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Big D00d
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Post by Æther on Mar 4, 2019 13:54:33 GMT
[nospaces] [attr="class","opmind"] [attr="class","opmindtop"] [attr="class","opmindtopp"] [attr="class","opmindtopcenter"]ARCANISM [attr="class","opmindblurb"] [attr="class","opmindblurb1"] Arcanism is all about the study and comprehension of magic. Arcanism deals with the manipulation and streamlining of aether to achieve any number of effects. Arcanists solely cast magic in the form of spells that usually require some kind of medium to take effect, whether that be speech, hand signs or other forms of seals or sigils. Arcanists can learn spells from any type of magic without being restricted. However, this type of magic requires extensive study, research and practice to perfect. Arcanist characters need to have studied magic sometime in the past. Even a simple spell such as throwing a lightning bolt can take weeks of practice and memorization to be properly cast.[break][break] Hexes - The first type of spells available to Arcanists are called Hexes. They require very little invocation to perform. A wave of the hand or a single spoken word may be enough. However, their effects are congruent with their ease of use. They are simple applications of magic that require barely any concentration to cast and can typically be slung around in rapid succession.[break] Sorceries - The second type of spells available to Arcanists are called Sorceries. Sorceries are the more powerful versions of Hexes, while still remaining relatively simplistic. These typically need several words, large motions of the hands, or extensive signs or sigils to be performed. They require some amount of concentration and usually can't be rapidly cast, but tend to still be fast acting.[break] Incantations - The last type of spells available to Arcanists are called Incantations. Incantations are complicated spells that not only require some form of extensive verbal cue or some form of physical preparation such as a series of hand signs to perform, but also require concentration to execute and maintain. The rule is usually, the greater the preparation needed, the more powerful an incantation can be.[break][break] Starting Kit:[break] 3 Hexes[break] 1 Sorcery[break] 1 Incantation
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AGE
22
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Big D00d
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Post by Æther on Mar 4, 2019 14:00:38 GMT
[nospaces] [attr="class","opmind"] [attr="class","opmindtop"] [attr="class","opmindtopp"] [attr="class","opmindtopcenter"]INVOCATION [attr="class","opmindblurb"] [attr="class","opmindblurb1"] Invocation is the school of magic that deals with drawing out the latent effects that Aether has on humans. Anyone can become an Invoker, but it requires someone to be highly Aether-attune. During the process of studying Invocation, an Invoker will eventually receive an Imprint. Imprints are linear abilities that don't require any kind of medium apart from the user's body to perform. No preperation and very little knowledge of magic is ultimately required to practice Invocation. Due to this, Invokers spend their time strengthening these innate magic powers by excercising, meditating and working out their abilities, much like a muscle, rather than trying to understand magic and its inner workings. The more skilled an Invoker, the easier of a time they will have channeling and using their ability, and the less stamina it will take.[break][break] Imprint - Imprints are the unique signatures that develop within an Invoker's body, similar to an Enchantment. In other words, their ability. Imprints are usually linear abilities that rely on singular interactions with the world. These linear abilities may interact in various ways with the environment, but will generally not change and can't be modified once manifested. An Invoker is not limited to one Imprint, and can have multiple Imprints within him that can be used simultaneously and in conjunction. Master class Invokers will have a whole array of Imprints at their disposal. [break] Invocations - Although treated like Spells, Invocations are not truly spells, as they require no external medium such as signs, shapes or words to be performed, but are rather focused applications of an Invoker's Imprint. These focused applications generally don't require any physical medium as Spells do, but still require concentration and focus to cast and maintain. An Invoker with the Imprint to generate flames might cast an Invocation that allows him to control and shape those flames.[break][break] Starting Kit:[break] 1 Imprint[break] 2 Invocations[break]
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AGE
22
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Big D00d
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Post by Æther on Mar 4, 2019 14:19:38 GMT
