimed strike, 5 or below for misfire and damage to the engine.) Fire, water, electrical,and arcane evo work best with the engine. Using earth or air have chances of damaging the Amplificare. Air would fling the device backward, and earth can possibly crush the device. However, if both evocations were successfully used (You’d need a 15 or above) Air would act as super-powered pressurized cannon, and earth would let loose a massive stone evocated object that could inflict a lot of damage. When the Amplificare fails/gets destroyed: If the device gets damaged beyond repair, it can produce a small explosion, damaging anything around it. Putting its crew out of action through death or severe injury. (Note added the Crew out of action in late, I always meant for this to be in, seems I forgot to put it in) (( OOC Note: I thought I'd try my hand at Arcane Engineering, I thought this would be a pretty nice idea to make a device for Mages to use in Siege Warfare without having something that isn't too overpowered or that would provide a ridiculous advantage. I don't intend for this device to just appear should this lore be accepted and fully plan to develop the device in roleplay with the help of several characters. )) Authors: TauFirewarrior: Concept, main body of writing HugoTheChamp/Mephistophelian: Proof reading and edits Bokratz: Various additions and edits
  3. The Order of Magi Est. 1538 "There are two sides of magic. Neither evil, neither good… it is only the choices and actions of the wielder which shape the fate of all man, we can only say choose wisely" The Illustrious Order of Magi was founded from the ashes of the Mages Guilds of old with the explicit obligation to educate, preserve and oversee all intellectuals who deem themselves practitioners of the most phrenic of sciences and arts, Arcane Magic. The Orders The Order of Magi is divided into three consolidated orders. In turn, each of these orders has their own hierarchy within them to properly accredit mages from novice to master in the most appropriate position. The High Order Archmages The Archmages are those magi who have become supposed masters at a certain discipline of arcane magic. For instance, an Archmage of Sensory Illusion or an Archmage Fire Evocation. To be eligible for being considered an Archmage one must first have the ability to teach said discipline as well as display for the rest of the Inner Council, their abilities. Note, however, that there can only be one Archmage for every Discipline, and only be replaced if an Adeptus shows higher mastery of a said Discipline, and/or the Council votes them off. This rank does not grant additional power to those who wield it, but it sets them apart from the rest of the Adeptus Major. These are the pillars of the Guild and demand the utmost respect. Adeptus The Adeptus, or simply Adept, are those of the Order who have proven their prowess in at least one discipline and have been deemed skilled enough by their Guild Master in said discipline. Adeptus no longer have a designated instructor or master, and they themselves can teach those of the Third Order within their Guild. Along with their teaching duties Adeptus may also be rationed out by the High Council or their Guild Master to various kingdoms and nations to serve as Court Wizards, acting as advisors, educators, and representatives for the order. All Adeptus are also given a seat on the Low Council, a more encompassing senate of magi who, along with members of the High Council, make decisions for the Order as a whole. Granted, the Adeptus have less voice on the Low Council than the Archmages. There are two sub-ranks of the Adeptus: Major The Adeptus Major have shown proficiency in at least one school of magic and can teach at least one school of magic. Such a rank is the highest bestowment one can achieve before becoming an Archmage or Guild Master. Minor The Adeptus Minor has shown proficiency in at least one school of magic and has passed the Somnium. The Low Order Practicus Best called apprentices, the Practicus have gone through various lectures, passed numerous tests and are finally free to select a discipline of arcane magic. They are then, thusly, paired with a master of the rank Adeptus, by their Guild Master, or Archmage, if the Archmage chooses to teach and specifically requests said student. The Practicus will train under their master until the master and Guild Master feels they have become proficient at their discipline and ready to take a series of tests which will determine their aptitude and whether or not they are skilled enough to join the Second Order. If they pass these tests, Practicus will be considered a full fledged mage and be inducted into the Second Order via the Convocation ceremony. Neophyte Neophytes are the newest to the Order, fledgling intellectuals who have practiced no magic and have little understanding of the sacred science to begin with. Neophytes will attend various lectures and classes within their respective Guild to learn the keystones and fundamentals of magic