Magecraft: The Simulacrum: Difference between revisions
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Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction. | Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction. | ||
== Casting Magecraft == | == The Focus & Casting Magecraft == | ||
The Focus | |||
=== The Focus === | |||
The focus in simple terms is a tool designed to cast the spells of the mage, no more or less in function. Be it an orb, a lute, a staff, a deck of cards or an amulet, it can come in any form without restriction, but the basics remain the same. It serves no greater purpose by itself then simply being the point at which you channel mana into the form of a spell. They appear normal to the naked eye until they are activated to cast a spell, but are always active when seen with magical sight. | |||
A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body. | A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body. | ||
=== Creating Focuses === | === Creating Focuses === | ||
To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the | To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the instrument, and the wielder being within it for a few minutes, committing to an action that is intimate with the focus itself, (I.E playing a tune with the lute, preparing your hair and correctly fitting the headpiece or pin where it belongs) and finally, casting a spell with the focus which completes the connection. | ||
Attuned focuses have an element of magical protection, making them difficult to break unless by unweaving. Furthermore, mages are capable of summoning their attuned focus to them at any time without expending an action. To use a focus, it must be attached to the mage’s body in some way shape or form, even if connected via an artificial limb, or limb which is not directly touching, but has some connection to the body. | |||
=== Preparing Spells & Spell Tiers === | === Preparing Spells & Spell Tiers === | ||
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*Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired. | *Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired. | ||
*Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means. | *Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means. | ||
A spell either requires concentration or not. A spell with concentration is usually channelled for multiple turns. While concentrating on a spell, a mage cannot cast another spell or make an attack. If concentration is broken, the concentrated spell ends. Some spells may be active for as long as the caster is concentrating. This is called Channelling. | |||
== Levels of Knowledge == | == Levels of Knowledge == | ||
Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to | Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to Adept, the next level of learning. | ||
*Spells Learned: 1-9 | *Spells Learned: 1-9 | ||
*Signature Spells: 0 | *Signature Spells: 0 | ||
*Spell Points: | *Spell Points: | ||
**Tier 1: | **Tier 1: Four Points | ||
**Tier 2: N/A | **Tier 2: N/A | ||
**Tier 3: N/A | **Tier 3: N/A | ||
Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others magecraft at a slower pace as long as they remain at this level. They can learn | Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others magecraft at a slower pace as long as they remain at this level. They can learn 3 signature spells, and once they learn their twentieth spell, they automatically advance to Magister, the final level of learning. | ||
*Spells Learned: 10-19 | *Spells Learned: 10-19 | ||
*Signature Spells: 3 | *Signature Spells: 3 | ||
*Spell Points: | *Spell Points: | ||
**Tier 1: | **Tier 1: Five Points | ||
**Tier 2: | **Tier 2: Three Points | ||
**Tier 3: N/A | **Tier 3: N/A | ||
Magister: Magister magecraft users are those who have begun to master the power of magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others magecraft. They can learn a maximum of thirty spells alongside | Magister: Magister magecraft users are those who have begun to master the power of magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others magecraft. They can learn a maximum of thirty spells alongside 5 signature spells, and have reached the edges of conventional wisdom. | ||
*Maximum Spells: 30 | *Maximum Spells: 30 | ||
*Signature Spells: 5 | *Signature Spells: 5 | ||
*Spell Points: | *Spell Points: | ||
**Tier 1: | **Tier 1: Six Points | ||
**Tier 2: | **Tier 2: Five Points | ||
**Tier 3: | **Tier 3: Four Points | ||
== The Infusion Ritual & Learning Magecraft == | == The Infusion Ritual & Learning Magecraft == | ||
=== Infusion === | === Infusion === | ||
The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate | The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate spell which mimics the enlightenment of original magic, though without a leyline or the protections usually offered by the spell used to defend their aurum. Upon the completion of the ritual, a new magical initiate is created, who begins their journey anew like so many others have before them. | ||
=== Teaching and Learning === | === Teaching and Learning === | ||
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|} | |} | ||
For example, it takes an Initiate mage 5 (OOC) days of RP to learn a spell from a Magister mentor. These are days in which RP of learning the spell must take place between student and mentor. The days do not have to be consecutive. If a student changes mentor while they are learning a spell, the days of learning carry over. | For example, it takes an Initiate mage 5 (OOC) days of RP to learn a spell from a Magister mentor. These are days in which RP of learning the spell must take place between student and mentor. The days do not have to be consecutive. If a student changes mentor while they are learning a spell, the days of learning carry over. A Magister’s understanding of magecraft is such that they may teach other mages spells that are not in their grimoire, even if they do not use that spell themselves. | ||
==== Teaching Non-Mages ==== | ==== Teaching Non-Mages ==== | ||
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==== Self-Teaching ==== | ==== Self-Teaching ==== | ||
Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell. | Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell. | ||
=== Signature Spells === | === Signature Spells === | ||
A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If | A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If 3 mages in total know the spell, it is added to the list of known spells and no longer consumes a signature spell spot. |
Revision as of 21:07, 13 January 2025
[This trait falls under the Mixed Acquisition Restriction of the Guidelines & Restrictions clause, and must be acquired through roleplay.]
