Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - WriterX

#1
An Apprentice's Guide to Wizardry
by Student-Apprentice Orin Vossar of the Sandstone College

Introduction

Those who wish to achieve mastery over Wizardry have a long road ahead of them. The Arcane Art is one of mystery and beauty, but also dismay and treachery. Those who wish to learn how to perform such arcane miracles will take many years to begin understanding the basics, before they can even begin on their own path as Wizards.

The purpose of this tome is to explain some of the basics, to those who may just be beginning their journey, or those who ponder on taking that first step.

Much of what may be said here will not be for everybody, but like any art or craft, one must see the basics, the foundation of how the Arcane works, before they can begin creating something of their own.

As such, let us begin by discussing the different schools of magic.

The Schools of Arcane Magic

There are eight Schools of Arcane Magic. Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. Those who study the Arcane as Wizards will either aim at understanding magic as a whole, not foregoing any specific school of magic, while others may choose to become specialists in a specific school.

When one chooses to specialize in a school they will traditionally be unable to tap into an opposing school of magic, trading away versatility for a more focused approach, allowing them to more effectively use magic associated with that particular school.

Let us look briefly at each of these schools, and what those who choose to Specialize in them tend to become.

Abjuration

Abjurers are specialists in protecting themselves and others from harm, through the use of shields, barriers and other beneficial enspellments. Their unique approach to magic also allows them to block planar creatures from persisting in our reality, being capable of banishing them. Further, they are capable of dispelling magic. Broadly speaking, while the School of Abjuration lacks in almost any spells that would allow an Abjurer to cause harm, they have a multitude of ways of stopping it from happening.

Abjurers are opposed to the School of Conjuration.

Conjuration

Conjurers, sometimes also known as Summoners, are capable of calling forth different creatures from the planes. A skilled summoner won't only be able to bind a greater number of creatures to do his bidding, but also be capable of keeping them at his side for longer, compared to other arcanists.

That said, Conjuration does not focus solely on the summoning of creatures, but also has access to a plethora of spells capable of causing harm, or disrupting a wizard's enemies.

Conjurers are opposed to the School of Transmutation.

Divination

Diviners specialize in magic that allows them to see hidden creatures, foes and dangers. Capable of observing those who would be hiding, whether nearby or in distant lands. Furthermore, Diviners have a better grasp in collecting and understanding knowledge, often seen as the wisest among Wizards.

However, as one might guess, the School of Divination, similarly to the School of Abjuration, lacks almost any spells capable of doing harm. While they have many spells that can aid a Wizard, the School of Divination might not help him defeat his foes, at least not directly.

Diviners are opposed to the School of Illusion.

Enchantment

Enchanters are known for manipulating and dominating the perception and minds of others. This allows them to control an otherwise dire situation, by turning enemies against one another, or to put to slumber a mighty beast. Here too we might see few spells that can directly harm a creature, which does not leave an Enchanter helpless.

Assuming that the foe they face has a mind that can be manipulated.

Enchanters are opposed to the School of Illusion.

Evocation

The single most recognizable School from among all the Schools of the Arcane. Evokers are known for their grand displays of destruction. Whether calling forth fireballs, ice storms or casting lightning bolts that pierce through numerous foes, an Evoker is a very present and powerful threat to any who would stand in his way.

While the School of Evocation offers a great many spells that allow a Wizard to harm another, there are a scant few spells that offer anything but that. One such exception being Shelgarn Spells that uniquely allow an Evoker to animate weapons to do his bidding, if for a limited time.

Evokers are opposed to the School of Conjuration.

Illusion

While it is a bit redundant to state such, Illusionists specialize in the use of Illusions. Whether to conceal themselves or others, or to convince a foe that they have been struck by a fatal blow, the School of Illusion affects the minds of others, but unlike Enchantment can still be used, under some circumstances, against those who lack a mind.

A powerful Illusionist could create scores of copies or clones of himself, while remaining hidden and out of sight. Many Illusion spells serve a Wizard, whether to keep himself or those with him safe.

Illusionists are opposed to the School of Enchantment.

Necromancy

Necromancers are most often known for the manipulation of negative energies. It is very difficult not to associate them with animating the dead, as that is one of the most common reasons why Necromancy, as a School, is banned in most civilized lands.

While it is true that Necromancy offers more than magic that allows one to create the undead, their spells can rarely be seen in a benign light. It is why my personal recommendation is to approach the School of Necromancy with great caution, and be weary of any grand promises that Necromancers can make when it comes to studying this particular School.

Necromancers are opposed to the School of Divination.

Transmutation

Transmuters may transform themselves, or others, according to their wills. Whether to strengthen a warrior, or curse somebody into a chicken, or perhaps turn themselves into a mighty beast. Much of transmutation focuses around change, for better or worse. It's a school that can manipulate the body, or objects, in a similar fashion how Enchantment focuses on manipulating the mind.

While there are certain spells from the School of Transmutation that allow one to cause harm directly, the majority of spells aim at strengthening or weakening others.

Transmuters are opposed to the School of Conjuration.


These few words upon each School do not do them justice. Before making a decision whether one wishes to specialize in one, over another, consider their strengths and limitations. Many Wizards opt to remain as Generalists, thus not limiting their selection of spells or magic, and instead embracing the Arcane as a whole. This may, to some, make a Generalist less capable in a single School, but if one desires choice and versatility then this is the path for you.

Now let us move onto a largely unexplored topic.

The "Language" of the Arcane

A spell normally requires two things in order to be cast. A verbal component as well as a Somatic one. In some cases an appropriate Reagent may also be used, but this differs between spells.

If one ever witnessed a Wizard cast his magic he would both utter the spell and perform a series of hand gestures, after which the spell would be cast.

It is important to note however that the gestures and words are not a random jumble of vowels or motions. There exists something that could be broadly called the Arcane Language.

Unlike a traditional language however it is not something that is typically used for record keeping or communication. Instead it is the means by which spells of many different forms can be cast.

