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Introduction
The Arcane University has always been largely independent having it's own rules and own leader even if it relies upon funding from all other major factions of the Empire. As a member of the Arcane University you will have access to donations from the High Council (mainly books, expensive equipment and apparatus, student loans and other such things), the Royal Family (mainly artefacts and books from their Archives), the Holy Order (herbalist ingredients, free services in their chapel, winter clothing) and the Paladin Order (free training in use of weaponry on 5th Day only, protective charms, protection from abusers and other people who mean you ill). However, with all these blessings there are rules that must followed in order to keep such things.
Aside from donations to the cause the University also has it's own facilities. Situated in the city of Eos, the University has immediate access to the largest High Elven ruins in all of the Empire. Across the lake there is the capital city. These both provide unique chances for study into both arcane and historical matters. The University also has it's own Archives while the largest public Archives away from University grounds are in the city of Vyrantiin.
The University also has and extensive history of it's own. Founded in the Second Era, the University has played a vital role in the history of the very world, not just the Empire. As many may know the University is not allowed to teach magics known simply as the "Dark Arts". This meant that the empire had no possible way of finding the weaknesses of these powers. Thus as an addition to the University in 3E 1002 the Court of Shadows was founded to study the Dark Arts. Unfortunately the University gave their new addition too much power and the Void Years began once these dark mages gained enough power to overthrow their "oppressors". Since the end of the Void Years and the sacrifice of Arch-mage Lady Arkane (and her Ascension as a Goddess) the University has slowly been regaining the respect and power it once held under the guidance of the Holy Order and Paladin Order.
The University now under the rule of it's current Arch-Mage, Kynethase Anolarav Lithelliin has all but reclaimed it's long lost glory.
In this guide you will find: A list of classes that Univeristy supplies, a guide to magic for beginners, a list of roles within the University, a list of locations in Eosand beyond that the University supports or owns (under construction) and much more.
About Magic! For Beginners
Overview
Magic is in everyone, be you fae, or elf, Draconis or Dreamer. The source of magic is in the blood of the people, and in the planet, and in the heavens. It is everywhere at once. Every mage has a level of mana, which determines how powerful they can be, and how fast they tire from performing magic. Of course any mage can expand their mana pool through training. Naturally, as a mage studies and practices they will increase their power and the amount of spells they can cast. Knowledge is power.
As to how spells are cast it is hard to explain. It just happens when the mage so wishes to do so but, first they must learn HOW to make it happen. To learn "fire" a mage must learn how fire makes them feel, what it is, what it does. They draw of the heat within them, the prickle of anger kept deep inside. Magic is very volatile and can react in many different ways to emotion so it is advised that mage's do not attempt any spells when they are not in a good mental state to minimise the amount of injuries caused by reckless magic use.
In-depth Explanation of Casting Magic
The casting of magic is a skill all mages must posses to be well... mages! To cast magic a person must be able to channel their mana, be it personal reserves or the magic that lingers in the very world around us. Mana or magic can be channelled through just about anything but, mages usually use staves. Other kinds of mages, for example a battle-mage, may use a sword or other weapon. A mage may use their own body as a medium however this can cause serious damage ranging to burns and mild pain, to internal bleeding and possible ( )ain damage.
Everyone's personal mana is different, just like the person but it is possible for two people's magical energy to be compatible and when these two people work on the same spell at the same time the effects can be devastating. Not only is the spell much more powerful but, the chances of the mages being seriously hurt increases. Mages of considerable strength have actually killed themselves performing combined spells.
For those that do not know, mages have what we call "Mana Pools". These mana pools can be measured and are used to determine how many spells a mage may cast before they become exhausted (a state called Stasis). Mages who push themselves past their limit of power (continuing to force themselves to cast spells while in Stasis) go into a state of hysteria. At this point the mage either has to be killed to stop them from harming anybody else or otherwise contained and managed until they have calmed down. This hysteria is caused by a large influx of magical energy being forced into the body. Because the mage has already reached their capacity, they have to find a way to expel it.
Realms of Magic/Mana
The realms of mana can be confusing for many a new mage, thus these short explanations should help you to grasp the general concept of them.
1. Edge the Physical Realm- magic drawn from the very planet makes natural and elemental magics much more powerful. Earth magic is especially potent. Edge only has finite sources of magic so if it runs out nobody will be able to draw upon the planet's power. When the mage draws upon this power, their vision becomes sharper and they can feel things more keenly. Races that draw upon this realm naturally are: Sun Elves, Fae, Wood Elves.
