Difference between revisions of "Arcanism"

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|Fowum Infowmation: This page contains a showt summawy of the stated magic. To find a fulw vewsion of this magic [https://www.lordofthecraft.net/forums/topic/136255-magic-lore-revision-arcanism-formerly-arcane-evocation-and-shielding/ click here]. If you can’t find the Fowum-Thwead, pwease contact a [https://www.lordofthecraft.net/staff/ Lore Moderator or Wiki Moderator].
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|Forum Information: This page contains a short summary of the stated magic. To find a full version of this magic [https://www.lordofthecraft.net/forums/topic/136255-magic-lore-revision-arcanism-formerly-arcane-evocation-and-shielding/ click here]. If you can’t find the Forum-Thread, please contact a [https://www.lordofthecraft.net/staff/ Lore Moderator or Wiki Moderator].
 
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|'''Awcanism'''
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<div style="text-align: justify;">Awcanism is known as the ewdest fowm of aww awcane magic and as the foundation fow aww awcane fowms of magic to come. It is the manipulation of pule voidaw enewgy and twanscends beyond natulaw pwopewties seen in ewementaw evocations. With it a mage can cast theiw heawts whimsy ow devastate the battwefiewd lith a valiety of both offensive and defensive spewwcasting. Awcanism, like ewementaw evocation and conjulation, is the act of evoking a substance fwom the void. What is evoked is highwy valiabre, even in the cowow it takes on, and thus the magic is twuly unique fwom castew to castew.  
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<div style="text-align: justify;">Arcanism is known as the eldest form of all arcane magic and as the foundation for all arcane forms of magic to come. It is the manipulation of pure voidal energy and transcends beyond natural properties seen in elemental evocations. With it a mage can cast their hearts whimsy or devastate the battlefield with a variety of both offensive and defensive spellcasting. Arcanism, like elemental evocation and conjuration, is the act of evoking a substance from the void. What is evoked is highly variable, even in the color it takes on, and thus the magic is truly unique from caster to caster.  
 
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== History ==
 
== History ==
<div style="text-align: justify;">Once, thewe existed the fiwst Awcane Mage and it was he who gifted the descendant waces lith awcane magic. At the beginning aww magic existed in vewy simplistic, yet unwestlicted, fowms and was onwy known by a smaww handful of individuaws. The Awcane Mage hewd his own unique valiation which was dubbed Awcane Evocation. Thwough misfowtune and a wack of liww to see it passed on wed to the disappeawance of the oliginaw Awcane Evocation. What we wegawd Awcanism as is a compwetewy sepawate valiation fwom the oliginaw fowm and it is hypothesized that as magicaw theowy devewoped the descendant's access to the void became mowe focused, awbeit limited. It is because of this that the owd fowm is neithew taught in pwactice now theowy.
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<div style="text-align: justify;">Once, there existed the first Arcane Mage and it was he who gifted the descendant races with arcane magic. At the beginning all magic existed in very simplistic, yet unrestricted, forms and was only known by a small handful of individuals. The Arcane Mage held his own unique variation which was dubbed Arcane Evocation. Through misfortune and a lack of will to see it passed on led to the disappearance of the original Arcane Evocation. What we regard Arcanism as is a completely separate variation from the original form and it is hypothesized that as magical theory developed the descendant's access to the void became more focused, albeit limited. It is because of this that the old form is neither taught in practice nor theory.
  
Howevew it is possibre, though not yet accomplished, that the line of Awcanists can aww be dwawn back to two individuaws. These two individuaws each saw to the devewopment of Awcanism but existed centulies apawt and theiw cwaft diffewed liwdwy fwom each othew. The fiwst individuaw is the Awcane Mage who cwafted an awt that fowwowed no twue fowm. Thwough this anti-fowm the wowwd was intwoduced to the fulw spectwum of ewementaw magic. In fact aww ancient Aegisian magic was wegawded as Awcane Evocation. Wed stweams of watew and gween fwames, each unique to the few who weawned the magic. Aftew the Fiwst Awcane Mage the secwet of Awcane Evocation was kept fwom individuaw to individuaw. Magic was wawgewy a secwet study duling this time lith onwy ewementaw magics being lidespwead. It is because of this that somewhewe awong the lines the magic was wost, but not fowgotten.
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However it is possible, though not yet accomplished, that the line of Arcanists can all be drawn back to two individuals. These two individuals each saw to the development of Arcanism but existed centuries apart and their craft differed wildly from each other. The first individual is the Arcane Mage who crafted an art that followed no true form. Through this anti-form the world was introduced to the full spectrum of elemental magic. In fact all ancient Aegisian magic was regarded as Arcane Evocation. Red streams of water and green flames, each unique to the few who learned the magic. After the First Arcane Mage the secret of Arcane Evocation was kept from individual to individual. Magic was largely a secret study during this time with only elemental magics being widespread. It is because of this that somewhere along the lines the magic was lost, but not forgotten.
  
Centulies aftew the Fiwst Awcane Mage weft the descendants a young ewf living in the mali'ahewaw city of Win'evawaw in Anthos, noted as oliginawwy being an acwobat and a sulvivow of the Aegis exodus, was guided to the Anthosian Mages Guiwd whewe he came into contact lith a lizawd by the name of Ambros. The lizawd was an ancient being lith an exceedingwy wawge amount of knowwedge at his disposaw. It was he who fiwst enthwawwed the young ewf lith the concept of Awcane Evocation and awthough the lizawd would soon vanish, weaving the ewf lithout a pwopew teachew, a new Awcane Mage would emewge wegawdwess.
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Centuries after the First Arcane Mage left the descendants a young elf living in the mali'aheral city of Lin'evaral in Anthos, noted as originally being an acrobat and a survivor of the Aegis exodus, was guided to the Anthosian Mages Guild where he came into contact with a wizard by the name of Ambros. The wizard was an ancient being with an exceedingly large amount of knowledge at his disposal. It was he who first enthralled the young elf with the concept of Arcane Evocation and although the wizard would soon vanish, leaving the elf without a proper teacher, a new Arcane Mage would emerge regardless.
  
Iatliwemaw Ewewvathaw, fowmawwy bewonging to the Thaw broodline, brought about the wesulgence of Awcane Evocation, dubbing it Awcane Shiewding as his specific fowm wevowved awound evoking defensive bawliews to dispew attacks and bastion the usew and theiw awlies. The pwocess of devewoping the magic was nothing showt of a pwodigaw achievement gwanting the Thaw boy the titwe of the 11th Awcane Mage, usheling in the webiwthed age of Awcanism. Those considewed to be Awcane mages 2-10 hewd the titwe but had neithew the ability of the oliginaw ow the pwodigaw natule of the 11th. Thus theiw names awe culwentwy wost in histowy. This wenewed fowm of magic quickwy began expanding, fiwling in some of the wost ancient awt to encompass a wawgew valiety of intlicate spewws. Though each castew finds finds theiw magic taking on a specific cowow unique to theiw pewson the list of discovewed spewws is wawgewy defined.
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Iatrilemar Elervathar, formally belonging to the Thar bloodline, brought about the resurgence of Arcane Evocation, dubbing it Arcane Shielding as his specific form revolved around evoking defensive barriers to dispel attacks and bastion the user and their allies. The process of developing the magic was nothing short of a prodigal achievement granting the Thar boy the title of the 11th Arcane Mage, ushering in the rebirthed age of Arcanism. Those considered to be Arcane mages 2-10 held the title but had neither the ability of the original or the prodigal nature of the 11th. Thus their names are currently lost in history. This renewed form of magic quickly began expanding, filling in some of the lost ancient art to encompass a larger variety of intricate spells. Though each caster finds finds their magic taking on a specific color unique to their person the list of discovered spells is largely defined.
  
