Magic
Magic Type: Ancient Magic
Auxiliary Benefit: +50% Spell Damage
Description: Arcane magic is what Order is most commonly perceived as in reality. Innately volatile, wielding this type of energy requires intense precision and concentration. Conversely, highly destructive dark or black magic is what Disorder is typically manifested as. This brutal and extremely addictive energy is normally fueled by drawing life from living beings. Mages can be as adept with the arcane, as warlocks or shadowcasters are with dark magic.
Students gifted with a keen intellect and unwavering discipline may walk the path of Arcane magic. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. Mages of the arcane are diviners of secrets, balancing the ebb and flow of incredible mystic energies. Unparalleled skill is required to manipulate the volatile forces of the universe.
These practitioners push their magical knowledge to its very limits — often to the brink of their own exhaustion, and at great risk to the world around them. Those who master this craft are capable of releasing a barrage of unrelenting power upon their enemies, drawing upon replenishing energies to maintain their assault for as long as the battle demands.
Uncommonly perceived as cold and intellectual — Arcane is a magic that warps time and space, and controls the flow of mana, which is just a measure of a fundamental power. By comparison, if mana were water, then arcane would be steam pressure. As such, it is noted to be pulled from ley lines, channels of immense magical power that course through the earth itself. These ley lines are like blood vessels of the earth, carrying magical energy instead of scarlet fluid.
Furthermore, Arcane practitioners also fluently speak an ancient language known as R'Lyehian, an often misinterpreted demonic language that has since been lost to time. Through perseverance and unrelenting dedication, one may master it and conjugate with other Arcanist's using it's hidden power. This is also the language in which Arcane spells and texts are written in, and used alongside, making it as unique as it is impossible to learn or read them without knowing.
The Three Archaic Schools of Magic: Each Arcane practitioner is capable of utilizing all three of the schools of Archaic Magic. The School of Projection, the School of Knowledge and the School of Hidden Arts. An individual may have access 1 school per every predesignated rank. These are the following:
D-Rank: May learn and utilize 1 School of Magic (Selected by Practitioner)
B-Rank: May learn and utilize 2 Schools of Magic (Selected by Practitioner)
S-Rank: May learn and utilize all 3 Schools of Magic (Protection/Knowledge/Hidden Arts)
- School of Projection: Abjuration Magic
~ Abjuration is the study of protective magic and one of the most important schools to study. The most generalized abjuration spell is the mana shield, a spell that transmutes raw mana into a barrier that protects the caster from attacks. Properly executed, this spell can protect against even the most formidable of attacks - but the mana shield is very difficult for a novice to master. It often takes months of practice to even conjure a simple mana shield, and thus, more basic alternatives exist.
A series of elemental armor spells were invented to aid in the unfortunate case that one be attacked. These spells require far less raw energy to cast then a mana shield and are more easily maintained over time, but lack the raw potency of the mana shield. Rather than stopping an attack completely, a frost armor spell might simply decrease the effectiveness of the assault. The more advanced armor spells grant other benefits - for example, the potent mage armor spell actually assists the caster in regaining magical power more easily. - School of Knowledge: Divination Magic
~ Divination is the school of magic dedicated to gathering information. Powerful divinations can allow one to see targets from a great distance, or even view what may normally be invisible. One of the most common uses of divination magic is scrying, which is the art of seeing something that may be far away - perhaps even on another plane of existence. This type of magic also opens the door to Enchantment Magics, which is the process of imbuing an object - or person - with magical power. Some enchantments are temporary, while others can offer permanent benefits.
Enchanting can be difficult to learn, but it is one of the most potentially lucrative forms of magic to study. Disenchanting is the process of dispelling or removing magic. The dispel magic spell is among the most important in a one's arsenal, as it can potentially reverse the catastrophic effects of a misfired spell. It is also possible to permanently disenchant a magical item. This produces a unique form of crystallized mana that can be used in the process of imbuing another item with magical abilities. While this can get expensive, it is often one of the best ways to study the enchanting process. - School of Hidden Arts: Transmutation Magic
~ Transmutation is among the most useful of all the three schools of Arcane Magic, allowing a one to manipulate time and space. Perhaps the most iconic Transmutation spell being Polymorph, which allows a mage to turn something - or someone - into something else. Fortunately for the target, the effects are not permanent. The second most famous use for transmutation magic is teleportation. The most basic teleportation spell is 'Blink', and it remains among the most useful. Blink can be used to quickly escape a foe - or save a mage who has accidentally fallen off a cliff.