such as Voidial Theory, meditation, focus, etc… Granted, they will most likely not perform any magic until they have passed said classes and then chosen a discipline. All Neophytes will be exposed to all forms of magic so that they might choose one which peaks their interest. The Order of Progress Researchers Those within this sect are meant to ensure that focus is being given to various projects put forth by the community. Whether it be from an outsider or one proposed by a tester, all ideas and projects are looked into to see if they are feasible. If they are, the directors will assign members of the division to work on the project. Progress is recorded and stored for potential future use in other projects, kept where only members of the Order may see. Failure is allowed so long as the research is sound and everything is recorded. Magic is finicky so it is understood that not everything put forth will be accomplishable. Directors Those in charge of ensuring that the projects are running smoothly. They decide what is given priority and who gets access to which laboratories. Research ideas must be brought to them for approval, lest the researcher wishes to be removed. Scholars These are the bread and butter of the research sect, as they handle most of the work involved with the projects. In order to join this rank, one must contact one of the directors and prove to them that they are capable of conducting research well or show an aptitude in a specific field of interest. Testers These are the people who, as the name suggests, test the various prototypes. Every tester acknowledges that they are fully aware of the risks of being in this position. We are not liable for any damages caused to said tester should a prototype go awry. The Guilds While the Order of Magi is not but the term used to describe all those within the overarching organization of arcane intellectuals, all magi below the High Council are to be ardent to one of the many ‘independent’ Guilds throughout the realm which function as places of teaching, research, and fellowship -- members living and working together with expected solidarity. Each Guild is housed within a Guild Hall located within one of the patron cities of the Order. Each Guild is overseen by a single Guild Master who has authority over their respective Guild and its members, however, must answer to the High Council when called upon. Guild Masters, most always a particularly skilled Adeptus Major, are given a variety of duties and powers including inducting new members into their Guild, promoting members within their Guild, as well as assigning students to teachers, once again, within their respective Guild. However, the High Council may at any time veto decisions made by the Guild Master, remove Guild Masters and in doing so appoint a new one, and dissolve or relocate entire Guilds. The Al-Whakrah Mages Guild Closed until further notice. Located within the exotic and diverse lands of the Caliphate, the Al-Whakrah Mages Guild occupies a Guild Hall to the right of the Caliph’s arenaceous palace befitted with in-hall housing, research space, library, arena, and lecture hall for the most committed of magi needing supplies in a convenient proximity. If the the facilities prove too paltry then the substantial Al-Whakrah Library sits only a walking distance away. The Sanctuary Mages Guild Guild Master: Katari Stirling [FlamboyantMingo] A modest Guild Hall, though do not let its size drive you away. The Sanctuary Mages Guild is hosted within the pristine and liberal city of scholars and arcanists, Sanctuary. For sure members of this Guild will be surrounded by like minded individuals, which should be expected, due to the city’s nature members of the Guild may take their research to the Sanctuary archives or laboratories. Though mostly Mali’aheral in demographic and origin, all are welcome into the island port city Guild. Services The Order of Magi, being a service to the descendent races of the realm, offers many a services to those who require it, at a fee, of course. Court Wizards Often as a sign of good faith or loyalty, the Order will send their most experienced and diplomatic of arcane scholars to a lord, house, or king. Here, the mage will act as an advisor on all matters magical and supernatural which plagues the known realm. Tutelage One of the Order’s main functions is to educate those who require it. All potential magi are asked to come to the Order to establish their training in the cornerstones of the arcane and complete the brief application listed below so that the High Council might assess their capacity and qualifications to join the ranks of the Order. The Dictum Through the ages, the greatest Orders of scholarly magical practitioners have lived their lives by the ethics of a code. Power is known to seduce and beguile the weak, thus, it is through the Dictum the mages of the order practice their ancient art. While Guild Masters may create their own codex for the use of magic within their Guild, they must invariably adhere to