Arcanism (skill)
Elements can found all throughout existence, and are some of the fundamental building blocks that constitute reality. A trained arcanist can manipulate these ambient elements around themselves to bring forth small feats of magic. Though not as destructively potent as magic drawn directly from the Planes, this ambient magic is easier to shape into delicate, subtle or longer-lasting effects.
Arcanism differs from its counterpart, Sorcery, in that its practitioners manipulate all ambient elements except for Shadow.
Skill | Rank | Percent | Description |
---|---|---|---|
Missiles | Inept | 0 % | Batter your foes with errant arcane missiles. |
Reflection | Novice | 0 % | Create a distracting illusion of yourself. |
Arcaneskin | Apprentice | 0 % | Draw an ethereal cloak to guard you from harm. |
Flight | Apprentice | 50 % | A spell to allow you control of the skies. |
Mark | Capable | 0 % | Mark a target with a battlefield designation. |
Manatap | Capable | 50 % | Tap into your reserves to restore some mana. |
Countercurrent | Adept | 0 % | Protect yourself from venoms. |
Illusion | Skilled | 0 % | Conjure an illusion of your choice. |
Dispel | Skilled | 33 % | Destroy traces of magic. |
Vivacity | Gifted | 50 % | A lively body improves your boar tattoo. |
Ensorcell | Expert | 0 % | Enact an arcane aegis in your location. |
Chromatics | Expert | 25 % | Infuse your illusions with vibrant color. |
River | Expert | 50 % | Create a forceful tide of arcane magic. |
MirrorDelay | Virtuoso | 0 % | Have a reflection appear after a given delay. |
Soar | Virtuoso | 50 % | Fly into the sky and past barriers. |
Phantasm | Fabled | 33 % | A lingering illusion. |
Colourspray | Fabled | 66 % | Release a spray of blinding colour. |
Mirage | Mythical | 33 % | Cloak the identities of all present. |
Attunement | Transcendent | 0 % | Secure an aegis within your city. |
Glyphs
Skill | Rank | Percent | Description |
---|---|---|---|
Observation | Inept | 0 % | Detect those who trespass upon its location. |
Glyphs | Inept | 0 % | Trace arcane glyphs in your location. |
Portal | Adept | 33 % | Open a portal to someone. |
Destruction | Adept | 66 % | Break apart their physical form. |
Irritation | Skilled | 66 % | An unbearable itchiness. |
Addling | Gifted | 25 % | Corrupt their clarity of mind. |
Entrapment | Gifted | 75 % | Bind your foe with arcane ropes. |
Slumber | Expert | 75 % | Send them into a deep sleep. |
Arrogance | Virtuoso | 25 % | Egotism as its finest. |
Leaching | Virtuoso | 75 % | Great minds think alike. |
Gravity | Fabled | 0 % | Prevent others from taking flight. |
Clarity | Mythical | 66 % | Greater precision with greater magics. |
Missiles | Batter your foes with errant arcane missiles | |
Syntax: | ||
Works against: | Both players and NPCs | |
Details: | Usage: CAST MISSILES <target 1> [target 2] [target 3] [target 4]
Raise a hand and cast a spell that will release a barrage of four magic missiles at a target of choice. You can choose a target for each missile, if you so like. For any remaining missiles with no target, they will strike your last hit mark. |
Reflection | Create a distracting illusion of yourself | |
Syntax: | CAST REFLECTION [target] | |
Cooldown: | 15 seconds per | |
Details: | Create an illusion of yourself or another that will protect you against certain attacks.