Spells that manipulate time also fall into this category. The 'Feather Float' spell is an excellent alternative to falling to your death (and much more reliable than Blink at this function). More advanced practitioners of the arcane arts can also learn a spell that slows the movements of their enemies. This type of magic also opens the door to Illusionary Magic, which is essentially the art of deceiving reality itself. The mists of illusion can make one invisible or inaudible to the world or twist the image of a location into something entirely different.
Illusion can be used for disguise or manipulation, but beware, spells to counteract illusions exist in the divination school. Contrary to popular belief, illusions are far more than mere parlor tricks. The spell of invisibility is among the most integral in a battle mage's repertoire. Illusions can also be used to deceive opponents into thinking that one is elsewhere, or even trick enemies into fighting each other. This is no easy task, but the accomplished illusionist can turn allies into enemies - and his or her own enemies into allies.
Unique Abilities:
Unlocked at D-Rank
- Word of Power | Kadishtuor:
Kadishtuor is an advanced Arcane spell that allows the user to convert their magical energy into lifeblood for survival. This can be used on either a target (by touch), or the caster themselves. Activation is triggered by using the R'lyehian word: "Kadishtuor". Upon which time, the magic begins to compress similar to blood-clotting and affects the users body in healing wounds, cuts or intense bruising or gashes. This can only be used twice per thread and has a cooldown of 4 posts.
Disclaimer: This converts the users current rank (D-S) worth of mana into HP. This process takes 1 post to take effect, caster receives HP in the following three posts. Accordingly, in regards to the table, the following HP amount is regained depending on the casters IC (In-Character) Rank. The sequence in action is as follows:
"Word Trigger | Kadishtuor" ⇒ (Sequence Initiation)
"Post 1: Regains 1/3 of Predesignated HP." ⇒
"Post 2: Regains 2/3 of Predesignated HP." ⇒
"Post 3: Regains 3/3 of Predesignated HP." (Sequence End)
D-Rank: 40 HP (P1: 13, P2: 13, P:3 14)
C-Rank: 60 HP (P1: 20, P2: 20, P3: 20)
B-Rank: 80 HP (P1: 28, P2: 28, P3: 24)
A-Rank: 100 HP (P1: 33, P2: 33, P3: 34)
S-Rank: 120 HP (P1: 40, P2: 40, P3: 40)
Unlocked at B-Rank
- Word of Power | Ah'mgehye:
Ah'mgehye is an advanced Arcane spell that allows the caster to release a shockwave from the core of their body that is capable of knocking back both physical and magical objects, spells or beings. Activation is triggered by using the R'lyehian word: "Ah'mgehye". Upon which time, magical energy is violently expelled from the center of the users body in a shockwave surrounding the caster by 360 degrees in entirety, in all directions. This wave travels 30 meters in all directions at a speed of 15m/s. Can only be used three times per thread and has a cooldown of 2 posts. At B-Rank, the statistics of the ability increase to 100 meters in range and 50m/s. At S-Rank the statistics of the ability increase to 200 meters in range and 100m/s.
In regards to the shockwave itself coming into contact with a person, magical being or entity, this ability causes 1/2 of the casters Rank in damage to the affected person(s). Accordingly, the damage ratio is as follows:
D-Rank: 20 HP
C-Rank: 30 HP
B-Rank: 40 HP
A-Rank: 50 HP
S-Rank: 60 HP
Disclaimer: This can only repel spells up to the casters Rank in power. Any other spells above the rank of the caster are affected by slowing down when coming into contact with the shockwave. In this instance, the affected spell is reduced in speed by 1 Rank lower than the spell itself. (IE: A D-Rank caster can deflect a D-Rank spell; however if the caster is D-Rank for example and a C-Rank spell comes into contact with the shockwave, from the point of contact, it is lowered in speed equal to D-Rank.) Furthermore, usage of this ability requires the same mana cost as the rank of tothe user.