2. Apocrypha the Heavenly Realm- magic drawn from heaven makes non-elemental magic more powerful. It also makes air magic and ice magic more powerful as well. Apocrypha is a realm of infinite magic so it will never run out of power for mages to draw upon. When mages draw upon this realm of power, their vision becomes blurred and they can see the structure of the magic around them. Races that draw upon this realm naturally are: Moon Elves, Sun Elves, Ieeren-Draconis though others can learn to draw from this energy source too.
3. Personal- magic in ones own body usually in the form of blood. This is a very dangerous place to draw your magic from as it can possiby kill you if you draw too much. Paladin's also class this as a type of blood magic. Necromancy, energy and blood magic are more powerful when the mage draws from this realm. All races can draw from this realm.
4 Abyss- magic from the Void. The Void is another infinite realm of power much like Apocrypha however, the magic here is much more potent due to it being the first magic that existed. Mages who draw from this magic are very rare. When casting magic the world goes monochrome and all magic becomes more powerful especially time and void magics. All races can draw from this type of magic but it is very rare to be born with the ability or otherwise learn it.
5.Lovarana the Realm of Secrets- the fabled realm Valanora created to host his own powers. All mages have the ability to draw upon this realm but, only at a very high price. The mage must give something up to the God of Secrets to have access to his realm. The effects when drawing from here vary from mage to mage. Many experience pain, others simply are blinded. In rare circumstances, a mage may lose all feeling in their body. It is unknown how mages gain this ability all is known from the few who do, is that they now belong to the God of Secrets.
Types of Magic
Note: the rarity of the magic is how HARD that magic is to be mastered. Where it says the races in the explanations below is telling you how common that magic is to manifest naturally in that group. Say a moon elf is born with the ability to use magic, they'd probably be able to use Ice magic or Healing as a child, while a Sun elf would have better luck with fire. Fae are no longer listed as they are creatures of pure magic and have no problem learning whatever they want to.
Common Powers
Healing/Restorative magic- (common among Moon Elves and Wood Elves but Rare among Sun Elves) Healing magic is a gift and though a common power, it is very hard to master. The mage wielding this power must be able to draw upon the Realm of Infinite Mana or their own mana well (see further on for more information about the realms of mana). Healers must remain calm in all situations as they are the ones who will be dealing with horrible injuries and perhaps ( )inging new life into the world along with medical doctors, midwives and surgeons. Healing magic boasts spells that that heal injuries, cure diseases, calm the mind and ease pain. The greater the injury the more time it will take to heal which is why healers tend to travel in groups. Magics that go well with healing magic are: Water, ice, earth and Herbalism.
Traces: sometimes a pale green glow will be left behind on the area of casting. Sometimes there may be a whiff of mint lingering in the air. The mage may do into a trance like state after a long session of healing, please consult a more experienced mage if that happens around you during practice.
NOTE: Healing magic will not: heal scars, heal stretch marks, heal mental disabilities or disorders or change natural features in anyway.
Fire- Common in all peoples except Moon Elves. Fire magic is perhaps the easiest magic to learn yet perhaps one of the most destructive. Many a mage now has scars, including even the most experienced ones, that show that they were not careful when using fire magic. This discipline is not just about controlling fire, it is also about heat and the practical uses of it. Those who find the Empirias winters unbearable due to the cold are advised to begin study of the heat aspects of this ( )anch immediately as it has saved lives. Fire magic is capable of: creating fire, creating explosions, throwing fireballs, creating walls of moving fire, cloaking the caster in flames, controlling heat and raining fire balls down from the sky.
Traces: fire magic has no traces but, it doesn't need to have any as it is already obvious where fire magic has been cast as something is usually on fire. Many a mage may experience extreme sweating of the hands so it is advised that when this begins to happen to stop practice and get a cool drink.
Water- This magic is a little harder than fire magic to control but, easier compared to all the other common powers. This magic is common among Moon Elves and Ieeren-Draconis. Water magic is very useful for those living in dry climates as it means an infinite supply of water for drinking and bathing. For those living in areas without clean water a single magic skilled in water magic can clear water of dirt and impurities making it safe for use. Healers often specialise in this magic school as it also has the ability to cleanse impurities in the blood as well as water. Spells in this school include: spells that purify water based solutions, abilities that let the mage ( )eathe underwater or walk it's surface, manipulation of water as a weapon and the ability to generate water from nothing.
Traces: a soft blue glow may remain in areas where water magic was cast. A cool sensation can be felt in the air when cast inside. The scent of water lilies may linger after casting. Mages have often experienced the feel of water running through their hands during casting.
