Ascension

From Antarok

Ascension

An Ascension refers to the pinnacle of power achieved by magi who have fully given themselves over to their Arcana in order to become something more. Ascension requires Mastery (250 XP) in any Merited Personal Arcana and a Major Merit as well as a plot approved in the Support Forum.

History

The very first Ascendants were ancient Faefolk achieving such in their respective, inborn Glamours. Since the dawn of these first few, all sapient practitioners of the Arcane have chased after this eminent dream.

Process

After utilizing their Arcana for an indeterminate amount of time wielding their Arcana, a mage will begin to struggle with either containing their power, or an inborn curiosity - the sense of needing to 'chase' that final climax and achieve whatever comes next; or they might experience an epiphany during an intense time of conflict or turmoil in their lives, emotional, spiritual, or physical.

The process of Ascension typically entails a personalized ritual devised by a Mystic or Animist, or else another who has Ascended in an Arcana of that Metaphor. Rarely, an Ascension might have taken place to the incidental fulfillment of ritualistic circumstances without the help of any other. Such trials are often left open ended and open to interpretation; one might be suggested to conquer a kingdom by flame, only to feel satisfied winning a board game by taking the opposing king with a dragon.
  • Welkin, Galdr, and Blight Ascensions are advised by Grandmaster Mystics.
  • Glamour, Flora Magic, and Beast Magic Ascensions are advised by Grandmaster Animists.

Changes

The Ascended possess a heightened efficiency at casting lower-tier Metaphor. Achieving additional Ascensions in other Arcana of that Metaphor will increase this bonus, up to Expert-tier at three.

  • Apprentice-tier Spell Reserves are are nearly infinite by the Ascended in a given Metaphor.
  • Journeyman-tier Spell Reserves are nearly infinite by the double-Ascended in a given Metaphor.
  • Expert-tier Spell Reserves are nearly infinite by the triple-Ascended in a given Metaphor.

Arche

Those who Ascend in a Pact are qualified to become the Arche of that Plane. This entails spending two further Major Merits, and going on a quest to mantle that Arche. This is often an impossible task, as Arches are usually ancient beings with several Major Merits worth of ability whom then command an army of Spirits and devout. Usually defeating one is out of the question, but a good idea for getting them to step aside or be vanquished in a grander conflict than the player is a possibility. Planar Arches have thrice the Metaphor of any other mage, and may do things with the Pact of their Plane which surpasses the normal write-up whilst they are upon that Plane.

Similar to a Familiar, the Primal Arches of a Plane such as the Leviathan enter Soulmarching when they are defeated until they can coalesce elsewhere over the next year; they are vulnerable to being mantled at that time.

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