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Rapscallion
Rapscallion
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Arcane Magic Empty Arcane Magic

Sat May 27, 2023 10:43 pm
Arcane Magic

The most pure of the magics, Arcane magic is often said to represent the true form of Arcane energy. Mages who wield this magic are the most dedicated of scholars, spending years or even decades to master it. Unlike other branches of magic, Arcane magic requires only a pure study of the Astral Plane and the study of sigils. Other mages must learn these things, but Arcane mages must truly master these concepts. Skilled Arcane mages are often so proficient with sigil literacy that they can utilize sigils as a pseudo-language.

Arcane magic requires a +15 Focus value to learn.

Astral
There is only one branch of Arcane magic, known as astral magic. Astral magic is often starry and ethereal looking in its form, and has the unique capabilities to manipulate magic itself. Astral mages are known commonly as wizards, diviners, or sorcerers.
Arcane Magic 4a5be3912da3641654113dab3c6e2952

Illusion

[T1] Minor Illusion: Create a minor targeted illusion such as balls of light, small non-physical items, or muddy footprints.
Physical interaction with the illusion passes through it, possibly revealing it to be an illusion.
  • The illusion can occupy a space up to an area of 2 cubic meters.
  • Other mages with this spell can see through the illusion.
  • The illusion lasts a maximum of one hour.

[T1] Phantasmal Flurry: Create a swarm of small, short-lived illusions to distract and harass a target or obscure an area briefly.
Phantasm
  • The illusions last only for an instant.
  • They can be used in two ways: Obscure, which covers 3 cubic meters completely before vanishing at the end of the caster’s next turn.. Harass, the illusions target a single opponent and harass them. If successful, the opponent suffers a -10 penalty to their next attack.

[T2] Blur: Using illusions of yourself, you cause your form to shift and blur, making it difficult to see where you really are.
  • Rolls made to strike the caster with projectiles or attacks have a -5 penalty.
  • An individual may spend an entire turn trying to discern where the original is, rolling as if to resist a Phantasm. If successful, they can fight unimpeded.
  • This spell lasts for 1 minute.

[T2] Auditory Illusion: The caster creates an illusion of a sound, able to perfectly mimic any sound they can think of, be it an animal cry, slamming door, or strange voice.
  • This spell cannot be used to mimic another’s voice.
  • This spell can be maintained for as long as the caster wishes, though the sound must remain the same type with a single casting.

[T2] Greater Illusion: Create a large, complicated visual illusion for a time that occupies a fair amount of space.
  • Requires Minor Illusion.
  • Physical interaction with the illusion passes through it, possibly revealing it to be an illusion.
  • The illusion can occupy a space up to an area of 5 cubic meters.
  • Other mages with this spell can see through the illusion.
  • The illusion can be Maintained for up to 1 hour. This spell can be Maintained simultaneously with Auditory Illusion.

[T3] Invisibility: The caster creates an illusion around themselves, causing them to take on the appearance of the space behind them and become transparent.
This spell can be Maintained for as long as the caster desires. Sharp or complex movements break the invisibility, such as attacking, evading, or casting spells.

[T3] Mirror Image: The caster creates perfect illusory copies of themselves, completely indistinguishable.
  • This spell can be Maintained.
  • If the Greater Illusion spell is cast while Mirror Image is being Maintained, the copies can be freely manipulated and can move anywhere the caster can see.
  • The copies make sounds as if corporeal, but have no substance. They cannot be touched. If touched, a copy disappears.
  • An individual may spend an entire turn trying to discern whether a copy is the original, rolling as if to resist a Phantasm. If successful, they determine whether it is a copy or the original.

[Focus] Glamour: The caster creates a flawless illusion centered on themselves, taking on the disguise of an animal or humanoid.
Ritual
  • A GM or Admin must be contacted before this ritual is performed. The ritual consumes 32 Arcane Essence.
  • The illusion is perfect. It mimics the sounds, smells, and feel of the subject.
  • The disguise can be any size equal to or smaller than the caster. Even if smaller, the illusion makes it seem as though touch passes through where the caster is.
  • This spell lasts for up to 1 OOC day, before needing to be cast again.