these universal laws of the Order. While the Council may at any time punish mages who break the laws listed below, Guild Masters are responsible for punishing members of their Guild who commit Medial and Petty Crimes, however, must leave mages who commit High Crimes to be put on trial and punished by the Council. High Crimes -Homicide of a mage of the Order- -Disobeying legislation by the High Council- Medial Crimes -Performing unauthorized experimentation with potentially dangerous consequences- -Misuse of magic- -Using magic outside the security and oversight of a teacher, only applies to those of the Third Order- -Teaching magic to those outside the Order of Magi and respective Guild unless given explicit permission by the High Council- Petty Crimes -Theft (of varying extremity) of property from mages of the Order, or property of the Order itself- -Disobeying orders given by a Guild Master or those of higher rank than you- Joining Admission into the Order of Magi can be done via two methods: joining as a student or joining as an already adept practitioner. Students will be assessed and recruited by the Guild Master of the Guild they choose to join. Those who already consider themselves skilled in their craft will also be assessed through application and by an Adeptus or Guild Master of their Guild of choice in person. Based upon their performance they will be placed into a suitable position within the Second Order. Student Application For those who are currently learning magic from a member of the Order or have no prior experience with magic. Name: [Mc Name]: Race: Magic you wish to study: Guild you wish to be associated with: Adept Application Name: [Mc Name]: Race: Magics known: Magics you can teach: Who have been your teachers presently or in the past, and what did they teach you? Which position do you feel most suited for? [Note that the applications submitted here would only be view-able by the Archmages and the High Council in roleplay] Members All magi within the Order are governed by those within the Council and the decisions they pass are law. The Council is fairly secret about their dealing, conducting most all business behind closed doors as to avoid issues. However, if a member of the Order has an issue, they can present themselves to the Council so it may be addressed. Standing Council High Seats: Eliza (Daanyolx3) Katari Stirling (FlamboyantMingo) Guarger Tsouderous (Abyssus) Low Seats: Irhamir Siil’crux (ShameJax) Beltran (Bathrugman) Vacant Vacant Vacant Vacant Archmages Grungron Irongut [James27049] Of Fire Evocation - Laethis [Maruthir] Of Water Evocation - Saeldur Asul’Ailer [Princetonlax21] Of Air Evocation - Eliza [daanyolx3] Of Earth Evocation - Ceruberr Asul’Ailer [CaptainSheepy] Of Electrical Evocation - Glacio Nereus [Fitermon] Of Conjuration - Iatrilemar Elervathar [BrandNewKitten] Of Arcanism - Beltran D’avre [BathRugMan] Of Telekinesis - Avenel Synalli [Bokratz] Of Transfiguration - Lorien Carcimor [Mephistophelian] Of Mental Magic - Ayche Raven’kor [Draxagon] Of Sensory Illusion - Haadi Mubdee [_Elad_] of Voidal Displacement Other members of the order are not listed due to rights of privacy and concerns of safety.
  4. Note: If anyone is interested in roleplaying a Bard and learning this Magic (if implemented) and wants to help out develop the lore, spells, and the overall idea, than contact me. Diatone Magic A.K.A Bard Magic or Music Magic On the subject of what Diatone Magic falls under such as arcane, deity, or dark magic, is a rather complex question. It would be more suitable for this Magic to have its own group, also because if a character is to learn this magic and master it, they cannot learn any other form of Magic. But I will put this up for the Magic Team to decide (if this gets implemented as lore) because they are the experts. If it must fit in a already CANON category, that it would most likely fall under Arcane Magic Ch. I : What is the basis of Music RP and Magic Ch. II : How is Magic Brought into Music: Aura, Mana, the Void, and the Soul and MUSIC SCALES! Ch. III : Process Towards Learning and Mastering Ch. IV : Beginner Level: Spells Ch. V : Proficient Bard Level: Strength in Their Playing Ch. VI : Master Bard Level: Improvisation Ch. VII : Virtuoso Level: For EVENT TEAM SITUATIONS ONLY Ch. VIII : The Diatonic Grimoire of Spells Ch. IX : The Three Instruments Ch. X : Pro's and Con's (Strengths and Weakness in entirety) Ch. XI : History Ch. XII : How It Will Be Implemented I. What is the basis of Music RP and Magic II. How is Magic Brought into Music: Aura, Mana, the Void, and the Soul and MUSIC SCALES! III. Process Towards Learning and Mastering IV. Beginner Level: Spells V. Proficient Bard Level: Strength in Their Playing VI. Master Bard Level: Improvisation VII. Virtuoso Level: For EVENT TEAM SITUATIONS ONLY VIII. The Diatonic Grimoire of Spells IX. The Three Instruments X. Pro’s and Con’s: Strengths and Weaknesses XI. History XII. How Will It Be Implemented