Each time it is cast, the ability will consume a charge that will take time to recover. Only one charge may recover at a time. Once you use three charges, you will be unable to cast any further reflections. |
Arcaneskin | Draw an ethereal cloak to guard you from harm | |
Syntax: | CAST ARCANESKIN | |
Details: | A thin layer of protective magic on your body will absorb some damage from physical
attacks, helping you resist blunt and cutting damage. The strength of the damage resistance offered by this ability will increase the more you learn in Arcanism. |
Flight | A spell to allow you control of the skies | |
Syntax: | CAST FLIGHT LAND | |
Details: | Manipulate the air around you to ascend into the skies above. |
Mark | Mark a target with a battlefield designation | |
Syntax: | CAST MARK <target> <SKULL/ORB/SQUARE/TRIANGLE/STAR> | |
Details: | Mark a target with an illusory symbol, making them visible across the battlefield for
some time. The target can then be targetted using the name of the symbol marking them. You can only have one marker in existence at a time. |
Manatap | Tap into your reserves to restore some mana | |
Syntax: | CAST MANATAP <10-1000> | |
Details: | Through sheer force of will, you can replenish your mana reserves. This will deplete your willpower
proportional to how much mana you choose to recover. |
Countercurrent | Protect yourself from venoms | |
Syntax: | CAST COUNTERCURRENT | |
Details: | Wrap a thin current of energy around your body, giving you a 2% chance to wick away a
venom before it pierces your skin. If you are channeling a skill or action, then this chance is increased to 20%. |
Illusion | Conjure an illusion of your choice | |
Syntax: | CAST ILLUSION <illusion> CAST ILLUSION AT <target> <illusion> | |
Details: | A mainstay of magicians everywhere, simple illusions can astound your allies and confound
your enemies. Note: You can add a new line into your illusion by using the tag $nl within the text, however you may only do this once. |
Dispel | Destroy traces of magic | |
Syntax: | CAST DISPEL HERE CAST DISPEL <aegis> <glyph> CAST DISPEL <glyph> | |
Details: | Undo the spellwork that has left any lingering effects in a location. This will not
dispel glyphs unless they are specifically targetted, and dispelling your own glyphs will not consume your equilibrium. It will also dispel any elemental phenomena that has been cast by you within the world at large. You can also cast the dispel upon an aegis to remove the specified glyph from it, though the protective magic of the aegis will make this process take some time. |
Vivacity | A lively body improves your boar tattoo | |
Syntax: | CAST VIVACITY [target] | |
Details: | Infuse your body with animated life and boost the effects of the boar tattoo upon your
health regeneration. You can additionally supply a target to give someone else this benefit. |
Ensorcell | Enact an arcane aegis in your location | |
Syntax: | CAST ENSORCELL <aegis> | |
Details: | An aegis typically needs to be attuned to the land so that it can draw upon the mana it
needs to operate its defences - but a mage has ways around this. By giving it a constant supply of mana from your own reserves, you can have the aegis' defences work wherever you happen to be holding it. This is a channeled operation and most other actions will interrupt the process. |
Chromatics | Infuse your illusions with vibrant color | |
Syntax: | CAST ILLUSION [AT <target>] COLOUR:<colour> <text> | |
Details: | While little more than a parlour trick, chromatic illusions can astound those present with vivid
color. There is an increase in equilibrium cost for this effect. |
River | Create a forceful tide of arcane magic | |
Syntax: | CAST RIVER <direction> | |
Details: | You may draw upon the aether around you to create a persistent, flowing magical force in
your location, constantly pushing anyone present, up to five rooms away in a line. There is a delay between each movement push. This spell is negated by the density defense, though the presence of one of your clarity glyphs in the target's room will give it a chance to bypass this. The river will end after a short duration, or if the rift it creates is destroyed by being attacked. |
MirrorDelay | Have a reflection appear after a given delay | |
