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The Ignition
Started by SonderFantasy

SonderFantasy

SonderFantasy

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19 Nov 2024
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10 Jan 2025
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Ignition

The “Arcane” as people know is an ancient power that derives from the soul of a slumbering god. Those who are able to control these otherworldly powers are called the Enkindled. Ignition has long been studied in the past by those seeking to understand and unlock the secrets to magic, yet none have fully documented its origin or seemingly random appearance in mortals. Few links and studies remain in attempt to explain the appearance of the Enkindled in both newborns and others who have ignited in the midst of their own demise.

“While studying the Enkindled, it was found that a substance called Astrium flows through the subject's veins and acts as a fuel source that replenishes over time. It was found that when an Enkindled used their power, the amount of Astrium found within samples lowered considerably. Astrium has since been referenced as both the fuel source of their powers and directly affects the physical wellness of the Enkindled when depleted.”


 

Levels of Kindling

  • Aspiring (Level 0)
    • Cannot learn spells, two weeks.
  • Initiate (Level 1)
    • Can learn up to two spells, one month.
  • Apprentice (Level 2)
    • Can learn up to four spells, one months.
  • Magus (Level 3)
    • Can learn up to six spells, two months.
  • Saint (Level 4)
    • Can learn up to eight spells, two months.
  • King (Level 5)
    • Can learn up to ten spells and one pinnacle spell, three months
  • Totaling nine months within the system

Cost

The cost of Astrium is equivalent to the level of spell being cast by the Enkindled. For each level the Enkindled is capable of casting at, they gain two-fold in Astrium. Once an Enkindled starts casting, they cannot stop without forfeiting the required Astrium for their spell.

  • Example 1: Initiate Enkindled Astrium pool: 2
  • Example 2: Magus Enkindled Astrium pool: 6

Those who continue on the path of an Enkindled find most of their time devoted to this way of life, reducing the amount of occupational slots by one. Those who take on the path of the Enkindled are also barred from other afflictions, such as the Faithful and Martial systems.

“During various field studies, several restraints were proposed in order to test the flexibility of an Enkindled in stressful environments. It was confirmed that in order for the Enkindled to properly harness their power, either the palm of a hand has to be exposed or they must use a catalyst.”


 

Catalysts

Most Enkindled funnel their power through an encased gemstone. This can be seen in staves, wands, certain weapons, and various hand-held trinkets. All mundane catalysts bear the similarity of being at least the size of an open palm. These catalysts can be anywhere on a mages body, so long as they are able to access it at a moments notice, but are not required to be held in order to be used. Each gemstone offers a different boon to the Enkindled who use them, stated on the gemstone page.

Specializing

Any Enkindled is allowed to specialize in up to two different main branches of magic. An Enkindled chooses a branch at levels 1 and 3. They may choose to specialize in the same branch to unlock that branch’s level 5 King spells. An Enkindled is allowed to specialize between magic types as well, and if they do so, their pinnacle spell must be a hybrid spell.

  • At Initiate, the Enkindled can select a primary school and specify a sub-branch from that school of magic. At Magnus, the Enkindled can choose a separate school, sub-branch of magic, or to specialize in the initial sub-branch they chose in order to master it.

Schools of Astrium

Branches:

  • Astral - Manipulate the Rifts and Astrium
    • Sub-branches: Energy, Gravitation, Planar, Enchanting
  • Unstudied - Occultism and Rituals
    • Sub-branches: Life, Death, Transmutation, Transformation
  • Elemental - Contracting Elementals
    • Sub-branches: Air, Earth, Fire, Water

Learning

When one becomes ignited through various means, their mind is unlocked and they can begin to understand the secrets of the world. Many of the Enkindled seek to perfect their craft through study, practice, and experimentation. Elemental Magic is unique from the other branches in the sense that those who seek this path must seal a contract with an elemental spirit. This provides no additional difficulty or requirements beyond aesthetics.


 

Custom Spells

The Enkindled is allowed to create a custom spell at each level, equaling a total of five custom spells and one pinnacle spell. The player is allowed to submit one application a month, one active application at a time, to the Systems team. These spells must be fully documented on the character’s affliction profile.

If a player chooses to make their custom spell into a base spell, it will no longer count against their custom spell limit.

Pinnacle

At the peak of an Enkindled’s journey, they reach an understanding of the universe unique to themselves. Each Enkindled can create a single spell that is the pinnacle of everything they have learned and experienced, proving to be the most powerful part of their arsenal.

Upon reaching King the Enkindled can create a ticket with the Systems team to create a spell that best suits their character’s journey.


 

All players are required to keep track of their level, spells, and progress within their affliction profile, as well as any other status’ affecting their character. It’s suggested to keep a link to your affliction profile whenever joining an event for quick reference or for DM information.

SonderFantasy · about 1 month ago · Last edited: 6 days ago