Lightning- Common in Ieeren-Draconis and Sun Elves. Lightning magic is by it's very nature volatile and dangerous. Extreme caution is advised when practising with this school of magic as many mages have been injured in the past. Lightning magic is also very difficult to control due to it's raw, undefined state of being. Mages skilled with this magic are able to: summon lightning bolts, throw lightning from their hands, cloak them selves in energy, create magical lightning traps and create massive charged explosions.
Traces: Often leaves behind a ( )ight yellow glow but, even if it doesn't the scorch marks left will be able to show where this magic has been cast. Some mages report a lemon-like smell after casting. Some mages may experience pins and needles in their hands, if the feeling becomes too intense it is advised to stop use of magic for several hours to avoid loss of feeling in the hands.
Earth- Common in: Wood Elves and sun elves. This kind of magic is concerned with all things relating to the earth. This includes: plants, stone, soil and sediment, gemstones/crystalline structures and animals. Due to the large area that this magic covers most mages will tend to study on one ( )anch of it. Healers and herbalists tend to study mastery over plant-life while warrior mages may prefer stone or crystal mastery. Crystal-smiths make huge amounts of money in Empirias due to the large amounts of crystal and gemstones they use in their everyday life. Those wishing to become beast trainers are advised to begin studies in the control over animals as soon as possible to familiarise themselves with the spells. Be aware that the Paladin Order frowns upon the use of animal based spells as they believe that it is a form of mind-control. The Arcane University will still teach these powers as it believes that it is important for mages to learn such skills.
Traces: depending upon the type of magic used, scents may vary from spices to mud.
Uncommon Powers
Ice- Ice magic is only common within Moon Elves due to their affinity to the cold. Ice magic is easy to master but, rare for people to be born with an innate ability to use. This magic is not just concerned with ice and snow but also with cold. Mages who practice this magic have the ability to create snow storms and hurl massive spikes of ice. They also have the ability to be able to minimise heat loss from their bodies a useful ability in snowy Empirias.
Traces: a pastel blue glow is often left lingering on surfaces and a strong scent of rosemary is usually always smelt after casting. When casting a cold sensation is felt across the hands. Prolonged casting should be avoided if you feel that coldness beginning to spread up the arms.
Wind- This magic is very powerful and very difficult to manipulate thus all mages no matter the skill are advised to have another mage look over them when in practice with this magic. This school gives the caster the ability not to only control wind but also over weather if their power is great enough. This magic often goes well with lightning magic. Practitioners of both magic should exercise caution when around other mages as injury may occur.
Traces: leaves behind either a purple or grey glow on and around areas of casting. This magic has no effect upon it's caster.
Energy- This magic was once considered a part of the "Dark Arts" but has recently lost it's status and now is considered in the magical grey-area. This magic gives it's wielder control over life energies and forces. This means that the mage can cause their foes massive amounts of pain as they sap their very life from them or even crush them under their own gravity. Due to the nature of this magic the Arcane University has to enforce very strict rules on the practice of energy magic.
Traces: None thus making these mages very dangerous.
Rare Powers a.k.a The Four Divinities
NOTE: Before beginning practice of these powers a mage will have to submit an application form to the Arch-mage and must also prove that they are worthy during a one-to-one training session with him. Yes, they will need to fight Kyne.
Light- A very rare power. Light magic is seen by most as a direct blessing by the All-father by those who are religious. Light magic has the ability to repel un-dead minions, create mystical barriers and magical wards, create hovering balls of light and allow the mage to become spectral for a short time. This magic is easier to learn and master than the other three rare powers but, it is still considered an advanced art and it's study is only ever offered to those who are considered worthy.
Traces: A shimmering white aura will linger around the mage for a while after a spell has been cast.
Void - Manipulates space, gravity and stardust. This school contains some similar spells to that of the Energy school but with much greater ranges and strengths. Mages trained in Void can: create miniature gravity fields, negate all magical damage to their person and those around them, summon miniature comets, decrease or increase a person's gravity and deconstruct matter. Void magic is notoriously hard to learn and control even after devoting your entire life to it.
Traces: None have been discovered thus far. The study of Void magic is relatively new therefore new effects and spells are still being discovered.
Time- Time magic gives the mage the ability to control time to some extent. The mage can slow down or stop their foes altogether and also make themselves move much faster in combat. Powerful mages can stop large groups of people in their tracks. The most powerful of mages can prolong their lives to an almost immortal fae-like extent, never ageing and seemingly deathless.
Traces: None, thus making this a very dangerous weapon for mages.