Towawds the end of the Anthosian peliod the wawge majolity of descendants escaped to the Flinge as theiw pwevious wands suffewed annihiwation at the hands of a massive fwood. It is speculated that the Flinge somehow incweased the void's potency, awwoling fwee weign of many magics. Befowehand the 11th Awcane Mage had mastewed and taught thwee students the awt of Awcanism howevew the knowwedge of the magic quickwy became much mowe lidespwead as the Flinge was inhabited. It is because of this that the 11th Awcane Mage is considewed the wast twue Awcane Mage and that the titwe of the 12th Awcane Mage ways dowmant and likewy liww continue to untiw anothew mage can make such a contlibution that theiw name be fowevew attached to awcane magic. Intlicacies such as naming the next twue Awcane Mage awe likewy to cause heated debates and battwes of magicaw pwowess in the futule.
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Towards the end of the Anthosian period the large majority of descendants escaped to the Fringe as their previous lands suffered annihilation at the hands of a massive flood. It is speculated that the Fringe somehow increased the void's potency, allowing free reign of many magics. Beforehand the 11th Arcane Mage had mastered and taught three students the art of Arcanism however the knowledge of the magic quickly became much more widespread as the Fringe was inhabited. It is because of this that the 11th Arcane Mage is considered the last true Arcane Mage and that the title of the 12th Arcane Mage lays dormant and likely will continue to until another mage can make such a contribution that their name be forever attached to arcane magic. Intricacies such as naming the next true Arcane Mage are likely to cause heated debates and battles of magical prowess in the future.
 
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==Learning Arcanism==
 
==Learning Arcanism==
<div style="text-align: justify;">Awcanism can’t be sewf taught, due to the simpwe fact that the magic is too compwex to be weawnt fwom scliptules, tomes ow books. As such most students awe seawching fow teachews, often finding such at the Mage Guiwd ow othew magicaw facilities. </div>
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<div style="text-align: justify;">Arcanism can’t be self taught, due to the simple fact that the magic is too complex to be learnt from scriptures, tomes or books. As such most students are searching for teachers, often finding such at the Mage Guild or other magical facilities. </div>
  
 
==Abilities==
 
==Abilities==
<div style="text-align: justify;">Awcanism is considewed a highew tiew of magic that wequiwes incweased attention duling the weawning pwocess. The act of evoking Awcanism can be desclibed as the culmination of many tiny lisps, each twanswucent, cowowed and bright. It is thwough these lisps that the Awcanist can fowm an incweasing awway of spewws, most of which sewve specific tasks. Awcanism, in its culwent state, can be broken down into foul speciawties. </div>
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<div style="text-align: justify;">Arcanism is considered a higher tier of magic that requires increased attention during the learning process. The act of evoking Arcanism can be described as the culmination of many tiny wisps, each translucent, colored and bright. It is through these wisps that the Arcanist can form an increasing array of spells, most of which serve specific tasks. Arcanism, in its current state, can be broken down into four specialties. </div>
  
 
===Arcane Projectiles===
 
===Arcane Projectiles===
<div style="text-align: justify;">By compwessing Mana into pwojectiwes mages awe abre to wewease a valiety of wanged spewws that pwovide supeliow fiwepowew in compalison to most othew awcane fowms of magic. The smawwest speww is wefewwed to as an awcane missiwe, a pwojectiwe no biggew than an appwe, which liww cause a concussive brast of enewgy on impact. A wawgew valiant of this speww is an awcane beam which can be equated to the powew of ten ow so awcane missiwes. The wawgew spewws awso deaw concussive damage but as the powew wamps up so does its ability to uttewwy obritewate its tawget. Howevew, the stwongew the speww the fastew the exhaustion of the mage, often causing untwained mages to faww unconscious aftew casting to stwong spewws.</div>
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<div style="text-align: justify;">By compressing Mana into projectiles mages are able to release a variety of ranged spells that provide superior firepower in comparison to most other arcane forms of magic. The smallest spell is referred to as an arcane missile, a projectile no bigger than an apple, which will cause a concussive blast of energy on impact. A larger variant of this spell is an arcane beam which can be equated to the power of ten or so arcane missiles. The larger spells also deal concussive damage but as the power ramps up so does its ability to utterly obliterate its target. However, the stronger the spell the faster the exhaustion of the mage, often causing untrained mages to fall unconscious after casting to strong spells.</div>
  
 
===Arcane Shield===
 
===Arcane Shield===
<div style="text-align: justify;">Awcane Shiewding is the owdest specialization and awso known as a compwetewy defensive subtype of Awcanism. It was conceived awound the idea that to cast an awcane shiewd the usew must achieve pewfect bawance in both body and mind. Fwom the smawwest shiewd being a fwat disc to the wawgew spewws being a compwete bubbre-like bawliew awound the castew ow awlies awcane shiewding offews a fowm of defense supeliow to any natulaw metaw and causes brows against it to wecoiw.</div>
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<div style="text-align: justify;">Arcane Shielding is the oldest specialization and also known as a completely defensive subtype of Arcanism. It was conceived around the idea that to cast an arcane shield the user must achieve perfect balance in both body and mind. From the smallest shield being a flat disc to the larger spells being a complete bubble-like barrier around the caster or allies arcane shielding offers a form of defense superior to any natural metal and causes blows against it to recoil.</div>
  
 
===Arcane Weapon===
 
===Arcane Weapon===
<div style="text-align: justify;">Awcane weaponwy is a unique specialization of the magic that depends on the castews ability to think outside the box.  Whiwe it is impossibre to cweate weaponwy that liww have the shawpness that wegulaw weaponwy nowmawwy have Awcane weapons liww be weightwess and when used liww cause a stwongew impact fowce than a nowmaw weapon would have upon hitting an enemy. It has been studied that most awcane weapons can onwy wast a few hits befowe breaking apawt into theiw oliginaw Mana-fowm.</div>
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<div style="text-align: justify;">Arcane weaponry is a unique specialization of the magic that depends on the casters ability to think outside the box.  While it is impossible to create weaponry that will have the sharpness that regular weaponry normally have Arcane weapons will be weightless and when used will cause a stronger impact force than a normal weapon would have upon hitting an enemy. It has been studied that most arcane weapons can only last a few hits before breaking apart into their original Mana-form.</div>
  
 
===Arcane Art===
 
===Arcane Art===
<div style="text-align: justify;">Awcane Awt, awso known as Awcane Summoning, is a specialization that wevowves mainwy awound cweating entewtainment and awcane sculptules. It is said onwy the most pwacticed and skiwwed Awcanists liww be abre to mastew awcane awt and should be wevewed as such. Due to its fweefowm natule it is impossibre to list the spewws invowved howevew it has been noted that one pwacticed in this specialization can awso obscule an enemies vision using the magic as a pseudo-fog.</div>
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<div style="text-align: justify;">Arcane Art, also known as Arcane Summoning, is a specialization that revolves mainly around creating entertainment and arcane sculptures. It is said only the most practiced and skilled Arcanists will be able to master arcane art and should be revered as such. Due to its freeform nature it is impossible to list the spells involved however it has been noted that one practiced in this specialization can also obscure an enemies vision using the magic as a pseudo-fog.</div>
  
 
==Redlines of Arcanism==
 
==Redlines of Arcanism==
Awcanism has sevewaw wedlines of what a mage can do and what a mage can’t do. As such those wedlines should be fowwowed at any time and breaking them can wesult in a wemovaw of youl magic pewmissions.
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Arcanism has several redlines of what a mage can do and what a mage can’t do. As such those redlines should be followed at any time and breaking them can result in a removal of your magic permissions.
  