[This system is a work in progress and not yet released.]
Magecraft Trees | Transmutations & Transfixions | Overburn |
Summary
Magecraft is a developed ability created by the peoples of this world to wield and use what little mana is left. Origin magic was, for millennia, the standard form of magic. Miracles and powers which were used and abused in equal measure by all the races in the world..until one day the Miasma appeared. Without warning, this small violet cloud began to enshroud the world around it, absorbing the elements of life, and leaving nothing but more of itself in its wake.
Aura, Mana, Shakti. Nothing was safe nor sacred as its cloud spread over city after city, landmass after landmass. Draining from the land, mana, and in turn origin magic, slowly began to fail. At some point, the miasma itself evolved, and managed to turn one of their greatest tools, and their greatest defense against them. Those who wielded origin magic began to suffer from corrosion sickness, much like those who were within the cloud for too long. Many lost magi began to appear due to this, and in response, origin magic was banned by the nations of the world to try and prevent the spread.
But it could only do so much. Magic was an essential piece of the world, and many things were lost forever without it, so an alternative had to be found before losses mounted further. Though her name is now lost to time, a breakthrough occurred when a magi managed to discover an old system which used a vastly weaker form of magic called magecraft as a substitute to origin magic. Though it was an extremely dated simulacrum of the miracles they could once perform, it did not cause corrosion sickness.
Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction.
The Focus & Casting Magecraft
The Focus
The focus in simple terms is a tool designed to cast the spells of the mage, no more or less in function. Be it an orb, a lute, a staff, a deck of cards or an amulet, it can come in any form without restriction, but the basics remain the same. It serves no greater purpose by itself then simply being the point at which you channel mana into the form of a spell. They appear normal to the naked eye until they are activated to cast a spell, but are always active when seen with magical sight.
A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body.
Creating Focuses
To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the instrument, and the wielder being within it for a few minutes, committing to an action that is intimate with the focus itself, (I.E playing a tune with the lute, preparing your hair and correctly fitting the headpiece or pin where it belongs) and finally, casting a spell with the focus which completes the connection.
Attuned focuses have an element of magical protection, making them difficult to break unless by unweaving. Furthermore, mages are capable of summoning their attuned focus to them at any time without expending an action. To use a focus, it must be attached to the mage’s body in some way shape or form, even if connected via an artificial limb, or limb which is not directly touching, but has some connection to the body.
Preparing Spells & Spell Tiers
Casting spells is different for every magecraft user. While the technique behind it leads to the same result, how people go about them is radically different depending on your focus, your personality, and how the wielder imagines it when they cast it.
Not all spells are on an equal level to one another. Some are more complex and powerful then their lesser cousins, causing discrepancy in the amount of energy needed to cast them. The more intricate the spell, the more energy that must be invested to achieve the desired result.
