SPECIAL THANKS TO: PAPITAN and ERODE for there assistance in notes and inspiration ;w;
Welcome to Arcane Dreams! In the streets of Millburn City, trouble lurks in idle dreams and starless skies. The very earth calls for guardians, will you take the call?
Well, before that you probably have a few questions!
That's right! A crummy city near the coast of New Jersey. Here the land is dead flat, the bay is green, and dull greys of small buildings fill the space between farmlands and scarce forests. Not very idyllic scenery, but it has all the essentials! Schools, Arcades, One mall that has stood against the economy, even a newly built casino! The beach isn't far away either, and of course there's a boardwalk!
Well, Figuratively, not literally. And actually, not even the earth! See, there's this thing invisible magical barrier seal around the earth called the veil that sucks up all the magic that would exist in the earth and dips it straight into the dreamscape! More on that later. Important part is, by and by, magic doesn't exist on earth. or it isn't supposed to, but that's changing.
Whenever there is a 'breach' in the veil, usually by some kind of monster trying to break in to feed on people, the veil holds the source of the breach in what is called a firewall (Its neither a wall nor fire.) The firewall is, by default, a constructed duplicate of the area that would have made contact with the anomaly, recreating stationary objects like trees and other plants (though they are lifeless), cities and buildings, and bits of earth up to a certain range, in this case the city limits, where nothing but what appears to be a void awaits beyond its borders. Either by a unique anomaly interference or through powerful sorcerers, the firewall's terrain can be changed almost entirely from that default copy into a more unique terrain.
Regardless, the firewall event is designed to hold whatever is about to make a breach, and tie that hold to any and all sorcerers within the effected area. In a firewall event, time moves separately in such a way that time on earth won't progress until the event's completion. In which case, if the anomaly isn't defeated or doesn't retreat, then the entire effected area; including those living within it, are immediately chucked into the Aether as a last resort. To those witnessing the event, it would be as if the entire city and a good portion of earth beneath it were instantly obliterated. Of course, being warped into the Aether isn't that much different of a fate.
Broadly speaking, the world has been ignorant of magic and spirits and the sort for a long time, over a thousand years even, due to the veil and the covert operations of an organization responsible for its construction. Only a few are aware of the inner workings of the world.
Whenever there is a 'breach' in the veil, usually by some kind of monster trying to break in to feed on people, the veil holds the source of the breach in what is called a firewall (Its neither a wall nor fire.) The firewall is, by default, a constructed duplicate of the area that would have made contact with the anomaly, recreating stationary objects like trees and other plants (though they are lifeless), cities and buildings, and bits of earth up to a certain range, in this case the city limits, where nothing but what appears to be a void awaits beyond its borders. Either by a unique anomaly interference or through powerful sorcerers, the firewall's terrain can be changed almost entirely from that default copy into a more unique terrain.
Regardless, the firewall event is designed to hold whatever is about to make a breach, and tie that hold to any and all sorcerers within the effected area. In a firewall event, time moves separately in such a way that time on earth won't progress until the event's completion. In which case, if the anomaly isn't defeated or doesn't retreat, then the entire effected area; including those living within it, are immediately chucked into the Aether as a last resort. To those witnessing the event, it would be as if the entire city and a good portion of earth beneath it were instantly obliterated. Of course, being warped into the Aether isn't that much different of a fate.
Broadly speaking, the world has been ignorant of magic and spirits and the sort for a long time, over a thousand years even, due to the veil and the covert operations of an organization responsible for its construction. Only a few are aware of the inner workings of the world.
A sorcerer refers to a human that has had their soul 'awaken', allowing them to generate a great amount of mana and wield it for magic. The magic of a sorcerer is utilized both in their sorcerer form as well as the artifacts made with it. Sorcerers aren't able to transform normally though, only when they are outside the influence of the veil are they able to do so. Thusly, firewalls for example, or other dimensions a sorcerer can enter their sorcery state.
Becoming a sorcerer is also inherently addicting, in the sense that while the soul is awakened and transformed; a sorcerer achieves a great sense of inner pride and sense of self, a sort of state of euphoria. This can make it frustrating as Sorcerers can't transform normally due to the veil and thus can lead many to take a darker path, or at least the destruction of the veil.
In the current Era, the primary way to become a sorcerer is through contracts, and due to the global ignorance of magic; it is limited mostly to those chosen by spirits to make a contract.
Sorcerers are also tied to a 'Theme' and 'Design'. Which refers to the general theme of their gimmick. (Example, a phoenix, dragon, or fire-elemental spirit would all grant the option of having a fire theme. A Phoenix may invoke a more avian design in appearance and perhaps even as a sub theme, but generally speaking it varies from spirit to spirit and this will affect both how they appear and what their abilities are. The other half of it though is the unique interpretation through the sorcerer, and how much or how little the spirit influences that varies from sorcerer to sorcerer; some are more strongly themed then others. But a relevant theme nonetheless! In the case of similar or overlapping spirits, unless discussed between parts as an intentional thing (such as being part of the same covenant), try to be unique with the design. For example, a phoenix includes fire, but may also include healing and avian based abilities. Where as, say, a dragon can focus more on destructive and monstrous abilities, or other attributes like poison or water (if it fits the dragon I guess). One can be more 'mage-like' or more 'warrior-like' or however you wish to interpret the ability. Be sure to discuss with the owners of other characters if you feel there is a potential of overlapping. I'd be okay with one or two overlaps but I'd like everyone to have a unique thing going on.
Sorcerer form appearances can vary widely. Elaborate costumes, dresses, or whatever else of the desires of the sorcerer merged with either a loose, heavy, or moderate influence to their patron. Outfits can also have mechanics tied to talismans (Effective magic armor talisman, super fast boots talisman, etc) or say weapons like a wristblade/wristcrossbow weapon.
Becoming a sorcerer is also inherently addicting, in the sense that while the soul is awakened and transformed; a sorcerer achieves a great sense of inner pride and sense of self, a sort of state of euphoria. This can make it frustrating as Sorcerers can't transform normally due to the veil and thus can lead many to take a darker path, or at least the destruction of the veil.
In the current Era, the primary way to become a sorcerer is through contracts, and due to the global ignorance of magic; it is limited mostly to those chosen by spirits to make a contract.
Sorcerers are also tied to a 'Theme' and 'Design'. Which refers to the general theme of their gimmick. (Example, a phoenix, dragon, or fire-elemental spirit would all grant the option of having a fire theme. A Phoenix may invoke a more avian design in appearance and perhaps even as a sub theme, but generally speaking it varies from spirit to spirit and this will affect both how they appear and what their abilities are. The other half of it though is the unique interpretation through the sorcerer, and how much or how little the spirit influences that varies from sorcerer to sorcerer; some are more strongly themed then others. But a relevant theme nonetheless! In the case of similar or overlapping spirits, unless discussed between parts as an intentional thing (such as being part of the same covenant), try to be unique with the design. For example, a phoenix includes fire, but may also include healing and avian based abilities. Where as, say, a dragon can focus more on destructive and monstrous abilities, or other attributes like poison or water (if it fits the dragon I guess). One can be more 'mage-like' or more 'warrior-like' or however you wish to interpret the ability. Be sure to discuss with the owners of other characters if you feel there is a potential of overlapping. I'd be okay with one or two overlaps but I'd like everyone to have a unique thing going on.
Sorcerer form appearances can vary widely. Elaborate costumes, dresses, or whatever else of the desires of the sorcerer merged with either a loose, heavy, or moderate influence to their patron. Outfits can also have mechanics tied to talismans (Effective magic armor talisman, super fast boots talisman, etc) or say weapons like a wristblade/wristcrossbow weapon.
Glad you asked! So, a contract is a special pact; usually formed between a spirit and a human (though it can really be applied to any two entities.) In the case of sorcerers, the default contract involves the spirit offering to awaken the human and allow them to become a sorcerer, in exchange, the spirit becomes their familiar. Familiars feed off of 'leftover magic' from the sorcerer, thus they are able to survive and be protected under that sorcerer.
Contracts are linked by a 'key', an object that links the human to their familiar, as well as acted as the 'key' that activates their sorcerer form. The key can be any object, usually something of significance to the sorcerer but it can really be anything that can be worn or carried; the main thing is that its important for them to have it with them at all times, as it serves as the only link they have for sorcery. If a key is destroyed, the contract is rendered null. Though the sorcerer is still 'awakened', they can't activate their magic to turn into a sorcerer, nor can they contact their familiar normally due to the loss of the key. (The key can't be intentionally broken by its patron or sorcerer, though, due to a default Geas in place of contract.)
