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[[Draoidh|Druids]] inter nature within themselves to then connect with flora and fauna through a symbiotic bond. See [[Draoidh]].<hr>
[[Draoidh|Druids]] inter nature within themselves to then connect with flora and fauna through a symbiotic bond. See [[Draoidh]].<hr>
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[[File:Grist.png|50px|Grist.]]
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[[Grist]] is the power of [[Draconidae]] such as [[Kobold|Kobolds]] and [[Dragon|Dragons]] to meld with their environment and impart aspects of themselves upon it. See [[Grist]].<hr>
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==Practices==
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[[File:Alchemistry.png|50px|Alchemistry.]]
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[[Alchemistry|Alchemists]] such as [[Boggart|Boggarts]] don the guises of other bodies and even personalities, taking a life lived as their own. See [[Alchemistry]].<hr>
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[[File:Shimmer.png|50px|Shimmer.]]
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[[Scrivening|Scrivening]] is the ability of a [[Pixie]] or [[Sidhe]] Fae to suffuse an area with psychoactive dust, showing those who sense it all manner of sensory illusion. See [[Exodus]].<hr>
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[[File:Draoidh.png|50px|Draoidh.]]
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[[Draoidh|Druids]] inter nature within themselves to then connect with flora and fauna through a symbiotic bond. See [[Draoidh]].<hr>
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[[File:Grist.png|50px|Grist.]]
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[[Grist]] is the power of [[Draconidae]] such as [[Kobold|Kobolds]] and [[Dragon|Dragons]] to meld with their environment and impart aspects of themselves upon it. See [[Grist]].<hr>
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Revision as of 07:09, 6 October 2023

Classifications

   Below you will find summaries for the various forms of unnatural power known to the world.

Theorem.

Theorems are an approximation of supernatural knowledge, arming the mundane with the ability to understand and act against supernatural forces. Those who wield Arcana with no theory struggle to control their power or that of others. Theorems do not need a Minor Merit to progress. See Theorem.

Sorcery.

Sorceries are a stressor of the soul, awakening it to the expression of magic. By drawing in Aether from the Aetherium using their soul as a conduit, a sorcerer is capable of creating miracles at the risk of unraveling their mind, body, and spirit. Some sorceries are even a form of foul curse. See Sorcery.

Dominion.

Dominion is the term for power gleaned through a sheer force of will. Those who wield Dominion form pacts with powerful beings, or else summon lesser entities to them. They may even possess profound psionic power, or hold sway over a deathly state of being - Poetics. See Dominion.

Glamour.

Glamour is the ability to manifest unnatural power by channeling life force - Saol - through arcane-adapted biology. Some races including the Faefolk and Draconidae are born with the biology necessary to cultivate it. Magical creatures sometimes wield minor forms of Glamour to terrifying effect. See Glamour.

Practices.

Practices are a form of scientific magic derived from the world around the mage, using planar Alkahest or the strange laws of reality to manufacture Artifacts and bend the universe to their desire. What a Practice can do is theoretically without limitation, provided the necessary materials are on hand. See Practices.

Theorem Subjects

Arcanology.

Arcanology governs the study of Aether, Elementia, Psychism, and most Practices. See Arcanology.

Occultism.

Occultists deal darkly in all such topics associated with Blights and the undead; ghosts, including souls and the afterlife. Poetics, Nekros, and Malediction are also in their purview. See Occultism.

Theurgics.

Theurges study Pacts, Summoners, and the Planes as well as their gods and inhabitants. See Theurgics.

Lore.

Lore is the study of Glamour, Saol, supernatural flora and fauna, or races such as Dragons or Fae and their utilization in Practices. See Lore.

Sorcery Disciplines

Elementia

Exodus.

Exodii manipulate the aether of space itself to traverse great distances, sometimes breaching other planes of existence. See Exodus.

Fulgur.

Fulguri excite aether to conjure displays of power such as flame or lightning, or to overcharge the body. See Fulgur.

Abation.

Aboteurs sap the aether from matter to slow motions, manifest the ice from vapor in the air, or weaken the bodies of others. See Abation.

Zephyr.

Zephyri create wind and solidify gases to create storms and barriers, suffocate others, and fly. See Zephyr.

Aqua.

Aquari manipulate liquids and ocean currents, even manipulating the fluids in the body to puppeteer others or stop their bleeding. See Aqua.

Terrari.

