Arcanists

From Guidebook

Arcanists are the witches and wizards of the world. They are also shamans, priestesses, witch doctors, sorcerers, and enchantresses. They are every kind of human magic-user, from every culture. There are countless variations of magic in the world—what sets arcanists apart, what makes their magic work is a set of magical fundamentals. These are the building blocks of ritual magic, a powerful form of magic invented by humans.

PATH FEATURES[edit | edit source]

PHYSICAL While beginner arcanists are just like their mundane human counterparts, as the arcanist uses magic and develops their skill, the magic does change them in small ways. An experienced arcanist, with countless rituals under their belt and careful study of the metaphysical is known to be a little more resistant than mundane humans, with an ability to recover from wounds far better than humans, although still at a slow healing rate. Arcanists who aren't careful can also find the marks of their rituals gone wrong showing through in more peculiar ways, from interesting scar patterns to other permanent marks. MENTAL Unlike humans, arcanists slowly develop the mental fortitude to deal with magic to wield and resist. Their encounters with magic may also shift their perspective from their previous mundane lives, as magic blows open the doors on everything thought to be unreal and make-believe. How an arcanist deals with this varies between them.

However, as they are very much human, they do not have any special sense for magic in the beginning. They use their knowledge through study and scholarship combined with careful observation to pinpoint magic and identify enchantments through the physical marks it leaves behind. An arcanist who has honed their skills carefully is slowly able to pick up more through the exposure to magic in their work. This manifests as the Third Eye ability. LIFE, DEATH, & AFFLICTION Like any human, an arcanist is vulnerable to curses, afflictions, and death. Perhaps one might argue they are more vulnerable, considering their work with rituals and spellwork, often known to be unstable. The drawbacks of using ritual magic are as myriad as its uses. Magical corruption, insanity, and the risk of backfire are just a few unintended (most of the time) consequences.

Most accidents during casting stem from an arcanist being rushed while drawing the sigil circle or runes or during experimentation. With enough precision and care, an arcanist can avoid the more dangerous side effects of using magic, though this does not preclude a successful result from hurting an arcanist if they don't safeguard against more mundane forms of danger. A fireball is still a fireball, no matter who cast it.

While there are no limits to the ways these things can happen, a ritual can end in both a curse or an affliction of undeath. A violent encounter with a shifter may end in the arcanist turning into a shifter themselves, if they survive to the full moon. CODES OF CONDUCT Arcanists are not subject to the Codes of Conduct, but if they're aware of them, they would do well to heed them. They will only suffer the ill-effects of breaking Hospitium laws. ADDITIONAL NOTES

  • 'Arcanist' can be considered a term in the meta--characters do not need to call themselves by that title.
  • Arcanists may create rituals with keywords outside of their chosen portfolio, but they always roll with the Circlebreaker Cinder pool with a Threshold of 5 due to unfamiliarity.

SPECIALITIES[edit | edit source]

While some Arcanists never pick any particular specialty and others go in different direction, the

ENCHANTER

With a ritual and an appropriately hardy vessel, you are able to enchant an item with a specific spell, allowing you to cast that spell when you activate the item. This is the favored method of magic use for most arcanists as it helps them sidestep the ill-effects of Resonance. RUNEMASTER With a ritual circle and a rune or series of runes, you are able to inscribe magic onto a surface. After activating it with a drop of blood, you can create a trap, ward an area, or layer enchantments. ALCHEMIST With components, a bit of cooking knowledge, and a ritual circle, an arcanist is able to create a consumable spell. The effect is temporary, but they are able to use their keywords to create any effect.


Arcanist Abilities

Familiars and Focus Objects

The Resonance Effect

Rituals

RITUAL MAGIC[edit | edit source]

Arcanists begin by drawing, carving, laying down the circle. Then they draw their runes. After that, they place the components. Once it is all set up, they activate the ritual using a drop of their own blood. It does not need to be much, only a tiny drop, but arcanists are sometimes known for their dramatics.

After that, the ritual proceeds, much like a computer program runs as directed by its code. Stopping the process at this point is often more disastrous than allowing it to play out, as it usually means that an arcanist needs to break the circle.

When performing a ritual or scribing a spell, players use the keywords they've chosen for their arcanist character. Like the other Paths, you are welcome and encouraged to come up with as many interesting spells as you'd like for your arcanist to explore, within the bounds of those keywords. In-game, arcanists are not aware of their 'keywords'. They just know they have a specialty or a focus in certain areas of magic.

Arcanists may create rituals with keywords outside of their chosen keywords, but they always roll with the Circlebreaker Cinder pool with a Threshold of 5 due to unfamiliarity.

A full explanation of Rituals can be found on the Rituals and EnchantmentsGuidebook page, which everyone wanting to complete a ritual should read carefully and learn the mechanics of the different steps of casting a ritual.

CREATING A HUMAN ARCANIST[edit | edit source]

Naturally, human arcanists are aware of the supernatural.

QUICK REFERENCE CREATION[edit | edit source]

STARTING AT CIRCLEBREAKER (UNTRAINED)

  • Select a portfolio.
  • You have one (1) keyword slot at Rank 1, which you may fill with a keyword from your chosen portfolio.
  • You may create a charm based on your chosen keyword.
  • You have the Collector ability.

Strike

4d6

Cinder

7d6

STARTING AT CONJUROR (DABBLER)

  • Select a portfolio.
  • You have three (3) keyword slots at Rank 2, which you may fill with a keyword from your chosen portfolio.
  • You may create 2 charms based on your chosen keywords.
  • You have the Collector ability.
  • You may have a Familiar

Strike

4d6

Cinder

8d6

ADDITIONAL INFORMATION[edit | edit source]

CHARACTER QUESTIONS Here are a few further questions you're welcome to answer as you create your character:

  • How did they start the practice of ritual magic?
  • What do they use it for?
  • Do they have a mentor?

KEYWORDS[edit | edit source]

The Arcanists select one portfolio of Magic Keywords at creation. Any keyword in that portfolio is now available for selection as you gain ranks. At the Augur rank, you can select a second portfolio.

MUNDANE KEYWORDS As an Arcanist you can choose to stay at the Circlebreaker rank and select one (1) Mundane Keyword, instead of starting at Conjuror.

MASTER-LEGENDARY KEYWORDS

At Magus rank, an Arcanist can select from the Master-Legendary keyword pool.

"Your knowledge and power are so great that you are able to dip your pen in the inkwells of the gods to scribe your runes. Time, space, and reality... These are powers that are not meant to be toyed with and although they may provide incredible rewards, the risk is extraordinary."

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