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  1. ~ Masters of Potential ~ Part 1: Arcanism The Official Canon Guide to; Written and developed by Sir K Andruske Not applicable ICly Overview Ch.0 Introduction Ch.1 Aura Selection & New Acolytes Ch.2 Introductions to the Specializations Ch.3 Further Learning: State of Energy & Casting Example Ch.4 Further Learning: Specializations Ch.5 Further Learning: Combining Magics, Atronachs & Celestialism Ch.6 Roleplay Examples Ch.7 Key Words Ch.8 Red Lines Bonus Album Ch. 0 Introduction Greetings reader and welcome to the codex of Arcanism. Below you will find a plethora of knowledge pertaining to all things Arcanism related. Warning for all viewers; The depths of the abyss offer unlimited potential to its visitors. Proceed with caution. The imagination. For many it is blocked up, clouded by self-made walls serving only to protect the mind from the unseen. To unlock one’s true power one must awaken their imagination. The arte of the unseen refers to the beginning days of Arcanism when but a few users inhabited the realm. The craft of sculpting arcanic energy into limitless forms, birthed from years of study. Arcanism at its core is a free flowing evocation of pure magical energy. Unlike its elemental counterparts it lacks any worldly element and instead mimics shapes and states of being based on the will of the caster and what they have studied. With the heightened level of Arcanists in the realm it has yet to be studied if each user has uniquely crafted spells they specialize in or if they borrow from each other and that most spells are already catalogued somewhere. Through the replication of magical energy the caster can form a wide arsenal of spells, the list growing as the combination of magical subtypes occur. Despite the size of this arsenal a caster is likely to only choose a handful of spells to master and to mark their individuality each caster’s energy they produce will take on a color unique to them. Their aura color is an inherent trait every descendent or similar being has and it is said the life events and experiences shape one’s aura much like it does to their personality so while auras may differ between people with similar personalities it is not uncommon for those of similar upbringing to have similar auras. For the sake of future teaching and organization the arte has developed several specializations distinctly different from each other. Art, Weaponry, Shielding and Projectiles make up the four basic specializations of Arcanism. Arcanic Life, Arcanic Atronach, Arcanic Enchantments and Celestialism make up the gilded specializations; those that require further involvement and multiple subtypes of magic. Ch. 1 Aura Selection and New Acolytes It is important to accept the aura color given to you and be happy with it due to the fact that it is unlikely to alter unless you go through extreme circumstances. Events that tend to shatter and reforge a person. Your color doesn’t have to exist as a single tone but rather on a spectrum. If purple is your selected color it is not uncommon for it to shift from violets to mauves to magenta even. So if you find that you are stuck casting that same shade of blue perhaps it is time to try a shift in tone. Aura is all around us, exuding from all things, only it is more commonly demonstrated in the mystic artes. As we burn the necessary mana to cast our spells aura is generated like smoke from the internal flame our bodies produce. Normally we do not perceive aura yet magi that have gradually mastered their individual arts tend to produce visible traces of it around their bodies even when not casting. Some beings such as Archons and Celestial Arcanists seem to be a step further in this regard. As a new acolyte it is important to find visible representation of this arte in the form of glass working and observing fumes from various sources. To achieve any spell in Arcanism one must first control the basic understanding of energy wisps which are the individual specks, or particles, that make up all your spells. Each day as you connect to the void in order to bring about these spells you will gather a few more specks, a few more wisps, until you have the power to evoke enough to properly manipulate. Ch. 2 Introduction to the specializations The four basic specializations are Art, Weaponry, Shielding and Projectiles. Each serves its own purpose but are not mutually exclusive in that regard. They are instead loose guides to follow and help developing arcanists find their niche. As a growing spellcaster you will soon find that you are drawn to perhaps one or two different classes within Arcanism but do not want to feel restricted. As you mature in this magic your proficiency with a single spell will grow as you use and meditate upon it more. Meaning while it is unlikely that you will master every shape and spell you are able to relearn, reteach and practice any spell to become proficient in it. The first class, Art, has the attribute of flow and focuses on free-formed shapes of energy. Usually reserved for more ritualistic applications of Arcanism that happen outside of battle seen by many as performances, often including dozens to hundreds of intricate shapes and patterns pending the skill