There are three major types of magic-users in Arcan: Mages, Sorcerers, and Seals. Mages draw their magic from Rune Magic. By the combination of runes in different patterns they are able to create different effects. They can sense the flow of magic around them so they can use Rune Magic without the aid of Rune Stones. They also often have a strong sense of the presence of magic, but they lack the power to control the raw magic power of the ley lines. All people who have the ability to use magic without Rune Stones are called Mage-born.
Sorcerers can use Rune Magic like Mages, but in addition they can also tap and shape the raw energy which flows through lay lines. As they can use this wild magic, they are more powerful than mages. Sorcerers are rare; they were so before the Sorcerer Wars, but now they are scarce indeed. Young Sorcerers can be very dangerous because they can call more power than they know how to properly use and they often do not understand their powers. Thus in older days Sorcerers were bound to teach any young Sorcerer they came across.
Unlike Mage-born, the Sorcerer’s talents may not be present from birth. The potential to be a Sorcerer will be present, but the actual power does not usually manifest until adolescence. Even then, the Sorcerer’s powers may lie dormant indefinitely; some carry the potential throughout their lives without ever becoming a Sorcerer. These latent Sorcerers are sometimes called "Sleepers". Through the use of powerful spells or with the aid of a Seal, dormant powers may be awakened. When a Sleeper’s power finally comes free, it often grows rapidly - much faster than the power of a Mage or a trained Sorcerer. Sometimes this rush of power is so intense, the body or the mind of the bearer is damaged. The end of the Sorcerers whose bodies are destroyed are gruesome indeed, and those Sorcerers whose minds are altered are quickly put to rest before they can become a danger to others. Because of this risk, Awakening does not usually occur unless there is dire need of the Sorcerer’s abilities.
Finally there are Seals. Where as Sorcerers are rare, Seals are legendary. Their power is thought to be connected to the Erydine, as most Seals born in recent times carry Erydine blood. Seals are often thought to be Sorcerers at first because like them they can control the power of the laylines. However, the power of the Seals is greater than that; not only can they control laylines, they can open dormant ones, or block access to usable laylines (Seal them). This power can also be used on people. The Sorcerer Power can be Awakened or Sealed by the will of a Seal.
At the end of the Sorcerer Wars, many laylines had been ruptured and magic was wild throughout the land, causing the creation of monsters and natural disasters. To control the vast amounts of loose power, the remaining Sorcerers and Seals banded together and bound the magic to a series of symbols and syllables - Runes. Most magic on Arcan is now bound into the power of the Runes. (Note: On Earth, Runes have no effect unless there is some kind of connection to Arcan. Sorcerer’s powers function normally, as Earth has its own laylines) Each of the runes were connected to an elemental power.
There are ten elements, each with its own Runes. The relationship of the elements are arranged in a sphere, though not equally spaced. Eight elements (the so-called "natural" or "earthly" elements) aligned around a equatorial line. The other two (light and dark) are located at the poles. The closer an element is to another in the arrangement, the easier it is to mix runes of the type. (Although there are certain exceptions). The eight natural elements are in the following order: fire, gravity, earth (stone), life (wood), water, ice, air, lightning.
Fire
All spells dealing with Flame are in the element of fire. Fire spells also include spells which invigorate the body, involve passion, or involve creativity. Fire runes often are present in Summoning spells and protection spells.
Gravity
Spells which affect time-space are all gravity spells. This includes spells which open Gates to other planes, and teleportation.
Earth
Earth spells are those which involve the ground in any shape or form (soil, stone, etc). They also include spells which strengthen or provide permanence to something.
Life
Runes of the life element include all spells which manipulate life energy in any way. Runes of this type affect plants, animals, and people. Healing spells are life spells. Spells which transfer the life force from one thing to another are Life runes. Poison spells fall under this type.
Water
All spells dealing with bodies of water are water spells. Also spells dealing with emotions, intuition, and divination use water runes.
Ice
All things cold are dealt with in the area of Ice. Attribute decreasing spells are often ice.
Air
Air is the element of the wind, as well as the mind and knowledge. Spells dealing with travel (Though not the kind which involves teleportation or plane-shifting) is covered by air. Mind-affecting spells such as illusions are also in the realm of air.
Lighting
All spells involving electricity or any form of raw energy (excluding holy/dark/life energy) are included in category of lightning. Like Ice, it is a relatively narrow type but potentially powerful.
Light/Holy
The powers of the upper planes, positive energy, understanding and caring are all Light (as well as the physical embodiment of light). Restoration spells can be found using light runes. Holy individuals have a strong connection to this element. It combines freely with all the natural elements, but very rarely combines with dark. Although Light is associated with goodness, its runes are not necessarily good.
Dark
Death, disease, treachery. The realm of Shinjimu is the realm of the Dark spells. Not all Dark runes are inherently evil, though many are. The darkness of the night and concealing spells are Dark spells.
Dark spells also combine freely with the natural elements, but do not easily combine with Light.
Spirit
The little-known eleventh element type, it is very rare. Spirit spells deal with Death, and with imbuing life in things which normally would not have it (such as golems). Spirit Runes are used in Resurrection spells, as well as in the creation of Undead.
