The Ignition

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Sonder Fantasy

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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)

    • (Can learn no spells) (Astrium pool of 0)
    • No spells
  • Initiate (Level 1)

    • (Can learn up to two spells) (Astrium pool of 4)
    • Can learn Level 1 spells; Cantrips.
  • Apprentice (Level 2)

    • (Can learn up to four spells) (Astrium pool of 8)
    • Can learn Level 1-2 spells; Introductory spells & Combo setters.
  • Magus (Level 3)

    • (Can learn up to six spells) (Astrium pool of 12)
    • Can learn Level 1-3 spells; Advanced Rituals & Combo spells.
    • Can choose whether to master one school of magic, or learn a second.

      • Mastering a school gives access to Level 5 spells and Level 5 custom spells.
      • Learning a second school grants access to both and hybrid custom spells.
  • Sorcerer (Level 4)

    • (Can learn up to eight spells) (Astrium pool of 16)
    • Can learn Level 1-4 spells; Unique Spells & Finishers
  • Conjurer (Level 5)

    • (Can learn up to ten spells + one pinnacle spell) (Astrium pool of 20)
    • Can learn Level 1-5 spells; Signature Spells.
    • Can create a Pinnacle spell, a custom spell of great power comprising all one has learned.


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 four-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: 4
  • Example 2: Magus Enkindled Astrium pool: 12
An Enkindled's natural Astrium pool refreshes once every 24 OOC hours.


“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, and are required to be held in order to be used. Each gemstone has unique properties that the Enkindled can manipulate for their catalyst.

Catalysts are crafted by Ornamentalists within the crafting system at first. After an Enkindled obtains such an item, they are able to submit a Systems Ticket on the Sonders discord to have their catalyst item approved. Each catalyst is unique, and offers a tradeoff of magical capability. These tradeoffs can become more potent with the given rarity of the crafted Catalyst item, and its components.

For example: A Hematite Catalyst can be used to increase healing, since Hematite has properties involved with healing. However, an equal drawback must be chosen. Such as; "While holding the Catalyst, the Enkindled heals an extra Minor Wound with their healing spells. However, spell damage is weakened by a Minor Wound's worth of damage."



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 Level 5 Conjurer spells, both for their mastered branch and for their custom spells. An Enkindled is allowed to specialize between magic types as well, and if they do so they gain access to both branches of magic. Their custom spells can be a hybrid of the two, and their pinnacle spell must also be a hybrid spell.

  • At Initiate, the Enkindled can select a primary school and specify a sub-branch from that school of magic. At Magus, 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 - Channeling inherent forces across the universe.
    • Sub-branches: Energy, Gravitation, Planar.
  • Occult - Altering the natural order of living creatures.
    • Sub-branches: Life, Death, Automata.
  • Elemental - Shaping the foundations of the realm.
    • 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.


Transfigurations

All Enkindled possess some form of visible transfiguration on their bodies, often ranging in unique cases between each of them. Such examples follow as glowing eyes, strange bodily markings, hair made of mystical energies, and several other possibilities. However, the Enkindled possess the ability to suppress this alteration at will, blending in with the mundane individuals around them.

Custom Spells

The Enkindled is allowed to create a custom spell at each level, equaling a total of ten custom spells and one pinnacle spell. The player is allowed to submit these applications along with their rank-ups. Afterwards, they may 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 public spell, it no longer counts against their custom spell limit.

Additionally, Enkindled can teach their Custom Spells to other Enkindled. This makes it their Custom Spell as well.


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 when joining an event for quick reference or for DM information. Characters that have not yet reached maturity cannot enter systems.
 
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