level of the caster. Contrary to this the class of Art can be applied to battle in several less direct uses such as hazing, the act of clouding vision with energy wisps, and streams, in which the spell takes the form of fluids used for controlling distance on the battlefield. As an acolyte your spell are likely to be small intricate patterns and mild hazing of an area. Weaponry refers to the act of evoking replicas of weapons in energy form and has the attribute of strike. Any type of weapon can be replicated upon further study of its details yet this does not give the caster the knowledge of how to wield it. An inexperienced weaponeer will likely forget to solidify their spells, causing them to lack the basic durability to withstand even a single blow. Yet as they begin to master their craft their swords become as hard as steel as well as naturally parrying blows. When struck the weapon grows close to shattering but the opposing blade or object will suffer from the concussive force applied through the spell. With even greater mastery can an arcanist forge a magic blade as sharp as steel that never dulls, At least until the spell fails a few hits later. Many spellblade that follow this path find the size of the weapon gradually increases as they gain knowledge and power. As does the length at which they can keep it formed and the amount of strikes it can take and deal. The third class, Shielding, has the attribute of balance and is the most difficult of the four beginning classes. A shielder must not only become acutely aware of how their mana is used to maintain a constant barrier of energy but also how they manipulate this energy all at once in order to form a completely solid, battle-ready shield. A shield that is lopsided with all its energy being dragged to one side leaves its form in a state of fragility. Those aware of how shielding works have come to understand and seek out this function of balancing energy and those who shield gradually become aware of how you may not only spread the field of energy out evenly but move it around to bolster specific spots, given one's reaction time is fast enough. Should an enemy strike another spot instead the efforts backfire and the damage dealt to the shield is increased. A beginner to this class will work on maintaining small disc sized shields before moving onto non-round shapes and barriers that adhere to all gaps. Possessing the attribute of speed is the fourth class, Projectiles, for it is both the easiest and most challenging class to conquer. Arcane Missiles are the basic spell upon which all other spells are built on. A loose ball of wisps forcefully compressed together that will explode and cause concussive damage upon impact. It is not uncommon for even a beginning magi to evoke multiple missiles at once nor should it be taken likely when a master summons a barrage towards your location. Projectiles gain strength as they gain size and take several different forms with similar, yet magnifying, effects. From arcs that travel in a curved line towards a target to a ray called down from the sky projectiles possess the power to obliterate those unprepared. Though for a beginner a few missiles is likely to wear you out. With any class it is important to know your limits. You will grow and grow but to push beyond your growth is to risk death. Patience is just as important as any other attribute. It is also important to discover who you are as a mage and what spells fit well to your style of life. Ch. 3 Further Learning: State of energy & casting example Arcanism can take on any physical form from solid to gas but it is constantly seeking to disperse into tiny fragments or energy wisps. Anything and everything you make is essentially made up of millions of tiny tiny wisps. So if you were to conjure a blade made purely of arcane energy it could take a more gassy form and break easier or it can be made into a solid that matches your finest iron-made sword. If you were to swing the arcane blade and hit something it is likely the arcane blade would shatter back into all those tiny wisps if your spell is beaten back or cannot outweigh the physical force being returned to it. Energy wisps can be concentrated or spread thin to mimic any state of matter whether it is a fluid, gas or solid. The more solid the spell the harder it usually becomes stronger but harder to maintain. The less solid the spell the more able one is to continuously shape it though doing so also expends more mana. The magic wants to be free and unrestricted which is why non-combative use of the magic is often more expansive. When you are shaping the magic keep in mind the density of the object you are forming. Arcanism has a neutral temperature and does not mix with other evocation. Meaning you cannot mix it with fire evocation to make blue/green/rainbow flames. It can surely take the shape of fire though, and will not burn or be hot. The evocation is also neutral room temperature bu one thing it possesses is a glow. It illuminates the area around you and can create bright flashes when large spells explode. When struck against something the evocation might shatter; In the event of this I like to describe it as a visual explosion meaning it looks like an explosion but the