Darkness-The rarest of all magics. The study of Dark magic was first started by the Court of Shadows many eras ago. They discovered that a mage may be able to use the power of the shadows to: influence the feelings of another person (mainly fear, anger and despair), turn the caster invisible or cloak them in shadows, help the caster become spectral and even become a physical object which the mage may use as a weapon or something else. This magic is highly restricted and thus only mages who have gained a high enough rank or those wishing to become Seekers are given permission to study this magic. If the mage is seen as a danger to others they will be immediately terminated. The use of this magic is not to be taken lightly as this is the power that gave the Court of Shadows the ability to take over the world.
Traces: None, making this magic even more dangerous that it already was.
Unclassified/Dark Arts
Enchantment
Status: Unclassified
Enchantment is the art of imbuing objects with magical powers. For example, a sword my be enchanted with fire magics so when it cuts it also burns. A ring may be imbued with raw magic thus expanding the mage's mana pool. Enchantment is a very easy skill to learn and is taught to all mages at the University. All mages when leaving their apprenticeships are expected to make their own mage staff.
Blood Magic
Status: Dark Arts
Blood Magic is a Dark Art and thus illegal in most places. Some groups of Wood Elves may practice it but, it is not to be used while on University grounds. What you do off the grounds is your choice but, it may very well lead to imprisonment or death. Blood magic is studied so mages know better how to defend against it. Blood magic is any magic that is fuelled by blood instead of raw mana. This magic can also contol blood making it boil or simply just causing a person to explode. This magic was first discovered by the Court of Shadows.
Necromancy
Status: Dark Arts
Necromancy is not to be confused with Energy magic as both can control life forces. Where as Energy is about the ebb and flow of life, Necromancy is about the end of it and thus the re-animation of those who have lost life. There are many different kinds of un-dead minions a necromancer may have at their disposal such as: skeletons (usually painstakingly put back together by hand), corpses (often ill-preserved), spirits/demons/lost souls (when a body cannot be obtained), blood elementals (when the body has been blown to bits) and any other sort of nightmare creature you can imagine. This magic is can be punished by death as the defilement of the dead in Empirias is a capital crime.
Traces: There are no traces known due to the Court of Shadows keeping secrets from the rest of the world. However, from conversations had with those who have dabbled and captured members of the Court we know that the casting of dark magic inflicts pain upon the mage.
Roles Within the University
Acolytes
The Acolytes are the youngest of our mages. These mages are usually in the age range of 5 to 11 centuries of age (excluding Ieeren-Draconis and Fae). Acolytes are given basic lessons in writing, reading and history as well as minor arcane studies. Acolytes live in the dorms on the ground floor of the mage housing here on University grounds. As an acolytes you will have access to the park, gardens, play-areas and smaller herbailism labs. These dorms are close to the shopping district of Arcanea so day trips may be arranged by the tutors. Younger children are entitled to naps and snack time. Acolytes must take a small exam at age 11 to progress to rank of Initiate. If this test is failed you may retake it when your tutor deems you are ready.
Initiates
Initiates are usually teenagers to young adults. At this point you will be given advanced language classes (mainly in the High-Elven ciphers and language) and advanced arcane studies. These studies may involve magical history and theory as well as practice with spells. You may also choose to do extra herbalism classes however it is not required of you. At the end of your studies you will be taken under the wing of either a sorcerer, Master Wizard or even the Arch-mage himself as an apprentice mage. Initiates are housed on the second and third floors of the University dormitories and have access to private herbalist gardens and the green-houses. You may be offered a weeks trip out to one of our chapter houses in either Lumina, Vyrantiin or Empiriyaid to further your skills and improve your chances of getting a more powerful tutor.
Apprentices
All apprentices must choose at least two magical schools to study but are not limited to just those two. They will be chosen by an experienced mage who will tutor them one to one for up to 10 hours a week. The apprentices must do their own research and are largely independent though they must submit reports every so often to their tutor. They may also ask for extra help from other mages, not just their tutor. Apprentices have their own dorms in the White Spire above the Golden Hall. They have access to the best herbalism labs and resources available as well as having access to the Arcane Li( )ary. Once the apprenticeship is finished and you have completed your trail, you will gain the rank of Sorcerer.
Sorcerers<( ) />These mages are highly skill having devoted their lives to then study of the arcane. They have full access to all of the university except the Arch-mage's quarters (unless given full permission) and the Chamber of the Magisters. Sorcerers may take a room in the White Spire or live at their own residence however, they must report to the University monthly.
Master Wizards
The Master Wizards are the best of the best. These mages are all have to of mastered one school of magic before they are considered for this grand title. All current Masters live on-site at the University in their own buildings overseeing the teaching of their school of magic. They are also all members of the Council of Magi that meets in the Chamber of Magisters in the White Spire every month.
