The Mage's Path

ARCANUM - THE WAY OF THE MAGE

Those on the Mage’s Path delve into the secret knowledge and mysteries of arcane magic. Decipher runes, place wards, protect your allies and learn the mysteries of the portals.

Core Abilities (with Skill Master training)

  • Read & Write Magic

  • Detect Magic

  • Enchantment and Wards

  • Research new spells

  • Create Scrolls and Potions

Limitations and Restrictions

  • One handed weapons, magical weapons, & staffs

  • Your arcane studies have limited your martial training - initially no armor or shield

Combat Magic

Requirements For Spell Casting

Regardless of if you roleplay that grants your magical powers, it will have to follow the same general rules:

  • Casters must be able to focus calmly to perform any spell. They cannot be performed while doing other activities like walking.

  • Hands must be unhindered & free (no carrying items besides spellbook or hand weapon, and hands may not be bound)

  • Any interrupted spell fails, the energy is spent.

  • When performing magic, the caster must describe any effects and limitations in character, either as part of the casting, or afterward if the result will not be obvious. (ex: shielding a warrior before battle requires description of the effects while creating light should be obvious.)

Characters that wish to learn the Arcane arts will need to visit The Wizards Guild to learn their skills.

To access any higher Tier skills or spells, you must receive training in game. This training will ensure you understand magic’s rules and RP, and that you have an spell/skill journal for the spells and arcane knowledge you will learn. Casters of magic can quest in game to piece together additional abilities. Scrolls and potion recipes, once fully assembled and translated, will include how the spells can be invoked, and how often they can be used. Recipes, once assembled, teach you Spells you can add to your spellbook, and follow standard spell rules. Scrolls can only be used once per event, but do not count toward other per day/event performance limits.

Note: Your role play of your use of magic is what will delineate your “class”. So as you compile your spellbook and learn to create new effects, consider how your character flavor may impact your play, and those around you.

For example - you are casting a shielding spell. Are you a druidic character invoking nature to harden their skin like bark? An elementalist invoking the strength of the earth/stone? An arcanist wrapping them in protective energy? Or a necromancer imparting life energy from yourself (or another)? Part of your spells and rituals will always be customizing the flavor and style to your character.

  • To invoke magic, a character must read the final invocation from their spellbook, or scroll. The final step of compiled spells is the caster writing out their own, custom spells. Even if memorized, the character must have their spellbook or scroll out.

  • If interrupted before a spell is completed, the spell fails, and is lost, as the energy was invoked.

  • A caster can cancel any effect they have invoked via simple roleplay that communicates this.

  • Magical effects continue to be active after the death of their performer as the magic is bound to the target, unless otherwise stated.

CRAFTING / USING POTIONS & SCROLLS

Potions and scrolls can only be made by those on the Healer’s or Wizard’s Path who have learned the required formulas and how to roleplay the potion and/or scroll crafting from a Skill Master. Potion and scroll rules are detailed in their own section.

Note: One example of how a more “mundane” follower of the Wizard's Path may work around some of the more esoteric spell effects. For example: the Shield spell. Perhaps as a potion maker, your expression of the spell results in crafting a potion that reduces perceived pain, so whoever drinks it can take one more AP of impact before feeling the effects. Find creative ways to achieve the result if you find it fits your character. But don’t feel you have to account for a way to make/have every spell. RP should always come first.

AREA / ENVIRONMENTAL EFFECTS

Some Spells create areas that are under one or more magical effect. These areas need to be bordered, or covered in a way Player can easily see, and marked with magical symbols, and an effects card. The symbols can be of any design, but the effects card must denote the effect, tier cast, and duration (if appropriate). The effects card description should not be readily visible to Players. (folded over, in an envelope, etc). Only characters that can sense arcana, light, or chaos can tell the area is enchanted (unless an obvious type).
If a Player has arcane or religious divination, they may check the effects card, and then RP appropriately.

TRANSCRIBING SCROLLS

Spell/skill knowledge may be obtained from scrolls. A player must have Scroll and Potion Use, and copy the scroll completely in their spellbook. If the player meets the preconditions, creates their roleplay, and physical representations as indicated, they may invoke the spell, or perform the skill. Scrolls used in this way are consumed, but do not count toward other casting limits.

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