[nospaces] [attr="class","opmind"] [attr="class","opmindtop"] [attr="class","opmindtopp"] [attr="class","opmindtopcenter"]ARTIFICE [attr="class","opmindblurb"] [attr="class","opmindblurb1"] Artifice is the practice of forging and enchanting magically charged objects, known as Artifacts. An Artifact is the name given to a physical vessel capable of channeling and changing large enough quantities of Aether to produce the desired effect. These effects are achieved through Enchantments placed on the Artifacts. The general rule is, the higher in quality an Artifact is, the easier it is to place an Enchantment on it, and the more complex and powerful and Enchantment is, the higher in quality an Artifact needs to be for it not to break. For this reason enchanted Artifacts can usually only be wielded by their creator, as only they know how to properly utilize the Enchantment. Artificers are naturally not limited to one Artifact, and master class Artificers can wield multiple Artifacts at once.[break][break] Artifact - An Artifact is an item that has the potential to store and channel Aether through it, changing it in the process. The Artifact functions as the basis for an Artificers ability to perform magic, and an Artificer can wield as many Artifacts as is physically possible for them. Artifacts are always created from scratch. Due to the forging process, Artifacts become incredibly tough objects. This allows an Artifact crafted out of wood to be tougher than any steel sword you could buy in a shop.[break] Enchantments - Enchantments are Spells, similar to those an Arcanist would use, that permanently alter the way Aether flows through an Artifact. This allows an Artificer to channel Aether through an Artifact to produce a desired effect. These effects are as variable as any magic, but the best Artificers know how to craft Enchantments that will synergize with the functionality of their Artifact.[break] Releases - Enchantment Releases are simple spells that allow an Artificer to activate certain functions of an Enchantment that would otherwise lie dormant, creating a technique. If an Artifact can create fire, a Release may allow the user to create a continuous stream of it without much effort.[break] Augmentations - Augmentation is a technique that allow an Artificer to alter an Enchantment by temporarily enhancing it to achieve a more powerful version of the Enchantment. This can even make the Artifact alter its appearance. It can also change the way the Enchantment affects the Artifact, while building on its basic functions.[break][break] Starting Kit:[break] 1 Artifact[break] 1 Enchantment[break] 1 Release[break] 1 Augmentation
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Big D00d
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Post by Æther on Mar 4, 2019 14:38:11 GMT
[nospaces] [attr="class","opmind"] [attr="class","opmindtop"] [attr="class","opmindtopp"] [attr="class","opmindtopcenter"]theurgy [attr="class","opmindblurb"] [attr="class","opmindblurb1"] Theurgy deals with the study of aether-attune creatures and the means to bind them to someone's will to utilize their strengths and weaknesses. This "binding" of a living entity happens by means of magic, turning them into so-called "Familiars". This usually involves mental and at times physical confrontation, where a mage attempts to invade a creature's mind and subdue it. The more physically able and intelligent a creature is, the more difficult it is for a Theurgist to bind a creature. Some Familiars may be bound to a user by choice. As most aether-attune creatures display a near-human level of intelligence it is not uncommon for a Theurgist and their Familiar to develop relationships. A Familiar usually can't disobey their Theurgist's will, but still retains self-awareness. A Familiar can exhibit a range of abilities depending on their species. A Theurgist is not limited to binding one Familiar. Usually Familiars remain in the vicinity of their Theurgists to call upon them immediately.[break][break] Familiars - A Familiar is a typically aether-attune creature that displays one or several magical powers that are bound to a Theurgist's will, who can use their Familiar's abilities as they please. Familiar's can vary greatly in size, physical strength, endurance and traits. They are usually kept close by a Theurgist to fight alongside or for them. A Theurgist and their Familiar have a mental link for purposes of communication that is established during the process of binding.[break] Traits - Traits are the natural abilities Familiars possess that are always at a Theurgist's disposal. They can be plentiful and easily rival the abilities of even gifted mages, depending on the Familiar. [break] Transmutation - The act of transcribing the physical traits and powers of a Familiar onto the user to give to temporarily allow the user to wield a Familiar's powers. This can be done remotely without impeding on a Familiar's abilities for the Theurgist to be able to fight alongside their Familiar, or even alone. For every Trait that a Theurgist wants to transmute, a new transmutation must be created.[break][break] Starting Kit:[break] 1 Familiar[break] 3 Traits[break] 1 Transmutation[break][break] SPECIAL RULING (important): As a Theurgist, if you decide to make a Familiar with human, or close-to-human levels of intelligence that you have the ability to communicate with, you MAY have SOMEONE ELSE roleplay that familiar for you! The person roleplaying your familiar does not need to fill out a separate application for your familiar, but your character's Theurgist application in which the familiar they would roleplay is named, acts as their character application. This dynamic can only be entered ONCE by anyone. You can not have a familiar roleplayed by someone, if you roleplay someone else's familiar. You can not roleplay a familiar, if you have a familiar roleplayed by someone.
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