An Arcane Scroll typically describes what manner of gestures and words have to be spoken in order to cast a spell, but only those who have studied the Arcane as a Wizard can comprehend and copy it. One of the first things an Apprentice will attempt to learn is this "Language".

There does exist an alphabet for it, as such, and there is a parallel alphabet of hand gestures to go alongside it, and while some such examples I will list below, simply understanding how to pronounce individual "letters" or how to perform a singular gesture will not be enough to successful cast a spell.

The reason why I call it a language is because if you were to read out a sentence in a tongue you have not learned, and you were even given the alphabet and how to pronounce each individual letter, you would not be able to pronounce even a single word correctly.

This is why simply offering a full Alphabet of "letters" and "gestures" means little, as one has to learn how to "read" and "speak" a language before they can communicate with it, understand it.

From these "letters" you must learn to form words and sentences. Then one must learn how to move from one gesture to another fluently. Through the combination of these two things can a spell be cast.

And the more skilled you become in the use of this language, the greater the feats you can achieve. A child may learn to read and write, but a writer, a poet, a troubadour, masters the language to create something unique and beautiful.

This also brings me to the matter that certain Wizards master the art of casting their magic without the need for verbal or somatic components. This however is a demanding art, and few ever truly perfect it, though it does allow some to cast their magic in unusual circumstances, such as when their hands would be bound, or when for one reason or another they are silenced and unable to speak.

See below a few examples of Arcane runes and hand gestures.

[What would follow would be a few individual runes and sketches of hand gestures, showing examples of the above mentioned "Arcane Language"]

When one finally learns the Arcane Language it is the time one can begin learning magic on their own. But, simple learning the Language is barely enough. One must practice and continue to use it, so that it does not dull or is forgotten.

Yet, the Arcane is not a simple thing, and while one might learn the basics of what is needed to cast spells there may exist phrases, runes or gestures that could be considered ancient and forgotten.

This is also omitting the occasional need for specific reagents or means to cast certain spells. For example, the need for a scrying focus when attempting to Scry, or of reagents needed to summon certain being into our world.

And while finding a scroll describing such an ancient spell may be a boon an unskilled wizard may not be capable of replicating it, which brings us to our next topic.

Scrolls, Wands and Spell books

The staple of any Wizard is his Spell book. It acts as your Thesaurus to the Arcane Language. Spells that you collect, discover or learn you ought write down within it, so that you may use them for your own reference, to repeat and copy them yourself. A Wizard's spell book is his most prized possession, and losing one may make it difficult if not impossible to replace.

Arcane Scrolls will typically describe the spell written upon them, allowing a Wizard of sufficient skill to replicate it, yet even if a wizard does not fully know how to cast a spell himself he can usually use even an ounce of his skill to unleash the spell stored upon a scroll.

The magical ink that is typically used to create such a scroll is like a powder keg that a Wizard can light. To others it might simply be a piece of parchment, but to a wizard it is a tool, or a piece of knowledge.

The magic stored on the scroll, ready to be unleashed, just needs the right trigger, and when that occurs all the magic stored within is released, destroying the scroll in the process.

The difference between a scroll and a wand is that a wand keeps the raw energy of the spell stored within itself, while a scroll is like a spell that will cast itself.

Because of their study of the Arcane Language, any Wizard is capable of recording their own scrolls. Yet it takes a degree of skill and mastery to create wands. It is also a very expensive and difficult process, especially in the case of more powerful spells. Even then the stored spell will typically be weaker than what a wizard would be capable of casting himself.

To some there is still a benefit in creating wands, as they allow the stored magic upon the wand to be cast again, and again, in rapid succession, and it is typically also faster than trying to unfurl and activate a scroll.

However, one cannot learn magic from a Wand, and a scroll is required for a Wizard to add a new spell to their spell book. 

Raw Arcanum and Casting Magic

You may now understand that in order to cast a spell one needs to know how to utter it and what gestures must come with it. Then, they must learn what a spell actually requires to be cast. But even with all of this knowledge presented before you one cannot cast the same spell indefinitely.

The Theory of Raw Arcanum is that a Wizard has a limited capacity of how many spells they can cast before they are depleted, unable to use more magic.

An apprentice may be limited in what they are capable of casting, and it is related to their own skill and understanding of the Arcane.

That said, there exist in the world objects that allow one to tap into more Raw Arcanum, allowing them to cast more magic, where others might be unable to.

These may be pieces of clothing, ancient relics or artifacts, foci or something as simple as a stave created from the right material. Some objects may be saturated with magic, while others allow a Wizard to focus more, thus be able to draw upon more magic.

This is where the clearest difference between specialist and generalist wizards may be seen. A specialist can typically only prepare very specific spells, in order to be cast, while a Generalist may use his deeper understanding of the Arcane as a whole to restore some of his magic, delving deeper into the Raw Arcanum, to cast more spells.

Here too, those who would seek to gather objects with the Aspect of the Apprentice may find themselves capable of replenishing their supply of Arcanum, at a slow rate, allowing them to cast far more magic than what any other wizard is capable of casting.

It ought be also noted that most wizards have access to a very shallow and near endless pool of said Arcanum, which is what allows them to cast and recast cantrips endlessly. Cantrips usually consume so little Arcanum that it does not restrict their other spellcasting, and even when nothing else is available, any Wizard is at least capable of casting these most basic spells.

The Journey from Apprentice to Wizard

The main reason why Wizards take on Apprentices is to pass on the basics of magic to those who may grasp these complicated notions. Understanding the core, the basics, of casting magic is but one facet of Wizardry. The Arcane Language is something that takes a long time to perfect, even to the most gifted of students, as a single slip or mistake can make a spell fail or misfire.

More powerful and proficient Wizards may have spent decades perfecting the Arcane, and such knowledge comes with a price. There is a reason we often imagine Wizards as hermits, living secluded in their towers. The privacy and environment of their home allows them to continue their studies unhindered. Even with an Apprentice present, they might seem dismissive and unable to truly communicate as an ordinary man would.