*An Awcane Shiewd can’t brock magic.
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*An Arcane Shield can’t block magic.
*Awcane Magic is awways wequiling some fowm of chanting and can’t be casted in an instant.
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*Arcane Magic is always requiring some form of chanting and can’t be casted in an instant.
*Awmow can’t be evoked lith Awcanism.
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*Armor can’t be evoked with Arcanism.
*Any Awcane Weapon liww be brunt and isn’t shawp enough to cut.
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*Any Arcane Weapon will be blunt and isn’t sharp enough to cut.
*The Awcane Shiewds can’t brock any of the ewements, they can onwy brock weaponwy.
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*The Arcane Shields can’t block any of the elements, they can only block weaponry.
*Awcane Magic can’t be used to wevitate ow to cweate staiws.
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*Arcane Magic can’t be used to levitate or to create stairs.
*As soon as the line of sight is being broken the speww liww awso vanish.
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*As soon as the line of sight is being broken the spell will also vanish.
*An Awcane Shiewd can’t howd fowevew, it liww break aftew awound five to six hits.
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*An Arcane Shield can’t hold forever, it will break after around five to six hits.
*The Mage’s Aula liww awways be the same cowow. It can’t be multicowowed.
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*The Mage’s Aura will always be the same color. It can’t be multicolored.
  
 
== Trivia ==
 
== Trivia ==
*Some Awcane Mages awe known as pewfowmews, which awe using theiw Awcane Awts to fowm animaw-like puppets fow a showt dulation.
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*Some Arcane Mages are known as performers, which are using their Arcane Arts to form animal-like puppets for a short duration.
*Awcane Magic is often being used in waws, eithew to defend cities ow to fight in cwose combat.
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*Arcane Magic is often being used in wars, either to defend cities or to fight in close combat.
  
 
==Rewrite==
 
==Rewrite==
  
Fow those of you who wemembew the owd Awcane Evocation (Pwe-Anthos) this is simiwaw but not the same;
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For those of you who remember the old Arcane Evocation (Pre-Anthos) this is similar but not the same;
  
  
 
   
 
   
  
Awcanism at it's cowe aims to take the imagination of the usew and bring it to life. Fwom use in combat to awt Awcanism is highwy valiabre. It is a fwee fowm of magic meaning you don't have to bewong to a guiwd ow gwoup to use it. I wecommend weawning it pwopewwy in WP ewse you might wun into twoubre lith the quality in which you WP it. So what is it exactwy?
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Arcanism at it's core aims to take the imagination of the user and bring it to life. From use in combat to art Arcanism is highly variable. It is a free form of magic meaning you don't have to belong to a guild or group to use it. I recommend learning it properly in RP else you might run into trouble with the quality in which you RP it. So what is it exactly?
  
 
   
 
   
  
Awcanism is the act of evoking pule magicaw enewgy and shaping it into things. Things? What things? Weawwy awmost anything the usew can imagine! Fiwstwy the magic intewacts what I like to caww an aula. An aula being a fiewd of mana that sulwounds aww living things. If fiwe is a metaphow fow a speww then aula is the smoke that comes off of it and even mowe so as a speww is cast. The mowe complicated sentient beings having diffewent cowouled aulas. Diffewent cowowed aulas? Indeed! Aula cowow valies fwom pewson to pewson, not just mages have aulas but aww things have a specific aula cowow. Whiwe my chawactew might have a pulpwe aula youls might be a sky brue. Wike how othew evocations awe a weplication of a weaw ewement, awcane evocation is a weplication of pule magicaw enewgy dwawn fwom the void. It takes on a cowow because pule voidaw enewgy has no weaw shape so as it is pwocessed thwough you it gwobs onto whatevew it can find, that being youl distinct aula. The speww doesn't specificawwy twavew thwough the aula but thewe is a basic passive intewaction.
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Arcanism is the act of evoking pure magical energy and shaping it into things. Things? What things? Really almost anything the user can imagine! Firstly the magic interacts what I like to call an aura. An aura being a field of mana that surrounds all living things. If fire is a metaphor for a spell then aura is the smoke that comes off of it and even more so as a spell is cast. The more complicated sentient beings having different coloured auras. Different colored auras? Indeed! Aura color varies from person to person, not just mages have auras but all things have a specific aura color. While my character might have a purple aura yours might be a sky blue. Like how other evocations are a replication of a real element, arcane evocation is a replication of pure magical energy drawn from the void. It takes on a color because pure voidal energy has no real shape so as it is processed through you it globs onto whatever it can find, that being your distinct aura. The spell doesn't specifically travel through the aura but there is a basic passive interaction.
  
 
  
 
  
 
   
 
   
  
Since Awcanism is a magic of the unseen, meaning it is physicawwy not wepwesented in this wowwd ie fiwe, watew, stone, it can be difficult to pwoduce. This is why the magic can be so incwedibry difficult to weawn. It takes meditation, testing of theowy and a stwong imagination to achieve even the smawwest success in this magic.
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Since Arcanism is a magic of the unseen, meaning it is physically not represented in this world ie fire, water, stone, it can be difficult to produce. This is why the magic can be so incredibly difficult to learn. It takes meditation, testing of theory and a strong imagination to achieve even the smallest success in this magic.
  
  
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Awcanism can take on any physicaw fowm fwom solid to gas but it is constantwy seeking to dispewse into tiny fwagments ow “wisps” as I like to caww them. Anything and evewything you make is essentiawwy made up of miwlions of tiny tiny lisps. So if fow say you wewe to conjule a brade made pulewy of awcane enewgy it could take a mowe gassy fowm and break easiew ow it can be made into a solid that matches youl finest iwon-made swowd. If you wewe to sling the awcane brade and hit something it is likewy the awcane brade would shattew back into aww those tiny lisps if youl speww is beaten back ow cannot outweigh the physicaw fowce being wetulned to it.
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Arcanism can take on any physical form from solid to gas but it is constantly seeking to disperse into tiny fragments or “wisps” as I like to call them. Anything and everything you make is essentially made up of millions of tiny tiny wisps. So if for say 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.
  
 
   
 
   
  
The magic wants to be fwee and unwestlicted which is why non-combative use of the magic often can be mowe expansive. That isn't to say you cannot use it in combat because at it's cowe it is a combat magic. So when you awe shaping the magic into whatevew it may be keep in mind the density of the object you awe fowming. Is the object wess ow mowe solid? Mowe solid? Gweat, so this is mowe exhausting fow me.
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The magic wants to be free and unrestricted which is why non-combative use of the magic often can be more expansive. That isn't to say you cannot use it in combat because at it's core it is a combat magic. So when you are shaping the magic into whatever it may be keep in mind the density of the object you are forming. Is the object less or more solid? More solid? Great, so this is more exhausting for me.
  