On familiars, making the contract does make them safe, but it also weakens their power due to the lack of freedom and controlled feeding this contract gives them. Thus, instead of their true form, a familiar when summoned takes on the form of a lesser creature, often different but not entirely unrelated to their original form. Though this can also very, often the sorcerer can influence how the familiar appears, from a little creature or a cute magical-cat-dog-thing. Rarely will a familiar appear humanoid unless if they're original form is also humanoid.
Familiars can also appear as an ordinary pet to actively be present under the effect of the veil, so long as the key is with them.
All contracts have some form of Geas. Geases are magically enforced rules and conditions that contracts are imposed of. They primarily act as restrictions to prevent betrayal between familiar and sorcerer, though various other rules can be placed and negotiated in the contract. The only catch is both parties are aware of all Geases and what they mean. Other Gaeses can also include temporary or completion based requirements like 'Cure my friend of a terminal illness' or 'Sacrifice your friend and give me their soul.' Most spirits don't ask for much since the familiar contract is good enough, but opportunistic spirits will offer additional boons to vulnerable targets to help entice them. Patrons carefully select who they target in full confidence that they can make an offer the human won't refuse.
Standard contracts start with 2 artifact points.
Contracts are linked by a 'key', an object that links the human to their familiar, as well as acted as the 'key' that activates their sorcerer form. The key can be any object, usually something of significance to the sorcerer but it can really be anything that can be worn or carried; the main thing is that its important for them to have it with them at all times, as it serves as the only link they have for sorcery. If a key is destroyed, the contract is rendered null. Though the sorcerer is still 'awakened', they can't activate their magic to turn into a sorcerer, nor can they contact their familiar normally due to the loss of the key. (The key can't be intentionally broken by its patron or sorcerer, though, due to a default Geas in place of contract.)
On familiars, making the contract does make them safe, but it also weakens their power due to the lack of freedom and controlled feeding this contract gives them. Thus, instead of their true form, a familiar when summoned takes on the form of a lesser creature, often different but not entirely unrelated to their original form. Though this can also very, often the sorcerer can influence how the familiar appears, from a little creature or a cute magical-cat-dog-thing. Rarely will a familiar appear humanoid unless if they're original form is also humanoid.
Familiars can also appear as an ordinary pet to actively be present under the effect of the veil, so long as the key is with them.
All contracts have some form of Geas. Geases are magically enforced rules and conditions that contracts are imposed of. They primarily act as restrictions to prevent betrayal between familiar and sorcerer, though various other rules can be placed and negotiated in the contract. The only catch is both parties are aware of all Geases and what they mean. Other Gaeses can also include temporary or completion based requirements like 'Cure my friend of a terminal illness' or 'Sacrifice your friend and give me their soul.' Most spirits don't ask for much since the familiar contract is good enough, but opportunistic spirits will offer additional boons to vulnerable targets to help entice them. Patrons carefully select who they target in full confidence that they can make an offer the human won't refuse.
Standard contracts start with 2 artifact points.
Good eye! That's really just the standard issue one, there are a couple others as well, though they aren't as common as the standard contract.
Covenant: Most Patrons prefer to act as familiars due to the ease of living. Though that isn't to say the lack of freedom isn't a concerned. Covenants are contracts in which a patron offers a small piece of themselves, sometimes literal like a spiritual arm or horn (but often just a little creature that represents that fragment of them). The power between spirit and sorcerer is smaller, but it allows for patrons to hold many contracts with different sorcerer's to compensate due to the freedom it gives them.
In addition, the burden of the covenant contract is small enough that a sorcerer can obtain either 3 covenant contracts or 1 standard contract, but not a fusion contract. Due to the nature of a spirit hosting a covenant, they may have a large number of sorcerer contracts, sometimes these sorcerers are organized and other times not. This also means that they share at least a general theme or from the same pool of themes the spirit is based off of.
Covenant contracts start with 1 artifact point.
Fusion:
Fusion contracts are similar to standard, though instead of being a familiar, the spirit instead opts to permanetly fuse with their soul, at least until the death of the sorcerer. Doing so completely inhibits their freedom and is the equivalent of 'incubating' with a human. In exchange, the sorcerer gains both a closer connection to the spirit and thus achieves more power. As a consequence, they don't have a familiar and can't put artifact points into familiar.
Commission:
Commissions are temporary contracts that usually involve some sort of task or quest/job. Commissions conquests don't offer artifact points or sorcerer awakenings, and thus a sorcerer can obtain any number of commissions without issue; but it is poorly recommended to do more then one, even if there isn't a deadline, harboring a lot of contracts can put stress on fulfilment. These contracts are also not easy to make. In general, a spirit will offer some boon, usually in [currency placeholder], and in exchange the sorcerer is responsible for fulfilling its demands, such as killing a specific person or collecting this many monster souls etc. Some have time limits. Geas punishments for Commissions aren't harsh since the contract is more loose, but still ultimately taxing to deal with. Its difficult for familiars, but no impossible, to have commission contracts. There are also commission contracts for the spirit, in which a human/sorcerer can offer Arcana Points or another cost like someone's soul in exchange they will fulfill some wish that they are capable of granting.
Dogma: Dogmas are outdated and aren't really used anymore, as the veil practically nullifies any use a spirit or sorcerer can have for it. Essentially, A dogma is a religion that worships either a spirit or a pantheon of spirits. Dogmas are created by ambitious spirits that want to become gods, and thus, those that enter their worship and win their favor receive miracles and boons. Typically can be thought as inconsistent, but free commission boons that can happen as fast as one can pray or some other form of worship the dogma specifies. Some have specific ritual spells that can only work through the spirit's blessing.
Due to the veil, you won't see many people practicing dogmas in the modern day. Its theorized various religions, including Christianity, are in fact ancient dogma principles, though that isn't concerned as not origin deity spirit can be identified.
Inheritance: Some contracts may include a bloodline cause that ensures contracts are past down to their children, perpetually, when they a reach a specific age. It can also specify first born, last born, etc. This is common with ancient clans some of which still linger to this day.
Improper inheritance contracts are more immediate 'I can't do this anymore but hey you wanna take over my contract?' Unlike traditional inheritance they can be given to whoever they want, provided they are able to take the contract to begin with and the spirit approves of the move. Due to the annoyance of having to move though, there is often a clause that prevents the one giving away the inheritance to take another contract; effectively preventing them from being a Sorcerer again. Improper inheritance also tends to leave new sorcerers with hand-me-down powers and clothing rather then creating something new for them.
Then there are witches. Now, witches are different in that these are not born of contracts, but of sorcerer's that have taken a different approach. It should be noted that to become a witch involves a dark and blasphemous act, but achieving so grants the witch many boons and powers. Primarily, immortality, and also when one awakens as witch they receive three additional artifact points.
(If you're not starting as a witch, btw, but plan on becoming one later. Pm me about it and I can provide some way of going about it later on.)
Covenant: Most Patrons prefer to act as familiars due to the ease of living. Though that isn't to say the lack of freedom isn't a concerned. Covenants are contracts in which a patron offers a small piece of themselves, sometimes literal like a spiritual arm or horn (but often just a little creature that represents that fragment of them). The power between spirit and sorcerer is smaller, but it allows for patrons to hold many contracts with different sorcerer's to compensate due to the freedom it gives them.
In addition, the burden of the covenant contract is small enough that a sorcerer can obtain either 3 covenant contracts or 1 standard contract, but not a fusion contract. Due to the nature of a spirit hosting a covenant, they may have a large number of sorcerer contracts, sometimes these sorcerers are organized and other times not. This also means that they share at least a general theme or from the same pool of themes the spirit is based off of.
Covenant contracts start with 1 artifact point.
Fusion:
Fusion contracts are similar to standard, though instead of being a familiar, the spirit instead opts to permanetly fuse with their soul, at least until the death of the sorcerer. Doing so completely inhibits their freedom and is the equivalent of 'incubating' with a human. In exchange, the sorcerer gains both a closer connection to the spirit and thus achieves more power. As a consequence, they don't have a familiar and can't put artifact points into familiar.