Yet, if one thinks this is unusual, many masters of artistic crafts may seem equally hermit-like and distant. Remaining in their workshops, working upon their works of art. Apprentices who join them may witness their masters crafting these creations while unable to yet fully grasp as to the method.

But those who are willing to be patient with their teachers, heed what wisdom and knowledge they share, and most importantly, do a lot of self-study may break out of the mould and graduate from mere apprentices to real wizards.

Yet, even as I write this, I never felt I left being an Apprentice, even after my teacher sent me out into the world. The Arcane is vast and complicated topic, that very few may ever fully grasp in their lifetimes. Especially here, in the Ash desert where the Ancient clashes with the Modern, so too can one suddenly learn of magic so mysterious and incomprehensible that even somebody whom we view as a Master may not fully understand it.

Closing Remarks

There is still much that I could not touch upon in this book. Alchemy, brewing of potions, arcane rituals, but many of these topics are things that Wizards tend to embark out to, or learn on their own. Not everybody wizard is a potion brewer, not every one trains with alchemy or herbalism, and while many dream of performing great and powerful rituals, it is a complicated topic that could not be simply stuffed or added into such an introduction to the Arcane.

If you are certain that you wish to follow this path, to try and become a Wizard, the first step to take would be to find a Wizard willing to teach you these basics. It is exceedingly rare, if not impossible, for one to learn all of this on their own. And many times over you have to prove your ability for learning and curiosity in order to persuade a wizard of your worth. And all the while, aside from the learning, you will have to act as a wizard's helper and assistant, often doing gruelling and unrelated work for him, some perhaps expecting to be paid for their time teaching you.

But at the very end of it all, after many years, you may be able to claim the title of Wizard.
#2
Abjuration - Introduction

The School of Abjuration sits upon a unique position. One could say that while Evocation is a school of offensive spells, offering a plethora of tools to circumvent an enemy's defences in order to bring harm to them, the School of Abjuration does the exact opposite. It offers a multitude of methods to avoid being harmed, but also, ways of stripping the spells of another wizard.

In essence, the vast majority of Abjuration spells can be divided into two categories. Firstly, those that protect from harm, and secondly, those that dispel magic.

These protective spells truly are many, and most wizards might use them without even realising that they are casting abjurations. Elemental protection spells, Circle of Shell and Protection, Stoneskin or Ironguts are but a few examples. Granted not every commonly used protection spell is an Abjuration, for example Mage Armor is a conjuration spell.

Then we move to the part of the school focused on dispelling magic. From the three common variants of Lesser, Normal and Greater Dispel spells, to Banishment or Lesser Spell Breach. Many an adventurer hiss through their teeth whenever a monstrous shaman strips them off their magical boons, leaving them bare before scores of lesser foes.

Among some exceptions to the two above sub-groups of Abjuration spells we can find Ward Area, which acts as a blocking spell against scrying and teleportation attempts, or the Seven Seals of Al-Saran, a spell that, on the surface is used to restrict or bind an individual, but if all Seven Seals are placed it is meant to banish, or greatly constrict the target. Based on what little I could find, the casting of the Seven Seals still seems to be a lesser version of a far more powerful spell that once was used, apparently, to lock away, imprison, far more dangerous beings or monsters.

Overall, while the School of Abjuration may not offer almost any offensive spells, its utility is without doubt. The ability to protect one's self, or to ward others from harm is crucial, while at the same time using dispelling magic upon powerful foes, can turn an otherwise challenging fight into something far simpler.

Based on records from the War, the use of Dispelling Magic was crucial in defeating of Iakmes' Titans that "stole" magic from those around them. By stripping away these stolen boons the Titans themselves were, apparently, much more manageable in dealing with.
#3
Conjuration - Teleportation

While there often appear portals, that allow one to cross over both vast and short distances, created through complex or ancient magics, Teleportation is still available to many Arcanists who choose to dabble in Conjuration.

The spell itself, of the same name, is fairly difficult to cast, and novices will not be able to grasp the complexities or sheer amount of Arcanum needed to cast it, unless they use a scroll or wand.

That said, Teleportation requires more than just a spell, in order to be used. It requires anchors that will allow a Wizard to teleport to a location, without accidentally melting into something nearby.

This can be done in a number of ways. These anchors could be hidden magical sigils, placed somewhere, or, equally often, a memorized denoting feature of the location. For example, creating an anchor in the Ephia's Well plaza could equally be a Sigil placed on or near the Pilgrim, or the Pilgrim himself.

The method of using sigils may be more practical when trying to reach areas that do not have any clearly denoting features, such as cave systems, or an area in the desert.

The range of the spell however is limited, by what I would call "Arcane Pollution". For example, one can teleport around Ephia's Well, but, most likely due to the Shade, there is no easy way to teleport outside of the Well.

When one is present in a specific region it may also be impossible to reach another one, simply due to the distance that has to be traveled.

Further, how many other people may join an arcanist during a teleportation depends on his skill and the level of arcanum he actively can wield. Typically around three people can join an arcanist while he is casting the spell. They would have to be within "reach" of the wizard, as the spell might simply be unable to "catch" them if they are too far.

What is also important to note is that casting of the spell is not instant. While the arcanist channels the spell he is vulnerable to attack, and if he loses concentration the spell may fail before it is completed.

As a form of travel teleportation can cut down on the potential risk of ambush, or other dangerous events, as well as time. Unless an area is actively warded or protected it is also largely unrestricted. The main limitations of this spell is how many people an arcanist can bring along with himself, and how far he is capable of traveling.

Still, whether for the sake of secrecy, security or time, Teleportation is one of the best tools available to an Arcanist to journey unhindered.
#4
Divination - Introduction

The School of Divination could be summed up as seeing that which is hidden, or uncovering that which is obscured, both in the literal and symbolic sense.

There are many examples of what Divination performs one to do. The spell Identify sharpens one's mind to more readily identify the magical properties of items, or to better understand ancient texts.