Manifestation

[T1] Astral Arrow: The caster fires a small, quick moving ethereal arrow that arcs in the air towards its destination.
Projectile

[T1] Minor Conjuration: The caster conjures a small, simple object from the Astral Plane.
  • This object can be no larger than 1 foot on a side and weigh no more than 5 pounds. It must be an object the caster has seen.
  • The object must be inanimate and non-magical.

[T2] Blink: By creating a small rift between the physical realm and Astral Plane, the caster can manipulate space and move from one point to another instantaneously.
  • The caster can move a maximum of 15 meters.
  • The caster must be able to see the location they wish to Blink to.

[T2] Astral Eye: The caster creates a small mass of arcane energy, which can be shaped into an eye or a small blue animal. By closing their eyes, they can see through this eye.
  • This spell can be Maintained for up to 10 minutes.
  • The Eye can move through solid surfaces, up to a maximum of 100 meters away from the caster.

[T2] Astral Barrage: The caster manifests a massive swarm of darts formed from arcane energy, which they send towards a target.
  • Wave
  • This spell covers a 2x2 area, affecting every creature within.
  • This spell can be Maintained, creating and firing barrages every turn. The caster can move the area each turn.

[T3] Astral Pursuer: The caster unleashes a slow-moving bolt of pure arcane energy that follows a target until it connects.
  • Projectile
  • The spell ends only if it impacts a solid surface.
  • Even if the spell is evaded, the pursuer continues.
  • While the caster Maintains the spell, it can avoid any obstacle. Otherwise, it moves in a straight line.

[T3] Grand Conjuration: The caster conjures a large, complicated construct from the Astral Plane.
  • Requires Minor Conjuration.
  • The object can be no larger than 5 feet on a side and weigh no more than 25 pounds. It must be an object the caster has seen.
  • The object must be inanimate and non-magical.

[Focus] High Teleportation: The caster first marks a complex teleportation sigil in a location. They can return to this mark at any point, teleporting through space across mass distances.
  • Creating a mark requires contact with a surface and a full turn. The mark remains indefinitely. This does not drain mana. The mark cannot be removed.
  • The caster can choose to cast this spell as a Ritual, allowing them to bring up to five people along with them when recalling.

Alteration

[T1] Minor Manipulation: Using arcane energy, the caster can manipulate a light object.
  • This spell can move objects only as fast as the caster could manually.
  • This spell can control a combined weight of up to 10 lbs at one time.
  • The objects can be moved out to a range of up to 30 meters.
  • This spell can be Maintained for as long as the caster wishes.

[T1] Tranquil Mind: The caster manipulates their local perception of time, causing time to seem to speed or slow around them.
  • This spell can be Maintained, and the caster cannot move while doing so.
  • By causing time to speed up around them, the caster can pass hours in what feels like an instant to them.
  • By causing time to slow around them, the caster can gain extra time to think.

[T2] Intermediate Manipulation: Using arcane energy, the caster can manipulate larger objects.
  • Requires Minor Manipulation.
  • Objects controlled by this spell can be flung, causing them to become Projectiles.
  • This spell can control a combined weight of up to 50 lbs at one time.
  • The objects can be moved out to a range of up to 30 meters.
  • This spell can be Maintained for as long as the caster wishes.

[T2] Featherweight: The caster manipulates the weight of an object, causing it to become lighter or heavier.
  • The caster can increase or decrease the weight of an object by up to 200 lbs.
  • The caster must make physical contact with the object they wish to manipulate.
  • The caster can cast this spell multiple times on multiple objects, Maintaining them all simultaneously. Being interrupted causes all objects to return to their regular weight.

[T3] Greater Manipulation: Using arcane energy, the caster can manipulate objects that exceed what they could ordinarily.
  • Requires Intermediate Manipulation.
  • Objects controlled by this spell can be flung. A single object becomes a Projectile. A mass of objects becomes a Wave.
  • This spell can control a combined weight of up to 200 lbs at one time.
  • If the caster controls the full 200 lbs simultaneously, they can make two attacks in a turn while the spell is active.
  • The objects can be moved out to a range of up to 30 meters.
  • This spell can be Maintained for as long as the caster wishes.