  5. Fire Evocation Basic Understandings: Evocation is one of the most basic forms of Arcane Magic one can learn, being that it is a magic that revolves around the simple concept of summoning elements from the void and pulling them into the real world for a certain amount of time. As the name implies, fire evocation is the summoning of flames from the void and unto the mortal plain, the strange action being fueled by one’s magical essence of sorts: aka, mana. Because of this fact, it should be known by all magical evokers that they are completely incapable of controlling elements outside of the ones they’ve pulled into the mortal plain from the void. Though the concept of fire evocation is one of the more simple ones in the category of magic to wrap your head around, it still requires a large amount of practice and time to use; let alone master. Before one can even begin to evoke fire from the void, they must first have a great deal of knowledge on the natural element itself. They must understand what fire is. How it feels, how it looks, how it smells, how it functions, etc. They truly have to break down the element into its core components and spend countless hours learning everything they physically can about it. Think about it like this: if one doesn’t know how something works in depth, how could they possibly manage to replicate it to such a fine degree that it seems, feels, smells and even acts in the same manner as it does in the real world? Though it may be possible to do it if you have a basic understanding, if you’re looking to master the element then you have to truly get down to the small components of it. Another good example of this on a smaller scale which is used quite often, is if you don’t know how a flame feels, how would you manage to replicate that feeling? If you have no knowledge on it, you simply can’t create it. Roleplaying Guidelines: As previously stated, before a caster attempts to use fire evocation in any way they must have a large pool of knowledge related to fire, some examples once again being things like the way it feels, how it’s created, how it looks like to the mortal eye, how it reacts to things around it, etc. Once these important factors are taken in and studied for a vast amount of time, assuming the character has knowledge of how to connect to the void, they’d be able to evoke a small, simple flame. A flame the size of a candle’s flickering ember would likely be the safest route to go, however a spark would be doable as well, assuming the caster has knowledge of that specific form just as he/she does others. Here we will examine a beginner level example of a caster who is just learning how to summon a small ember: Ruby's left arm slowly rises in front of herself, her hand rotating so that her palm is facing skyward. Her eyes lock intently on her hand, her lips parting as she lets out a sharp exhale, her opposite arm giving a few twitches as a bead of sweat quickly rolls down her forehead. An ember suddenly flickers into existence above Ruby's hand, her breathing becoming loud and unsteady as the flame wavers from side to side. As soon as Ruby's eyes begin to flutter shut with fatigue, the ember quickly fades back into nothingness, her arm dropping back to her side as she plops backward into the chair with an exasperated sigh which is then followed by a fatigued grunt. As what is likely expected, the longer the caster practices connecting to the void and evoking flames, the easier the process becomes. Connecting to the void is a difficult task, taking up a majority of a mage’s most basic training. The basic training is essentially the caster learning how to connect to the void, and then imagining the element in the certain form they want to present it in, and then using their mana to fuel the idea and drag the substance into the mortal realm. Eventually, this progression will lead to the caster being capable of summoning greater things at a quicker rate; a fire ball being a perfect example of this. However, despite the caster’s understanding of the magic and skill level of actually using this magic, there must always be some sort of physical tell that shows they are currently evoking. This tell can be projected in multiple different ways, ranging from things like the twitching of joints to the volume of breaths, etc. Now that we have discussed that, here is an example of how a fire evocationist would summon a fireball: Kuro's hands slowly rise in front of himself, his wrists giving a small twitch as his palms face one another, being about a foot away from each other. A single ember seems to flicker into existence in between Kuro's palms, his shoulders giving a small twitch as the ember begins to swell. The flames seem to stretch upward and sway in sporadic movements. Kuro exhales sharply as the flames take on the form of a crude ball, small embers flicking outward in multiple directions as its growing gradually comes to a halt. He takes a long pause for only a moment, before he juts his hands outward, the ball of flame ripping through the air as it races for its target. As it