[Magic Skill] Arcane Arts
Arcane Arts
The Arcane Arts is the practice of magic at its core, the foundations of manipulating the energies around us. Magic is a powerful force that can be found in every individual, and in nature, though not everyone possesses the strength to wield it. It was originally believed that the Nelaeryn Willow was the source of magic, and some still carry this belief.
Arcane governs mostly the physical presence of magic, and is largely connected with the control of the elements and the individuals own magical energy. Out of all the magic branches, arcane is the most commonly used and more accessible to those strong enough to wield magic. There is no innate morality in using the arcane but it can be used for light or dark deeds depending on the mage.
Description
Magic users within Isilendor largely begin by studying the Arcane Arts. Adventurers typically start to see their magic abilities bloom at the rank of Wanderer (Rank 2). The Arcane Arts is the easiest to master since it is more involved with the physical world and the elements. It holds the foundation of magic in this world, with the majority of Dark Mages, Diviners and healers beginning with the Arcane. Arcane Arts is the most common form of magic among Isilendor citizens in day-to-day life and even in warfare. This makes it quite a morally grey magic practice as it is not considered dark or light. The magic depends on the intent of the wielder.
The Arcane Arts helps to teach magic users about the importance of their magical energy, the Void and magical antiquities including talismans, wands and tombs. Especially skilled Arcane magic users can become recognised for their abilities and specialities such as Aeromancers, Pyromancers, Geomancers and Hydromancers. More unique and elite skills are also discussed in this branch of magic including Chronomancy (Time) and Light.
Magical Energy - Mana
Every magic user has a tolerance of how much magic they can perform in succession. The more skilled a mage becomes, the longer they can continuously cast spells. Though no mage is immune to the effects of magical energy depletion and must be aware of the risks.
Mana is similar to physical endurance. If someone runs for a long time, they will eventually become tired and need rest before they can run again. Running too much without rest can harm the body. The same can be said for magic. If a mage performs magic for a long time, their mana decreases and they won’t be able to effectively cast spells until they have rested. Failing to take breaks can cause adverse effects on their health and wellbeing.
Magic practitioners must look after their mind and body and practise their magic often to increase their mana. This includes taking regular breaks, practising meditation and sleeping or eating well. Overtime, regular use can build up their strength and endurance to allow them to perform magic for longer periods of time.
Potions and element affinity can aid in mana recovery. A hydromancer for example may recover their energy more quickly while in water or an electromancer can recover faster in a lightning storm.
Channelling Magic
It’s important for a mage to understand the best ways for them to channel their magic. To perform the most basics of spells, they must be able to bring forth their powers to the surface to manipulate their surroundings.
The majority of magic users will generate magic through their hands to distribute the power more evenly across their palms and fingers, however this is not the only method. Novice mages can benefit from using staves or wands to channel their magic, as they act like a focusing object while they get used to wielding their powers. More advanced mages, such as the elves of the Zi’elre bloodline, can channel their magic through their eyes, though this is much more difficult and requires extensive practice, focus and precision to master.
It is advised that mages invest in or practise the art of enchanting items for magical use. These can aid in channelling favoured spells and boost the power of certain abilities.
Arcane Studies
While the Arcane Arts is a very broad area of study, it is focused on the physical manipulation of energies around the world.
Elemental Magic
Elemental Magic is the most common form of Arcane Arts. This is due to the natural existence of elements in the physical world. Every person in Isilendor has an affinity towards one or more elements, some feel this connection much stronger than others. Elemental Magic is segmented into 3 categories: Primary, Secondary and Complex.
- Primary Elements - Also known as the primary elements, these are the 4 well known elements that build up the fabric of our world. These are the elements that cannot be broken down into simpler elements and together can form something new. Below is a list of the base elements, their properties and examples of spells that can be cast.
- Secondary Elements - The majority of mages can harness up to 2 elements competently. On rare occasions, mages gain equal strength in all 4 primary elements. Not all are practised in these elements but once recognised, they are known as elementalists. Elementalists typically grow in strength quite quickly with their elemental spells, reaching adequate control by Rank 5, Storyteller.
- Complex Elements - These are not elements as we typically understand. Some were considered base or secondary elements in theory but to understand them is more difficult or they behave in unique ways. Most of the complex elements are more advanced powers that can only be wielded by a select few [in the form of Statuses] or takes years of practice to master.
Abjuration Magic
This is the practice of magical defence, creating shields and protections with magic. The Arcane Arts covers Abjuration to defend against physical and magical attacks.
Enhancement Magic
The Arcane Arts teaches how to enhance a person's physical abilities. This includes jumping, running, sight and sound.
Combat Magic
The Arcane Arts is a prominent feature in Isilendor warfare and can be wielded to attack other people or used to defend against attack.
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