Arcana: Difference between revisions
No edit summary |
Vicissitude (talk | contribs) No edit summary |
||
(57 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
<div style="background-color: #f8f8f8;> | |||
{{Starting Guide}} | |||
<div style=" | <div style="padding: 0px 20px 20px 20px; margin: 0px;"> | ||
<div style="width:80%;margin-left:10%;margin-right:10%;text-align:center;"> | |||
=Arcana= | =Arcana= | ||
Arcana is born of the '''Metaphorical Forces'''; more precisely, foreign '''Arcane Forces''' are antithetical to the individual '''dreams''' of the '''Godheads''' bleeding into one another, creating miracles that defy the natural laws each uses to ground reality. Every form of matter or [[Arcana]] can be traced back to the laws of another Plane by a [[Theorem|Theorist]]. Upper-case ''Metaphor'' always refers to one of these forces. | Arcana is born of the '''[[Metaphor|Metaphorical Forces]]'''; more precisely, foreign '''Arcane Forces''' are antithetical to the individual '''dreams''' of the '''Godheads''' bleeding into one another, creating miracles that defy the natural laws each uses to ground reality. Every form of matter or [[Arcana List|Arcana]] can be traced back to the laws of another Plane by a [[Theorem|Theorist]]. Upper-case ''[[Metaphor]]'' always refers to one of these forces. | ||
__TOC__ | |||
'''[[Arcana List|Click here for the Arcana List]] ☰''' | |||
==Overview== | |||
== | |||
<table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;"> | <table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;"> | ||
<tr> | <tr> | ||
<td> | <td> | ||
[[ | '''Magic'''—or '''Arcana''' as it is formally referred to—is a constant factor of every day life for the denizens of Antarok. This inborn power is seen as a holy right to some, and sacrilege to others. Much of the strife in Antarok can be attributed to this supernatural power and the practitioners who use it. Whether it is the humble [[Artifice|Artificer]] manufacturing golems to aid his [[Duty|Duties]], or the ascetic mage who cultivates his power to devastating affect, these unnatural abilities are wielded to decide the outcomes of conflict while advancing societies across the world. | ||
:In spite of its prevalence, Arcana remains misunderstood and vilified, and its failings are often overblown by its detractors; [[Galdr|Galsterei]] die when they fail initiation, an outcome that rends their soul and denies them the afterlife, and the devout opposed to magic will say the same about those powers of [[Welkin]] and [[Glamour]] which are antithetical to their views. | |||
</td> | </td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
==History== | |||
<table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;"> | <table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;"> | ||
<tr> | <tr> | ||
<td> | <td> | ||
[[ | Known since before written record, before humanity devolved from the [[Æld'Norai]], and before the Ælves devolved from the [[Faefolk]], Arcana is a fundamental part of existence made possible by the planar [[Metaphor]] existing in all things. | ||
</td> | </td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
== | ==Personal Arcana== | ||
<table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;"> | <table style="width:80%;margin-left:10%;margin-right:10%;text-align:left;"> | ||
<tr> | <tr> | ||
<td> | <td> | ||
Personal Arcana refers to various disciplines split between the inborn powers of [[Galdr]], [[Glamour]], and [[Welkin]], earned by birthright, circumstance, implantation, or ritual initiation. | |||
===Initiation=== | |||
Each form of Personal Arcana has its own Initiation ritual to contend. Failing this ritual is often random and fatal, but as we are writing the story, we get to dictate if those in our purview should live or die. Initiating into a Personal Arcana requires expending a [[Merit|Minor Merit]], but you may delay this so long as you cast none of its spells nor allocate XP to the discipline. | |||
=== | :Magi who initiate but avoid their Arcana are referred to as the ''Inconsummate''. | ||
===Spell Reserves=== | |||
A mage can cast '''one''' spell at their '''highest''' tier before experiencing Mageburn should they cast again. They may cast an '''additional''' spell at their highest tier for every discipline known of that same tier and source [[Metaphor]]. Additional spells ''beyond'' this limit will push them towards Light, Moderate, Heavy, and Fatal Mageburn. '''Spell Reserves''' for [[Galdr]] are derived from [[Aether]], not the Metaphor they dominate. Glamour use Saol, and Poetics use Miasmata. Each of the Pacts follow their own Metaphor. | |||