[T3] Force Barrier: The caster creates a barrier of manipulated space in front of them in an instant, blocking all physical projectiles and attacks.
  • This spell can be cast in lieu of rolling to resist an attack. The wall remains until the caster begins their turn.
  • The spell creates a 9x9 wall of protection in front of the caster.

[Focus] High Manipulation: Using arcane energy, the caster moves objects far beyond human limits.
  • Requires Greater Manipulation.
  • Objects controlled by this spell can be flung. A single object can be flung as a Projectile with such force that it deals two instances of damage. A mass of objects can be thrown, affecting an area of 3x3 meters as a Wave.
  • If the caster controls at least 200 lbs of objects simultaneously, they can make two attacks in a turn while the spell is active.
  • This spell can be used on a creature, being resisted as if it were a Bind. If the caster succeeds, the creature can be freely manipulated.
  • This spell can control a combined weight of up to 500 lbs at one time.
  • The objects can be moved out to a range of up to 30 meters.
  • This spell can be Maintained for as long as the caster wishes.

Ward

[T1] Silence: The caster creates a simple ward over another mage, temporarily blocking their connection to the arcane.
  • Phantasm
  • This spell can be Maintained.
  • While under the effect of this spell, the opposing mage can cast no spells.

[T1] Clarity: By focusing a brief ward on the caster’s mind, they can detect the presence of external magical mind-affecting magic.
  • The caster learns if they are under the effect of any magical effect altering their mind. Minor effects can be ignored.
  • The caster does not learn the nature of the effect, only its presence.

[T2] Detect Magic: The caster inspects a target or object for the presence of magical properties.
  • The caster can detect magic only within 4 meters.
  • The caster cannot detect the magic of illusions or suppressed magical effects, such as an untransformed lycanthrope.

[T2] Arcane Charge: The caster sends their own arcane energy into another, be that of another mage or object.
  • This spell causes another mage to recover 2 mana.
  • This spell can be cast on oneself, causing the caster’s next spell to become free. It must be Channeled for 1 turn to cast a Focus spell.


[T3] Arcane Drain: The caster siphons energy from a mage or other magically charged creature or object, regaining some of their energy at the expense of another’s.
  • Phantasm
  • On a success, the caster drains 3 mana from a target, regaining 4 mana themselves.


[T3] Astral Ward: Using arcane energy, the caster creates a local field that protects themselves from magical effects.
  • This spell lasts for 10 minutes.
  • It can repel new effects, though does nothing to existing effects.
  • This spell affects only the caster, though if Maintained on casting it can instead cover a 5x5 area centered on the caster while the maintenance is upheld.
  • The spell ends after repelling a combined total of 3 tiers worth of spells.


[T3] Counterspell: The caster interrupts another mage’s spellcasting, ending the spell before it can begin.
  • This spell is cast on another’s turn, though it consumes the caster’s next turn. It cannot be used if the user has no next turn.
  • The countered mage still expends mana.


[Focus] Antimagic: The caster creates a powerful ward that completely nullifies all magical effects in its radius.
  • This creates a 7x7 area around the caster that completely ends and nullifies all magical effects in its area while the spell is Maintained.
  • This spell can be cast on another’s turn, consuming the caster’s next turn. If done in this way, the caster can avoid rolling to resist an incoming spell.
  • This spell can be cast as a Ritual, focused on a single target or object. If done in this way, the caster consumes 64 Arcane Essence and removes all magical effects permanently from the target.

Astral Vigors

Novice’s Manipulation: Manipulate a tiny, insignificant object within a short range.
  • The object can be at most 2 lbs.
  • This spell is only effective up to 3 meters away from the caster.

Paltry Alteration: The caster changes an object’s physical makeup in some trivial way, such as changing its color or reshaping small elements.
  • This spell can only be used to make cosmetic changes to an object.

Minor Mirage: Create a small illusion that can fit in the palm of one’s hand.
  • Must be Maintained.

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