Terrari sculpt all manner of minerals from sand to stone or even metal to crush, impale, or fashion. See Terra.

Blights

Devorare.

Devorar'e are vampires who abuse or siphon the aether found in the blood of living things for terrible deeds. See Devorare.

Scourge.

Scourges are curse mages who sacrifice their vitality to manipulate the ashes of death or weave terrible afflictions. See Scourge.

Succor.

Succori are afflicted with immense desire, leeching the passions of others to bolster their own dark charisma. See Succor.

Nightwalker.

Nightwalkers are souls maligned with therianthropy, periodically bursting with wild fervor as werebeasts. See Nightwalker.

Dominion Disciplines

Summoning.

Summoners form bonds with planar spirits as familiars, ripping powerful monsters from distant planes of existence to do their bidding. See Summoning.

Psychism.

Psychics cultivate the mind to achieve a power of their own for aetheric understanding, precognition, and force of will. See Psychism.

Pacts

Lucent.

Lumineers strike a pact with Andormu, Godhead of Aarda to wield dazzling displays of solid light. See Lucent.

Fabula.

Bards dirge a pact with Anok, Godhead of Antarok to hold subtle sway over stories, ideas, and fate itself. See Fabula.

Somnis.

Dreamwalkers beseech a pact with Somna, Godhead of Arcadia to travel lucidly across dreams and nightmares, dragging their consequences into the waking world. See Somnis.

Nimhea.

Nimhea weave a pact with Mimira, Godhead of Elphyne to wield the force of Saol, reinforcing and mending the flesh of living beings. See Nimhea.

Nekros.

Necromancers enter a dark pact with Hypnea, Godhead of Pandamonium to wield Miasmata for the purpose of uniting the living with the dead. See Nekros.

Faust.

Faustians make a deal with Balor, Godhead of Gehenna to forge pacts of their own with other beings. See Faust.

Absentia.

Nihilists submit to Nihilos, The Night-Father for the power of all and nothing so that he may one day swallow the world. See Absentia.

Poetics

Apparation.

Apparation is how discorporated undead traverse the planes and interact with the world around them. See Apparation.

Syphon.

Syphon is the power by which discorporated undead draw in energy from emotion and metaphor to sustain themselves. See Syphon.

Possession.

Possession is the power by which discorporated undead take possession of the living or objects. See Possession.

Remnant.

Remnant is the unnatural ability to bind the memories of the undead into totems that bend reality. See Remnant

Glamour Disciplines

Seeming.

Changelings such as Boggarts don the guises of other bodies and even personalities, taking a life lived as their own. See Seeming.

Shimmer.

Shimmer is the psychoactive dust spread by a Pixie or Sidhe to show those who sense it all manner of sensory illusions. See Shimmer.

Draoidh.

Druids inter nature within themselves to then connect with flora and fauna through a symbiotic bond. See Draoidh.

Grist.

Grist is the power of Draconidae such as Kobolds and Dragons to meld with their environment and impart aspects of themselves upon it. See Grist.

Practices

Alchemistry.

Alchemists such as Boggarts don the guises of other bodies and even personalities, taking a life lived as their own. See Alchemistry.

Shimmer.

Scrivening is the ability of a Pixie or Sidhe Fae to suffuse an area with psychoactive dust, showing those who sense it all manner of sensory illusion. See Exodus.

Draoidh.

Druids inter nature within themselves to then connect with flora and fauna through a symbiotic bond. See Draoidh.

Grist.

Grist is the power of Draconidae such as Kobolds and Dragons to meld with their environment and impart aspects of themselves upon it. See Grist.

Grist.

Grist is the power of Draconidae such as Kobolds and Dragons to meld with their environment and impart aspects of themselves upon it. See Grist.

Articles on Arcana

Definitions

Arcana · Arcana List · Potential · Variant · Gramarye · Theorem · Planes · Metaphor · Ascension

Practices

Practices · Alkahest · Contrivances

Galdr

Galdr

Glamour

Glamour

Welkin

Welkin · Pact · Poetics · Blight

Planes

Aetherium · Antarok · Ælphyne · Avernus· Gehenna· Arcadia

Aarda· Ur'Duun · Céleste · Lacon · Æylune · Læloch · Nihilos

Metaphor

Aether · Fabula · Saol · Miasmata · Anathema · Somnium

Luxium · Geomena · Aeris · Imber · Ardor · Absentia

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