does, small embers zip outward in multiple directions, the ball continuing to whirl toward its destination. As it hits, Kuro lets out a loud huff, his breathing heightened as he slowly stumbles back and plops onto his rump, picking at the blades of grass as he watches the now burning dummy. Red Lines: Ignoring the fact that a lack of fatigue must be emoted. Even at a high skill level, one must make sure that in most cases they emote a sign of fatigue. The amount they emote depends on their skill level, however it is required else it is considered powergaming. Do not emote controlling real world elements. The casters are only able to control the elements they have drawn from the void. Molding a flame is something that shouldn’t be done until the beginning of tier three has been reached; even if it is just a crude shape. You are unable to control flames to a fine degree, unless you combine this art with the art of primordial conjuration. Otherwise, your shapes will be quite crude. Make sure you roleplay a reasonable casting time; therefore the farther away you are from your target location, the longer it will take to evoke that element. I.E. Don’t emote instantly summoning a flame underneath/atop someone. Blue flames drain a vast amount of mana in a short amount of time, so this isn’t something you should go around using each moment you get the chance to because they perhaps look better than orange flames. And white flames are practically a no no- seeing as one would die of mana exhaustion or heat exposure due to the high temperature of said flame. As per every evocation, you are not able to evoke in areas you cannot see.
  6. The Mages Guild --------------------------- "There are two sides of magic. Neither evil, neither good… it is only the choices and actions of the wielder which shape the fate of all man, we can only say choose wisely" "Magic is your gift, maintaining balance is your duty." The Mages Guild is the dominant institution for the training and study of Arcane Magic. Looked over by the Archmages, the Guild seeks out those who they consider magically sensitive and train them within their mysterious art. Perhaps being one of the oldest factions in the realm, the Guild keeps a persistent secretive aura about them due to their ancient and “dark” history. Despite their past they continue to act as one of the only major academies for aspiring Arcanists. ------------------------------------------------------------ The Guilds Duty We are the Mages Guild; first tasked with keeping this balance since the days when magic was born. Though unnoticed we have remained watchful. Though overlooked we have contributed in secret. Though misunderstood our purpose remains. The Mages Guild takes action against such things that threaten the balance. The Mages Guild are wise and experienced in magic, they will intervene when individuals are seen using magic incorrectly, or with dangerous intents that may threaten the balance. The Mages Guild will not hide away their experience, but teach others to wield magic skillfully. The Mages Guild operates not for personal, commercial or political gain. Those who seek magic and are gifted with a mind to understand its secrets, and a soul that carries its responsibilities with gravity, may find their answers. We may be contacted at any of our Embassy’s in pursuit of this seeking, or if you wish to align with our recent endeavours. Mages will choose for themselves the willing pupils whom they deem worthy of undertaking an apprenticeship. But learn to ask with your actions, instead of with your words. For The Mages Guild is not showy with magic, nor will we willingly equip the fool with a means to injure himself and others. But if you prove the desire in your heart you shall be satisfied. ---------------------------------------------------------------------------- Ranks Triumvirate of the Archmages The Archmages control every aspect of authoritative power within the Guild. This is not to say that the Archmages don’t give a bulk of his responsibilities to the Guild Masters, however matters too dire for them to decide upon are brought before the Triumvirate of Archmages to resolve. Masters The vice power to the Archmages, the Masters acts as the right hand of the Archmages. Their duties range from recruiting apprentices and running the day to day activities of the Guild. Despite their roll, any of their decisions can be vetoed by the Archmages at any time they find it necessary. Guild Masters The Guild Master are responsible to the day today running of embassies, along with recruiting potential applicants. With their vast experience Guild masters are also expected to teach students and assist in some of the minor leadership duties such as recruiting and training. Archanix Also known as the Librarian, the Archanix plays a key role in the academic aspect of the Guild. Their responsibilities require them to act as the caretaker of the Guild’s magical items and archive the numerous books the Guild stores. Authoritatively they lack a great deal of