 
   
 
   
  
Awcanism has a neutwaw tempewatule and does not mix lith othew evocation. Meaning you cannot mix it lith fiwe evocation to make brue/gween/wainbow fwames. It can sulewy take the shape of fiwe though, it just liww not buln and not be hot. The evocation is a neutwaw woom tempewatule. One thing it does posses is a gwow. It iwwuminates the awea awound you and can cweate bright fwashes when wawge spewws expwode.
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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, it just will not burn and not be hot. The evocation is a neutral room temperature. One thing it does posses is a glow. It illuminates the area around you and can create bright flashes when large spells explode.
  
 
   
 
   
  
When stwuck against something the evocation might shattew; In the event of this I like to desclibe it as a visuaw expwosion meaning it wooks like an expwosion but the tempewatule doesn't change. What it does do is cause a knock-back and brunt fowce twauma against whatevew it hits. The mowe solid the evocation the mowe concentwated brunt fowce that is applied. Awcanism’s main two attlibutes awe brunt fowce and ingenuity. The act of expwoding can be a brutaw toow in the mage’s awsenaw but suffews fwom the wack of any ewementaw attlibute. Smawwew spewws and spewws lith wowew mana cost awso do not cause as much brunt fowce. Awcanism CANNOT cweate shawp objects ow defined shapes a.k.a conjulation spewws. It onwy causes brunt fowce twauma and knockback.
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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. What it does do is cause a knock-back and blunt force trauma against whatever it hits. The more solid the evocation the more concentrated blunt force that is applied. Arcanism’s main two attributes are blunt 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. Arcanism CANNOT create sharp objects or defined shapes a.k.a conjuration spells. It only causes blunt force trauma and knockback.
  
 
   
 
   
  
So in battwe whewe a fiwe mage casts theiw fiwebaww to waunch and buln you cweate physicaw spewws to negate ow cweate physicaw, impact damage.
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So in battle where a fire mage casts their fireball to launch and burn you create physical spells to negate or create physical, impact damage.
  
Awcanist evokes enewgy into theiw hand. -> Enewgy buiwds & pulses -> Enewgy is weweased into an awc that twaiws to it's tawget -> Tawget is hit and is knocked to the gwound.  
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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.  
  
OW
+
OR
  
Awcanist brings both hands togethew, enewgy accumulates. -> Enewgy continues to buiwd. -> Enewgy is begin wefowmed into a shape. -> Enewgy fowms swowd. -> Awcanist manipulates swowd to fwy and stab towawds tawget. -> Tawget is mage and is wun thwough, the brunt swowd piewcing the unawmowed individuaw befowe fading away, having been broken by the impact.
+
Arcanist brings both hands together, energy accumulates. -> Energy continues to build. -> Energy is begin reformed into a shape. -> Energy forms sword. -> Arcanist manipulates sword to fly and stab towards target. -> Target is mage and is run through, the blunt sword piercing the unarmored individual before fading away, having been broken by the impact.
  
 
   
 
   
  
And lith that we liww break  Awcanism down into five specializations to bettew cwalify the diffewent things this magic can achieve. Pwojectiwes, Shiewding, Weaponwy, Wife, Awt. As an initiaw pwogwession I would pick one specialization at a time. Each Awcanist is unique because youl pwoficiency in each specialization awe sepawate fwom each othew.
+
And with that we will break  Arcanism down into five specializations to better clarify the different things this magic can achieve. Projectiles, Shielding, Weaponry, Life, 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.
  
 
===Specializations===
 
===Specializations===
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Pwojectiwes awe the main awsenaw of awcanism and can be shaped into many diffewent things. Pwojectiwes awmost awways have a gas-like fowm which is weawwy what awwows them to be pwojected so easiwy. Smawwew spewws cweate wess fowce, expwosion and knockback whiwe wawgew spewws cweate mowe. Awcanism spewws awe wawewy one-hit KO and often wequiwe wepeating spewws to incapacitate youl foe howevew they awe seen as concussive spewws that deaw concussive damage. Hewe awe some exampwes of pwojectiwes;
+
Projectiles are the main arsenal of arcanism and can be shaped into many different things. Projectiles almost always have a gas-like form which is really what allows them to be projected so 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;
 
   
 
   
  
Missiwes: Smaww. Most basic speww. They can be shot off but awe weak. Casting a multitude can be effective. They awe awso easy to contwow and wequiwe littwe mana to manipulate.
+
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 manipulate.
  
 
   
 
   
  
Owb: SmawwOwbs awe a step above Missiwes. They awe shot swowew but give a much gweatew impact. These awe not pewfectwy wound and give off a misty-lisp aula.  
+
Orb: SmallOrbs 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.  
  
 
   
 
   
  
Bowt: Smaww. This is a quickshot. Expends mowe mana, is singulaw but is stwongew than othew smaww spewws.
+
Bolt: Small. This is a quickshot. Expends more mana, is singular but is stronger than other small spells.
  
 
   
 
   
  
Disc: Medium. Discs awe semi-solid. They awe essentiawwy smaww thwown bawliews. They have wess expwosion but mowe impact if they hit theiw tawget. They do not shattew like shiewds but can be thwown at angwes. These awe not quite bawliew discs and offew no pwotection.  
+
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.  
  
 
   
 
   
  
Awc: Medium. Awcs awe twaiws of enewgy that culve thwough the aiw to theiw tawget’s initiaw wocation. They awe hawd to twack and wook like a line of enewgy as they twavew thwough the aiw. Speed matches the bowt, causes an impact equaw to an owb but does not seek out it’s tawget if it moves and cannot be swayed fwom its path once fiwed.  
+
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 it’s target if it moves and cannot be swayed from its path once fired.  
  
 
   
 
   
  
Beam: Wawge: Stwongest knockback speww. Cweates wawgew expwosion fiewd and liww likewy hit multipwe tawgets. Wongew chawge time and fiwes onwy in a stwaight line. The speww liww keep going untiw the mana expended is used up. The fawthew the beam  goes the mowe mana is used and the wess impact it has.
+
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.
  
 
   
 
   
  
Way: Wawge: This is a cwosew wange skiww. The castew evokes a wawge amount of mana in the aiw and cawws it down like a piwwaw onto it’s tawget. This has wongew casting time and wequiwes the most focus to use.
+
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====
 
====Arcanism -> Shielding====
Shiewding is much like Watew Evocation’s  ice. It is possibre to evoke solids, sometimes taking on the shape of bawliews and shiewds. These shiewds awe aww twanswucent which means you can see cweawwy thwough them. These bawliews awe based off the bawance of a chawactew. It is quite the feat to be abre to howd a solid, wet awone watch in amazement as the twanswucent bawliew of magic webounds incoming physicaw attacks. Sometimes Awcanists liww onwy use shiewding as theiw fowm of combat.  
+
Shielding is much like Water Evocation’s  ice. 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 bawliews can be cast as entiwe bubbres awound individuaws and can be used to bash much like a mateliaw shiewd. Howevew it goes fulthew! With this specialization an evoked shiewd liww actuawwy stand toe-to-toe to a weaw shiewd and in many cases dominate a cwash of shiewds. Sometimes if the shiewd shattews it liww momentaliwy wemain to send gwass shawds which can cut those adjacent. Shiewds take up mana pew second fow as wong as they awe cast. The wawgew the shiewd the mowe mana that is being dwained. Hewe is the tiew of bawanced based on initiaw mana consumption;
+
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 bawanced and simpwe way to keep a solid fwom degwading back into gassy lisps of magic. It can be expanded to covew a lidew fiewd of defense.  
+
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.  
  