Commission:
Commissions are temporary contracts that usually involve some sort of task or quest/job. Commissions conquests don't offer artifact points or sorcerer awakenings, and thus a sorcerer can obtain any number of commissions without issue; but it is poorly recommended to do more then one, even if there isn't a deadline, harboring a lot of contracts can put stress on fulfilment. These contracts are also not easy to make. In general, a spirit will offer some boon, usually in [currency placeholder], and in exchange the sorcerer is responsible for fulfilling its demands, such as killing a specific person or collecting this many monster souls etc. Some have time limits. Geas punishments for Commissions aren't harsh since the contract is more loose, but still ultimately taxing to deal with. Its difficult for familiars, but no impossible, to have commission contracts. There are also commission contracts for the spirit, in which a human/sorcerer can offer Arcana Points or another cost like someone's soul in exchange they will fulfill some wish that they are capable of granting.
Dogma: Dogmas are outdated and aren't really used anymore, as the veil practically nullifies any use a spirit or sorcerer can have for it. Essentially, A dogma is a religion that worships either a spirit or a pantheon of spirits. Dogmas are created by ambitious spirits that want to become gods, and thus, those that enter their worship and win their favor receive miracles and boons. Typically can be thought as inconsistent, but free commission boons that can happen as fast as one can pray or some other form of worship the dogma specifies. Some have specific ritual spells that can only work through the spirit's blessing.
Due to the veil, you won't see many people practicing dogmas in the modern day. Its theorized various religions, including Christianity, are in fact ancient dogma principles, though that isn't concerned as not origin deity spirit can be identified.
Inheritance: Some contracts may include a bloodline cause that ensures contracts are past down to their children, perpetually, when they a reach a specific age. It can also specify first born, last born, etc. This is common with ancient clans some of which still linger to this day.
Improper inheritance contracts are more immediate 'I can't do this anymore but hey you wanna take over my contract?' Unlike traditional inheritance they can be given to whoever they want, provided they are able to take the contract to begin with and the spirit approves of the move. Due to the annoyance of having to move though, there is often a clause that prevents the one giving away the inheritance to take another contract; effectively preventing them from being a Sorcerer again. Improper inheritance also tends to leave new sorcerers with hand-me-down powers and clothing rather then creating something new for them.
Then there are witches. Now, witches are different in that these are not born of contracts, but of sorcerer's that have taken a different approach. It should be noted that to become a witch involves a dark and blasphemous act, but achieving so grants the witch many boons and powers. Primarily, immortality, and also when one awakens as witch they receive three additional artifact points.
(If you're not starting as a witch, btw, but plan on becoming one later. Pm me about it and I can provide some way of going about it later on.)
Witch: witches are sorcerers that have turned into monsters, either by consuming another sorcerer’s soul or through consuming 10 non-sorcerer human souls. Like consuming a monster soul allows for an improvement, and that improvement can be based on the sorcerer’s themes, or even artifacts and abilities they possessed in life. On the first time a sorcerer becomes a witch, they also obtain 3 improvement points.
Witches do not need familiars or keys to transform, but may still possess a familiar for more power. This usually redefines the contract as a result. Due to the Geas, a witch can’t eat their familiar either normally, but as becoming a witch frees both from the contract, it allows for the opportunity for the witch to do so.
Witches are no longer human and are thusly immortal. They can willingly shift between a ‘human’ state and their magical form at will, thus they can create their own breach in the veil and trigger firewall events.
Witches do not have a natural body, and do not need to eat or drink for sustenance. They don’t need to consume souls to survive either, though many, like monsters, are drawn to consume more like an addiction.
Most witches retain a human like appearance, even in their transformed state, and often are identical to what they looked like as a sorcerer, though may have deviations.
Witches don’t have a skeleton or identifiable organs, except for a ‘core’, a crystalline structure which shape can vary based on the caster ( a cartoonish heart, a rose, a crystal rat.)
The core is normally where there heart would be, but a skilled witch can shift its location. Although they appear to be human cutting into a witch reveals something more akin to a mannequin or statue as their ‘flesh’ is identical to the skin, with only black blood flowing scarcely from exposed injury. Despite being more akin to magical constructs they can still enjoy most mortal pleasures like eating and tasting food.
Witches regenerate quickly after injury, the rate of which is based on how well fed they are in souls. (witches don’t need to eat as mentioned to survive, but a lack of feeding prevents them from otherwise regenerating their bodies and are thus ‘weaker’ when starved.) when a core is destroyed, the witch’s body becomes unstable and starts to break down. The nature and speed of which can vary, some might gradually crack and break apart, some may dramatically melt away, others may explode almost instantly (or even video game boss style where they light up a bit before then.), or rapidly turn to dust. Regardless of instance, the witch remains conscious and can even move independent body parts until they are eventually reduced to nothing. Remains such as melted puddles, ash piles or shattered pieces will eventually evaporate to leave nothing behind.
Witches do not need familiars or keys to transform, but may still possess a familiar for more power. This usually redefines the contract as a result. Due to the Geas, a witch can’t eat their familiar either normally, but as becoming a witch frees both from the contract, it allows for the opportunity for the witch to do so.
Witches are no longer human and are thusly immortal. They can willingly shift between a ‘human’ state and their magical form at will, thus they can create their own breach in the veil and trigger firewall events.
Witches do not have a natural body, and do not need to eat or drink for sustenance. They don’t need to consume souls to survive either, though many, like monsters, are drawn to consume more like an addiction.
Most witches retain a human like appearance, even in their transformed state, and often are identical to what they looked like as a sorcerer, though may have deviations.
Witches don’t have a skeleton or identifiable organs, except for a ‘core’, a crystalline structure which shape can vary based on the caster ( a cartoonish heart, a rose, a crystal rat.)
The core is normally where there heart would be, but a skilled witch can shift its location. Although they appear to be human cutting into a witch reveals something more akin to a mannequin or statue as their ‘flesh’ is identical to the skin, with only black blood flowing scarcely from exposed injury. Despite being more akin to magical constructs they can still enjoy most mortal pleasures like eating and tasting food.
Witches regenerate quickly after injury, the rate of which is based on how well fed they are in souls. (witches don’t need to eat as mentioned to survive, but a lack of feeding prevents them from otherwise regenerating their bodies and are thus ‘weaker’ when starved.) when a core is destroyed, the witch’s body becomes unstable and starts to break down. The nature and speed of which can vary, some might gradually crack and break apart, some may dramatically melt away, others may explode almost instantly (or even video game boss style where they light up a bit before then.), or rapidly turn to dust. Regardless of instance, the witch remains conscious and can even move independent body parts until they are eventually reduced to nothing. Remains such as melted puddles, ash piles or shattered pieces will eventually evaporate to leave nothing behind.
Spirits are a catch all term to describe the majority of the denizens within the dreamscape. they include various powerful monsters, partially or entirely composed of mana, and most feed off souls for power and sustenance. There are numerous variety of spirits outlined in the bestiaries for those that want to learn more, but basically the sky's the limit. From unicorns, to dragons, angels, demons, magical creatures, plants, elemental beings, phantoms, etc. Even gods, supposedly. If its supernatural, its probably a 'spirit'. As the category is broad, spirits aren't neatly related to other kinds of spirits, though as detailed in the bestiary there are various 'types' categorized.
There are many spirits that seem to prefer a palette of humans, though the dreamscape is also a complicated and extreme food web of monsters eating each other.
All spirits have a ‘true name’ that holds power over them. In rituals that regard summoning, banishing, or protecting from specific spirits, a true name is required. Even just saying a true name out loud may direct a spirit’s attention from the dreamscape. Though they more often then not ignore these.
Two different dimensions. The dreamscape was created when the veil was formed. Its effectively a pocket dimension concealed with the earth itself (though it doesn't physically reside there). The world, in addition to vomiting earth's magic and supernatural forces into it, is also fueled and maintained by the dreams and subconscious energy of the globe's lifeforms. The scape is chaotic and varied, often having contrasting regions that are influenced by their dominant spirits. Though, as the name implies, there is also a small influence of people's dreams that manifest in the dreamscape.
Now, keep in mind, dreams happen within one's mind and are experienced by their mind and soul. However, the dreamscape itself creates a bridge between dreamers on earth and the realm. And due to this, there is a very narrow bridge in which dreams can escape into the dreamscape, and spirits can enter into one's dream. Its difficult to do so, and requires a very experienced spirit, but this is the primary method in how spirits are able to reach out to humans for contracts in a world with no magic.
Conversely, escaped dreams usually fizzle out, but some can weave the magic of the dreamscape into life; which may create something new in the dreamscape. In the case of sapient life, Tulpas (More on them in the beastiary.)