power; however their role as the controller of the knowledge in the Guild is a necessity. The Archanix has access to all books within the Guild. Instructors Retrieved from some of the more powerful mages, or even produced by the Guild itself. The Instructors, otherwise known as Professors, are alumni of the Guild who have taken up a teaching position in the Guild’s ranks. Considered to be “masters” of their art, their duty is to teach and train the apprentices the Guild draws in. Mages The Mage position is for those who have completed their Apprenticeship training under the Guild or those already experienced mages who have come to join the guild to seek more knowledge and understand of the magical arts. Mages also assist the guild with the greater duty of the mages guild which is to keep balance with in the world. Apprentices Hand selected by the Guild for magical sensitivity, the Apprentices are the newest practitioners of the Guild’s art. The first few years of their training consist of a lecture style teaching, however as their lectures come to an end, they are to select a Master to take Apprenticeship under and be trained in their specific specialty of magic. Once the Master believes them to be advanced in their art, they are taken before the Archmages and must prove themselves. Seeker A Seeker is one who is obviously seeking magical studies and a teacher, or possibly simply acceptance into the Guild. A Seeker must go through an interview to be accepted as a student. ----------------------------------------------------------------------------------------- The Mages Code A mage shall not use their magic to serve purposes that contradict that of the institution and it’s leaders. Magic is your gift, maintaining balance is your duty. Selfish pursuits will be punished. A mage shall not assault another member of the institution, unless agreed upon beforehand between the two, or if the victim is conducting actions that would cause damage to the Institution and it’s purposes. A mage of the institution must follow the orders set before them by their respective authority, unless they consider such actions to be harmful of the institution, or disrupting the balance. A graduated mage must carry their responsibilities with gravity, knowing that they represent not only themselves, but the Guild as a whole, and all practitioners of magic. Any mage identified as operating as a rogue will be disbanded from the guild, banished from its facilities and from communication with its members, and most likely killed for good measure. A mage who does not carry the responsibilities of magic is not a mage at all. ----------------------------------------------------------------------------------------------------- Joining the Mages Guild The Mages guild accept those skilled within magic, and those wishing to learn. Those currently possessing knowledge within a subtype shall either be known as a mage or student depending upon their current learning status within the guild. Upon your papers being received, you’ll be invited to an interview with a higher member of the guild who’ll determine if you’re the right candidate for the guild. If so you’ll be formally recognized as a student, then hopefully soon a graduate within the Guild Please fill out the papers below and post them to any of the mages guild embassies. https://docs.google.com/forms/d/1iZqi8OYx-SxOCh-5myg5DDg7l_TLa3PH_pr_Wz4Zqmw/viewform?usp=send_form#start=invite
  7. Electric Evocation Basic Understandings: Though evocation is one of the more basic and simple forms of magic a caster can learn, electric evocation is arguably one of the more dangerous and difficult of them all. Electric evocation is as the name implies; the summoning of electrical energy into the mortal realm from the void. As all other arcane evocations, this unnatural process is fueled by mana. Due to the fact that this is simply one evoking electrical energy, it in no way gives the caster the power to control any sort of electric energy outside of the ones that they have summoned from the void. Though this is the case, electric energy summoned from the void still acts as it would in the real world- IE: if someone were to cast electric energy near metal, it would redirect itself to said metal no matter where its intended location was. There are many reasons why electric evocation is a difficult magic to study and even more difficult to actually utilize. One must first understand their element, just as all other evocations. This could be done through multiple means, as long as in some form it helps the caster gain knowledge on said element, in this case one could perhaps watch a thunderstorm and see the way the lightning strikes the soil, have an electric evocation user give them a small jolt to see how it truly feels, or even study an electrical current provided by an electric evocationist. As expected however, the study of electric energy could easily take a turn for the worst. One could possibly get zapped in the process of closely studying the element, or in the