Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Ascension: Difference between revisions

From Antarok
No edit summary
No edit summary
Line 24: Line 24:


==Arche==
==Arche==
Those who Ascend in a [[Pact]] are qualified to become the [[Spirit|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.
Those who Ascend in a [[Pact]] are qualified to become the [[Spirit|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 possess 1/2 the Spell Reserves when casting their Arcana, and may create additional spells to wield with the Pact of their Plane which surpasses the normal write-up whilst they are upon that Plane.
:Similar to a [[Familiary|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.
:Similar to a [[Familiary|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.



Revision as of 06:23, 7 March 2025

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

Mutations

The Ridhinne of the body changes, altering the visual appearance of the Ascended and their spells. This can be something as subtle as a trace smell, the color of the fire they wield, or a vivid hue of the eyes, or as extreme as a Draoidh shifting their biology into an amorphous mass of vines which may no longer speak and must use its own spells to propel itself.

Sometimes, there is no outward change, and sometimes these changes manifest over time at one uses their Arcana. Adjusting this Ridhinne would be the work of a Grandmaster Maltrician.
Submit any appearance changes to the Support Forum; you may include them with your Ascension Quest as well.

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 possess 1/2 the Spell Reserves when casting their Arcana, and may create additional spells to wield 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.

Arches

There is no Arche of the Aetherium, but a Paragon would come close.

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

Main Page