Fire
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Fire |
Flare |
Flara |
Flaris |
Flaran |
Flame |
Dam/MP |
15/4 |
30/8 |
45/12 |
60/16 |
75/20 |
90/24 |
Gravity
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Deni |
Di-Deni |
Tri-Deni |
Qua-Deni |
Qui-Deni |
Pseudo |
Dam/MP |
1/5 HP+/4 |
1/3 HP+/8 |
½ HP+/12 |
2/3 HP+ /16 |
3/4 HP+ /20 |
to 1 HP++ /24 |
Name |
Teleport |
|||||
Dam/MP |
See BESM Ability Teleport |
Earth
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Quake |
Quaka |
Quakis |
Quakan |
Tremblo |
Seismic |
Dam/MP |
15*/8 |
30*/12 |
45*/16 |
60*/20 |
75*/24 |
90*/28 |
Life
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Heal |
Cure |
Curan |
Curis |
Curana |
Restore |
Dam/MP |
15/4 |
30/8 |
45/12 |
60/16 |
75/20 |
90/24 |
Name |
Poison |
Bioa |
Bioan |
Biois |
Biote |
Venom |
Dam/MP |
15/4 |
30/8 |
45/12 |
60/16 |
75/20 |
90/24 |
Water
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Water |
Aqua |
Aquo |
Aquis |
Aquan |
Wave |
Dam/MP |
15/4 |
30/8 |
45/12 |
60/16 |
75/20 |
90/24 |
Name |
Mi |
|||||
Dam/MP |
Heal status effect (1 at a time)+ /4 MP (level 1 only) |
|||||
Name |
Tsunami |
|||||
Dam/MP |
90*/24 |
Ice
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Ice |
Frosta |
Blizzara |
Blizzaris |
Blizaran |
Blizzard |
Dam/MP |
15/4 |
30/8 |
45/12 |
60/16 |
75/20 |
90/24 |
Air
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Aero |
Vind |
Aera |
Aeris |
Aeran |
Whirlwind |
Dam/MP |
5*/4 |
10*/8 |
15*/12 |
20*/16 |
25*/20 |
30*/24 |
Lighting
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Lightning |
Electra |
Electris |
Electran |
Electro |
Bolt |
Dam/MP |
15/4 |
30/8 |
45/12 |
60/16 |
75/20 |
90/24 |
Dark
Level |
1 |
2 |
3 |
4 |
5 |
6 |
||||||
Name |
Vampyr |
|||||||||||
Dam/MP |
Adds Drain ability/ 4 per level |
|||||||||||
Name |
Darkness |
|||||||||||
Dam/MP |
See Ability Elemental Control; lasts 1 rd/ level of Caster/ 2 MP per level |
Special
Level |
1 |
2 |
3 |
4 |
5 |
6 |
||||||
Name |
Gi |
|||||||||||
Dam/MP |
Adds area effect /4 per level |
* Automatically has area effect
+ Requires a double roll. Second roll determines whether it is effective. MP cost must still be paid
if second roll misses.
Lightining/Fire
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Megaflare |
|||||
Dam/MP |
45*/16 |
Air/Lighting
Level |
1 |
2 |
3 |
4 |
5 |
6 |
Name |
Thunderstorm |
|||||
Dam/MP |
45*/16 |
* Automatically has area effect
+ Requires a double roll. Second roll determines whether it is effective. MP cost must still be paid
if second roll misses.
Summoning works a little differently than Rune Magic. There are three types of Summoning Magic, commonly called Gated Summons, Called Summons and Bound Summons. Either type of summons is a spell, which can be a rune spell (usually combining life, gravity and miscellaneous runes), or wild magic. A Force Summons brings forth a type of creature or a specific creature to come to aid the caster; This summons merely calls the creature to the caster. It does not force it to do anything for the caster. Although most creatures will come for a single task and then leave (or at least leave the caster alone), there is always the risk of being eaten by an irate dragon. There is a version of a Gated Summons called a Called Summons which merely sends a signal for a creature to come to the caster. Coming is optional on the part of the called, but it is much less dangerous on the part of the caster. A Bound Summons is more powerful but more dangerous; it is also the most common. A Bound Summons forces the creature to come to the caster, as well as forcing the creature to do the summoner's will. Needless to say this is a way to acquire some powerful enemies very fast. The more powerful the summoner, the longer the creature is bound to serve. (Note: A Bound Summons performed with physical runes binds the creature to the person holding the Rune Stone (or sword, or whatever the runes are inscribed on) only as long as the summoner retains the item. . .unless a binding spell is performed linking the rune spell to the caster. . .but that makes things really complicated.) Once the duration of the spell ends, a summoned creature (regardless of the type of spell used) is free to do as it pleases. This is why banishing spells are very useful to know when summoning (unlike summoning, banishing has only one type). Summons of both types can be used to call both living and non-living (i.e. spirit) creatures. It is important to understand summoning one's best friend from the plane of death does not restore the friend to life - it merely drags their spirit to the mortal plane. Almost anything imaginable can be summoned with the correct spell - from mushrooms to gods. (Yes, one can summon plants. It just generally doesn't happen because they tend not to do much. And summoning gods just generally isn't recommended - they often don't hear or ignore Calls, they tend to really dislike being Gated, and they're next to impossible to Bind.)