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Arcane Techniques

Arcane techniques used by Aelyrian mages.

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[top]Abstract

All mages, regardless of sphere, learn a set of arcane techniques that assist and promote their art. These techniques must be taught to the aspiring mage by another higher-level mage. Most can be passed on immediately after the mage has been unbound; some are limited to the highest levels of arcanists. The caster starts with only basic understanding of each technique. Their proficiency improves only with practice and time.
Further Reading: A Primer to Arcana, Roleplaying and Moderation Arcana Guide

[top]Beginning Techniques

Amplify: Amplify expands the mage's personal vis reservoirs, allowing him to cast more spells, make a single spell more powerful, or permanently increase in level. This is the usual way mages are promoted to the next level. It can be done one of three ways.
Temporary Amplification: On occasion, a personal, crafted ritual or situations of high stress or concentration can bring about a one-time amplification that the mage can use to empower one spell far above his level. After casting it, his entire vis store is depleted and he will feel exhausted and unable to cast again until the next day.

Ritualistic Amplification: The mage draws a circle around himself and inscribes a series of personal symbols usually ranging in number from four to six inside it. Each is marked with a drop of the mage’s own blood. The mage stands in the center and focuses, often experiencing strange dreams or visions. The length of this ritual takes anywhere from several minutes to a full candlemark or longer, directly proportional to the level attempting to be achieved.

Spontaneous Amplification: In rare instances of high stress or concentration, mages may experience the Amplify technique without any preparation. However, it typically happens when the mage is surrounded by items or markings that are symbolic or personal in nature to him.

Note: Characters must first have the prerequisite experience to advance a level in order for the amplify to be permanent. In all other cases it will be temporary.
Cast: Once unbound to an essence, the mage can then mix it with their personal vis to create mana, the material used to weave a particular spell. The success of this process is dependent on the well-being of the caster’s mental state (severe distractions can prevent the mage from controlling the essence), the lack of arcane contamination (higher levels lead to sporadic, uncontrolled casting) and the density of essence present (higher amounts lead to higher success with more dramatic effect).

Counterspell: Mages can use their mana to do an “unweaving” of another mage’s spell as soon as it manifests through arcalysis. This requires an exact back-tracking; a mage can only unweave a spell from their sphere, no other, and at or below their same level. If the spell has been amplified or cast with a reagent or staff, the dispelling mage must have the same material to be successful. The amount of mana the counterspell consumes, whether successful or not, is more than the amount used to cast the original spell. The amount of time spent preparing the counterspell directly increases the chances of success.

Create Spell: The time honored technique of Create Spell is often what divides a brilliant mage from a mediocre magician. By utilizing the aspects of his essence, the mage may create unique spells beyond what has been imparted to him. This technique is used to create a mage's Masterpiece, a spell that fully defines his personal use of his ability while lending something new and extraordinary to the sphere.

Imbue: A mage can form mana to create a weave, but instead of manifesting it on the Material Plane, it can be stored in an inanimate object, such as a ring or an amulet. This process is not immediate, often taking a cycle or more, and requires experimentation for the mage to learn their individual style. The same spell may be stored up to a maximum of three times to create a finite number of charges in the item, costing the mage’s vis as usual with each cast. The stored spell can then later be activated by a “key word” that costs no mana by any mage of any sphere.
Note: The stored spell cannot require any special empowerment, such as temporary amplification or an arcane reagent.
Further Reading: Amulets
Impart: A mage can teach another mage a spell by putting the spell’s weave and pattern into their mind. The recipient must be of the same sphere and appropriate level to be able to understand the spell. Spells cannot be imparted to the mundane or to other spellcasters of different spheres.

Unbind: A mage can remove the veil surrounding a mundane person’s mind, enabling them to perceive and practice one essence of magic. The newly-unbound mage will experience a vivid dream or vision, personal and unique to himself, and will then be able to cast spells. Mages may also unbind an already-unbound mage to create a Hedgemage, attuned to a maximum of two essences.
Note: Only Journeyman or higher mages may unbind; Initiates may not.
Further Reading: Hedgemages

[top]Master and Archmage Techniques

Bind: Masters and Archmages can impose the restraints of obscurity upon the mind of another weaker spellcaster, depriving them of the ability to cast spells as precaution or punishment. A Binding can be lifted by any mage of the same level or higher as the original Binder without penalty to the proficiencies of the unfortunate victim. No matter the level of caster or target, Bind costs the caster one-third of their total vis pool.
Note: The victim must be one or more levels lower than the one does the binding.
Demote: Masters and Archmages have the feared power of being able to unilaterally demote a mage a full level of proficiency, accomplished by reinvoking the mental blocks that prohibit more advanced magic casting. Used often as a more debilitating punishment than a simple binding, a Demotion can be imposed on any mage of lesser proficiency and takes but a few moments to execute. The demoted mage must successfully re-amplify to gain their previous status. No matter the level of caster or target, Demote takes one-half of the caster's vis.
Note: The targeted mage must be at least one or more levels below the caster.
Deprive: Masters and Archmages can impose a curse of tongues upon a mage, erasing from their mind any Imparted spell that he chooses by placing inverted weaves upon the target. The spell must be re-Imparted by another mage at a later date. This can only be done on casters of the same sphere.

Enchant: Masters and Archmages in conjunction with a Spellbreaker may form mana to create a weave but, instead of manifesting it, can store it in an inanimate object, such as a ring or an amulet. This process is not immediate, often taking months to complete, and requires experimentation for the mage and spellbreaker to learn their personal style. The stored spell can then later be activated by a “key word” by its owner, either mage or mundane. The enchanted spell has infinite charges.

Enchanted objects can also be disenchanted, a process which requires an exact back-tracking of the original spell. The mage must be of the same sphere and mage and spellbreaker of the same level as the original enchanters in order to be successful.
Further Reading: Spellbreaking, Amulets
Evolve: While some high-level mages remain generalists and adept at all aspects of their sphere, some can be permanently attuned to a particular aspect of his sphere by Evolving. The mage becomes fluent in that aspect, being able to cast spells in it with considerably more ease and swiftness while being slower and less adept at casting spells from the other aspects. Evolution only happens once in a mage's life, allowing the mage to attune to only one aspect of their sphere, and may not be reversed.
Note: Players absolutely may not predetermine their own specializations out of character or prior to role-play. A character's specialization is determined by a moderator after a review of the character's past experiences as a mage. The most notable events that should help determine this are Masterpieces created as Adepts and other big ticket spells used over the duration of their arcana career.
Further Reading: Arcana Guide
Ostracism: A council of three Archmages can convene to impose the most severe penalty in magical society, known as a Ritual of Ostracism. Mages who are ostracized are permanently deprived of their ability to perceive magic; it is beyond a simple bind spell or a demotion, and can usually only be removed by those who put it there. Ostracisms have historically been used in limited circumstances to apprehend and punish magical menaces. This technique uses all of the vis from all three Archmages, regardless of success.
Note: This technique is limited to Archmages only.

[top]Credits

Credit goes to Nimh and Kaelon for the write-up.


Created by Charybdis, July 9, 2014 at 12:18 AM
Last edited by Charybdis, September 26, 2014 at 01:27 PM
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