Arch-Mage
The Arch-Mage lives within private quarters near the top of the White Spire. The Arch-mage must master several schools of magic, know much history and magical theory as well as being skilled in many other things such as politics and combat. The current Arch-Mage is Kynethase Anolarav Lithelliin of noble House Lithelliin. The Arch-mage is often very busy but tries to be as involved in University life as the current situation with the politics of Empirias allows him to be. He has at the moment several open slots for new apprentices to be tutored. The Arch-mage's quarters consist of: his own herbalism lab, private gardens and green-house (the top floor of the spire), the Golden Hall, the Chamber of Magisters and various other buildings through out the University and beyond. Often the Arch-mage must travel to Empiriyaid for the Imperial Court but with the election of an Arcane Adviser for the Court he now must travel less than in the past.
The Inner Circle
The Inner Circle is a select group of mages who act as the Arch-mage's personal council and advisers. It is impossible to tell one of these mages from any other in the University. Their job is simple, enforce the rules and protect the students. Nobody knows who they are save the Arch-mage and his most trusted of friends. All that is known is that each member of the Inner Circle has had dealings with the Court of Shadows in the past.
Other Jobs
Spellcloaks and Shadowcasters are mages who are also gifted in stealth. They have studied some dark arts and are hunted down by paladins if they are found. These groups of people tend to be used by the Master Wizards to remove any who will stand in their way. These mages weild daggers and bows in place of a staff.
Stealth-mage Ranks<( ) />
Warlock - the basic starter rank, usually taken up during a mage's apprenticeship. This is their rank before they have learnt any real skills.
Spectre - This rank is achieved by the mage learning to wield their weapon of choice in place of their staf
Spellcloak- The typical rank a mage should of reached when they leave their apprentice years. Instead of Sorcerer, they would be a Spellcloak, gifted in magic, weapon use and stealth.
Shadowcaster- A mage becomes a Shadowcaster by becoming in-tune with their darker powers, sometimes necromancy, sometimes simple energy spells.
Nightfury- Masters of stealth, magic and weaponry. Agile and terrifying, never cross one or your life will surely end
Don't want a dark path? No problem, battle-mage is the way to go!
Battle-mages are the guards and defence force for the city where the university resides as they do not rely on government funding. Some go on to become paladins but most stay with the university for it is their home and they wish to protect it. These mages are taught to fight with weapons from being Initiates if their potential is seen, if not, they may choose this path as apprentices. The highest rank you can achieve as a Battle-mage is Knight-Savant.
They tend to use swords, spears, maces and pretty much any weapon you can think of.
Battle-mage Ranks
Battle-mage- the general entry rank a mage gets once they have chosen their weapon of choice and has begun their training.
Arcane Warrior- Once a mage has passed their first test after around 2 years of training they may become an Arcane Warrior.
Templar- Further training; mental, magical, physical and spiritual is needed to become a Templar. Their will to do good, strength of body and spirit and faith,gives them the chance to move out of their apprenticeship and begin work.
Blade-Wizard- Blade wizards have mastered more than one kind of magic and weapon and are able to switch between them with ease. At this point the mage may take their own apprentice to train in the battle-mage ways
Knight-Savant- the most powerful of warriors. Able to summon weapons to their hand at will. These mages are a foe any would fear in armour of gleaming metal weaving magic in one hand, holding a blade in the other
The leader of the battle mages is called the Knight-Savant Commander and is currently Ga( )iel du Chevalier.
The University also trains: herbalists, healers, enchanters, Lore-Keepers and offers quick courses in magic for adults.
List of Classes
Herbalism for Healers- focuses mainly on potion craft rather than poisons.
Poison craft (herbalism)- focuses on poison making
Herbalism Theory- no real making of any potions but does examine herbs and how to grow them
Herbalism- rolls up the three separate classes into one neat package
Practical Enchanting- actually enchanting items and learning the runes
Theory of Enchantment- learning how enchantment works and making new runes
History of the Empire- learning the history of Empirias in great depth. Mainly focuses on the University, Paladins and Court of Shadows.
History of Magic- Learning how magic was used in the past all over the world. Also touches upon High Elf magic
Ancient History- mainly focuses on the High Elves but also touches upon early Empire history
Language Studies (High-elven)- teaching the high elf script and how to speak it
Archaeology- needed to become a fully qualified lore-keeper
Lore-Keeper Studies- includes: history (ancient and modern), language, archaeology, geography and etiquette.
Arcane Studies- all schools of magic for theory, only specified schools for practical.
Religious Studies- mainly for none moon elves moving to Empirias so they understand what's going on
Crystal Smithing- how to build things: Empiriyaid version |