The spell of See Invisibility does exactly as it says, allowing that upon whom it is cast to spot anybody who is concealed by a spell of invisibility. Another similar spell of this type, Clairvoyance/Clairaudience, enhances one's senses greatly, allowing them to more readily spot and hear those who would otherwise be trying to sneak around.

Diviners are often also known for Scrying, or even, to a lesser degree, bending "fate", influencing the outcomes of events. Though this usually seems to be focused around protecting one from a dire fate, or making one more susceptible to tragedy.

While Divination seems to lack almost any spells capable of harming another, there is a plethora of spells that can be used to protect one's self, or others, or to debilitate a foe. And naturally, there is also a selection of spells that can help one in their studies, or understanding, or to uncover that which may be hidden.

While at a glance one could assume that this makes Divination one of the least practical schools while adventuring, it is a somewhat ignorant view. Divination, unlike Evocation, Conjuration or Transmutation might not take as active a role, but being capable of spotting foes before they approach, or protecting another from an otherwise dire strike, or being capable of identifying hidden traps before the party steps on them ought be considered a boon. Not even mentioning that through the correct use of Divination one could unlock greater secrets or understanding, where otherwise said secrets would remain out of reach.
#5
Enchantment - Introduction

I shall admit that the Enchantment school has been one that I have seen the least practical use of, at least in many of my recent adventures. The school of Enchantment focuses primarily on manipulating the minds of those it targets, while other times positively impacting that of the Enchanter's allies.

Some of the most commonly used enchantment spells include Confusion, Sleep and Hold Person. Among some of the more advanced spells one can identify Dominate Person and Monster. All of these spells share a common theme, they work only against the living, and those of weak will. Against undead and constructs, somewhat similarly to many Illusions spells, these spells fail to work at all.

That is not to say that Enchantment is a school without merit, for spells of Confusion or Sleep could potentially put into disarray large groups of hostile creatures, while Hold Person could turn an otherwise challenging fight into something far simpler.

Overall, when used by a skilled enchanter, many of these spells could disable even a mighty foe, if for a limited time. Yet, at the same time, the fact that there are many spells that could soften the attack, or outright stop it from working, makes the spells of the Enchantment tool a useful if very limited tool.
#6
Illusion - Introduction

The school of illusion focuses primarily on deception. It aims at fooling or tricking those who perceive the spells associated with the school and may lead them to be misdirected or tricked or fooled depending on what exactly the spell does. Because of this many tend to associate illusionists with tricksters. This would not be far from the truth as many illusion spells focus on creating either convincing illusions, or effects that overpower the senses.

There are a few common examples of such spells, one of the most popular examples of that is blur which covers the caster in a shimmering light, making them not only harder to hit but even if an attack comes in contact with the caster the damage would be reduced. It also seems to hold a special property of protecting those who are blurred from very basic spells. Another very commonly known illusion spell is invisibility and its more powerful version simply known as improved invisibility. Both of these spells aim at concealing somebody. Invisibility is weaker because it can be broken in a number of ways, whether somebody is moving too quickly, is attacking, or due to certain auxiliary magical effects may result in it being stripped. For example if a caster casts a spell of grease or web this may end up making them pop out of invisibility. In comparison the spell of improved invisibility allows one to maintain a semi corporal form thus allowing them to remain perhaps not entirely hidden but harder to be identified or hit by an enemy's attack.

 Another very common and very popular spell among those who adventure is displacement. Depending on the skill of the Illusionist, displacement can do two things. First of all it conceals the target similar to how improved invisibility works, however with the additional possible effect that clones or copies of the targeted person appear. Both displacement and improved invisibility are very popular among adventurers. Both have similar effects but improved invisibility can still hide a person while displacement can create very convincing copies of them. It should be noted however that only displacement potions exist.

 Based on these examples, illusion tends to either create very convincing images or illusions, or they obstruct the real vision of something such as we've seen in the case of spells like displacement or blur.

 Despite this the number of specialized illusionists is relatively small. Most who do dabble in illusion will use the same couple of spells, such as aforementioned displacement and invisibility; this may be due to the fact that while illusion most certainly works on the living it has a greatly reduced effect against constructs and the undead. Those without a mind or those who have a very powerful mind can resist many of the effects of the illusions, which leaves illusionists much more diminished in their power and options when facing such foes.

This also means that illusion spells tend to be very situational. While evocations can allow an arcanist to hold a plethora of options, being capable of adapting to the foe they face, illusionists somewhat fumble when faced with foes who cannot be easily tricked.

Despite these shortcomings, the school of illusion is extremely popular among adventurers, and has saved many of those who found themselves in hopeless situations. I will also concede that I have, myself, been saved by a timely casting of a blur or invisibility spell, protecting me from danger when I might had suffered great harm.
#7
The Theory of Raw Arcanum – Continued Part 2

One of the questions that I asked myself when considering the Raw Arcanum was its "condition" as what I would describe as a "Primary Element". A raw form, that can be given any other number of forms. Which, of course, means potentially a number of things.

As an example, Raw Arcanum can be turned into fire, through a spell such as fireball, flame hands and similar. It can be turned into a collapsing ice storm. Or, on another level, it can be turned into negative energy.

A spell, in essence, is a way of consuming or using up Raw Arcanum to create something else.

And my question here would also be, is it merely used as a fuel to "replace" Arcanum with another energy, or is it transformed through the action of casting a spell.

I raise this question because, if it's a transformative process that could mean that we might be able to reverse it. Through holding an object saturated with elemental fire, we could "distill" it into Raw Arcanum.

Some have theorized that there once existed a Primordial Force, from which the Elements were born. What if they came to be through the purely chaotic energies of the Arcanum? What if, much of what we know is the result of pure chance?