:Weaving spells of a lower tier is ''exponentially'' cheaper to the point an [[Ascension|Ascended]] can freely cast their Apprentice-level spells without ''any'' consequence. The highest tier spell a mage can cast is worth three of the one below it. At Expert skill, one spell becomes the potential for three Journeymen spells, three Journeymen spells becomes nine Apprentice spells, and nine Apprentice spells becomes a capacity for twenty-seven Novice spells. | |||
[[ | :'''Important:''' When casting a spell, please mention which spell was cast, and at which tier of skill. This will help us to understand which spell reserves are in use during canonization to verify the use was correct. A common error might be using two spells when you think you're using one, such as [[Apparation|Apparating]] which is two separate casts for changing Frequency to high and then back down to low. | ||
An [[Dragon|Adult Dragon]] (*1.5 Saol) with Master [[Grist]] (1) and Master [[Nimhea]] (1) would have 1.5 * (1 + 1) Spell Reserves, thus able to cast 3 times at their highest tier with Saol Metaphor disciplines before entering Mageburn. They cast a Grist breath at Expert, and annotate that they did so in their post; they have 2.66 Master Spell Reserves left, as Expert is 1/3 of Master. | |||
====Mageburn==== | |||
Each [[Arcana List|discipline]] utilizes a different form of '''Mageburn'''. This confers a consequence casting if one's Spell Reserves would go into the negative, possibly leading to death. The closer a mage is to emptying their Spell Reserves, the more they will feel something associated with the [[Metaphor]] they wield; for example, [[Aether]] will make the mage feel powerful and manic the more they use their magic. | |||
:Spells weaker than your current skill tier will confer exponentially less Mageburn. | |||
::*A cast at your highest tier while empty will send you into Major Mageburn. (9/9) | |||
::*A cast at 1 tier below your highest will send you into Moderate Mageburn. (3/9) | |||
::*A cast at 2 tiers below will send you into Light Mageburn. (1/9) | |||
::*A cast at 3 tiers below will move you towards Light Mageburn. (0.33/9) | |||
::*A cast at 4 tiers below will move you towards Light Mageburn. (0.11/9) | |||
::*A cast at 5 tiers below will not advance you towards Mageburn. (0/9) | |||
:::*This would only ever apply if an [[Ascension|Ascended]] mage casted at 5 tiers below, which is a Novice Level | |||
:Major Mageburn is always a crippling experience; a mage can no longer cast spells until they recover, and may even suffer permanent physical or mental injuries, or death. Empty is empty; even a mage with several Master-level disciplines would enter Mageburn if casting a Master-level spell while depleted. The only way to improve your Mageburn limit once you are a Master is to [[Ascension|Ascend]]. | |||
====Spell Recovery==== | |||
It takes about seven days for a mage to recover from empty Spell Reserves to their full capacity. There are many ways in which a mage might eke out more efficiency in their spells or recovery, some of which are [[Draoidh]], the expanded Spell Reserves of a [[Dragon]], [[Ensorcelling]], and [[Alchemistry]]. | |||
:Entering Mageburn prolongs this recovery period. Light Mageburn will add a week, moderate two weeks, and three weeks or more for Heavy. | |||
'''Note:''' If you overuse your spells without playing out Mageburn, a member of staff might ask that you keep a ledger. | |||
[[ | |||
[[ | |||
[[ | |||
[[ | |||
== | |||
[[ | |||
[[ | |||
[[ | |||
==== | ===Techniques=== | ||
Several techniques exist in a general sense for altering how a mage might utilize their spells. Each relies on the fulfillment of a certain requirement or condition to be available to the mage. | |||
== | ====Multi-Casting==== | ||
Multiple spells ''can'' be cast in the same moment provided the mage is canting from a [[Ensorcelling|Mirrored Conjuration]]. Mastery in Meditation or casting with a [[Familiary|Spirit Familiar]] might also confer this capability. | |||
== | ====Metaphorical Expression==== | ||
Magi can wield [[Metaphor]] to empower their spells through emotive action and circumstance. ''See: [[Metaphor]]'' | |||
</td> | </td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
</div></div></div></div>{{Arcana Footer}} | |||
[[Category:Arcana]] | |||
[[Category:Created by Aster]] | |||
[[ | |||
[[ | |||
Latest revision as of 22:56, 10 December 2024
☰ Starting Guide | |
---|---|
|
Arcana
Arcana is born of the Metaphorical Forces; more precisely, foreign Arcane Forces are antithetical to the individual dreams of the Godheads bleeding into one another, creating miracles that defy the natural laws each uses to ground reality. Every form of matter or Arcana can be traced back to the laws of another Plane by a Theorist. Upper-case Metaphor always refers to one of these forces.