The Aether is entirely separate. It can be thought of like, a magical or interdimensional space. Although it appears empty, the Aether is actually full of raw magic energy, or mana, which acts a special background radiation. the Aether is also supposedly the realm between realms, as its believed dimensions such as afterlives exist within the Aether. Before the veil, the Aether also acted as a gateway, but it seems that it was put into place to shut that down completely.
That being said, should you find yourself in the Aether, its almost like being in space. Except, in addition to being a vacuum, the amount of background mana is concentrated enough within that void, that it can shred ordinary humans and most forms of matter into particles within minutes. Sorcerer's and to a larger degree spirits (Some better then others) can survive in the Aether for at least some time, but nothing except the voidlings are capable of living in it.
Now, keep in mind, dreams happen within one's mind and are experienced by their mind and soul. However, the dreamscape itself creates a bridge between dreamers on earth and the realm. And due to this, there is a very narrow bridge in which dreams can escape into the dreamscape, and spirits can enter into one's dream. Its difficult to do so, and requires a very experienced spirit, but this is the primary method in how spirits are able to reach out to humans for contracts in a world with no magic.
Conversely, escaped dreams usually fizzle out, but some can weave the magic of the dreamscape into life; which may create something new in the dreamscape. In the case of sapient life, Tulpas (More on them in the beastiary.)
The Aether is entirely separate. It can be thought of like, a magical or interdimensional space. Although it appears empty, the Aether is actually full of raw magic energy, or mana, which acts a special background radiation. the Aether is also supposedly the realm between realms, as its believed dimensions such as afterlives exist within the Aether. Before the veil, the Aether also acted as a gateway, but it seems that it was put into place to shut that down completely.
That being said, should you find yourself in the Aether, its almost like being in space. Except, in addition to being a vacuum, the amount of background mana is concentrated enough within that void, that it can shred ordinary humans and most forms of matter into particles within minutes. Sorcerer's and to a larger degree spirits (Some better then others) can survive in the Aether for at least some time, but nothing except the voidlings are capable of living in it.
That is most of the relevant information, I'll include the details on sorcerer powers and artifacts and what that means towards the character section. The Blurb in the middle are setting/lore info that isn't particularly important, but might be good to read if you wanna get a better understanding on certain subjects like different kinds of spirits or have an existential crisis on what souls and soul eating means.
Info Blurb
Souls have a type of anatomy to them, based primarily on their nature. There is a distinct difference between souls of different kinds of spirits, but for the purpose here we'll be focusing on human souls.
The outer layer of the human soul consists of all the memories and information that human has obtained in life, and just below that is the 'ego' layer, or sense of self. The ego and memory layer are what makes a soul a person so to speak; it comprises of their identity, their nature, how they think, how they feel, what they've learned in life. Its from these two layers that mana seems to be created from, which is why the strongest sorcerers also have the most understanding of themselves. The more one achieves their dreams, or ideals, the more mana their soul can produce.
As a quick aside, the field of mana generated by a soul is usually just referred to as a mana field (based on the rate of mana generated versus the rate of mana decay.)
The core is at the center of a soul, and is indestructible by all means. One cannot truly erase a soul due to the existence of the core, however the ego and memory layers can be destroyed; absorbed even by spirits and witches. Destroying these souls essentially erases that person from existence in some, subjective sense. Their core still exists, but they have permanently lost what made them human. If a soul loses only its memories, it would be equivalent to getting amnesia, though with no chance of recovering those memories. If the ego layer is lost, that removes all sense of humanity from it.
A soul that loses those layers are simply referred to as husks, empty vessels. They can never regain what they lost, but husks can reincarnate into a new soul. Without a ego, the soul can reincarnate into any form of soul. Reincarnation is the closest form of a true revival of a destroyed soul, while there is nothing left of their previous sense of self, it is still ultimately the same soul, just with an entirely new 'hardware'.
Living souls produce the most mana, dead souls that still retain their memory and ego later still produce mana. Spirits that eat souls usually end up reducing the soul to a husk, though gradually through spiritual digestion. In this process, most of the absorption is through the mana field that the dead soul produces to act as a sort of food battery; the stress of which though gradually breaks down the soul itself into mana as well until it is nothing but a husk.
This process takes years to decades and thus souls can often still be saved after being consumed by a witch or spirit.
Witches and spirits souls tend to be destroyed quickly after death due to having a closer connection to their magical anatomy then there physical anatomy. It is possible to capture these souls, but to successfully do so must be captured within the spans of seconds due to how fast their souls dissolve.
The outer layer of the human soul consists of all the memories and information that human has obtained in life, and just below that is the 'ego' layer, or sense of self. The ego and memory layer are what makes a soul a person so to speak; it comprises of their identity, their nature, how they think, how they feel, what they've learned in life. Its from these two layers that mana seems to be created from, which is why the strongest sorcerers also have the most understanding of themselves. The more one achieves their dreams, or ideals, the more mana their soul can produce.
As a quick aside, the field of mana generated by a soul is usually just referred to as a mana field (based on the rate of mana generated versus the rate of mana decay.)
The core is at the center of a soul, and is indestructible by all means. One cannot truly erase a soul due to the existence of the core, however the ego and memory layers can be destroyed; absorbed even by spirits and witches. Destroying these souls essentially erases that person from existence in some, subjective sense. Their core still exists, but they have permanently lost what made them human. If a soul loses only its memories, it would be equivalent to getting amnesia, though with no chance of recovering those memories. If the ego layer is lost, that removes all sense of humanity from it.
A soul that loses those layers are simply referred to as husks, empty vessels. They can never regain what they lost, but husks can reincarnate into a new soul. Without a ego, the soul can reincarnate into any form of soul. Reincarnation is the closest form of a true revival of a destroyed soul, while there is nothing left of their previous sense of self, it is still ultimately the same soul, just with an entirely new 'hardware'.
Living souls produce the most mana, dead souls that still retain their memory and ego later still produce mana. Spirits that eat souls usually end up reducing the soul to a husk, though gradually through spiritual digestion. In this process, most of the absorption is through the mana field that the dead soul produces to act as a sort of food battery; the stress of which though gradually breaks down the soul itself into mana as well until it is nothing but a husk.
This process takes years to decades and thus souls can often still be saved after being consumed by a witch or spirit.
Witches and spirits souls tend to be destroyed quickly after death due to having a closer connection to their magical anatomy then there physical anatomy. It is possible to capture these souls, but to successfully do so must be captured within the spans of seconds due to how fast their souls dissolve.
Mana is thought to be an extradimensional form of 'energy' that can also take physical form. It appeared to be generated both from the Aether itself, and from all matter of souls. Due to the nature of the Aether, it is believed souls themselves, and thus the origin of life; all originates from the existence of the Aether.
Souls that are able to control their generated mana are referred to as awakened souls. Spirits are naturally able to do this to varying degrees. Non-magical creatures such as ordinary humans and animals still produce a small degree of magic from living, but can't interact or perceive it.
Different souls and spirits have a mana 'color', some believe that this is based off of the personality or inner self; though more accurately it is the perceived relation of how one sees that color into their personality, meaning its pretty inconsistent.
Souls that are able to control their generated mana are referred to as awakened souls. Spirits are naturally able to do this to varying degrees. Non-magical creatures such as ordinary humans and animals still produce a small degree of magic from living, but can't interact or perceive it.
Different souls and spirits have a mana 'color', some believe that this is based off of the personality or inner self; though more accurately it is the perceived relation of how one sees that color into their personality, meaning its pretty inconsistent.
As previously mentioned, spirits basically fall under the umbrella that includes most supernatural creatures that dwell within the dreamscape. The following categories help distinguish different kinds of spirits. most non-animus spirits have a core, similar to witches, that keeps them stable. Destroying it will destroy them in a similar manner.
Animus are one of the more common spirit types, and it essentially includes most spirits that have both a biological and magical anatomy. Most commonly are magical or otherwise impossible animals and plants, but also includes other natural forms of life like single celled organisms and fungi.
Most Animus are functionally just animals or plants with magic or supernatural properties, and many aren't particularly high on the dreamscape food chain; with exception to the 'Legendary' Animus types, which covers Animus types that are typically both incredibly powerful and sapient. These are the types that are able to make contracts with people.
These would include, Phoenixes, Kelpies, Dragons, Giants, Sphinxes, Krakens, Treants, and various other mythological or cryptid-esq monstrosities.
Unlike most other kinds of spirits, since Animus have a biological anatomy, their bodies don't disappear upon death. In pre-veil times certain body parts were often used in alchemy and other treasured areas, believed to store at least some form of latent power: Unicorn horns or monster blood being common examples.
Most Animus are functionally just animals or plants with magic or supernatural properties, and many aren't particularly high on the dreamscape food chain; with exception to the 'Legendary' Animus types, which covers Animus types that are typically both incredibly powerful and sapient. These are the types that are able to make contracts with people.
These would include, Phoenixes, Kelpies, Dragons, Giants, Sphinxes, Krakens, Treants, and various other mythological or cryptid-esq monstrosities.
Unlike most other kinds of spirits, since Animus have a biological anatomy, their bodies don't disappear upon death. In pre-veil times certain body parts were often used in alchemy and other treasured areas, believed to store at least some form of latent power: Unicorn horns or monster blood being common examples.
Nephilim are another large category of spirits that have three basic sub-types. All Nephilim are purely magical constructs and are all considered to be quiet powerful. Many have some humanoid shape typically associated with angels, demons, or genies, while others have more chaotic, elemental, and/or wild anatomy.
Seraphim are most commonly depicted as angels or similar beings. Most angels appear to be what the common depictions of angels are: Elegant humans with big wings and halos. Some, particularly powerful angels however have a more 'biblically accurate', surreal and eldritch appearance: Such as a collection of burning eyeballs or a towering humanoid chimera.
Seraphim claim to be the creations of various deities, and most seem to take role in some sort of hierarchy. Other variants of Seraphim include 'reapers' that resemble common depictions of death, and other such avatars. All generally have some supposed divine connection, or relation to other angels that have that connection. Typically they abhor eating souls directly and seem to prefer more passive means such as enforcing Dogma on lost souls.
The 'holy Seraphim', the most common ones in this era, reside in a region of dreamscape labeled 'heaven' (Which is well, resembling the currently common depiction of heaven. Big cloud region with heavenly gates and singing angels.) Lost souls are gathered to reside there and are encourage to practice in their dogma.
Seraphim claim to be the creations of various deities, and most seem to take role in some sort of hierarchy. Other variants of Seraphim include 'reapers' that resemble common depictions of death, and other such avatars. All generally have some supposed divine connection, or relation to other angels that have that connection. Typically they abhor eating souls directly and seem to prefer more passive means such as enforcing Dogma on lost souls.
The 'holy Seraphim', the most common ones in this era, reside in a region of dreamscape labeled 'heaven' (Which is well, resembling the currently common depiction of heaven. Big cloud region with heavenly gates and singing angels.) Lost souls are gathered to reside there and are encourage to practice in their dogma.
One of the most common yet scattered variant of Nephilim are the Djinn. Djinn are 'neutral' forces that adhere only to the element or power they are based on, rather then any form of alleged god or dogma. Some appear like would one expect of a genie, humanoid upper body with a plume of smoke beneath the waist. Others resemble more like elemental constructs like a human made of fire or ice.
Lastly there are the Daemons, or more commonly just called demons. And these can be thought of the antithesis to the seraphim. The most common variant are the 'Infernals' which include common depictions of demons within the bible, though there are other more monstrous variants unrelated to this that still reside in that region. What connects different kinds of Daemons together is a belief of 'unholiness', Or more accurately a natural disgust to the ideas and principles of dogmas in general. Unlike the Seraphim, Daemons prefer eating souls (Especially human ones), and their entire power structure is based on which has the most souls in their gut.
Devil Internals are more humanoid in appearance and are the most often the 'Untrustworthy dealmaker' kind of demon.
Devil Internals are more humanoid in appearance and are the most often the 'Untrustworthy dealmaker' kind of demon.
As mentioned before, Tulpas are magical constructs based on a person's dreams that has escaped and formed into the dreamscape. Despite gaining form and sapience, Tulpas are not designed to be stable and will gradually deteriorate regardless of how much power they gather. To avoid destruction, Tulpas have two options:
The first is to consume the soul of the human that created them, allowing them to replace that human with them and thus became 'whole', though doing so makes them 'human' and lose much of their power as a spirit.
The second is to find a method to perpetually sustain themselves as a spirit, this is less common for tulpas since they are obsessed with becoming real, but those that go down this path usually end up as familiars (Often to those that created them if they are able to.)
The first is to consume the soul of the human that created them, allowing them to replace that human with them and thus became 'whole', though doing so makes them 'human' and lose much of their power as a spirit.
The second is to find a method to perpetually sustain themselves as a spirit, this is less common for tulpas since they are obsessed with becoming real, but those that go down this path usually end up as familiars (Often to those that created them if they are able to.)
Most Fae appear human, or have humanoid traits, thought with various supernatural qualities like typical fairy wings and a tiny body, or monstrous hags and other such creations. Though they appear to be biological like Animus, they are in fact magical in anatomy only. Fae are often associated with common depictions of Druidry, wizardry, alchemy, as well as witchcraft and other such fantasy-esq themes of magic.
Fae tend to be chaotic in nature, often acting out on whatever whims and desires they have. Some are broadly 'good', others more evil, but all tend to be hedonistic one way or the other.
Fae tend to be chaotic in nature, often acting out on whatever whims and desires they have. Some are broadly 'good', others more evil, but all tend to be hedonistic one way or the other.
Phantoms are believed to be dead mortal souls that have gathered enough power to become spirits. Ghostly figures like banshees and poltergeist are some of the more well known variations of phantoms. Most commonly though are the weaker and mostly harmless ghosts that linger on distant memories of their mortal lives. Phantoms appear to be most eager to escape the dreamscape and return to earth, but the veil of course prevents them from leaving. Its believed that they are responsible for inciting Sorcerers to destroy the veil.
Any spirit that doesn't fit neatly into any of the other categories ends up falling into here. This is about as broad as it gets, all sorts of horrifying or cute creatures can fit into this bill. Often some can be mistaken for Animus.
The EAG is an ancient organization responsible for the veil's construction and are tasked with both preserving the Veil, and keeping the matter of spirits and sorcery out of public information. Routine for the EAG are to assassinate sorcery-based clans, destroying evidence of the supernatural world, and providing coverups for any breaches of such information to the public. Though most of the world, even the governments, are ignorant of the EAG, they have enough seats in power to navigate the hassle of international beuacracy without issue.
The SNPG are a very loose, volunteer based organization of sorcerers that task themselves with helping out other sorcerers across the globe. The general objective of the SNPG is to spread relevant information to new Sorcerers and establish bases, usually in the form of custom pocket dimensions, to allow safe spreading of information and practicing for new sorcerers. (In Millburn, that would be the Library). Most Major cities across the globe have at least one SNPG made base of operations, and new sorcerer's are often trained to help carry the torch of their mission.
To keep Sorcerers safe and responsible, they do encourage to help out with firewall events, and thus occasionally are supported by the EAG. Though since the SNPG are not an organized group, exact relations with various groups vary with local members.
To keep Sorcerers safe and responsible, they do encourage to help out with firewall events, and thus occasionally are supported by the EAG. Though since the SNPG are not an organized group, exact relations with various groups vary with local members.
These consist of a large contingent of sorcerers and spirits that desire the destruction of the veil and dreamscape, and return to the world as it was in ancient times. They are primarily against the EAG, and will get into conflict with other groups that may assist the Veil due to their focus on its destruction. Its believed they are responsible for this era's weakening in the veil.
The AL are spread thin and its believed they have central bases located within the dreamscape to coordinate with spirits associated with the group. Though they aren't considered a major threat to the EAG, they have had enough skirmishes and sabotages to make them enough of a concern for them to hunt the AL with extreme prejudice.
The AL are spread thin and its believed they have central bases located within the dreamscape to coordinate with spirits associated with the group. Though they aren't considered a major threat to the EAG, they have had enough skirmishes and sabotages to make them enough of a concern for them to hunt the AL with extreme prejudice.
Covens are groups that at least start from one multiple associated witches as the 'head' of the coven. They make contracts with other witches, even sorcerers, to create a sort of subservient alliance to. Like familiars Witches are capable of offering sorcerers powers in exchange for their protection and servitude. Often sorcerers are kept there and encourage into becoming witches themselves to ascend the hierarchy of the coven. Covens are also sometimes supported by spirits, including the previous familiars of witches.
Since Dogmas aren't effective under the veil, they aren't as many in the modern day. There are however, some ancient Dogma based cults that still operate to this day and are believed to be with the AL.
The MHA are another ancient order that desire the complete destruction of Sorcerers and witches. Though they coordinate with the EAG to maintain the censorship of the arcane world, and support the existence of the veil; they are more focused on the destruction of sorcerers and do hold some grudge against the EAG for using sorcerers themselves.
The MHA frequently destroy pocket bases setup by the SNPG and are in constant conflict with them. Since Sorcerers can't use magic freely under the veil, most MHA forces consist of covert armed personnel. In the case of Witches or cities with frequent firewall witches they have special agents, referred to as magisters, that are equipped to deal with those situations.
Magisters aren't sorcerers, but do possess ritual-made artifacts formed from the souls of destroyed sorcerers, witches, and monsters. Even though they don't have sorcery, the ritual effect of these artifacts allows anyone to use them (Believed to be due to the artifact having trapped the soul of the sorcerer/witch/spirit and draws on their mana.) Due to this though, their ability to utilize these artifacts are limited compared to real sorcerers and witches, and only exist in the weapon or talisman form as a result.
The MHA frequently destroy pocket bases setup by the SNPG and are in constant conflict with them. Since Sorcerers can't use magic freely under the veil, most MHA forces consist of covert armed personnel. In the case of Witches or cities with frequent firewall witches they have special agents, referred to as magisters, that are equipped to deal with those situations.
Magisters aren't sorcerers, but do possess ritual-made artifacts formed from the souls of destroyed sorcerers, witches, and monsters. Even though they don't have sorcery, the ritual effect of these artifacts allows anyone to use them (Believed to be due to the artifact having trapped the soul of the sorcerer/witch/spirit and draws on their mana.) Due to this though, their ability to utilize these artifacts are limited compared to real sorcerers and witches, and only exist in the weapon or talisman form as a result.
CHARACTERS
Catalyst: A magical tool, such as a wand or staff, that weaves and conjures magic in the form of some kind of element. Examples can include broad categories like fire or wind, or something specific like rose petals and thorns or sand. A psych themed sorcerer may even have a telekinetic ability in place of traditional elements. In addition to a broad control and projection of this element.
Additional points into catalysts can offer a broader control and power over their element, or a new element so long as it sits with the theme.
Weapon: Weapons are artifacts that are well, magical weapons. A sword that shoots beams of fire, a bow that shoots big magical lasers, etc. not all weapons are flashy, and a sorcerer with both a weapon and catalyst category can fuse them into one artifact.
Additional points into weaponry allows for either an additional weapon or a more complex one or powerful upgrade, like a fire sword that is now a fire and ice sword, or a grenade launcher attachment to a magic assault rifle.
Talismans: Any form of trinket, bauble, piece of clothing or gear that gives either a permanent passive buff or debuff, or a temporary buff or debuff on activation. In most cases these include basic stat increases, but can also include powerful activated abilities with some form of duration like turning into a monster or cursing someone into turning into a pig.
Temporary abilities are typically stronger then perpetual ones. For example, basic stat increases would go like 1.5x increase on perpetual, 2x on temporary but long duration, 2.5x if moderate duration, and 3x if a short burst duration.
(Side note: Item related magic like voodoo dolls or a flying broom can also be a talisman for this purpose. Reactive abilities like a protective charm that shields from a direct spell once within a long cooldown can also be an talisman ability.)
Additional points into talisman grant additional talisman perks, often represented by a new talisman trinket. Or upgrade a perk (for stats this would be a flat +1 increase to the modifier.) (One per level.)
Grimoire:
An item that holds a collection of specific spells that the sorcerer can cast. The Grimoire is most commonly some form of book, but can also be other items like an e-book reader that lists the spells, a witch hat with a sash around it that lists out the spells in ancient script, as long as it represents the spells in some form.
The spells should be at least by design, Akin to the sorcerer’s flavor. A flower based sorcerer for example could have a spell that plants a flower on someone and gradually drains them of stamina, as well as a spell that makes a ring of flowers on the ground that heals those within it, magical vines that are summoned and independently grapple those within its reach, as some examples.
They can replicate simple effects like a spell that shoots a fireball, though in such cases can be redundant if they already have a catalyst. Similar to talismans they offer creative potential, though note that Grimoire spells won’t be as powerful or long lasting as talisman spells.
Grimoire also offer more room to deviate from the theme so long as it can still fit. A shadow theme, for example, could have a spell that is a simple ‘shadow-made’ black fireball.
A Grimoire holds 4 spells. When a sorcerer gets an ‘upgrade’ they may change any of the listed spells to something else.
Each additional artifact point after the first in Grimoire grants 3 more spells.
Sidenote: Grimoire spells are referred to as 'incantations', and do require some form of chant or speaking of words to cast. Usually what the spell is named, though can be something else specified.
Artifact points:
A sorcerer starts with artifact points based on the nature of their contract, which can be placed into any of the artifact categories or into familiar category for combat familiars (additional points allow for stronger familiars.)
Catalyst:
Familiar:
Grimoire:
Talisman:
Weapon:
Improvements: Natural improvements are earned naturally over time. Arbitrarily measure is going to be in the form of points earned by: Encounter (transforming into a sorcerer and fighting, mostly relegated to joining and participating in an event. 1 point for joining and the second for participating/fighting.) Soul Searching (Complete a social collab with someone! 3 points for duos, 2 points for trios, and 1 points for four or more.) defeating a monster (Additional combat point for a defeated monster, 1 point for all that fought it.)
Character Awakening (Thematic arc, 3 points.)
Spending 5 Arcana Points = 1 artifact improvement! (An additional point into artifacts/familiar of choice, and what upgrades that entails.)
level:
Each time you use an artifact improvement by spending points, your level goes up by 1. You can only increase an artifact point up to a max of 5 this way.
Note: all improvements can also be used to just, upgrade pre existing features like a talisman that makes you strong can just make you stronger as an example. So you don’t need to be creative with every upgrade.
Monster soul (1 per defeated monster.) Monster souls can be consumed by the sorcerer for 1 improvement, however the improvement can also be based uniquely on whatever themes/design based on the consume monster. Alternatively if one has at least 1 artifact point into familiar they can bind the consumed soul as a summon.
Additional points into catalysts can offer a broader control and power over their element, or a new element so long as it sits with the theme.
Weapon: Weapons are artifacts that are well, magical weapons. A sword that shoots beams of fire, a bow that shoots big magical lasers, etc. not all weapons are flashy, and a sorcerer with both a weapon and catalyst category can fuse them into one artifact.
Additional points into weaponry allows for either an additional weapon or a more complex one or powerful upgrade, like a fire sword that is now a fire and ice sword, or a grenade launcher attachment to a magic assault rifle.
Talismans: Any form of trinket, bauble, piece of clothing or gear that gives either a permanent passive buff or debuff, or a temporary buff or debuff on activation. In most cases these include basic stat increases, but can also include powerful activated abilities with some form of duration like turning into a monster or cursing someone into turning into a pig.
Temporary abilities are typically stronger then perpetual ones. For example, basic stat increases would go like 1.5x increase on perpetual, 2x on temporary but long duration, 2.5x if moderate duration, and 3x if a short burst duration.
(Side note: Item related magic like voodoo dolls or a flying broom can also be a talisman for this purpose. Reactive abilities like a protective charm that shields from a direct spell once within a long cooldown can also be an talisman ability.)
Additional points into talisman grant additional talisman perks, often represented by a new talisman trinket. Or upgrade a perk (for stats this would be a flat +1 increase to the modifier.) (One per level.)
Grimoire:
An item that holds a collection of specific spells that the sorcerer can cast. The Grimoire is most commonly some form of book, but can also be other items like an e-book reader that lists the spells, a witch hat with a sash around it that lists out the spells in ancient script, as long as it represents the spells in some form.
The spells should be at least by design, Akin to the sorcerer’s flavor. A flower based sorcerer for example could have a spell that plants a flower on someone and gradually drains them of stamina, as well as a spell that makes a ring of flowers on the ground that heals those within it, magical vines that are summoned and independently grapple those within its reach, as some examples.
They can replicate simple effects like a spell that shoots a fireball, though in such cases can be redundant if they already have a catalyst. Similar to talismans they offer creative potential, though note that Grimoire spells won’t be as powerful or long lasting as talisman spells.
Grimoire also offer more room to deviate from the theme so long as it can still fit. A shadow theme, for example, could have a spell that is a simple ‘shadow-made’ black fireball.
A Grimoire holds 4 spells. When a sorcerer gets an ‘upgrade’ they may change any of the listed spells to something else.
Each additional artifact point after the first in Grimoire grants 3 more spells.
Sidenote: Grimoire spells are referred to as 'incantations', and do require some form of chant or speaking of words to cast. Usually what the spell is named, though can be something else specified.
Artifact points:
A sorcerer starts with artifact points based on the nature of their contract, which can be placed into any of the artifact categories or into familiar category for combat familiars (additional points allow for stronger familiars.)
Catalyst:
Familiar:
Grimoire:
Talisman:
Weapon:
Improvements: Natural improvements are earned naturally over time. Arbitrarily measure is going to be in the form of points earned by: Encounter (transforming into a sorcerer and fighting, mostly relegated to joining and participating in an event. 1 point for joining and the second for participating/fighting.) Soul Searching (Complete a social collab with someone! 3 points for duos, 2 points for trios, and 1 points for four or more.) defeating a monster (Additional combat point for a defeated monster, 1 point for all that fought it.)
Character Awakening (Thematic arc, 3 points.)
Spending 5 Arcana Points = 1 artifact improvement! (An additional point into artifacts/familiar of choice, and what upgrades that entails.)
level:
Each time you use an artifact improvement by spending points, your level goes up by 1. You can only increase an artifact point up to a max of 5 this way.
Note: all improvements can also be used to just, upgrade pre existing features like a talisman that makes you strong can just make you stronger as an example. So you don’t need to be creative with every upgrade.
Monster soul (1 per defeated monster.) Monster souls can be consumed by the sorcerer for 1 improvement, however the improvement can also be based uniquely on whatever themes/design based on the consume monster. Alternatively if one has at least 1 artifact point into familiar they can bind the consumed soul as a summon.
Character sheet:
This is a basic template you can pretty it up how you wish or include more info at your leisure.
Name:
Age: (I'd prefer 18+ for this rp.)
Appearance: (Image and/or description. Include both normal and sorcerer transformation appearances.)
Pronouns:
Personality: (general idea of the character, doesn't have to be long.)
Aspirations, Goals, ideals, or Ambitions:
History:
Contract(s): Include the type of contracts they have.
Contract Interaction: A blurb about how they received a contract. In most cases this is through a dream, but there can also be rare circumstances where someone was pulled into the dreamscape and directly speak to a spirit. Or a human that has obtained forbidden knowledge can summon a familiar by their true name and arrange the contract themselves (keep in mind this would cause a firewall, though one that won't need any action, and interference wise won't attract other sorcerers as firewall's normally will.), keep in mind this is uncommon since the general world is intelligent made ignorant of this subject. Though ancient archives and info passed down by certain families can still reach some ears, if no other reason can be applied.
Level:
key:
Mana color: Color of what your magic field looks like before its used as spells. Mostly visual, its based on whatever ideas that particular character has about colors and how that subconsciously matches their personality. So, not so much that they choose the color they have, but rather what they feel what color they are.
Artifact points: (Current spread of points)
Artifacts: (Detail your artifact, what it looks like, what it can do, etc.)
Familiar: (If applicable. Include appearance, and name (Doesn't have to be its true name.). You don't have to specify any category of spirit, but do at least give some description as to what it 'is' in its description. Powers aren't necessary, but some idea might be needed as part of the description to help solidify the theme of character powers.)
This is a basic template you can pretty it up how you wish or include more info at your leisure.
Name:
Age: (I'd prefer 18+ for this rp.)
Appearance: (Image and/or description. Include both normal and sorcerer transformation appearances.)
Pronouns:
Personality: (general idea of the character, doesn't have to be long.)
Aspirations, Goals, ideals, or Ambitions:
History:
Contract(s): Include the type of contracts they have.
Contract Interaction: A blurb about how they received a contract. In most cases this is through a dream, but there can also be rare circumstances where someone was pulled into the dreamscape and directly speak to a spirit. Or a human that has obtained forbidden knowledge can summon a familiar by their true name and arrange the contract themselves (keep in mind this would cause a firewall, though one that won't need any action, and interference wise won't attract other sorcerers as firewall's normally will.), keep in mind this is uncommon since the general world is intelligent made ignorant of this subject. Though ancient archives and info passed down by certain families can still reach some ears, if no other reason can be applied.
Level:
key:
Mana color: Color of what your magic field looks like before its used as spells. Mostly visual, its based on whatever ideas that particular character has about colors and how that subconsciously matches their personality. So, not so much that they choose the color they have, but rather what they feel what color they are.
Artifact points: (Current spread of points)
Artifacts: (Detail your artifact, what it looks like, what it can do, etc.)
Familiar: (If applicable. Include appearance, and name (Doesn't have to be its true name.). You don't have to specify any category of spirit, but do at least give some description as to what it 'is' in its description. Powers aren't necessary, but some idea might be needed as part of the description to help solidify the theme of character powers.)
Lastly, there are some stuff that is available to all sorcerer's more or less utility and just, what can be expected as basic powers of a sorcerer.
Mana burning: Typically, when a sorcerer runs out of mana they are forced back to their human state. Those desperate enough to keep their forms for desire circumstances could attempt mana burning; which is essentially burning up one's body and soul to convert it into mana. Naturally, such an attempt will result in severe injuries if it isn't stopped quickly, and can lead into severe injury or eventually death. Most sorcerers that have tried can only mana burn for a minute without severe consequences, though the longest record for survivable mana burning is believed to be 5 minutes.
(1 Arcana point to unlock, five to 'master' for the 5 minute duration max.)
Mana burning can't be done accidentally, and generally isn't recommended. Due to the damage it puts on the soul, scars injuries caused by mana burning won't heal by magical means, and while the soul may recover naturally over time, the scars will remain. The more times one mana burns, the harder it is to maintain it.
Team Attack:
Team attacks are well, combined spells or attacks by at least two sorcerers. Different attacks may have certain innate synergies to them, for example; (Oil and fire would work well with each other, but something like fire and water would be harder to make effective). Though regardless of how great the synergy potential is, it still requires a deal of trust and coordination that can't be pulled off on the fly. Sorcerers that have a strong bond will naturally be able to pull off team attacks over strangers. These bonds can be any form of relationship, even negative ones like rivalries can yield good results.
(To unlock, both players need to spend 1 Arcana Point. Also general expectation that the characters have interacted with each other enough times to be considered close friends or whichever other form of close relationship they have, rivals etc that makes sense.)
Soul Field:
Soul fields are a powerful technique that are discovered by sorcerers once they reach a certain level of power and experience, as well as discovery of their inner self. In practice, soul fields expand the sorcerer's own soul's range; doing so creates a field within a large radius (The average range is a field of 30 meters, though some can yield as high as 300 meters, and in ancient times, supposedly 3 km.) in which they have almost complete control of the environment within. The mana that fills this space can be controlled almost entirely by the sorcerer, allows them to instantly shape and alter the terrain into a space ideal to them and their theme.
In essence, those within a soul field are technically inside the sorcerer's soul. Magic hits harder and can warp in all matter of ways to make it incredibly hard to avoid, the intensity of mana allows for efficient mana use without the worry of running out. Most fields last around 5 minutes, but can be increased with enough training. They do require a good amount of concentration to maintain, but otherwise allow for the sorcerer to overwhelm opponents within them. In the event that two opposing sorcerer's unleash a soul field, if one sorcerer has more mana then the other by a significant degree it will overwhelm their opponent's field. If the two sorcerer's are close enough in power, the fields will repel each other.
(10 Arcane Points to unlock)
Ritual Magic:
Ritual magics are traditional setup spells that pull from the Aether itself (Or in the case of dogmas, the related spirit worshipped.) Ritual magics provide basic services like intentionally creating a blank firewall event, restful healing, summoning spirits and the like. This will be fleshed out more as they are made available by the Library.
Ritual magic teachings will be unlocked with their own prices to learn as the RP goes on.
Mana Sensing:
This is a more instinctual power to anything that has the capacity to use magic, but it allows them to sense other sources of magic and their general nature. A skilled enough sorcerer can distinguish different kinds of spirits in this matter even if they are out of visual range.
Everyone has this by default.
Mana burning: Typically, when a sorcerer runs out of mana they are forced back to their human state. Those desperate enough to keep their forms for desire circumstances could attempt mana burning; which is essentially burning up one's body and soul to convert it into mana. Naturally, such an attempt will result in severe injuries if it isn't stopped quickly, and can lead into severe injury or eventually death. Most sorcerers that have tried can only mana burn for a minute without severe consequences, though the longest record for survivable mana burning is believed to be 5 minutes.
(1 Arcana point to unlock, five to 'master' for the 5 minute duration max.)