The key reason I ponder on this revolves around the forgotten methods of magic that we may have a hard time replicating or understanding. The Magic of the Collosi, for example, so alien and strange to us, would also depend upon the Arcanum to work. When I ponder on the shamanistic rituals among monstrous races and civilizations I would not be surprised if their own magic were just different methods, through trial and error, of manipulating the Arcanum.

In a world where natural energies, the divine and the arcane are prevalent, it would be hard to believe that all of them originate from a single thing. And as much as I like to call it Arcanum, perhaps there was a force, an energy more ancient and obscure, something from which all else was born or created? But what could that be, and what its origin could be is beyond my imagination.

It may also be the case that Raw Arcanum, as an element, cannot exist on its own. Perhaps it is too unstable, too unpredictable, that its mere exposure to the world would lead it to transform and change, without some method of storing it.

But, the only way to be certain would be to try and "distill" elemental energies, but even the method of doing that would have to be discovered or thought up. For now I shall seek the closest, adjacent "force" I can think of, that of Aspect Prisms, which, although not something used in spellcraft, seems to have properties of what I would consider similar or adjacent to Raw Arcanum. A chaotic force, capable of changing the properties of objects, in a way that cannot truly be controlled or predicted.

The final question of course, to what end? To observe its properties? To try and tame it, use it in some way? Or simply, as a curiosity? 
#8
The Theory of Raw Arcanum – Continued

While pondering on this topic further I pondered on the matter of scrolls, wands and potions. After all, if Arcanists use the Arcane to cast spells, what are these different products that they produce? How are they part of this theory?

Our analogy of "water" from the previous essay may not be the most appropriate, because for the purpose of these cases I'd prefer to describe scrolls and wands as "powder kegs".

In a way, there are certain similarities in the way one would prepare a powder keg and a scroll or wand. In order to produce and prepare a powder keg one must gather the necessary materials, refine them, and then store them appropriately.

This is oddly similar to how one could view a scroll, or a wand. A scroll is prepared through "storing" a spell in its raw form upon the vellum, the ink, through the materials we use. In effect, we create a magical powder keg, that then needs an arcanist to "light the fuse". This can be viewed in the same light with a wand, because only an arcanist can typically make them work correctly, without a chance for failure. There are of course those who can "trick" a scroll or wand into using its magic, much like how an engineer would know how to safely light a powder keg, but you might as well give your best runner a torch, and hope he gets out of the blast radius on time.

What this all amounts to is that Wands and Scrolls are Raw Arcanum that is stored within them, given a specific shape, waiting to be released. It is why an apprentice could typically take any arcane scroll and unleash the magic from it without issue, but if he tried to memorize this spell and cast the magic himself, he would utterly fail. This is because the scroll or wand may have a magnitude of arcane magic stored that a younger arcanist could not hope to wield or control.

Again, here we might now safely return to the well analogy. An arcanist has access to a certain amount of Raw Arcanum to shape and use, but a spell of higher magnitude may simply be beyond his capacity. Even if he knows the gestures, the words, the correct ingredients to cast the spell, he lacks the power to do so correctly. It is why with certain very powerful spells, or rituals, you need a number of mages to cast it successfully, because no single man has the sheer amount of "capacity" to cast that spell or ritual on his own. Instead this burden is shared between a number of arcanists, all of whom draw upon the essence they have access to, to successfully perform the casting.

This of course brings the matter of potions which, by all accounts, do not need any sort of skill to be used, they have to be simply drunk.

Here I would ask for a bit of leeway, for when it comes to potions there are not simply "arcane" potions. There are potions created through herbalism and alchemy. Those that are created as boons of nature, or gifts from the divine. When we would look upon potions that enhance the body, in some way, we would not be able to immediately tell apart a potion created by a priest from a potion created by an arcanist. They look and typically taste similarly. They act in a very similar manner. But while a potion brewed by a wizard may have the components in it to "magically" enhance a person's strength, dexterity or toughness, a similar potion from a priest may be a divine blessing, while one created by a druid, the right combination of herbs that replicate the effects in a similar manner.

Still to some degree potions do store "power" in them. And at least in the case of arcane potions this can at times go out of control. It was said that in abandoned laboratories, where potions long  would mix with one another over years or decades, strange arcane aberrations would rise, from the combined multitude of concoctions. And a part of me chooses to believe that the reason why this  happens with arcane potions, as opposed to divine ones, is because of the stored arcanum.

Wild Magic is something that we may have scantly observed but it does exist. Some, overtaken by raw arcane power, or when spells or rituals go out of control, may face a multitude of random as well as dire consequences. We may have, after all, noticed an increased number of people who have been transformed into different goblins.

Raw Arcanum is not just an "ocean" of power. It is a raw force. The analogy I drew so far made it seem that we simply draw from a power source and use it, like a craftsman uses any raw materials. But raw magic is not something passive or calm. In truth, I would say that Arcanists through the different methods of spellcasting, tame wild magic and reshape it to what they want.

A wizard does so through his study. He finds methods of taming the Raw Arcanum so that it takes a specific desired shape.

A sorcerer naturally knows how to do so. He does so with his body, his mind. He does not follow a set formula, and instead he draws upon it and through his own understanding, limitations, skill, shapes it.

Similarly, Astrologians and Bards use their own methods of taming the Raw Arcanum into forms that they deem fitting.

And here perhaps a word of warning, with all that was discussed up to this point. We mentioned before an apprentice who cannot cast a spell that is beyond his limit, for he simply does not have the capacity to do so. But, as we know, rituals allow one to use different ingredients, some of which may store much power that would be released for the purpose of said ritual.

But, if an apprentice could not hold so much power to perform the spell, and yet he still tries, I would return to the analogy of the Powder Keg and the runner with a torch. He may be able to ignite it, to unleash the magic, but he won't be able to control it, he won't be able to tame it, and he will, most likely, end up within the blast zone of the explosion, being turned to nothing but ash.
 
#9
The Theory of Raw Arcanum

 In my observation of the use of arcane magic, a few things stood out to me, and they are somewhat related to those who use the Arcane.