 
   
 
   
  
Fwat Shiewd: Usuawwy used to covew a smaww awea of space. Fow exampwe it can brock a doowway ow passageway. It costs mowe mana because mewding to sulfaces wequiwes mowe concentwation.
+
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.
  
 
   
 
   
  
Bubbre Shiewd: A fulw shiewd awound the castew and possibry awlies depending on the size.  
+
Bubble Shield: A full shield around the caster and possibly allies depending on the size.  
  
 
   
 
   
  
Bash Shiewd: Wequiwes shiewd to be awweady cast. Shiewd is fwexed ow moved to physicawwy hit anothew object. This cweates dwastic stwess on the shiewd but imposes a wawge knockback effect.
+
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 Shiewd: This is the onwy exception in this specialization in tewms of solidity. The castew evokes a fiewd of enewgy diwectwy awound them and shoots it out like a shockwave. It can knockback but is not solid. Wess effective than a bash but costs wess to cast and does not wequiwe a shiewd to be evoked.
+
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.
  
 
   
 
   
  
Twap Shiewd: A bubbre shiewd that is pwaced ovew anothew pewson. Castew may decwease the size of the shiewd to compwess onto the tawget. Shiewd liww cause medium amounts of pain fwom compwession but liww eventuawwy break, weaving the tawget wawgewy unhawmed. If the tawget pwesses back the shiewd may shattew. This is used to howd someone but it cannot be used to kiww someone. ie- you can't put a shiewd ovew someone's head to cwush theiw skulw. Youl shiewd woses in this wegawd.
+
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.
  
 
   
 
   
  
Duaw-Shiewding: A castew may cast up to two fulw bubbre shiewds, splitting the entiwety of theiw concentwation in hawf. They became mowe stationawy and the shiewds have issues moving.
+
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.
  
 
   
 
   
  
Cowossaw Shiewd: This is a speww saved fow events and is usuawwy a key moment that comes fwom specific instances. The Cowossaw Shiewd is a shiewd that expands to covew a lide awea. Sometimes a singwe home and sometimes an entiwe city. Wikelise a Cowossaw Shiewd can be cweated and fuewed by mowe than just one Awcanist. Two ow Thwee Awcanists who have specialized in Awcane Shiewding could howd an entiwe city fwom conquest fow much wongew than one could awone. The mage becomes compwetewy stationawy and usuawwy liww entew a deep meditative state in owdew to channew the speww. The wawge amount of mana expunged to fuew the Cowossaw Shiewd could weave the mage incapacitated fow houls if not days if they awwow theiw entiwe suppwy of mana to be used.
+
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.
  
 
   
 
   
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====Arcanism -> Weaponry====
 
====Arcanism -> Weaponry====
  
Awcane Weaponwy awe spewws to take on a weplica of a wegulaw weapon but lith the added benefit to cast weapons as pwojectiwes at the cost of wack of dulability and mana cost. A mage can eithew howd the weapon ow shoot it at theiw foes. They awe desclibed as etheweaw and awe sulwounded by a thin veiw of lisps, smaww twaces of excess lisps. Weaponwy is easiew to move awound lith than othew spewws and an evoked weapon is weightwess to the mage (but equaw to an iwon swowd to othews) due to it being made of pule magicaw enewgy. Weapons cannot be incwedibry detaiwed and theiw fowm is in between the pwojectiwe and shiewding specializations in tewms of density and because of this they awe dulw and awe highwy ineffective cutting weapons. Impawement is stiww a possibility though no awcane weapon liww be bettew than an iwon weapon. Multipwe weapons at once is possibre but the mana consumed is multiplied and like shiewding it costs mana to maintain the speww. If a weapon breaks it does not expwode ow shattew. It simpwy dissipates. It is impowtant to note that this list can be much mowe expansive than the othew combat oliented specializations.  Wawgew weapons ow ones that have a wess static fowm cost mowe mana. Aww weapons have up to five hits which means they awe no substitute fow a weaw weapon. It is impowtant to note that whiwe a weapon can be cast away fwom it's castew it can onwy be done so by thwoling it like a pwojectiwe. It does not act as a summoned pet that can attack like a conjuled summon. Hewe is a list of weaponwy;
+
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. Impalement is still a possibility though no arcane weapon will be better than an iron weapon. Multiple weapons at once is 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. Here is a list of weaponry;
  
 
   
 
   
  
Toows: The onwy speww fwom this specialization that breaks the fowm is Awcane Toows. Exampwes being pwates, pots, tongs, cups, umbrewwas, etc… The toows take on a mowe solid fowm that can captule liquid if necessawy. If hit they break back into theiw fwuid fowm. They fade away aftew use.
+
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.
  
 
   
 
   
  
Swowd: Smaww-to-Wawge. This incwudes daggews to gweatswowds. Not shawp but can be used in multitude to attempt to ovewwhewm an enemy.
+
Sword: Small-to-Large. This includes daggers to greatswords. Not sharp but can be used in multitude to attempt to overwhelm an enemy.
  
 
   
 
   
  
Bow: Smaww-Medium. Fwom showtbow to Wongbow the bow shoots Awcane Bowts at a fastew wate. Shooting fwom an awcane bow does not damage it like othew weapons.
+
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: Smaww - Medium. Fwom speaws to bo staffs. Cannot be shawp but can be thwown. Wike any object it has a chance to impawe ow cause concussive damage to it's tawget depending on theiw wevew of awmow (Iwon iwon would nevew be piewced by an awcane evo speww).
+
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).
  
 
   
 
   
  
Hammew: Medium-Wawge. You awe gwanted mowe impact achieved but the weapons weight is accounted fow in tewms of mana cost and has even wess dulability. You can onwy summon one hammew at a time if it is a two-handed one and an awcane hammew can break in 1-2 hits do to the fowce needed to sling it adding onto it's awweady fwagiwe fwame.
+
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 -Wawge. A whip is an exampwe of  fwuid weapon. It costs mowe to keep cast due to it’s ability to mowe fweewy move. Cannot bind tawget.
+
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.
  
 
   
 
   
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Awcane Wife can both be used fow combat and cweative awts. It is not conjulation and the  evoked fowms of enewgy take on a sheww of what it’s weplicating. The fowm valies and depends on the mage to gathew weseawch about theiw imitation of life befowe they can cast the speww successfulwy. The imitation awso wacks much of the specifics of oliginaw and is cwoaked in a mist of lisps that can be desclibed as etheweaw. The imitation awso takes on a vewy wough fowm of the imitation so whewe a conjulationist can give exact detaiws an Awcanist can cweate a wough outline. The castew can fuew the speww and make the imitation like an awcane pwojectiwe but Awcane Wife spewws do not nowmawwy expwode when broken unwess you cast them to do so which causes them to act like a pwojectiwe. They dissipate like weaponwy. Hewe awe some exampwes;
+
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;
  
 
   
 
   
  
Splites (Animaw shapes):  Any type of animaw, though they wack any sowt of detaiw of the animaw they awe mimicking. Instead they take on indistinct brob-shapes that awe wathew unique to this type of magic awone. They awe dowws to be puppeted by the castew. They awe mainwy distwactions but can awso be fwung like pwojectiwes to expwode. Using them in combat is mowe taxing in tewms of mana consumption.  
+
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.  
  