Unlocked at S-Rank
- Word of Power | Ahlw'nafhor:
Ahlw'nafhor is an advanced Arcane spell that allows the caster to dispel virtually any negative effects on the user in both mind and body. Activation is triggered by using the R'lyehian word: "Ahlw'nafhor". By twisting the very foundations of the spirit, focusing the magical energy within the soul. This ability specifically is mentioned in texts to be an Arcane practitioners most important and fundamentally necessary Word of Power. The negative effects removed are listed below.
⇒ Debuff Effects
⇒ Bond Magic Effects
⇒ Takeover Magic Effects
⇒ Damage-Over-Time Effects (DoT's)
⇒ Immobilization Effects
⇒ Drain Effects
⇒ Charm Effects
⇒ Visual/Auditory Hallucinogenic Effects
⇒ Poison
⇒ Illusory Effects
⇒ Magic-Induced Sensory Effects
Disclaimer: This is treated and acts like a spell. The caster can only remove effects based on the current Rank of the caster. Any effects imposed on the caster beyond their rank have no effect. Furthermore, this ability requires mana equal to the Rank of the effects they are attempting to remove. These stack and are concurrent depending on how many effects are taking place simultaneously while dispelling. This means if the caster is under three of these effects, and they cast "Ahlw'nafhor", they must pay three individual costs to alleviate all 3 negative effects.
Spells:
- Abjuration | Mana Shield:
Name: Mana Shield
Rank: D
Type: Instant, Defensive, Burst
Damage: Damage Deflection | Rank of Caster x3 Spells = Shield MAX HP.
D-Rank | 40 x 3 = 120 MAX HP.
C-Rank | 60 x 3 = 180 MAX HP.
B-Rank | 80 x 3 = 240 MAX HP.
A-Rank | 100 x 3 = 300 MAX HP.
S-Rank | 120 x 3 = 360 MAX HP.
Range: Places a 3 foot gap between the caster and the edge of the shield, which normally nullifies collateral damage on impact. A spell of greater power than the caster will naturally bypass the shield and deal damage is intended on contact.
Speed: Self/Melee
Duration: 3 Posts.
Downside: Once dispelled the caster must wait approximately three (3) posts after it is dispelled to recast it.
Description: The spell is cast simply, the user channels Arcane energy throughout the body and expels it simultaneously. Normally having a trigger, such as reaching out and grasping the air, skilled practitoners (B-Rank+) can cast it without a trigger. The spell is instantaneous in the sense that it immediately covers the entirety of the casters body as soon as it is cast and has no drawback on when/how it is applied during combat or otherwise. The shield is 'prismatic' in appearance, and looks more or less like a heat shimmer emanating from the casters body while active.
- Transmutation | Blink:
Name: Blink
Rank: D
Type: Instant, Defensive, Burst
Damage: N/A
Range: 20 Feet in any predesignated direction (chosen by caster).
Speed: Instantaneous upon casting.
Duration: 1 Post.
Downside: Once cast, the spell requires a 2 post cooldown before being able to be cast again. If used too many times during a single topic, the caster can suffer from disorienting effects and can even cause loss of consciousness from overuse depending on the rank of the caster. This is elaborated on below.
D-Rank | May use up to 4 times per topic before disoriented, a fifth results in passing out for 3 posts.
C-Rank | May use up to 5 times per topic before disoriented, a sixth results in passing out for 4 posts.
B-Rank | May use up to 6 times per topic before disoriented, a seventh results in passing out for 5 posts.
A-Rank | May use up to 7 times per topic before disoriented, an eighth results in passing out for 6 posts.
S-Rank | May use up to 9 times per topic, and suffers no disorienting effects, however an attempt to cast for a tenth time will result in passing out for 7 posts.
Description: The spell is cast, literally as the name suggests, by blinking and sends them in a direction of the casters choice. Once activated, the caster is propelled in the direction of their choosing almost instantly, appearing 20 feet (no more, no less, this cannot be altered) from their aforementioned position. The benefit this carries it that it does negate/dispel 'Stun' or 'Root' effects, however, it does not negate Snare-type, Daze-type, Charm-type, or Sleep-type effects. During long periods of walking, Blink can effectively shorten the total travel time, and during a travel topic, receives a 20% bonus for how fast they arrive at their intended destination.
