Arcane magic is the most widely spread magic throughout the realms. It is a type of Magic that does not require more than study and repetition, and so well known that many books are sold and written about it, though of course, some types are kept secret from the masses. A mage that uses arcane magic draws his powers from the void, a realm of thoughts and emptiness, which he must first learn how to connect to.
The Void, Mana and Auras
Arcane Magic is the archetype of magic which is fueled by The Void, or more specifically mana. The Void is an empty plane of existence where things may be created with the use of ones imagination and willpower. Many teachers of the Arcane often teach students with the following proverb: "The Void is nothing, yet everything. Like our imagination, it may be dull and empty; or it can be full and colorful". The Void as a whole is simply a plane where nothing exists, unless the mage makes it exist. Since one must connect to the Void, this means a basic line of communication must be established, generally gained through meditation and practice. Since Void users must be connect to draw on the Void, distractions are capable of severing the connection for Novices, while Masters are capable of holding onto their connects until they are drained of mana, or wounded. It should be noted that only mages of proper age can connect to the Void. Those under the age of 16 can receive mental damage if they connect to the Void, and so those of the age of 16 and above can begin to practice magic.
This is found everywhere, in everything. Souls produce passive mana, too (every sort of soul, including those of dogs, liches and every other soul-holder). Souls can only directly manipulate passive mana produced by themselves. If passive mana is produced by a soul, that soul can convert it into active mana. Thusly, a ‘mana pool’ is how much passive mana a soul has produced. Typically, a soul never uses its passive mana pool, and the excess passive mana seeps away as aura. Passive mana is not found on one’s physical person, and is instead found around their soul. When passive mana is produced by a soul, it is specific to that soul, and thus when it seeps to become aura or is converted to active mana and burned, it has a specific aura colour. All soul-bearing individuals require passive mana to survive, and thus converting all of one’s passive mana into active mana results in death (the death occurs due to being unable to do anything, be it breath, think or move). Passive mana is capable of being manipulated or changed, though this is an ability that only magics can do. Shade magic, for example, may convert passive mana into Amber, whilst alteration may manipulate passive mana and alter the properties of objects.
Mana pools are how much mana we have in our person, and this determines how grand our spells can be, along with the duration a spell can be held in our world. Mana pools are governed by two things; Skill level and Magic type. Skill level is simply how skilled you are at manipulating mana for your specific Sub-type. For example; the longer you train in the use of Evocations, the better and more efficient you are at manipulating mana for that sub-type. Magic type is a little more complicated, different magic Sub-types are naturally more mana consuming then others, a few examples of very draining Sub-types are as followed: Alteration, Arcane Evocation and Conjuration. Although far more difficult to learn if one of these are your first Sub-type, you will naturally get a bigger mana pool then someone who's first Sub-type was Illusion, or perhaps an Evocation.
Auras are a side-effect from the Void, and is deeply personal to mage's. An Aura directly reflects a mages personality through it's color, which will be listed below this section, though these colors are merely suggestions. Likewise, while auras have a color, they are not actually visible in most cases. Aura is generated from the mana pool regularly, and if a mage uses large amounts of mana at once for spells, they in turn produce more aura. Imagine a fire; the more wood you put on it, the more smoke is formed. Much like this fire, the mana pool can generate more aura depending on how much mana you're using at a given time. Auras are generally harmless and are simply a way of self expression. Some magics such as Arcanism, Alteration, and Shade are directly tied to Auras, and are heavily effected by them. Auras are able to be openly role-played without being Lore breaking, so feel free to get interesting with it.
Blue: Calculatedness and logicality (Sometimes emotional coldness)
White: Benevolence, order and innocence.
Brown: Nurturing and caring
Yellow: Greed (Sometimes optimism)
Red: Dominance, power and control (Sometimes tyrannical natures)
Green: Harmony and balance (Sometimes vanity).
Black: Chaos and malevolence.
Sub-types of Arcane Magic
Arcane is the Arch-type of all the following Sub-types, these are also known as "roots".
Alteration is manipulation of properties in the physical world.
Transfiguration [Includes enchanting, transmutation and warding/abjuration]
Is a magic with three very useful spells/things they can do which is enchanting, transmutation, and warding/abjuration. Enchanting involves putting magical properties onto an object, then putting mana into a precious stone for the magical properties to feed off that mana. Transmutation involves knowing the properties of an object to alter it, IE melting steel you’d need to know at what temperature it melts at. Warding is essetintionaly a shield that can block multiple magics and abjuration is a projectile that can block one certain magic.
Telekinesis [The manipulation and lifting of objects]
Telekinesis is basically, as you’d think, the lifting of an object by altering its gravity and velocity. To levitate an object you must first study and learn the speed of motion, number of objects being lifted, and the size and weight of the object, it is also impossible to lift energy and liquids, an example is fire and water. As one practices telekinesis over the years they begin to lift heavier and larger objects than what they could do before.
Void Translocation [Dematerialising matter in the Void for later use]
Translocation is disassembling and assembling inorganic material or just material into the void for storage. To do this the person must know everything about the material they are disassembling inside and out. In the disassembling and reassembling process, it’d take about as long and as much effort to send and receive the object from the void.