- Cantrips: The basic foundations of magecraft, these spells range from simple levitation of objects, to magical writings, creating a small lightsource, or something making a small flame in one’s hand. These spells are easy to learn and can be taught even in a limited capacity to those who do not partake in magecraft, but their effects are extremely minor.
- Tier 1: This tier contains spells which are more complex in nature then basic cantrips, and require effort and energy to be able to cast. Useful in a pinch and for general use, they can achieve greater results than cantrips, but lack the complexity and power that higher tier spells can achieve.
- Tier 2: The proverbial backbone of a magecraft user's knowledge, tier 2 spells are potent abilities which range wildly in variety based on the trees of magic that exist, but are capable of both big and small results that pack plenty of punch.
- Tier 3: The real heavy hitters, tier 3 spells are extremely complex and powerful spells that achieve very large and potent results, but in turn require just as much force put into them which they put out. For a single wielder, this is the peak of what they can safely achieve without harming themselves or their focus.
- Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired.
- Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means.
A spell either requires concentration or not. A spell with concentration is usually channelled for multiple turns. While concentrating on a spell, a mage cannot cast another spell or make an attack. If concentration is broken, the concentrated spell ends. Some spells may be active for as long as the caster is concentrating. This is called Channelling.
Levels of Knowledge
Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to Adept, the next level of learning.
- Spells Learned: 1-9
- Signature Spells: 0
- Spell Points:
- Tier 1: Four Points
- Tier 2: N/A
- Tier 3: N/A
Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others magecraft at a slower pace as long as they remain at this level. They can learn 3 signature spells, and once they learn their twentieth spell, they automatically advance to Magister, the final level of learning.
- Spells Learned: 10-19
- Signature Spells: 3
- Spell Points:
- Tier 1: Five Points
- Tier 2: Three Points
- Tier 3: N/A
Magister: Magister magecraft users are those who have begun to master the power of magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others magecraft. They can learn a maximum of thirty spells alongside 5 signature spells, and have reached the edges of conventional wisdom.
- Maximum Spells: 30
- Signature Spells: 5
- Spell Points:
- Tier 1: Six Points
- Tier 2: Five Points
- Tier 3: Four Points
The Infusion Ritual & Learning Magecraft
Infusion
The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate spell which mimics the enlightenment of original magic, though without a leyline or the protections usually offered by the spell used to defend their aurum. Upon the completion of the ritual, a new magical initiate is created, who begins their journey anew like so many others have before them.
Teaching and Learning
Even the greatest of mages were once novices, and required a mentor to guide them. A mentor’s guidance is crucial in navigating the intricacies of magic, ensuring that the mages of tomorrow wield their gifts with aplomb and control. As each generation of mages rises, they carry forward the teachings of those who came before, preserving the ancient knowledge and breathing life into the ever-evolving tapestry of magic.
A mentor is a mage that has achieved either the Adept or Magister level of Magecraft and has taken on a student. A student may be of any level and may learn as much as they choose, be it a Magister who wishes to learn a spell from one of their peers or a Initiate taking their first steps into Magecraft. A student learns a spell from a mentor by studying and observing their spellcasting technique, understanding the theoretical composition, and practicing the spell themselves. The time taken to learn a spell is determined by both the student’s and the mentor’s respective ability, and is given by the following table:
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For example, it takes an Initiate mage 5 (OOC) days of RP to learn a spell from a Magister mentor. These are days in which RP of learning the spell must take place between student and mentor. The days do not have to be consecutive. If a student changes mentor while they are learning a spell, the days of learning carry over. A Magister’s understanding of magecraft is such that they may teach other mages spells that are not in their grimoire, even if they do not use that spell themselves.
Teaching Non-Mages
In some cases, non-mages can be taught limited magic. Although the process takes longer due to a lack of experience and attunement, a non-mage may be taught one cantrip. It takes a non-mage 12 days (OOC and containing RP) to learn a cantrip, and they can only be taught by a Magister. Non-mages may also wield tier 1 spells, but only if reagents from that spell are prepared for them by a mage.
Self-Teaching
Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell.
Signature Spells
A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If 3 mages in total know the spell, it is added to the list of known spells and no longer consumes a signature spell spot.