temperature doesn't change as the word implies. What it does do is cause a knock-back and blunt force trauma against whatever it hits. This is referred to as the concussive force of the spell. The more solid the evocation the more concentrated blunt force that is applied. Arcanism’s main two attributes are concussive force and ingenuity. The act of exploding can be a brutal tool in the mage’s arsenal but suffers from the lack of any elemental attribute. Smaller spells and spells with lower mana cost also do not cause as much blunt force. Due to the potential of the magic to outclass anything in terms of physical force many casters are quick to take the offensive in battle. In battle where a fire mage casts their fireball to launch and burn you create physical spells to negate or create physical, impact damage. --- Arcanist evokes energy into their hand. -> Energy builds & pulses -> Energy is released into an arc that trails to it's target -> Target is hit and is knocked to the ground -> Target suffers concussive damage. OR --- Arcanist brings both hands together, energy accumulates. -> Energy continues to build. -> Energy begins to be formed into a shape. -> Energy forms sword, its point briefly sharpened. -> Arcanist manipulates sword to fly and stab towards target. -> Target is mage and is run through, the sharpened energy blade piercing the unarmored individual before fading away, having been broken by the impact. The most important thing to remember is the size of the spell. The larger the spell and the more solid it is the more mana that is being consumed. With that we will break Arcanism down into four specializations to better clarify the different things this magic can achieve. Projectiles, Shielding, Weaponry, and Art. As an initial progression I would pick one specialization at a time. Each Arcanist is unique because your proficiency in each specialization are separate from each other. Ch. 4 Further Learning: Specializations Specializations Projectiles, Shielding, Weaponry, Art Arcanism -> Projectiles Projectiles are the main ranged arsenal of arcanism and can be shaped into many different things. Projectiles almost always have a gas-like form which is what allows them to be projected more easily. Smaller spells create less force, explosion and knockback while larger spells create more. Arcanism spells are rarely one-hit KO and often require repeating spells to incapacitate your foe however they are seen as concussive spells that deal concussive damage. Here are some examples of projectiles; Missiles: Small. Most basic spell. They can be shot off but are weak. Casting a multitude can be effective. They are also easy to control and require little mana to cast and manipulate. Orb: Small. Orbs are a step above Missiles. They are shot slower but give a much greater impact. These are not perfectly round and give off a misty-wisp aura. Tend to shatter like shields. Bolt: Small. This is a quickshot. Expends more mana, is singular but is stronger than other small spells. Disc: Medium. Discs are semi-solid. They are essentially small thrown barriers. They have less explosion but more impact if they hit their target. They do not shatter like shields but can be thrown at angles. These are not quite barrier discs and offer no protection. Arc: Medium. Arcs are trails of energy that curve through the air to their target’s initial location. They are hard to track and look like a line of energy as they travel through the air. Speed matches the bolt, causes an impact equal to an orb but does not seek out its target if it moves and cannot be swayed from its path once fired. Beam: Large: Strongest knockback spell. Creates larger explosion field and will likely hit multiple targets. Longer charge time and fires only in a straight line. The spell will keep going until the mana expended is used up. The farther the beam goes the more mana is used and the less impact it has. Ray: Large: This is a closer range skill. The caster evokes a large amount of mana in the air and calls it down like a pillar onto it’s target. This has longer casting time and requires the most focus to use. Arcanism -> Shielding Shielding is much like ice in water evocation, only much stronger. It is possible to evoke solids, sometimes taking on the shape of barriers and shields. These shields are all translucent which means you can see clearly through them. These barriers are based off the balance of a character. It is quite the feat to be able to hold a solid, let alone watch in amazement as the translucent barrier of magic rebounds incoming physical attacks. Sometimes Arcanists will only use shielding as their form of combat. These barriers can be cast as entire bubbles around individuals and can be used to bash much like a material shield. However it goes further! With this specialization an evoked shield will actually stand toe-to-toe to a real shield and in many cases dominate a clash of shields. Sometimes if the shield shatters it will momentarily remain to send glass shards which can cut those adjacent. Shields take up mana per second for as long as they are cast. The larger the shield the more mana that is being drained. Here is the tier of balanced based on initial mana consumption; Disc: The disc is the most balanced