 Sorcerers are said to draw their power from their blood, their heritage, birthright. Sometimes pacts, but this gets a bit complicated. It is widely agreed though that most sorcerers use their own blood, bodies to cast magic.

 Bards draw on their power seemingly from their music, or performance, including song. While they seem to be a little closer to Wizards, in some respect, their magic "comes from music".

 Astrologians, on the other hand, seem to draw some of their magic from the Arcane and from the stars, if we can classify it that way. The exact method seems intertwined, and not truly separate.

 Wizards are naturally those who studied the Arcane to be capable of casting spells. It is widely assumed that Wizards simply learn how to cast magic. And through careful study and understanding they steadily gain access to more and more powerful magic.

 Yet, while all four of these arcane forms seem to draw on magic in different ways, there seems to be something tying them all together, and the best way I can perhaps explain it is through objects that often empower these forms of the Arcane.

 Many objects, such as staves, robes, circlets, and certain types of cloaks can empower not just one of these Arcane forms, but multiple. I've often seen robes that would benefit Astrologians, Wizards and Sorcerers. While certain objects seem to benefit a specific form of the Arcane, I could still find many samples of objects that offered a "blanket" of boons to those who practice the Arcane.

 The one typical exception are Bards, who seem to have a far closer connection to their musical form of magic, and scant few objects that benefited bards could be equally used by others. (An example of such an object, the necromantic pan flute that I mention in my introduction to Necromancy, is an instrument typically used by bards that could be used as a foci by any arcanist intended in summoning undead spirits.)

Still, there is a wide selection of items and objects that benefit many forms of the Arcane, which raises the question, why? Why would a robe benefit a sorcerer and wizard equally, if both of these forms of the arcane are so vastly different? Where a sorcerer draws the power from "within" while a Wizard draws it from his knowledge and study? Where an Astrologian might do the same through the power of the stars and moon? Where a bard creates his magic through song, dance or music?

 My theory is that the tying factor of all these forms of the arcane is what I will call the "Raw Arcanum". Think of this Raw Arcanum as water, buried underground. Each of the schools of magic is a different way of extracting that water. Some will build a well, some will construct a pump, some might simply dig down. All of the forms of the Arcane try to approach this raw force in different ways, and those with more skill, knowledge, training, can dig "deeper". Accessing more of it, being capable of greater feats.

 This Raw Arcanum, this "water", can however "seep" into different objects. We often look at magical artefacts and ask ourselves, "Who has created them", or "Why are they enchanted the way they are?". It is my belief that, in some cases, magic simply "seeps" into these objects, due to unnatural or unusual circumstances. Consider the fact that we often find such magical objects in places of great magic and mystery. Or where perhaps certain beings performs arcane rights and rituals. The "dam" holding the Raw Arcanum back thus open, allowed it to slip into the world and "possess" the object, empowering it further, but more importantly granting it "Raw Essence", which any arcanist can tap into.

Following my earlier example, the arcanist's skill and knowledge would denote how deep and far they can reach with the well, but consider these objects not as elements of the well itself, but instead pre-bottled water. To draw upon the water takes time, and effort, and the Well may run dry the more we draw from it, and we need time to let it replenish itself. And this "Bottled Essence" is an extension of that power. It's not something we hold, but something we borrow, that we tap into.

Imagine, if you will, a labourer who could lift a rock by the strength of his own arms, but through the use of a magical amulet he could now lift a boulder. And this amulet could be worn by him, or by anybody else. It extends his power, lets him achieve more than he would otherwise be capable of doing.

We can only dig so far with our wells, in other words; we can only learn and master so much within our lifetimes, so it is natural that we would seek for that additional aid. Something to extend our power, be able to gather more of this raw arcane essence. And among many such objects these pieces of raw essence can be tapped into by anybody with their own "form of well".

 Powerful magical staves, ancient robes, tomes, garments and jewellery made from magical beasts. While some of them require a specific method to "tap" into their essence, there are just as many that  allow any arcanist  to tap into them.

If we now continue on with my example, of the well granting one access to this Raw Arcanum, this raw essence, to be used as we deem fit, what of the objects that are touched by the Aspect of the Apprentice?

These objects, initially, seem to allow one a deeper understanding of magic. The greater the collection of such items however and something unusual happens. As I mentioned before, a well that is dry needs to be replenished, and to many of us the method of doing so is resting, preparing fresh.

And yet the Aspect of the Apprentice allows for something different. It slowly refills that Well without the need for rest, or recollection. It may not be, as I called it before, an open dam, but a tap, that allows for a steady stream, a few drops of this raw arcane force to return to our well. It is like a crack into the larger essence of the Raw Arcanum, but barely large enough to benefit from it.

Yet it allowed me such extraordinary feats such as changing my spells freely, even if it did take time, and I could only do so with weaker spells. It allowed me to tap into this Raw Essence and to use it freely. Unlike, with certain magical objects that simply "extend" our capacity for this essence.

In retrospect, as I am writing this, perhaps a better view of  magical objects is not so much an "expansion" of essence, but being capable of storing more of it. Being capable of tapping into more of it than we physically can. Meanwhile the aspect of the Apprentice is a way to partially, slowly refilling it. And what is perhaps most important to note is that the Aspect of the Apprentice benefits all Arcanists equally, which again raises the question of how can a singular aspect benefit all these different forms of the Arcane equally?

If we thus view this raw arcane essence in such a form, one wonders, would we be capable of restoring more of this Essence, without special preparation? Could it be stored in some way to "refill" our expended stocks?

I have never witnessed evidence of such, but, perhaps it was studied in the past, perhaps some have achieved it and guard such secrets for themselves. Yet, another question in this should be, whether we wish to find a way of storing this essence, and replenishing ourselves. Or, do we want to find a way to "expand" how much we can replenish it over time. Do we want a potion of such essence, to drink and refill our power, or a way for that power to slowly return to us?