 
   
 
   
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====Arcanism -> Art====
 
====Arcanism -> Art====
The most fwuid fowm of the magic and the most open to new cweation. Awcane Awt is wawgewy used out of battwe as the cweations awe wawgewy non-hawmful. The castew fow aww instances of Awcane Awt entew a deep meditative state in the centwaw wocation of theiw piece. Due to the wack of any solidity and the mage’s fulw concentwation the piece can become expansive lithout spending too much mana. Hewe awe some exampwes;
+
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;
  
 
   
 
   
  
Shwoud: Due to the wewative natule of Awcanism, it being diffewent wevews of condensed mana in the fowm of msit and lisps, it is possibre fow the castew to evoke a shwoud awound themsewves to obscule vision. This cannot be incwedibry expansive and wowks wess effectivewy in open spaces whewe the magic has the oppowtunity to spwead out. The castew can contwow this shwoud but it is unabre to cause hawm to opponents. This is a specific use of a fwee-fowm speww.
+
Shroud: Due to the relative nature of Arcanism, it being different levels of condensed mana in the form of msit 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.
  
 
   
 
   
  
Instawwations: This invowves casting pattewns of enewgy that stem fwom them. These stweams, livews, stweaks, and othew fowmations can move awong any sulface lithout distulbing it’s pwacement. This speww is unhawmful and is the main focus of the specialization.
+
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 othew non-hawmful fweefowm thing you can think of! Can’t effect anything lith it but this specialization gives a wot of weeway so wong as you abide by sewvew wules.
+
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.
  
 
   
 
   
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These lists awe used as a guide to what you can do in each specialization. If you would like youl pewsonaw speww added post in a comment bewow and I may add it ow ask fow an expwanation. Some wowepway tips I can give awe;
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These lists are used as a guide to what you can do in each specialization. If you would like your personal spell added post in a comment below and I may add it or ask for an explanation. Some roleplay tips I can give are;
  
 
   
 
   
  
-The wawgew ow mowe solid the shape the mowe it costs to cast (not a dwastic change but you don't stawt off weawning the dense spewws).
+
-The larger or more solid the shape the more it costs to cast (not a drastic change but you don't start off learning the dense spells).
  
-If it isn’t solid it wacks dulability.
+
-If it isn’t solid it lacks durability.
  
-Shiewding is enhanced when you concentwate on shiewding.
+
-Shielding is enhanced when you concentrate on shielding.
  
-Evewything is see-thwough and takes on the castew’s aula cowow (think MC stained gwass)
+
-Everything is see-through and takes on the caster’s aura color (think MC stained glass)
  
-You need to wet youl opponent know the effects of the speww.
+
-You need to let your opponent know the effects of the spell.
  
-Expwosion is mostwy visuaw. Expwosions awe an expulsion of enewgy & do not cweate heat. Onwy knockback/brunt damage fwom the impact.
+
-Explosion is mostly visual. Explosions are an expulsion of energy & do not create heat. Only knockback/blunt damage from the impact.
  
 
   
 
   
  
Hewe awe some wowepway exampwes! I liww add mowe upon wequest fow a specific situation.
+
Here are some roleplay examples! I will add more upon request for a specific situation.
  
 
   
 
   
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EX.1
 
EX.1
  
Iatliwemaw lifts his light hand, facing his pawm out whiwe taking a fiwm stance.
+
Iatrilemar lifts his right hand, facing his palm out while taking a firm stance.
  
Iatliwemaw's pawm begins to gwow lith a bright viowet light which pulsates. His cheek tlitches up, both eyes lincing.
+
Iatrilemar's palm begins to glow with a bright violet light which pulsates. His cheek twitches up, both eyes wincing.
  
Soon the pulse quickens, mowe of the viowet light gatheling towawds his pawm.
+
Soon the pulse quickens, more of the violet light gathering towards his palm.
  
Iatliwemaw weews back his awm and thwusts fowwawd, expewling a beam of enewgy outwawdwy.
+
Iatrilemar reels back his arm and thrusts forward, expelling a beam of energy outwardly.
  
The beam shoots out lith twemendous fowce, becoming shawwowew and shawwowew as it twavews thwough the open aiw untiw thewe is nothing weft of it.
+
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.
  
Iatliwemaw smiwks as he wowews his hand, the light fading fwom his pawm.
+
Iatrilemar smirks as he lowers his hand, the light fading from his palm.
  
  
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EX.2
 
EX.2
  
Iatliwemaw sits in the center of a wawge ciwculaw woom, taking a meditative position and cwosing his eyes.
+
Iatrilemar sits in the center of a large circular room, taking a meditative position and closing his eyes.
  
His breath dlifts into a slight hum as he pwaces both pawms fwat on the gwound. Anyone watching would notice the soft light pounding into the gwound.
+
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.
  
Iatliwemaw opens his eyes and at once stweams of viowet enewgy spiww fwom his pawm onto the fwoow, fwoling like open watewways acwoss the stone.
+
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.
  
Iatliwemaw tulns his head the the light; The stweams meandew to the light befowe beginning to spiwaw. The same pwocess is wepeated by Iatliwemaw tulning his head to his weft, the spiwaws now concaving into themsewves.
+
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 stweams of enewgy fiww the entiwe fwoow lith mosaic pattewns that seem to sliww lith life. The woom; an ocean of intlicate tlists and concaving sliwws.
+
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.
  
Iatliwemaw's pawms swowwy lift off the gwound, his eyes cwosing once mowe. Awmost as if in welind the stweams wapidwy wecede, snaking back to Iatliwemaw befowe disappealing into his pawm.
+
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.
  
  
Line 337: Line 337:
 
EX. 3
 
EX. 3
  
Iatliwemaw’s awm tlitches, his awm waised.
+
Iatrilemar’s arm twitches, his arm raised.
  
Iatliwemaw nawwows his eyes on the awea just in fwont of his hand, adjusting his footing.
+
Iatrilemar narrows his eyes on the area just in front of his hand, adjusting his footing.
  
Iatliwemaw takes in a deep breath befowe a faint pulpwe light emits fwom his pawm.
+
Iatrilemar takes in a deep breath before a faint purple light emits from his palm.
  
Iatliwemaw exhawes the breath as a smaww solid fwat ciwcwe appeaws in fwont of his pawm.
+
Iatrilemar exhales the breath as a small solid flat circle appears in front of his palm.
  
Iatliwemaw cwenches his othew hand into a tight fist as the ciwcwe begins to spwead outwawd in aww diwections.
+
Iatrilemar clenches his other hand into a tight fist as the circle begins to spread outward in all directions.
  
The substance suddenwy dispewses as Iatliwemaw fawws ovew, incapacitated fwom fatigue.
+
The substance suddenly disperses as Iatrilemar falls over, incapacitated from fatigue.
  
  
Line 354: Line 354:
 
EX. 4  
 
EX. 4  
  
Iatliwemaw howds up his hand fwexing his fingews, gwancing awound to two adjacent twees.
+
Iatrilemar holds up his hand flexing his fingers, glancing around to two adjacent trees.
  
A gwass-like shiewd spwouts fwom the epicenter of his pawm wapidwy expanding outwawds in aww diwections.
+
A glass-like shield sprouts from the epicenter of his palm rapidly expanding outwards in all directions.
  
The shiewd continues to expand untiw it meets the gwound and the two twees.
+
The shield continues to expand until it meets the ground and the two trees.
  
The shiewd shakes viowentwy as it mewds to the fwat sulfaces.
+
The shield shakes violently as it melds to the flat surfaces.
  
Iatliwemaw smiwks, his shiewd coveling the entiwety of the opening between the twees.
+
Iatrilemar smirks, his shield covering the entirety of the opening between the trees.
  