and simple way to keep a solid from degrading back into gassy wisps of magic. It can be expanded to cover a wider field of defense. Flat Shield: Usually used to cover a small area of space. For example it can block a doorway or passageway. It costs more mana because melding to surfaces requires more concentration. Bubble Shield: A full shield around the caster and possibly allies depending on the size. Bash Shield: Requires shield to be already cast. Shield is flexed or moved to physically hit another object. This creates drastic stress on the shield but imposes a large knockback effect. Pulse Shield: This is the only exception in this specialization in terms of solidity. The caster evokes a field of energy directly around them and shoots it out like a shockwave. It can knockback but is not solid. Less effective than a bash but costs less to cast and does not require a shield to be evoked. Trap Shield: A bubble shield that is placed over another person. Caster may decrease the size of the shield to compress onto the target. Shield will cause medium amounts of pain from compression but will eventually break, leaving the target largely unharmed. If the target presses back the shield may shatter. This is used to hold someone but it cannot be used to kill someone. ie- you can't put a shield over someone's head to crush their skull. Your shield loses in this regard. Dual-Shielding: A caster may cast up to two full bubble shields, splitting the entirety of their concentration in half. They became more stationary and the shields have issues moving. Likewise the same effect can be used on a larger multitude of smaller shields. Colossal Shield: This is a spell saved for events and is usually a key moment that comes from specific instances. The Colossal Shield is a shield that expands to cover a wide area. Sometimes a single home and sometimes an entire city. Likewise a Colossal Shield can be created and fueled by more than just one Arcanist. Two or Three Arcanists who have specialized in Arcane Shielding could hold an entire city from conquest for much longer than one could alone. The mage becomes completely stationary and usually will enter a deep meditative state in order to channel the spell. The large amount of mana expunged to fuel the Colossal Shield could leave the mage incapacitated for hours if not days if they allow their entire supply of mana to be used Arcanism -> Weaponry Arcane Weaponry are spells to take on a replica of a regular weapon but with the added benefit to cast weapons as projectiles at the cost of lack of durability and mana cost. A mage can either hold the weapon or shoot it at their foes. They are described as ethereal and are surrounded by a thin veil of wisps, small traces of excess wisps. Weaponry is easier to move around with than other spells and an evoked weapon is weightless to the mage (but equal to an iron sword to others) due to it being made of pure magical energy. Weapons cannot be incredibly detailed and their form is in between the projectile and shielding specializations in terms of density and because of this they are dull and are highly ineffective cutting weapons unless casted by a master to maintain sharpness for a few hits. Impalement is still a possibility though no arcane weapon will be better than an iron weapon. Multiple weapons at once is also possible but the mana consumed is multiplied and like shielding it costs mana to maintain the spell. If a weapon breaks it does not explode or shatter. It simply dissipates. It is important to note that this list can be much more expansive than the other combat oriented specializations. Larger weapons or ones that have a less static form cost more mana. All weapons have up to five hits which means they are no substitute for a real weapon. It is important to note that while a weapon can be cast away from it's caster it can only be done so by throwing it like a projectile. It does not act as a summoned pet that can attack like a conjured summon. All weaponry can be sharpened upon greater feats of focus but only maintained for a handful of hits. Here is a list of weaponry; Tools: The only spell from this specialization that breaks the form is Arcane Tools. Examples being plates, pots, tongs, cups, umbrellas, etc… The tools take on a more solid form that can capture liquid if necessary. If hit they break back into their fluid form. They fade away after use. Sword: Small-to-Large. This includes daggers to greatswords. Not sharp on its own but can be used in multitude to attempt to overwhelm an enemy. Bow: Small-Medium. From shortbow to Longbow the bow shoots Arcane Bolts at a faster rate. Shooting from an arcane bow does not damage it like other weapons. Staff: Small - Medium. From spears to bo staffs. Cannot be sharp but can be thrown. Like any object it has a chance to impale or cause concussive damage to it's target depending on their level of armor (Iron iron would never be pierced by an arcane evo spell). Hammer: Medium-Large. You are granted more impact achieved but the weapons weight is accounted for in terms of mana cost and has even less durability. You can only summon one hammer at a time if it is a two-handed one and an arcane hammer can break in 1-2 hits do to the force needed to swing it