Void Shifting [Dematerialising yourself in the Void for teleportation uses]
Voidal shifting is using the void to teleport to location nearby. The shifter would focus on a spot, and depending on how long you’ve been practicing you’d have different distances you’d be able to go to, the shifter then sets an anchor on the spot before showing some sign of teleporting. They’d then explode in mist, the color of your aura, before appearing at the spot you focused on. You can not go too far up or down, and may not go through bars, glass, or blocks.
Evocation is the construction of artificial elements or organic tissues.
Elemental Evocation is an Arcane magic associated with summoning, or the evoking of false elements. Elemental evocation does not control the existing elements, it creates a temporary version of them that disappear after the magic stops being done, yet their effects remain. Because evocation requires detailed study of an element, the thing must exist exist within the natural world in order to be evoked. Of course there are the exceptions of the elements that would be too dangerous to evoke or that would require too much energy, such as lava and acid. Fire, water, earth, air, and electricity are the known and practiced elements.
Arcanism involves manipulating pure magical energy. This magic subtype is highly tailored to each specific mage and allows an entire arsenal of different spells to be woven. Each caster will also see their unique aura color effect the color of their casted spell. From beams of energy to weapons made completely of magic to tools and even displays of art the subtype allows almost total control of its shape and abilities. The advanced sect of Arcanism is Celestial Arcanism which involves the use of metamorphic aura to meld magic with other Arcanist for stronger spells, magical insight on all things arcane and the binding of Celestials as familiars, or a mage pet.
Conjuration involves evoking living creatures from the void. This can be fish, insects, animals, plants, and elemental creatures as well. The conjurist must first study the animal they want to create, dissect them watch them etc. Once this is done they may connect to the void and make the creature through mana. At first they will make weaker creatures, but as they practice and get use to it they will be able to create larger creatures from the void.
Illusion is the manipulation of emotions, and the five senses, such as sight, smell, sound, touch and taste.
Sensory Illusion [A form of illusion in which the mage attempts to influence the mind to fabricate senses and emotions.]
Sensory magic is the use of tricking someone, or more, into thinking there is something there that actually isn’t. The user would create an illusion of something, such as pain, a smell, an object, and much more and the other person would think that, that thing is there. The downside is that the person would have to feel or see the illusion they want to create. Of course when you just start you will only do small illusions, such as smell, but as you practice you will be able to create far greater illusions, and possibly even disguise yourself.
Cognatism [A specific form of Illusion that uses visual aids and mental manipulation to increase intelligence and imagination.]
Cognatism is where the user splits their mind into two. Once the cognatist does this the person will have two minds, and at first it will be very confusing for them and their thoughts will get bunched up, but as they get use to it, it becomes useful. The cognatist can strengthen their illusionary magic, protect them from mental magic, and when they get stronger get a spectator mind. If one meditates long enough they can do a spectator mind which gives them a stream of data which can kill them, or gives them an incredibly useful or useless revelation.
Mental Magic [Involves accessing the minds of individuals to read thoughts and make illusions.]
Mental magic is where the user would connect to the void, and then connect to the other person's mind. Once this is done the person can do many things, view thoughts, create illusions, make you forget things that just happened recently, and a lot more.
Runesmithing [Smithing magical runes.]
Runesmithing is the use of inscribing runes to do different tasks. The runesmith would need to have very steady hands, would have to have the right tools and preparation before they can even get ready to create the rune. Once the preparations are done, the runesmith would take thanium chalk, and begin to inscribe the rune. Depending on what they want to create, they’d write in the runic language for the word, if they wanted to create fire they’d put it in the language. Doing this would create fire if the rune smith were to say the words to activate it, or touch the rune if they chose it either of these ways. If a runesmith wanted they could use their blood so that the rune only activate by them, as well.
Voidal Feeling [Discovering more about an item through magic.]
A means of discovering more about an item, Voidal Feeling utilizes mana and the knowledge of the caster to acquire the knowledge a mage craves. A mage must understand how much active mana can seep within an object, forcing them to do multiple calculations and experiments to figure out how much mana can fit in certain sizes and shapes. Once one understands how much active mana can seep within an object, a mage can then feel it-- sliding their mana within the body of the item.
Arcane Displacement [Creating portals through the Void.]
Arcane Displacement is a highly coveted ability, bestowed upon a mage by the Planar Dicate, a tome of power. It allows the practitioner to create three linked sets of portals, spanning anywhere in Axios.
Soul Puppetry - Through blood, flesh and other natural resources one is able to curse another from any range through a doll.
Blood Magic - The second generation of Blood Magic. It utilizes genus, a form of energy in the blood to elevate spells to a cataclysmic tier.
|Arcane Magic||Alteration||Transfiguration · Telekinesis · Void Translocation · Void Shifting|
|Evocation||Elemental Evocation · Arcanism · Conjuration|
|Illusion||Sensory Illusion · Cognitism · Mental Magic|
|Other||Runesmithing · Voidal Feeling · Arcane Displacement · Soul Puppetry|
|Deity Magic||Shamanism · Druidic · Clerical · Muun'Trivazja · Ascended Magic · Monk Magic|
|Dark Magic||Blood Magic · Dark Shamanism · Draakar's Boon · Fi'hiiran'tanya · Fjarriauga · Necromancy · Shade · Mysticism|
|Artificery||Arcane Familiars · Golemancy|