Drawback Description: Disorientation, as defined, is the condition of having lost one's sense of direction - or momentarily stuck in a state of mental confusion. People who are disoriented either don't know where they are because they've lost their sense of direction, or they don't know who they are because they've lost their sense of self. Disoriented people feel confused, particularly about place and purpose. As such, disorientation only lasts for 1 post following when it is put into effect from 'Blink' overuse, but must be emphasized by the caster while affected. In conclusion, while disoriented, a caster cannot use any type of spell while disoriented until their following post (when the disorientation wears off). This can only be used once per post.
- Abjuration | Archaic Cascade - Burst Volley:
Name: Archaic Cascade
Rank: D
Type: Multi-Target, Burst, Instant
Damage: 5 HP per each Arcane Bolt, +5 HP per each bolt as it makes contact.
Range: 15 Meters (49 Ft)
Speed: 15m/Sec (49 Ft/Sec)
Duration: Initial Post
Downside: Due to its short range, the caster must be in relatively close to the target in order for absolute spell effectiveness.
Description: The caster channels Arcane mana throughout their body and expels it through their hand. Upon release, a volley of approximately 10 bolts of Arcane energy is propelled from their palm in the direction of their target. These bolts are homing, but only if the target remains in the casters field of vision. If they were to move out of their view, or the vision of the caster is blocked before or while casting, the bolts continue on a straight path until they make contact with something of physical, spiritual or magical composition; where damage is dealt accordingly.
Each bolt does approximately 5 HP worth of damage, with each consecutive bolt adding an additional +5 HP damage per each bolt that makes contact. This means that with every bolt that lands on a target, both predesignated and undesignated, every following bolt does an additional 5 HP damage. The table for calculating this is found below. There are more advanced variations of this spell for those of a higher rank and spellcasting ability, and each variation has its own damage table. For all intensive purposes, this will only outline the D-Rank variation's damage capabilities. Bolt (9) and Bolt (10) deal an additional +5 HP upon contact, as the target becomes especially susceptible to Arcane energy following the first 8 bolts that make contact (assuming all 10 bolts make contact consecutively).
Arcane Bolt (1): 5 HP (5 Total Damage)
Arcane Bolt (2): 5 HP (10 Total Damage)
Arcane Bolt (3): 5 HP (15 Total Damage)
Arcane Bolt (4): 5 HP (20 Total Damage)
Arcane Bolt (5): 5 HP (25 Total Damage)
Arcane Bolt (6): 5 HP (30 Total Damage)
Arcane Bolt (7): 5 HP (35 Total Damage)
Arcane Bolt (8): 5 HP (40 Total Damage)
Arcane Bolt (9): 10 HP (50 Total Damage)
Arcane Bolt (10): 15 HP (65 Total Damage)
- Abjuration | Polymorph:
Name: Polymorph
Rank: D+
Type: Single-Target, Instant
Damage: N/A
Range: 90m
Speed: 90m/s
Duration: 5 Posts
Downside: The user cannot cast spells for 1 post following activation of Polymorph, as it requires such mental strain that it momentarily exhausts the casters system from overhauling their mana production channel.
Description: The caster holds out their palm in the direction of their target and closes their fist. Once closed, a large glowing blue cloud-like beam of Arcane energy is expelled from their hand (or medium such as a staff, wand, etc). This beam will home in on the target for as long as the caster can maintain eye contact with the target.
If the vision of the caster is at any time blocked or interrupted momentarily, the beam continues on a straight path until contact is made with something of physical or magical composition. If for any reason the caster is able to reacquire clear vision of the target while the beam has yet to make contact with something, the beam will then adjust its path and trajectory and begin to home in on the target yet again, this process repeating, situation given, until the beam makes contact with something.
Upon contact with a target, the affected is then put ithe influence of a polymorph spell, which turns them into an animal of the casters choice (sheep, goat, rabbit, etc). The target remains this way for up to 5 Posts, or until they are harmed in a way that makes them lose HP. Upon which time they are immediately transformed back into their normal appearance. This can only be used up to three times per topic. Lastly, this spell cannot be used simultaneously, meaning only one target can be under the influence of polymorph at any time.
Last edited by Nerisella Pegason on 6th July 2019, 8:58 am; edited 15 times in total