Click here for the Arcana List ☰
Overview
Magic—or Arcana as it is formally referred to—is a constant factor of every day life for the denizens of Antarok. This inborn power is seen as a holy right to some, and sacrilege to others. Much of the strife in Antarok can be attributed to this supernatural power and the practitioners who use it. Whether it is the humble Artificer manufacturing golems to aid his Duties, or the ascetic mage who cultivates his power to devastating affect, these unnatural abilities are wielded to decide the outcomes of conflict while advancing societies across the world.
|
History
Known since before written record, before humanity devolved from the Æld'Norai, and before the Ælves devolved from the Faefolk, Arcana is a fundamental part of existence made possible by the planar Metaphor existing in all things. |
Personal Arcana
Personal Arcana refers to various disciplines split between the inborn powers of Galdr, Glamour, and Welkin, earned by birthright, circumstance, implantation, or ritual initiation. InitiationEach form of Personal Arcana has its own Initiation ritual to contend. Failing this ritual is often random and fatal, but as we are writing the story, we get to dictate if those in our purview should live or die. Initiating into a Personal Arcana requires expending a Minor Merit, but you may delay this so long as you cast none of its spells nor allocate XP to the discipline.
Spell ReservesA mage can cast one spell at their highest tier before experiencing Mageburn should they cast again. They may cast an additional spell at their highest tier for every discipline known of that same tier and source Metaphor. Additional spells beyond this limit will push them towards Light, Moderate, Heavy, and Fatal Mageburn. Spell Reserves for Galdr are derived from Aether, not the Metaphor they dominate. Glamour use Saol, and Poetics use Miasmata. Each of the Pacts follow their own Metaphor.
An Adult Dragon (*1.5 Saol) with Master Grist (1) and Master Nimhea (1) would have 1.5 * (1 + 1) Spell Reserves, thus able to cast 3 times at their highest tier with Saol Metaphor disciplines before entering Mageburn. They cast a Grist breath at Expert, and annotate that they did so in their post; they have 2.66 Master Spell Reserves left, as Expert is 1/3 of Master. MageburnEach discipline utilizes a different form of Mageburn. This confers a consequence casting if one's Spell Reserves would go into the negative, possibly leading to death. The closer a mage is to emptying their Spell Reserves, the more they will feel something associated with the Metaphor they wield; for example, Aether will make the mage feel powerful and manic the more they use their magic.
Spell RecoveryIt takes about seven days for a mage to recover from empty Spell Reserves to their full capacity. There are many ways in which a mage might eke out more efficiency in their spells or recovery, some of which are Draoidh, the expanded Spell Reserves of a Dragon, Ensorcelling, and Alchemistry.
Note: If you overuse your spells without playing out Mageburn, a member of staff might ask that you keep a ledger. TechniquesSeveral techniques exist in a general sense for altering how a mage might utilize their spells. Each relies on the fulfillment of a certain requirement or condition to be available to the mage. Multi-CastingMultiple spells can be cast in the same moment provided the mage is canting from a Mirrored Conjuration. Mastery in Meditation or casting with a Spirit Familiar might also confer this capability. Metaphorical ExpressionMagi can wield Metaphor to empower their spells through emotive action and circumstance. See: Metaphor |
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 |