Arcane (magic)

From Valwiki

Jump to: navigation, search

Arcane magic manipulates mana in its pure form, unaltered by elements, gods, or other forces. Where other magic may have an aura or spells which are coloured according to their element, this is not strictly true for Arcane magic. While Arcane spells are often seen as light blue, this may just be visualisation of the commonly held belief that pure mana has a colour.


Contents

Spells

Prestidigitation

[ARCANE- Illusion: Potency I]

Duration: N/A

Cooldown: 1 Turn

Range: 30 Feet

Target: The mage or a surrounding person

Effect: Prestidigitation allows the mage to create one small magical effect instantly. Only one object may be changed by this spell, and the list of possible changes is finite: the mage can clean it, change it's color, make it glow very faintly, or palm it as if using sleight of hand. This spell is not generally considered particularly useful, and is usually used as a training exercise.


Alter Appearance

[ARCANE- Illusion: Potency II]

Duration: 10 Turns

Cooldown: 1 Turn

Range: 30 Feet Diameter

Target: non-living objects

Effect: This spell alters the appearance of any non living movable object in terms of size, shape, texture, color and surface. The item can still be moved though it's original traits do not realistically change.


Rank II: The spell can now be performed with a gesture and can last for an hour. It can also be applied to a set of items (for example clothes, book pages, etc.)


Change Face

[ARCANE- Illusion: Potency II]

Duration: 1 Hour

Cooldown: 2 Turns

Range: N/A

Target: The caster

Effect: Picturing the desired alterations to their facial features, the mage uses mana to create the impression that they look different than they do. Any facial features many be altered (including hair), but the mage cannot use the spell to change their height, weight, stature, gender or so on.


Rank II: The illusion may now be maintained for as much as two hours.


Orb of Force

[ARCANE- Force: Potency II, Offensive]

Duration: N/A

Cooldown: 1 Turn

Range: 20 Feet

Target: A foe

Effect: The mage gathers raw mana in their palm, shaping it into an orb. When it makes contact with a target, the orb strikes with blunt force, knocking them back and winding them. If not thrown immediately, the orb will dissipate.


Rank II: The mage may now create an Orb in each hand, and no longer needs to throw the orbs immediately. The orbs can be held for up to two rounds before they break down.


Illusory Wall

[ARCANE- Illusion: Potency I]

Duration: 2 Turns

Cooldown: 1 Turn

Range: 10 feet

Target: Terrain

Effect: The mage creates a flat illusion roughly the size of a full-length mirror. It has no depth, and will only look convincing head-on.


Rank II: The Illusion can now become the size of a house front, allowing it to be cast over a wall, a gate, etc. It can also be maintained for up to 5 turns.


Invisibility

[ARCANE- Illusion: Potency II]

Duration: As long as the mage maintains it

Cooldown: 4 Turns

Range: N/A

Target: The caster

Effect: The mage covers themselves in a complex illusion, making them invisible. They are still solid, make sounds, and smell. While Invisible, the mage can do nothing and must spend 1 turn to drop the illusion.


Rank II: The mage’s sounds and smells are now masked as well, and they can raise the illusion of invisibility with only three turns of cooldown.


Knock

[ARCANE- Miscellaneous: Potency I]

Duration: N/A

Cooldown: 1 Turn

Range: Melee

Target: A simple lock

Effect: By focusing on a small, simple lock, the mage is able to manipulate mana in such a way that it breaks the lock open. While the spell is certainly a useful one, it can only be used to open small metal locks, and does not work on larger mechanisms such as heavy locks, reinforced doors, or gates. Note: If the type of lock is unclear, an RP Admin should be consulted.


Lingua Arcanum

[ARCANE- Miscellaneous: Potency II]

Duration: The duration of one roleplay

Cooldown: N/A

Range: N/A

Target: The caster

Effect: The mage is able to speak in a strange, indecipherable language. The mage can choose who understands them and doesn't, but even those who don't understand can tell the mage is speaking a language. The people who understand the caster will still speak in their native tongue.


Rank II: The mage can now also write in the Lingua Arcanum, designating the person who can read it by sealing the writing with a ribbon and writing the person's full name on it.


Mana Shield

[ARCANE- Force: Potency II, Defensive]

Duration: 5 Turns

Cooldown: 3 Turns

Range: Melee

Target: A foe

Effect: The mage gathers raw mana and forms it in such a shape that it can be held like a normal shield. Neither mundane nor magical attacks can pierce the shield, but it is no larger than a normal metal shield. The shield cannot be broken, but it fades away after five turns in battle.


Rank II: The shield can now be conjured in an instant, but will only last for two turns if created in this manner and has a 3 turn cooldown. Mages may still spend three turns to create the shield normally.


Teleport

[ARCANE- Miscellaneous: Potency II]

Duration: N/A

Cooldown: 4 Turns

Range: N/A

Target: The Caster and another person

Effect: After previously preparing a specific teleportation point, the mage may, by concentrating on that point, teleport to that location. Preparation requires a short ritual, and a thorough knowledge of the location. The mage must prepare the teleportation point each time he or she wishes to use the spell.


Rank II: The mage may now teleport another person with them (to the specific point) by making physical contact with them while the spell is being cast.

  • Note: As the secret of the teleport spell is largely unknown, any mage wishing to learn it must find a mage who has mastered the spell to teach it to them ICly. In addition, specific RP Admin approval is required.


Sub-branches

There are several sub-branches of Arcane magic which are technically no different from normal arcane magic. However, because they often deal with particular types of spells, mages have sought to categorise them as seperate types of magic. This is not actually true, but they demonstrate interesting elements of magical culture, and are therefore useful to examine.


Illusionism

Illusion magic is often considered to be its own branch of magic, but it is actually arcane magic because it deals only with clean, pure mana. Having said this, some mages declare themselves 'illusionists' rather than mages of arcane magic, and in the past many such mages have focused exclusively on manipulating mana to create illusions. As a result, the distinction between illusionism and regular arcane magic is in mindset only. Any arcane mage can, if they wish, learn so-called illusion spells and, likewise, any would-be 'illusionist' is able to learn other arcane spells.


Void magic

Void magic is a difficult term because it is based on an entirely fictional premise: the existance of a 'void', a plane of nothingness. The basic idea of 'void magic' is that the mage draws on 'nothingness' from the void, disrupting the material plane in such a way that they can alter it as they wish. The idea of void magic encompasses spells as varied as portalling, spell cancellation and teleportation. The very idea of void magic is actually based on a misunderstanding of how magic works. All of the spells which are considered 'void magic' are, in fact, spells which manipulate pure mana. Cancellation, for instance, uses pure mana to break down another mage's spell as it develops, and teleportation uses pure mana to alter the location of matter.


Portals

Portals (mentioned above) are the creations of arcane magic, but their secret has long been lost. It is rumoured that because the mage is attempting to create a permanent link from one place to another, to create a portal requires a long, complex ritual. It is this ritual that modern magical theorists no longer understand, but as with many magical mysteries, continue to strive for.

Anyone wishing to create a portal should contact several RP Admins.

Personal tools