This is something I shall continue to study and hopefully find more substantial evidence for.
#10
Transmutation - Introduction

Transmutation magic is most often associated with the physical and mental boons offered to adventurers who do most of the fighting. That is what is most commonly cast before any adventure or fight, and drunk in abundance.

Transmutation, as the name suggests, focuses on changing the "form" of something, transmuting. Though most of the spells associated with it are not so visually noticeable. People upon whom you cast a strength or toughness enchantment do not suddenly have more muscle, grow taller, or thicker, but they certainly can feel more powerful or tougher.

But transmutation spells do not only impact living beings. They can also be used to enhance weapons, and one of the staples of such enchancements, magic weapon, is one of the most commonly spells used.

It's a simple spell that can turn an otherwise mundane weapon into something capable of harming magically or naturally tough foes.

Aside from that there are other well known spells, such as Haste and Slow. Knock, that allows one to open doors or chests from afar.

A special mention ought also go to spells that allow an arcanist to change his shape. The lesser polymorphosis, known often as Alter Self, and its greater variant, often simply refered to as Polymorph Self. There is also a version of the spell that can be used to transform another being into a lesser, helpless being, known as Baleful Polymorph, where the target most often is turned into a chicken. All of these spells allow an arcanist, or his target, to take on a radically different shape and form than what they normally are. From personal experiments I found that I could take on shapes that are much smaller in size and weight than myself, or much larger and heavier.

This has a multitude of uses, whether an arcanist wants to safeguard himself, have an easier time traveling, or aid others in battle. It could, theoretically, be used for espionage by taking on forms of unassuming animals.

Transmutation is a very popular school, with a lot of practical uses for an arcanist's personal use, or when offering aid to his companions and helpers, but just like all the other schools it offers more than just physical and mind enchantments, or spells upon one's weapon, even if those are most commonly used.
#11
Evocation - Introduction

Evocation is one of the most commonly recognized schools of the arcane. To many its most iconic spell, Fireball, may as well be the school's symbol, perhaps it is already.

While Evocation is indeed primarily focused on a plethora of offensive spells, amongst them the iconic Fireball, the school has access to countless spells, different in the way they intend to cause harm, or with what.

Whether you wish to be precise, or more destructive, or whether you wish to use a specific element, there is no shortage of spells to choose from, making Evocation, broadly speaking, an extremely versatile school, and despite what some say, Fireball is not the only solution to most problems.

At the same time, there are also certain evocation spells that do not follow the mold. Such as Shelgarn's or Bigby's spells that can animate certain objects or be used to block or hinder certain opponents.

Those who are the most skilled or specialized in the school of evocation are capable of greatly empowering their spells. Making them more difficult to avoid, make them last longer, or make them deadlier.

While I have taken a personal interest in matters of evocation one of the main challenges of using evocation effectively is finding the right time to use it. During most of my opportunities to learn or practice my magic what people most relied on were transmutations, with evocations being used very sparingly, or sometimes not at all.

Hopefully in the future I will be able to gain more meaningful knowledge.
#12
Necromancy - Introduction

To say that Necromancy has a bad reputation would be an understatement. The use of the deceased or their spirits, for personal power or control is difficult to justify under most if any circumstances. And yet Necromancy, or the creatures that rise from it, are not always so straightforward.

In this introduction I'd wish to touch on one topic in particular, the undead. How they come to be.

Based on personal observations, especially around the Well, I have observed Undead appear in three different circumstances.

Firstly, as Protectors of burial sites, which is curious because this would mean that in ages past Necromancy was "accepted", at least in as far as creating guardians for the Tombs of the rich and powerful.

Secondly, in places that for one reason or another are "cursed", the undead tend to appear as well. Whether they are spirits or animated corpses. This seems different from the first case, as, these "curses" may have a multitude of reasons, whether desecration or dark rituals. It seems almost a by-product of some other action. Meanwhile the use of undead guardians seems fully intentional, and in some cases those areas do not seem to have the same "stench" of negative energy as those areas that for one reason or another are "cursed".

Third category, where people or monsters directly animate the dead. This of course can be as simple as a kobold animating a zombie, but I have seen artifacts or relics that point to more advanced forms of creating or animating the undead, such as a set of panpipes that seem especially attuned to calling forth vile spirits.

While I refuse to stain my own spellbook with such magic, I have seen multiple scrolls, tomes and other artifacts that seem to allow those with a degree of arcane knowledge to animate the dead, thus creating the undead.

There seems to be no shortage of methods for doing so, and I dread to note, that in most pits of monsters I uncover even more varieties of such.

Of course Necromancy is not just about the animation or control of the Undead, but it is one of the most obvious signs of why the school is mistrusted, hated, banned. For the purpose of this particular essay however I wished to identify the three "sources" of the Undead, related to Necromancy. Thus, creation of guardians, curses or desecration of areas, and lastly, direct animation or creation of the undead by Necromancers or those with the means of doing so.
#13
On Furniture-Mancy

What limited experience I have with this arcane art comes mostly from observation. And while one would assume it is focused around a single aspect of the arcane, it seems far more complex than that.

Firstly, Furniture-Mancy, on its most basic level, is the art of animating household objects to do an arcanist's bidding. These will usually be day-to-day objects, such as cutlery, clothing, or even furniture. But, I also observed objects, such as suits of armor, or hatchets, that could also be animated in a similar way.

What is curious about this manner of spellcasting is that it could be considered both Evocation and Conjuration. There seem to be methods of calling forth such objects, with the use of appropriate foci and reagents, but it would also seem that some objects can be granted animation, for however long or short, and this seems to be closer to Evocation, based on a spell similar to Shelgarn's.

Because of this, it's hard to classify Furniture-Mancy as a single art. This is further compounded by the fact that, to some degree, it can also be used in golem crafting, though the results are very rickety.

What was also observed was that Furniture-Mancers seem capable of approaching the matter of creating animated objects in one of two ways. They either animate pre-existing objects, or, here once more based on my own observations, base materials can be pre-enchanted, so that when a ready product is made the resulting piece of furniture can be animated for brief periods of time, and do their creator's bidding. This creation method does not require an arcanist, and a skilled carpenter could use these enchanted materials to create and control his own animated creations.

