Arcanism

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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.


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