worse cases, permanent damage or even death. Roleplaying Guidelines: As stated previously, electric evocation is a difficult magic to study and even more challenging to use compared to other subtypes of magic evocation. The reason for the difficulty in studying the element is listed above, however the difficulty in actually casting the magic is much greater. Due to the fact that electric evocation is quite literally somebody summoning forth electrical energy from the void, they have to be completely focused on their task at hand and shouldn’t toy around with this element. There are multiple forms that electric energy can be presented in, however one of the most common and one of the most powerful forms would be bolts. Bolts of electricity have the potential to be powerful, quick and accurate, however the nature of electricity is wild and unstable. The caster could easily end up shocking themselves, being one of the reasons why a novice caster would run into multiple problems at the beginning of their casting. Though this is the case, one would be able to gain better control over their element the higher they climb in skill level. The more they practice, the easier it becomes and the more they are able to do. A safe route to take when learning electric evocation is first learning about your element alongside learning how to connect to the void; which will likely take up most of the caster’s basic training. The caster will eventually get to the point where they’re able to summon small sparks, quite ineffective in combat. Once they progress forward and gain further knowledge on how their element is created within the void, the caster would eventually have the capability of summoning forth bolts of electrical energy and electrical streams- though at an incredibly vast cost of mana. The process would gradually become easier and less taxing as the caster continues his practice; yet still taxing nonetheless due to the fact that electric evocation is one of the more difficult evocations to use. Eventually, the magic user may reach the level of mastery, where they are capable of summoning something known as a call down: a spell in which lightning is summoned from what appears to be the sky and strikes downward at incredible speeds, hopefully crashing down on its targeted location. Here we will look at an example on how a beginner level electric evocationist would go about creating simple sparks: Toby’s wrists roll in a circular motion, his arms giving a quick yet noticeable twitch as his hands shift around, his palm now facing the ceiling. He inhales and exhales sharply, his eyes narrowing on his palms as he lets out a grunt of frustration. His expression turns into one of strain, his brow furrowing. A small bead of sweat races down his forehead as his hands give a small twitch, a crackling sound being heard which is followed by the sight of sparks twitching in and out of existence for only a moment. A loud wincing sound slips out from between Toby’s parted lips. Toby suddenly lets out a breath as if he’s been waiting to breathe, one arm dropping to his side as his other sluggishly rises into the air in triumph. Here we can see how taxing even just a mere spark is to beginner level electric evocationists. Now we will look at an example of an adept/proficient skilled evocationist who chooses to summon a quick bolt of lightning: Ayche’s arms whip outward, aiming directly toward the dummy completely made of hay, his hands giving a small twitch which is then followed by the soft sound of crackles. A buzzing sound becomes more apparent as small sparks begin to form inches away from his finger tips, his brow furrowing in concentration as his forehead appears to take on a glistening appearance. Ayche inhales and exhales sharply, his gaze remaining locked on the dummy as his hands suddenly seem to make a slight move forward, his teeth gritting together for only a moment as the crackles suddenly cease. As the crackling sound ceases, a bolt of electrical energy dashes through the air at incredible speeds, an obnoxiously loud buzz now being heard as it soars through the air. The loud buzzing sound is then replaced with a sound of impact, the energy meeting the hay dummy as it suddenly bursts into flames; half of it even crumbling to the ground. Ayche simply remains standing, letting out a loud huff as his arms fold in front of his chest, staring intently at the blazing dummy as his breathing heightens a great deal. Displayed here is the power of a moderate lightning bolt, but also the fatigue that even someone proficient in the art of electric evocation will have to deal with after using such a spell. Red Lines: Just as all other evocations you are not allowed to control elements outside of the ones that have been summoned from the void by your character. If there is any metal near the area of the casted evocation, you must RP the redirection of the electric energy flowing toward that metal. If not, this is considering powergaming.
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