It thus seems that Furniture-Mancy is not simply an act of animating objects, but it can be more complex. If materials themselves can be animated that would suggest that almost anything made from these materials could be animated. As Furniture-Mancy has been capable of animating even suits of armor, it begs the question of where is the limit in this particular art of animation? Is it in the mass or type of materials, or their overall size?

These questions all seem to be without a clear answer, as Furniture-Mancers seem few and far between, and their art seems relatively guarded.

Still, it was an interesting experience, witnessing the works of an experienced Furniture-Mancer, and to ponder on their relative limitations and complexities.
#14
[A collection of essays, written by a student Orin Vossar of the Sandstone College. Mostly short and to the point, touching on many matters of the Arcane, as part of his studies in the College.]

Summoning – Introduction

 The summoning of creatures to aid a wizard in his multitude of tasks is a staple among many arcanists, specifically so amongst conjurers or summoners. Beings thus summoned can perform a plethora of tasks, from aiding in simple daily chores to engaging in truly dangerous or lethal undertakings.

 The challenge of using such help effectively comes in two forms:

Firstly, finding a way to conjure them to a satisfactory level. As I have observed depending on the base reagents that you use the resulting manner of beasts, their strength, complexity or skills will differ.

 This in lay terms is often described as "circles" of summoning. The higher the circle the more powerful the summon.

An example; a quartz crystal can be used as a reagent to summon an Earth Elemental. It acts as a core reagent which allows you to, every time, summon an earth elemental. However depending on other components that you use the power, or grade, of the elemental will increase. Thus, the quartz is only the means to summon a specific type of creature, while your deeper understanding, practice of summoning allows you to call forth more powerful creatures.

But the act of summoning a creature is but the one thing. The second matter is keeping it at your side, for as long as it is plausible to do so.

An inexperienced mage may be able to call forth different creatures, but how many he is capable of controlling, and for how long he is capable of binding them for, is a different matter. Thus almost any wizard can call forth a plethora of magical or mundane creatures, but only those who truly dwell on and study the art of summoning become capable of calling forth and controlling, for extended periods of time, entire armies.

There are many different types of beings that one is capable of summoning, and how this occurs can be classified into three groups. First are the summons or elementals that the arcanist has grown a close attachment to, and can freely tap into. Thus certain mages may be free call in different elementals, animate furniture and clothing, while others will have to use one of the two remaining methods.

The next most obvious method are reagents. Simple single use objects that have a connection to a specific creature type, like the afore mentioned quartz crystals. Other components I have observed were spider eyes and dog drool. If not certain of the magical properties of an object, or whether it can be used as a reagent, there are special powders that react with such reagents, thus identifying them as conjuration reagents.

The last category is a bit more complex. These are typically tomes that describe, in detail, how to summon certain creatures. But, it has been observed that other objects can be "tapped into", thus allowing an arcanist to conjure different creature types, connected with said object, without using it up. Akin to a permanent reagent, or a focus.

In these two categories, reagents and foci (permanent reagents), some may be stronger, some weaker. Some thus allowing a summoner to conjure more powerful creatures, while some will only summon inferior ones.   

It is important to experiment with different creature types and forms, to find their strengths and weaknesses, to best apply them to the task at hand. Granted there are also forbidden forms of summoning, such as those who call forth undead spirits, or other hate-filled beings, and it would be the task of a teacher, or master, to guide a student away from such practices, or to help them avoid making a very grim mistake.
#15
To the esteemed members of the League of Gold,

 It is said that tragedy to some is opportunity for others. Arslan may be free, while also bankrupt, with much of its machinery broken, but that should not stop us from creating a foundation for business and profit.

 We ought be aware that the war is still ongoing, and it is unlikely that we will be able to do much until Iakmes lies dead. Yet, it does not change the fact that we are offered a golden opportunity.

 No doubt the Tutors of Arslan will come, asking the Legates for funding, but, and while no doubt such investment will be paramount for the stability of our Vassal, we ought look for ways to profit as well.

 As far as I am aware, the Gem Mines are out of our hands directly, as they belong to a private company. However, offering to deliver them materials and machinery for swift repairs may allow for a quick profit.

 Further, every lord has their own plans and desire that they cannot speak of loudly to their masters. With their coffers empty offering appropriate "loans for favors", such as limiting who can deliver appropriate good and machines to the gem mines, might be a suitable angle.

 No doubt, we won't be alone upon this stage, and no doubt there will be those among you trying to jump ahead and try to claim the "prize" for themselves.

 Yet there is only so much individual merchants from Ephia's Well can accomplish, but we, as a League, could achieve much more.

 I would propose a League Meeting in the coming days where these ideas may be discussed.

 Among some of the ideas that may be brought up:

1) Delivery of Building Materials to Arslan, alongside labor (we have no shortage of laborers squatting outside of the Rose Gate). Could see whether we could redirect some of the stone from the Quarry toward this as well, perhaps alongside the blessing of the Legates to make a profit out of a heap of rocks.

2) Purchase, restoration and renting of properties. No doubt the heavy losses incurred by the populace does mean there are many abandoned properties. Their purchase by us would be a short-term boon to Arslan's treasury, and a long-term benefit for ourselves. It may sadly also be the case that many fo the properties are damaged or ruined.

3) Prospecting for other resources/materials/goods around Arslan. Perhaps aside from the Gem Mine we may be able to find something else of note and worth.

4) Resettlement of refugees. In case Arslan will have a shortage of manpower we can offer to transport our own to Arslan for a suitable funding from the Pyramid, as I doubt Arslan will have the funds to cover such. We would also have to include security for this, and who can tell what the state of the roads will be after the war.

These are just some early ideas, but I believe that even these budding notions can be expanded upon. We ought consider them, for the sake of profit and growth.

Intern-Secretary Catalina Calza