Syntax: | CAST REFLECTION [3-10 seconds] | |
Details: | This ability adds the extra functionality of having a cast reflection appear after a delay to the
Reflection skill. Please see AB ARCANISM REFLECTION for more information on this skill. |
Soar | Fly into the sky and past barriers | |
Syntax: | CAST SOAR <dir> | |
Details: | A variation on flight, you can position yourself to fly in a direction of your choice,
taking you into the skies above the room in your targeted direction. |
Phantasm | A lingering illusion | |
Syntax: | CAST PHANTASM <illusion> CAST PHANTASM ON AEGIS <illusion> | |
Details: | Form a lingering phantasm from the local energies that will persist for a few minutes
before dissipating. Anyone who enters a room with a phantasm attached to it will see the illusion upon entry. Only one phantasm can exist in the room, and subsequent casts will overwrite the previous. The phantasm can also be attached to an attuned crystal aegis, where it will persist forever or until dispelled. It will only be shown to targets of the aegis in this situation. The dispel ability can be used to remove a phantasm prematurely. |
Colourspray | Release a spray of blinding colour | |
Syntax: | CAST COLOURSPRAY <target 1> <target 2> <target 3> | |
Details: | Release a spray of coloured light at your given targets. The blinding light will sting their eyes,
lowering their physical accuracy by 15% for a short duration. You must target exactly three people with this spell, no more or less. |
Mirage | Cloak the identities of all present | |
Syntax: | CAST MIRAGE | |
Details: | Drawing upon your mastery of illusioncraft, you may create a powerful mirage that will
mask the presence of all in your location. Such an illusion will not prevent anyone from attacking others should they know they are there. The Dispel ability can remove a mirage. |
Attunement | Secure an aegis within your city | |
Syntax: | ATTUNE AEGIS HERE DAMPEN AEGIS CEDE AEGIS <org> | |
Details: | In an impressive feat of spellcraft, you can attach a crystal aegis to the land around
you. By attuning it to the leylines that course all throughout the continent, you can keep the aegis permanently supplied with the energy it needs to keep its defences activated. Such an act takes a considerable length of time, and requires your utmost concentration. Once attuned in place, the aegis cannot be moved. You cannot attune an aegis to a room if there is another attuned aegis already placed within a two-room distance. An attuned aegis will only have four of its glyphs activated when set up in this state. Within a city, the help of its pylon can further increase it to all six. During a period of stable activity of the leylines however, an attuned aegis will become dormant due to a lack of energy. Please see AB REFINING FLUXATIONS for more information. To remove an aegis, you can focus on dampening its connection to the leylines. This act will take a much shorter time than attuning, but your utmost concentration is still required. As a mage, you can perform this feat significantly faster than the Survival skill equivalent. Once completed, the crystal aegis will shatter into pieces, destroying it completely. You can also cede ownership of an aegis to any organisation, so long as the aegis has been attuned upon a location that belongs to that organisation. Once the ownership has been ceded, the aegis will instead attack enemies of that organisation, instead of your personal enemies. |
Observation | Detect those who trespass upon its location | |
Syntax: | TRACE OBSERVATION TRACE OBSERVATION ONTO <aegis> | |
Required: | 1 topaz dust | |
Details: | Type: Triggered
The observation glyph will alert you when it is triggered, informing you of the location and who did it. If traced onto an attuned aegis, this glyph will alert the owner of the aegis when a caravan passes through its location (HELP PRODUCTION). If traced onto an attuned aegis that also has its ownership set to an organisation, the observation glyph will instead make an alert over that organisation's channel. |
Glyphs | Trace arcane glyphs in your location | |
Syntax: | ||
Details: | Glyphs are arcane inscriptions traced through the air with gem dust and infused with mana.