adding onto it's already fragile frame. Whip: Medium-Large. A whip is an example of fluid weapon. It costs more to keep cast due to it’s ability to more freely move. Cannot bind target. Chain: Medium-Large. Similar in utility to a trap shield a chain can be used to disable enemies. While not as powerful as a trap shield a chain is faster to cast and can bind a target to a specific location rather than encasing them in a barrier. Arcanism -> Art The most fluid form of the magic and the most open to new creation. Arcane Art is largely used out of battle as the creations are largely non-harmful. The caster for all instances of Arcane Art enter a deep meditative state in the central location of their piece. Due to the lack of any solidity and the mage’s full concentration the piece can become expansive without spending too much mana. Here are some examples; Shroud: Due to the relative nature of Arcanism, it being different levels of condensed mana in the form of mist and wisps, it is possible for the caster to evoke a shroud around themselves to obscure vision. This cannot be incredibly expansive and works less effectively in open spaces where the magic has the opportunity to spread out. The caster can control this shroud but it is unable to cause harm to opponents. This is a specific use of a free-form spell. Installations: This involves casting patterns of energy that stem from them. These streams, rivers, streaks, and other formations can move along any surface without disturbing it’s placement. This spell is unharmful and is the main focus of the specialization. Imagination: Any other non-harmful freeform thing you can think of! Can’t effect anything with it but this specialization gives a lot of leeway so long as you abide by server rules. Ch. 5 Further Learning: Combining magics Further Learning: Conjuration --- Arcane Life & Primordials Arcane Life can both be used for combat and creative arts. It is not conjuration and the evoked forms of energy take on a shell of what it’s replicating. The form varies and depends on the mage to gather research about their imitation of life before they can cast the spell successfully. The imitation also lacks much of the specifics of original and is cloaked in a mist of wisps that can be described as ethereal. The imitation also takes on a very rough form of the imitation so where a conjurationist can give exact details an Arcanist can create a rough outline. The caster can fuel the spell and make the imitation like an arcane projectile but Arcane Life spells do not normally explode when broken unless you cast them to do so which causes them to act like a projectile. They dissipate like weaponry. Here are some examples; Sprites (Animal shapes): Any type of animal, though they lack any sort of detail of the animal they are mimicking. Instead they take on indistinct blob-shapes that are rather unique to this type of magic alone. They are dolls to be puppeted by the caster. They are mainly distractions but can also be flung like projectiles to explode. Using them in combat is more taxing in terms of mana consumption. Primordial conjurations are creatures of any form that take on the properties of energy wisps. These creatures appear as ethereal beings of energy. A cat made from scarlett energy, a minotaur made from azure blue, these puppets serve their casters. Guide: Conjuration Further Learning: Transfiguration --- Enchantments, Arcanist’s Blade & Atronach Forging. All spells may be bound to an enchantment if one is also an avid user of transfiguration. From making a blade expel a charge of energy to having a barrier maintained through a mana gem, transfigurationists give longevity to spells that constantly seek to be unwoven. Two specific iterations are The Arcanist’s Blade & Atronach Forging. Guide: Atronach Forging/Binding Guide: Transfiguration Further Learning: Celestialism --- Masters of Arcanism Celestialism is the act of gaining an aura that appears brighter, more visible and more intense to all but especially those attuned with the void, including voidal inhabitants known as Celestials. With this new found power Celestialists become the summoners of the realm existing to bring forth great magical beasts. While similar in structure to voidal horrors, celestials are docile in nature and are gifted corporeal bodies allowing them to exist within the realm so long as they are bound to their Arcanist stone. More reading on the Masters of Arcanism can be done here; Lore Submission 1: Greater Melding, Celestial Aura, Celestial Familiars, Crystal Gardens Lore Submission 2: Aura tracking, Shade and Blood magic effects, Celestial Guardians Guide: Celestial Familiars [More to be added] Ch. 6 Roleplay examples EX.1 Iatrilemar lifts his right hand, facing his palm out while taking a firm stance. Iatrilemar's palm begins to glow with a bright violet light which pulsates. His cheek twitches up, both eyes wincing. Soon the pulse quickens, more of the violet light gathering towards his palm. Iatrilemar reels back his arm and thrusts forward, expelling a beam of energy outwardly. The beam shoots out with tremendous force, becoming shallower and shallower as it travels through the open air until there is nothing left of it. Iatrilemar smirks as he lowers his hand, the light fading from his palm. EX.2 Iatrilemar sits in the center of a large circular room, taking a meditative position and closing his eyes. His breath drifts into a slight hum as he places both palms flat on the ground. Anyone watching would notice the soft light pounding into the ground. Iatrilemar opens his eyes and at once streams of violet energy spill from his palm onto the floor, flowing like open waterways across the stone. Iatrilemar turns his head the the right; The streams meander to the right before beginning to spiral. The same process is repeated by Iatrilemar turning his head to his left, the spirals now concaving into themselves. Soon the streams of energy fill the entire floor with mosaic patterns that seem to swirl with life. The room; an ocean of intricate twists and concaving swirls. Iatrilemar's palms slowly lift off the ground, his eyes closing once more. Almost as if in rewind the streams rapidly recede, snaking back to Iatrilemar before disappearing into his palm. EX. 3 Iatrilemar’s arm twitches, his arm raised. Iatrilemar narrows his eyes on the area just in front of his hand, adjusting his footing. Iatrilemar takes in a deep breath before a faint purple light emits from his palm. Iatrilemar exhales the breath as a small solid flat circle appears in front of his palm. Iatrilemar clenches his other hand into a tight fist as the circle begins to spread outward in all directions. The substance suddenly disperses as Iatrilemar falls over, incapacitated from fatigue. EX. 4 Iatrilemar holds up his hand flexing his fingers, glancing around to two adjacent trees. A glass-like shield sprouts from the epicenter of his palm rapidly expanding outwards in all directions. The shield continues to expand until it meets the ground and the two trees. The shield shakes violently as it melds to the flat surfaces. Iatrilemar smirks, his shield covering the entirety of the opening between the trees. --- Non-round shapes are usually harder to cast. Shields expand outwards from an epicenter and can meld to any surface to create a perfect seal. The rougher the surface the harder it is to maintain. EX. 5 (Starting off with the shield already evoked) The bandit brings his sword down against the shield. Iatrilemar’s shield shudders as the sword collides with it however the shield withstands the hit causing the sword to recoil off it’s surface. The bandit staggers back due to the recoil of his hit before charging once again swinging his sword down onto the shield. A small crack appears on the shield as Iatrilemar winces however once again the shield withstands the hit with the same outcome. The sword recoils. --- In this example the bandit hits the shield with a sword causing the sword to recoil. This is the concussive effect of Arcanism. The same effect can be applied to shield-bashing, weapon strikes and projectiles. Iatrilemar is also RPing his shield’s status so the other player can see. Example by spell list: Ch. 7 Key Words Arcanist - Practitioner of Arcanism Aura - The residue from exhuasted mana. Usually unnoticeable except in larger quantities, greater feats and special circumstances. Aura Color - Unique color designated to each individual's aura that affects spell color as well. Balance - Each spell has balance over its form. If part of it is struck the rest of the spell is affected as well, meaning a hole cannot be stabbed into a barrier without first breaking the barrier and the focus of the strongest part of the spell is directly influenced by the balance of the spell. Celestial - Docile voidal horrors that seek out Celestialists in order to be bound to the realm. Celestialist - A master Arcanist who has learned the advanced technique to summon Celestials. Concussive - Spells generate strong kinetic force beyond what is considered natural. Strikes from or against spells cause increasing levels of knockback depending on the size and magnitude of the spell. Energy Wisp - Each individual particle that makes up the spells in Arcanism. The unique magical element of this arte. Each exists as a speck barely visible that when collected together form a nearly-infinite variety of spells. Flow - The ability to change shape with ease. Shatter - Spells that possess solid attributes can shatter on impact. When they shatter sharp shards of the spell scatter in the immediate area, lasting only a few seconds before dispersing altogether. Speed - The ability to cast spells, usually smaller ones, in a hastened period of time or the storing of energy for bigger volumes to be unleashed. Strike - Spells specifically designed to hit targets directly and precisely. Voidal Horror - A voidal anomaly that enters the mortal realm. Ch. 8 Red Lines: Mental Magics still go through barriers. You cannot evoke armor. Roleplay Fatigue. No underwater capabilities. No stairs or elevation gained. Line-of-sight required. You roleplay your spells and their effects. Not your opponent. Bonus Album: I realize a few things may be missing from the new guide. Wording may change as well. Enjoy some pictures in the meantime. Link to your friends! If you find something you would like to discuss or you think is important to place on this guide let me know below.
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