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Draft Revamp: Guide to Arcana

This thread contains a draft and requires feedback.

Abstract​


Arcana, or essence-based magic, is the most widely-known and utilized branch of magic within the Aelyrian Empire. Its practitioners, called mages, utilize essence, or energy, from their chosen area of focus to create unexpected effects related to their area’s theme to change the world around them. Because of the tremendous potential and power of magic, individuals are only capable of using a single magic skill at any time.

Note: A Hedgemage uses of two or more essence-based spheres at once and is considered a single magic skill.​
Material magics, also considered magic skills, do not use essences and cannot be combined with arcana.​
Further Reading: Guide to Magic, Hedgemages​

Becoming a Mage​


In Telath, most individuals are born bound, unable to know anything outside of their physical senses. This visible world is known as the Material Plane. To pursue arcana, a senior mage of any level of experience must first unbind the individual and then attune them to their chosen sphere. This will allow the newly-created mage to sense their particular essence and use it to create spells.

Note: Some rare races, such as Quel’anthasan elves, are born unbound. In extremely rare and special cases, individuals may be unbound by life events without the help of another mage. In this case, the individual is considered raw talent and will not have the benefit of training or mentorship.​

Casting Spells​


Arcane mages are bound to one of six spheres, or essences. These energies exist on their own specific planes and can be brought into the Material Plane by the mage to create a spell. Spells are any magical effect, large or small, that alters the Material Plane in any way.

By concentrating, the mage forms spells by mixing essence with their personal energy, or vis. The combination of the two energies is called arcalysis which manifests the effect on the Material Plane as a spell. This process ranges in time and effort, from immediate to taking days or even weeks of preparation and often requires reagents, items small or large, sometimes mundane, sometimes magical, that help the mage focus on their intended effect.

Further Reading: Guide to Spellcraft, Guide to Arcane Techniques​

Spell Considerations​


The specific essence determines the type of effect that the mage can enact. Mages are often identified by their chosen sphere. For example, a Thaumaturgist uses Order Essence that can right wrongs, usually for purposes of healing or creating defenses while a Druid uses Nature Essence to augment natural processes, such as summoning storms or communicating with animals. Mages cannot cast spells that are outside of their essence’s theme.

Further Reading: Guide to Arcane Spheres​

The strength of effect is based on:
  • The caster’s level. Mages are ranked into five levels to denote the quantity and significance of effect that their spells can have.
  • The caster’s preparation. In general, more time, quality focus, and better reagents lead to better and more significant spells.
  • The caster’s surroundings. Some spheres and many spells utilize their physical conditions directly, such as an Elementalist’s Fire requiring heat and aridity.

Further Reading: Guide to Spellcraft, Guide to Mage Ranks​

Countering Mages​


Except for some mystics, mages cannot sense nor counter other mages’ spells before they are cast. There are always physical signs that vary by caster that a spell is being prepared, which allow both mages and those without magical abilities to react.

The act of bringing extra-planar essence into the Material Plane generates chaotic runoff called arcane contamination. This residue is generated with every spell and clings to both the mage and its surroundings until it is dispelled either over time or by a spellbreaker. Excess buildup of contamination can lead to disastrous results for both the mage and their environment, such as spells going awry or essence poisoning.

Removal of reagents from a mage’s possession can greatly limit the spells that they are able to cast. Reagents act as grounding for spells, and thus without them, many spells cannot be manifested into the Material Plane.

Further Reading: Spellbreaking​
 
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Okay, part one in "how to mage in 100 words or fewer" (too bad this is 645 words, but whatever). Thought is that this is the super basic, "what do you need to know 101 to start playing a mage in-game". Will add in articles with much more depth on particular topics later.

Feedback appreciated.
 
Looks good!

My notes:

"Note: Hedgemage is the use of two or more essence-based spheres at once and is considered a single magic skill."
Hedgemage is a mage that does hedgemagic or is the name itself? I'm not sure <.<

"and use their particular essence to create spells."
I would change it to "to use and create spells" or "to cast and create spells"

"The specific essence determines the type of effect that the mage can enact. Mages are often identified by their chosen sphere."
I would put a "and" in the middle "The specific essence determines the type of effect that the mage can enact and mages are often identified by their chosen sphere. "

"The level of effect is based on:"
I would say "The strength of effect" like the level is more about the mage than the spell itself? Or am I understanding it wrong?
 
"Note: Hedgemage is the use of two or more essence-based spheres at once and is considered a single magic skill."
Hedgemage is a mage that does hedgemagic or is the name itself? I'm not sure <.<

LOL yeah apparently Hedgemage is the magic and the caster itself >.>

I feel like we need a different name for Hedgemage casters. I call them Hedge/Hedges but comes off like calling that fancy bush on the lawn. Maybe it could do with a new terminology?

Like the clean up done across the categories/arcana-related guides :)
 
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