Each glyph has a different effect depending on the pattern traced and the gem dust used to create it. There are currently two types of glyphs: persistent glyphs, and triggered glyphs. Persistent glyphs will last for a short duration and impose a constant effect upon their location, until they fade from their magic being depleted. Triggered glyphs will hang in the air until an enemy of yours enters the location, at which point their effect will trigger and the glyph will shatter as its magic depletes. The clarity defence will protect an enemy from being affected by most triggered glyphs. Each room can only contain two glyphs, for any more than that would cause the magics to disrupt each other. Both glyphs must be different. Glyphs can additionally be traced onto the facet of a crystal aegis, instead of in the air. When upon an aegis, glyphs will be permanently powered and no longer fade. Some glyphs may have a different effect when upon an aegis. An aegis can exist alongside glyphs traced in the room. |
Portal | Open a portal to someone | |
Syntax: | TRACE PORTAL <target> TRACE PORTAL ONTO <aegis> | |
Required: | 1 topaz dust | |
Details: | Type: Persistent (room), Triggered (aegis)
Trace the outline of a portal and it will open soon after, leading between you and your target. If traced onto an aegis, the portal glyph will attack the limbs of your enemy, crippling one at random. |
Destruction | Break apart their physical form | |
Syntax: | TRACE DESTRUCTION TRACE DESTRUCTION ONTO <aegis> | |
Required: | 1 ruby dust | |
Details: | Type: Triggered
The destruction glyph will attack the physical form of your enemy with spears of arcane energy, damaging their health. |
Irritation | An unbearable itchiness | |
Syntax: | TRACE IRRITATION TRACE IRRITATION ONTO <aegis> | |
Required: | 2 topaz dust | |
Details: | Type: Triggered
The irritation glyph will attack your enemy with stinging bites of arcane energy and give them the itchy affliction. |
Addling | Corrupt their clarity of mind | |
Syntax: | TRACE ADDLING TRACE ADDLING ONTO <aegis> | |
Required: | 1 topaz dust, 1 emerald dust | |
Details: | Type: Triggered
The addling glyph will corrupt the mind of your enemy, afflicting them with dementia. This glyph will work regardless of the clarity defence, and will strip the defence from your target. If traced onto an aegis, the addling glyph will always be the first glyph to fire. |
Entrapment | Bind your foe with arcane ropes | |
Syntax: | TRACE ENTRAPMENT TRACE ENTRAPMENT ONTO <aegis> | |
Required: | 2 ruby dust | |
Details: | Type: Triggered
The entrapment glyph will send arcane ropes to entangle your enemy. |
Slumber | Send them into a deep sleep | |
Syntax: | TRACE SLUMBER TRACE SLUMBER ONTO <aegis> | |
Required: | 1 diamond dust | |
Details: | Type: Triggered
The slumber glyph will instill a lulling drowsiness into your enemy as it attempts to put them into a deep sleep. If traced onto an aegis, the slumber glyph will always be the last glyph to fire. |
Arrogance | Egotism as its finest | |
Syntax: | TRACE ARROGANCE TRACE ARROGANCE ONTO <aegis> | |
Required: | 1 emerald dust, 1 ruby dust | |
Details: | Type: Triggered
The glyph of arrogance will bolster your own pride, giving you the egocentric affliction. |
Leaching | Great minds think alike | |
Syntax: | TRACE LEACHING TRACE LEACHING ONTO <aegis> | |
Required: | 2 emerald dust, 1 ruby dust | |
Details: | Type: Triggered
This powerful glyph will draw upon the mental strength of your enemies, draining mana from them. |
Gravity | Prevent others from taking flight | |
Syntax: | TRACE GRAVITY TRACE GRAVITY ONTO <aegis> | |
Required: | 1 topaz dust, 2 emerald dust | |
Details: | Type: Triggered
The glyph of gravity will pull anybody above the ground elevation back to earth. This affects everybody in the sky, regardless of enemy status. After a period of time, the glyph will fade on its own if not traced on an aegis. |
Clarity | Greater precision with greater magics | |
Syntax: | TRACE CLARITY TRACE CLARITY ONTO <aegis> | |
Required: | 1 topaz dust, 1 diamond dust | |
Details: | Type: Persistent
This powerful glyph will empower your spells while you stand in its presence, concentrating unrefined magic into a deadlier form. Your arcane-sourced spells will do 15% more damage, while ALL mana costs will be increased by 25%. Only the creator of this glyph will be affected by it. After a period of time, the glyph will fade on its own if not traced on an aegis. |