  
Line 370: Line 370:
 
EX. 5
 
EX. 5
  
(Stawting off lith the shiewd awweady evoked)
+
(Starting off with the shield already evoked)
  
 
   
 
   
  
The bandit brings his swowd down against the shiewd.
+
The bandit brings his sword down against the shield.
  
Iatliwemaw’s shiewd shuddews as the swowd cowlides lith it howevew the shiewd lithstands the hit causing the swowd to wecoiw off it’s sulface.
+
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 staggews back due to the wecoiw of his hit befowe chawging once again slinging his swowd down onto the shiewd.
+
The bandit staggers back due to the recoil of his hit before charging once again swinging his sword down onto the shield.
  
A smaww cwack appeaws on the shiewd as Iatliwemaw linces howevew once again the shiewd lithstands the hit lith the same outcome. The swowd wecoiws.
+
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.
  
  
Line 390: Line 390:
 
   
 
   
  
~I wealize thewe awe a wot. But wemembew them!~
+
~I realize there are a lot. But remember them!~
  
  
 
   
 
   
  
Youl shiewd is not impenetwabre. Mentaw magics liww stiww go thwough it, just at a mowe taxing cost to the opposing castew due to the diminished visibility.
+
Your shield is not impenetrable. Mental magics will still go through it, just at a more taxing cost to the opposing caster due to the diminished visibility.
  
 
Do not instant cast.
 
Do not instant cast.
  
You cannot evoke awmow.
+
You cannot evoke armor.
  
No shawp weapons  
+
No sharp weapons  
  
You cannot cweate a shiewd to awwow you to dive undewwatew.
+
You cannot create a shield to allow you to dive underwater.
  
You cannot wevitate youlsewf ow use it as staiws to climb something.
+
You cannot levitate yourself or use it as stairs to climb something.
  
You cannot cast youl speww and then weave it. Once you wose sight of it the shiewd liww wapidwy dispewse back to the void.
+
You cannot cast your spell and then leave it. Once you lose sight of it the shield will rapidly disperse back to the void.
  
You awe the one that needs to emote the status of youl shiewd. Not youl opponent.
+
You are the one that needs to emote the status of your shield. Not your opponent.
  
Youl aula cowoul is and awways liww be the same. You cannot have a multi cowouled shiewd. So choose lisewy. To change youl aula cowow youl chawactew must have gone thwough a wawge change in theiw lives and a dwastic chawactew shift.  
+
Your aura colour is and always will be the same. You cannot have a multi coloured shield. So choose wisely. To change your aura color your character must have gone through a large change in their lives and a drastic character shift.  
  
Youl Awcane Wife is not conjulation and youl imitations of living things awe mewewy undetaiwed puppets. It you twy to have an awcane wowf sink it's teeth into an opponent it liww shattew in the pwocess. Stiww a good distwaction though.
+
Your Arcane Life is not conjuration and your imitations of living things are merely undetailed puppets. It you try to have an arcane wolf sink it's teeth into an opponent it will shatter in the process. Still a good distraction though.
  
  

Revision as of 01:54, 2 April 2020

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Arcanism


Arcanism is known as the eldest form of all arcane magic and as the foundation for all arcane forms of magic to come. It is the manipulation of pure voidal energy and transcends beyond natural properties seen in elemental evocations. With it a mage can cast their hearts whimsy or devastate the battlefield with a variety of both offensive and defensive spellcasting. Arcanism, like elemental evocation and conjuration, is the act of evoking a substance from the void. What is evoked is highly variable, even in the color it takes on, and thus the magic is truly unique from caster to caster.



History

Once, there existed the first Arcane Mage and it was he who gifted the descendant races with arcane magic. At the beginning all magic existed in very simplistic, yet unrestricted, forms and was only known by a small handful of individuals. The Arcane Mage held his own unique variation which was dubbed Arcane Evocation. Through misfortune and a lack of will to see it passed on led to the disappearance of the original Arcane Evocation. What we regard Arcanism as is a completely separate variation from the original form and it is hypothesized that as magical theory developed the descendant's access to the void became more focused, albeit limited. It is because of this that the old form is neither taught in practice nor theory.

However it is possible, though not yet accomplished, that the line of Arcanists can all be drawn back to two individuals. These two individuals each saw to the development of Arcanism but existed centuries apart and their craft differed wildly from each other. The first individual is the Arcane Mage who crafted an art that followed no true form. Through this anti-form the world was introduced to the full spectrum of elemental magic. In fact all ancient Aegisian magic was regarded as Arcane Evocation. Red streams of water and green flames, each unique to the few who learned the magic. After the First Arcane Mage the secret of Arcane Evocation was kept from individual to individual. Magic was largely a secret study during this time with only elemental magics being widespread. It is because of this that somewhere along the lines the magic was lost, but not forgotten.

Centuries after the First Arcane Mage left the descendants a young elf living in the mali'aheral city of Lin'evaral in Anthos, noted as originally being an acrobat and a survivor of the Aegis exodus, was guided to the Anthosian Mages Guild where he came into contact with a wizard by the name of Ambros. The wizard was an ancient being with an exceedingly large amount of knowledge at his disposal. It was he who first enthralled the young elf with the concept of Arcane Evocation and although the wizard would soon vanish, leaving the elf without a proper teacher, a new Arcane Mage would emerge regardless.

Iatrilemar Elervathar, formally belonging to the Thar bloodline, brought about the resurgence of Arcane Evocation, dubbing it Arcane Shielding as his specific form revolved around evoking defensive barriers to dispel attacks and bastion the user and their allies. The process of developing the magic was nothing short of a prodigal achievement granting the Thar boy the title of the 11th Arcane Mage, ushering in the rebirthed age of Arcanism. Those considered to be Arcane mages 2-10 held the title but had neither the ability of the original or the prodigal nature of the 11th. Thus their names are currently lost in history. This renewed form of magic quickly began expanding, filling in some of the lost ancient art to encompass a larger variety of intricate spells. Though each caster finds finds their magic taking on a specific color unique to their person the list of discovered spells is largely defined.

Towards the end of the Anthosian period the large majority of descendants escaped to the Fringe as their previous lands suffered annihilation at the hands of a massive flood. It is speculated that the Fringe somehow increased the void's potency, allowing free reign of many magics. Beforehand the 11th Arcane Mage had mastered and taught three students the art of Arcanism however the knowledge of the magic quickly became much more widespread as the Fringe was inhabited. It is because of this that the 11th Arcane Mage is considered the last true Arcane Mage and that the title of the 12th Arcane Mage lays dormant and likely will continue to until another mage can make such a contribution that their name be forever attached to arcane magic. Intricacies such as naming the next true Arcane Mage are likely to cause heated debates and battles of magical prowess in the future.

Learning Arcanism

Arcanism can’t be self taught, due to the simple fact that the magic is too complex to be learnt from scriptures, tomes or books. As such most students are searching for teachers, often finding such at the Mage Guild or other magical facilities.

Abilities

Arcanism is considered a higher tier of magic that requires increased attention during the learning process. The act of evoking Arcanism can be described as the culmination of many tiny wisps, each translucent, colored and bright. It is through these wisps that the Arcanist can form an increasing array of spells, most of which serve specific tasks. Arcanism, in its current state, can be broken down into four specialties.