Mana burning can't be done accidentally, and generally isn't recommended. Due to the damage it puts on the soul, scars injuries caused by mana burning won't heal by magical means, and while the soul may recover naturally over time, the scars will remain. The more times one mana burns, the harder it is to maintain it.
Team Attack:
Team attacks are well, combined spells or attacks by at least two sorcerers. Different attacks may have certain innate synergies to them, for example; (Oil and fire would work well with each other, but something like fire and water would be harder to make effective). Though regardless of how great the synergy potential is, it still requires a deal of trust and coordination that can't be pulled off on the fly. Sorcerers that have a strong bond will naturally be able to pull off team attacks over strangers. These bonds can be any form of relationship, even negative ones like rivalries can yield good results.
(To unlock, both players need to spend 1 Arcana Point. Also general expectation that the characters have interacted with each other enough times to be considered close friends or whichever other form of close relationship they have, rivals etc that makes sense.)
Soul Field:
Soul fields are a powerful technique that are discovered by sorcerers once they reach a certain level of power and experience, as well as discovery of their inner self. In practice, soul fields expand the sorcerer's own soul's range; doing so creates a field within a large radius (The average range is a field of 30 meters, though some can yield as high as 300 meters, and in ancient times, supposedly 3 km.) in which they have almost complete control of the environment within. The mana that fills this space can be controlled almost entirely by the sorcerer, allows them to instantly shape and alter the terrain into a space ideal to them and their theme.
In essence, those within a soul field are technically inside the sorcerer's soul. Magic hits harder and can warp in all matter of ways to make it incredibly hard to avoid, the intensity of mana allows for efficient mana use without the worry of running out. Most fields last around 5 minutes, but can be increased with enough training. They do require a good amount of concentration to maintain, but otherwise allow for the sorcerer to overwhelm opponents within them. In the event that two opposing sorcerer's unleash a soul field, if one sorcerer has more mana then the other by a significant degree it will overwhelm their opponent's field. If the two sorcerer's are close enough in power, the fields will repel each other.
(10 Arcane Points to unlock)
Ritual Magic:
Ritual magics are traditional setup spells that pull from the Aether itself (Or in the case of dogmas, the related spirit worshipped.) Ritual magics provide basic services like intentionally creating a blank firewall event, restful healing, summoning spirits and the like. This will be fleshed out more as they are made available by the Library.
Ritual magic teachings will be unlocked with their own prices to learn as the RP goes on.
Mana Sensing:
This is a more instinctual power to anything that has the capacity to use magic, but it allows them to sense other sources of magic and their general nature. A skilled enough sorcerer can distinguish different kinds of spirits in this matter even if they are out of visual range.
Everyone has this by default.
As mentioned prior, being a sorcerer is a somewhat addicting prospect. Once one transforms, those suspectable to vices are particularly more vulnerable to the draw of being one due to the heightened state it usually gives. This is especially true for individuals that feel unfulfilled as a human, general depression, or other sort of hang-ups in their daily lives. How this affects your character is largely up to you, there are also sorcerers that simply don't feel that addicting urge as much.
As magic is largely fueled by one's own soul and personality, it is natural to assume one's state of mind affects how their magic operates. Generally speaking, confident sorcerer's, or sorcerers that have a strong internal belief in themselves, usually excel higher in power then those that don't. That is to say, if a sorcerer ever becomes frightened, or feels powerless, they won't be able to use as much mana. Whereas a Sorcerer that is unwavering can use much more.
Emotions can also change this chaotically, and largely based on how sorcerer's react to those emotions. Some sorcerer's for example do better when angered, others lose control of their ability when enraged as an example. Its often practiced for sorcerer's to control their emotions so as to remain stable-power wise; though some that notice certain boons in performance when feeling a certain way may be encouraged to exploit that emotion when necessary.
This doesn't serve any mechanical benefit and is mostly just optional flavor for y'all. If you wanna have a cool scene where they destroy some monster after being fueled by delicious revenge? sure. Conversely, if y'all wanna have a moment of despair where the character loses faith in themselves and is suddenly powerless? Go right ahead. You don't need to heed any of these details of how emotions and confidence affects your sorcerer, but the tool is there for any cool narratives you wanna use as typical of anime.
Blanks: Blanks are humans that have awakened souls but otherwise have no powers. Blanks are created from different means. A sorcerer that loses their key, for instance, is essentially a blank unless if they become a witch.
Some humans are born with an awakened soul, which generally means that in a world without a veil they would have been natural-born sorcerer without need of contract or key; but due to the state of the world they are born in, they are born without any actual magic.
These individuals are usually recruited as magisters by the sorcerer-hunting faction.
There are also rituals to intentionally create blanks, which would be foolish in most circumstances since it puts one in unnecessary danger without giving them power. See, blanks are still pulled in by local firewall events, and thus are especially vulnerable.
With the aforementioned thing about sorcery being addicting, you can imagine that losing the ability to be a sorcerer and being a blank would be pretty soul-crushing. It is hard for blanks to achieve contracts, for some reasons spirit prefer to make contracts with unweakened souls. Even if a previously-sorcerer-blank is able to summon or contact their old familiar again by ritual they may not always accept the offer. Supposedly, spirits seem to get some nutrients when they awaken a human soul, and thus prefer them naturally. Souls awakened without a spirit usually have a ‘lost’ potential. Because the veil prevents them from truly growing their own magic, they never form one, and because they already awakened their potential spirits normally avoid offering them contracts. Covenant contracts are more common for blanks since they aren't that dedicated to either party. Converse to the standard, fusion contracts are almost always renewed since the spirit is still trapped within the blank's own soul.
Making a new contract can be difficult primarily because the loss of a key has a tax on the soul, and will take some time before its ready to receive another contract deal. Especially for fusions, though they are usually able to make that contract again the average wait time in those instances can take up to a year.
As magic is largely fueled by one's own soul and personality, it is natural to assume one's state of mind affects how their magic operates. Generally speaking, confident sorcerer's, or sorcerers that have a strong internal belief in themselves, usually excel higher in power then those that don't. That is to say, if a sorcerer ever becomes frightened, or feels powerless, they won't be able to use as much mana. Whereas a Sorcerer that is unwavering can use much more.
Emotions can also change this chaotically, and largely based on how sorcerer's react to those emotions. Some sorcerer's for example do better when angered, others lose control of their ability when enraged as an example. Its often practiced for sorcerer's to control their emotions so as to remain stable-power wise; though some that notice certain boons in performance when feeling a certain way may be encouraged to exploit that emotion when necessary.
This doesn't serve any mechanical benefit and is mostly just optional flavor for y'all. If you wanna have a cool scene where they destroy some monster after being fueled by delicious revenge? sure. Conversely, if y'all wanna have a moment of despair where the character loses faith in themselves and is suddenly powerless? Go right ahead. You don't need to heed any of these details of how emotions and confidence affects your sorcerer, but the tool is there for any cool narratives you wanna use as typical of anime.
Blanks: Blanks are humans that have awakened souls but otherwise have no powers. Blanks are created from different means. A sorcerer that loses their key, for instance, is essentially a blank unless if they become a witch.
Some humans are born with an awakened soul, which generally means that in a world without a veil they would have been natural-born sorcerer without need of contract or key; but due to the state of the world they are born in, they are born without any actual magic.
These individuals are usually recruited as magisters by the sorcerer-hunting faction.
There are also rituals to intentionally create blanks, which would be foolish in most circumstances since it puts one in unnecessary danger without giving them power. See, blanks are still pulled in by local firewall events, and thus are especially vulnerable.
With the aforementioned thing about sorcery being addicting, you can imagine that losing the ability to be a sorcerer and being a blank would be pretty soul-crushing. It is hard for blanks to achieve contracts, for some reasons spirit prefer to make contracts with unweakened souls. Even if a previously-sorcerer-blank is able to summon or contact their old familiar again by ritual they may not always accept the offer. Supposedly, spirits seem to get some nutrients when they awaken a human soul, and thus prefer them naturally. Souls awakened without a spirit usually have a ‘lost’ potential. Because the veil prevents them from truly growing their own magic, they never form one, and because they already awakened their potential spirits normally avoid offering them contracts. Covenant contracts are more common for blanks since they aren't that dedicated to either party. Converse to the standard, fusion contracts are almost always renewed since the spirit is still trapped within the blank's own soul.
Making a new contract can be difficult primarily because the loss of a key has a tax on the soul, and will take some time before its ready to receive another contract deal. Especially for fusions, though they are usually able to make that contract again the average wait time in those instances can take up to a year.
DISCORD LINK FOR THOSE INTERESTED