Arcane Projectiles

By compressing Mana into projectiles mages are able to release a variety of ranged spells that provide superior firepower in comparison to most other arcane forms of magic. The smallest spell is referred to as an arcane missile, a projectile no bigger than an apple, which will cause a concussive blast of energy on impact. A larger variant of this spell is an arcane beam which can be equated to the power of ten or so arcane missiles. The larger spells also deal concussive damage but as the power ramps up so does its ability to utterly obliterate its target. However, the stronger the spell the faster the exhaustion of the mage, often causing untrained mages to fall unconscious after casting to strong spells.

Arcane Shield

Arcane Shielding is the oldest specialization and also known as a completely defensive subtype of Arcanism. It was conceived around the idea that to cast an arcane shield the user must achieve perfect balance in both body and mind. From the smallest shield being a flat disc to the larger spells being a complete bubble-like barrier around the caster or allies arcane shielding offers a form of defense superior to any natural metal and causes blows against it to recoil.

Arcane Weapon

Arcane weaponry is a unique specialization of the magic that depends on the casters ability to think outside the box. While it is impossible to create weaponry that will have the sharpness that regular weaponry normally have Arcane weapons will be weightless and when used will cause a stronger impact force than a normal weapon would have upon hitting an enemy. It has been studied that most arcane weapons can only last a few hits before breaking apart into their original Mana-form.

Arcane Art

Arcane Art, also known as Arcane Summoning, is a specialization that revolves mainly around creating entertainment and arcane sculptures. It is said only the most practiced and skilled Arcanists will be able to master arcane art and should be revered as such. Due to its freeform nature it is impossible to list the spells involved however it has been noted that one practiced in this specialization can also obscure an enemies vision using the magic as a pseudo-fog.

Redlines of Arcanism

Arcanism has several redlines of what a mage can do and what a mage can’t do. As such those redlines should be followed at any time and breaking them can result in a removal of your magic permissions.

  • An Arcane Shield can’t block magic.
  • Arcane Magic is always requiring some form of chanting and can’t be casted in an instant.
  • Armor can’t be evoked with Arcanism.
  • Any Arcane Weapon will be blunt and isn’t sharp enough to cut.
  • The Arcane Shields can’t block any of the elements, they can only block weaponry.
  • Arcane Magic can’t be used to levitate or to create stairs.
  • As soon as the line of sight is being broken the spell will also vanish.
  • An Arcane Shield can’t hold forever, it will break after around five to six hits.
  • The Mage’s Aura will always be the same color. It can’t be multicolored.

Trivia

  • Some Arcane Mages are known as performers, which are using their Arcane Arts to form animal-like puppets for a short duration.
  • Arcane Magic is often being used in wars, either to defend cities or to fight in close combat.

Rewrite

For those of you who remember the old Arcane Evocation (Pre-Anthos) this is similar but not the same;



Arcanism at it's core aims to take the imagination of the user and bring it to life. From use in combat to art Arcanism is highly variable. It is a free form of magic meaning you don't have to belong to a guild or group to use it. I recommend learning it properly in RP else you might run into trouble with the quality in which you RP it. So what is it exactly?


Arcanism is the act of evoking pure magical energy and shaping it into things. Things? What things? Really almost anything the user can imagine! Firstly the magic interacts what I like to call an aura. An aura being a field of mana that surrounds all living things. If fire is a metaphor for a spell then aura is the smoke that comes off of it and even more so as a spell is cast. The more complicated sentient beings having different coloured auras. Different colored auras? Indeed! Aura color varies from person to person, not just mages have auras but all things have a specific aura color. While my character might have a purple aura yours might be a sky blue. Like how other evocations are a replication of a real element, arcane evocation is a replication of pure magical energy drawn from the void. It takes on a color because pure voidal energy has no real shape so as it is processed through you it globs onto whatever it can find, that being your distinct aura. The spell doesn't specifically travel through the aura but there is a basic passive interaction.



Since Arcanism is a magic of the unseen, meaning it is physically not represented in this world ie fire, water, stone, it can be difficult to produce. This is why the magic can be so incredibly difficult to learn. It takes meditation, testing of theory and a strong imagination to achieve even the smallest success in this magic.


What Can I do with it?

Arcanism can take on any physical form from solid to gas but it is constantly seeking to disperse into tiny fragments or “wisps” as I like to call them. Anything and everything you make is essentially made up of millions of tiny tiny wisps. So if for say 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.


The magic wants to be free and unrestricted which is why non-combative use of the magic often can be more expansive. That isn't to say you cannot use it in combat because at it's core it is a combat magic. So when you are shaping the magic into whatever it may be keep in mind the density of the object you are forming. Is the object less or more solid? More solid? Great, so this is more exhausting for me.


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, it just will not burn and not be hot. The evocation is a neutral room temperature. One thing it does posses 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. What it does do is cause a knock-back and blunt force trauma against whatever it hits. The more solid the evocation the more concentrated blunt force that is applied. Arcanism’s main two attributes are blunt 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. Arcanism CANNOT create sharp objects or defined shapes a.k.a conjuration spells. It only causes blunt force trauma and knockback.


So 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.

OR

Arcanist brings both hands together, energy accumulates. -> Energy continues to build. -> Energy is begin reformed into a shape. -> Energy forms sword. -> Arcanist manipulates sword to fly and stab towards target. -> Target is mage and is run through, the blunt sword piercing the unarmored individual before fading away, having been broken by the impact.


And with that we will break Arcanism down into five specializations to better clarify the different things this magic can achieve. Projectiles, Shielding, Weaponry, Life, 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.

Specializations

Arcanism -> Projectiles

Projectiles are the main arsenal of arcanism and can be shaped into many different things. Projectiles almost always have a gas-like form which is really what allows them to be projected so 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 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.


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 it’s 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 Water Evocation’s ice. 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.


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. Impalement is still a possibility though no arcane weapon will be better than an iron weapon. Multiple weapons at once is 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. 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 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.



Arcanism -> Life

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.



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 msit 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.



These lists are used as a guide to what you can do in each specialization. If you would like your personal spell added post in a comment below and I may add it or ask for an explanation. Some roleplay tips I can give are;


-The larger or more solid the shape the more it costs to cast (not a drastic change but you don't start off learning the dense spells).

-If it isn’t solid it lacks durability.

-Shielding is enhanced when you concentrate on shielding.

-Everything is see-through and takes on the caster’s aura color (think MC stained glass)

-You need to let your opponent know the effects of the spell.

-Explosion is mostly visual. Explosions are an expulsion of energy & do not create heat. Only knockback/blunt damage from the impact.


Here are some roleplay examples! I will add more upon request for a specific situation.



Hide contents

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.



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.




RED LINES:

~I realize there are a lot. But remember them!~



Your shield is not impenetrable. Mental magics will still go through it, just at a more taxing cost to the opposing caster due to the diminished visibility.

Do not instant cast.

You cannot evoke armor.

No sharp weapons

You cannot create a shield to allow you to dive underwater.

You cannot levitate yourself or use it as stairs to climb something.

You cannot cast your spell and then leave it. Once you lose sight of it the shield will rapidly disperse back to the void.

You are the one that needs to emote the status of your shield. Not your opponent.

Your aura colour is and always will be the same. You cannot have a multi coloured shield. So choose wisely. To change your aura color your character must have gone through a large change in their lives and a drastic character shift.

Your Arcane Life is not conjuration and your imitations of living things are merely undetailed puppets. It you try to have an arcane wolf sink it's teeth into an opponent it will shatter in the process. Still a good distraction though.


Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy