Post by Nifredil on Apr 11, 2017 17:30:43 GMT
Thaumaturgy for Arcane Warriors
v2 update: removal of Samuraii (8/19/2016)
This is an entry level class for all Arcane Warriors. All may take the information from the class on how to play a combat Thaumaturge, but you would have to see your guild leader to see if this will count toward your leveling requirements.
This class is designed to teach the basics of combat thaumaturgy, the two ways that the two classes under the Arcane Warrior umbrella can use their abilities, the main differences between the two classes, and finally the do's and don'ts of using your abilities.
If you are taking this class for credit you are expected to complete any homeworks passed out at the end of the class, and be able to roleplay these techniques within the confines of the believable roleplay.
~Thaumaturgy~
Thaumaturgy is simply a branch of Alchemy. It is the art of using your own energy to change the nature of the item you are supplying it to.
This starts with the fact that a Thaumaturge uses a type of universal energy that they will channel into their focus, or another spell caster. This universal energy can be called many things: Chi, Chakra, Mana...Or just energy. A combat Thaumaturge is also restricted to attack or defensive spells. This is unlike a Witch or a Warlock that can use the same ability to animate dolls and golems,
This energy is a finite pool, as they do not have full access to the weave, that an Arcane Warrior pulls from, and like all finite pools it can be exhausted at some point. While out of combat a Thaumaturge will refill this pool naturally over time by absorbing the loose energy that is around all of us. They can also use mana potion, and mana gems (special gems that are crafted by highly skilled jewel crafter). The danger is that if this pool is fully exhausted you run the risk of death (no death in the GA is perm unless you want it to be. You would simply have to be resurrected)
~Arcane Warriors~
The two classes that fall under the umbrella of Arcane Warrior is Spellsword and Arcane Archer. Both use a focus to control their use of Thaumaturgy. Through this focus they are able to cast devastating spells, and act as a support to their allies as well.
Spellswords tend to focus their ability through a melee type weapon. This is not restricted to swords alone, but can range between hammers, polearms, axes, and any dual weapon set. The weapon they choose is typically important to them in some way, and is worked with excessively to have it become an extension of themselves by attuning their weapon to them slowly. This is accomplished though meditation, and allowing their energy to pass into the weapon until it that weapon accommodate the power fully.
Arcane Archers work much like a Spellsword with the exception that they use a bow for their focus. They use their bow as a conduit for their energy so that they are able to enchant arrows, or create bolts of pure energy in combat. Because of this they are able to attack with the same spells from a moderate range versus the close combat style of Spellswords.
~Using the Focus~
The focus of an Arcane Warrior is their primary of two ways to use Thaumaturgy. The focus is what allows for the most efficient way for an Arcane Warrior to cast. This focus is the only item that you can cast your spells into without there being some consequence that will injure you. This is because your focus, be it sword, bow or your own body, is attuned to your energy. It flows into it, and then back into your body like a complete electrical circuit. In short this focus is an extension of your own body.
It is because of this roleplay that an Arcane Warrior is the only class that has an enchanted weapon from level 1. In roleplay, from level 1 and onward, your weapon will always be seen as part of you as it has taken on your energy signature, and when detect spell is cast there is no way to see rather it is you, or your weapon that is enchanted.
~Other items as a focus~
This simply is not possibly, and it can lead to injuring you badly.
There are two types of "other items" that fall into this section. The first of these are normal, mundane/non-magical items. The reason being is that these items are not attuned to you like your focus is, and you might be thinking that you could just attune it to you as well, but this process would normally take years...it is simply sped up for the purpose of leveling. When your energy is pushed into these items they are immediately destroyed upon completion of the spell.
The second of these "other types." are other magical items. Being one of the Arcane types you can naturally sense magical auras around people, and other items.that are also magical in nature. For this example we will use a Paladin's Holy sword. If you, as an Arcane Warrior, picked up the sword of a level 4-5 Paladin, and tried to channel your own energy into it the enchanted weapon would essentially force the energy back to you, and create a dangerous feedback. Think of this like when power surges back into a piece of electronics, of a board gets kicked back out of a saw.
~Assisting spell-casters~
The second form of casting that combat Thaumaturgy allows all Arcane Warriors is the ability to assist other spell-casters no matter what kind they are. This is accomplished by the fact that a Thaumaturge's power is derived of a changed form of mana. It becomes a universal form of energy that can be applied to any form of spell casting.
There are two ways that this assistance can be manifested.
First thing is you can assist in the active spell casting of another person. This is accomplished by touching them, usually with your hands, and then allowing your energy to flow into them in the same manner you would your focus. The difference between this, and your focus is that the mana does not return to you when there is no spell being cast. It flows into the caster, and then as the spell-caster starts their incantation they draw the same amount of energy from you as mana they have to use for their own spell.
The dangers of this is that the spell will dictate how much energy is pulled from you. If the level of the spell-caster is higher than you then they may pull more power from you than you can supply to them, and you can run the risk of death (same as mentioned before)
The second form of this type of assistance is simply giving your energy to a spell-caster that has exhausted their power. In these circumstances you have full control over how much energy you give. Power supplies are the same across all classes at the same level. So myself as a level 5 giving my power to another Arch Type caster will power them back up half way.
~Final thoughts and homework~
This is a large chunk of information to digest at one time. Where as the Arcane Warrior class has only been around for the last three years within the GA I have made it my point to set the standards for roleplay of each of the classes within its umbrella. This class covers only the very basics of how the class works in roleplay, and from here it is where you will grow yourself into a force to be reckoned with.
Homework is as follows. Due to the importance of your focus to you as an Arcane Warrior I wish to know the back story of your weapon. If it was crafted for you then were was it made? If you claimed it in battle, who did you beat for it? Etc...
This is not a roleplay so go wild telling the story of where your weapon came from. Be sure to leave room for your weapon to grow in strength as you progress along your path.
v2 update: removal of Samuraii (8/19/2016)
This is an entry level class for all Arcane Warriors. All may take the information from the class on how to play a combat Thaumaturge, but you would have to see your guild leader to see if this will count toward your leveling requirements.
This class is designed to teach the basics of combat thaumaturgy, the two ways that the two classes under the Arcane Warrior umbrella can use their abilities, the main differences between the two classes, and finally the do's and don'ts of using your abilities.
If you are taking this class for credit you are expected to complete any homeworks passed out at the end of the class, and be able to roleplay these techniques within the confines of the believable roleplay.
~Thaumaturgy~
Thaumaturgy is simply a branch of Alchemy. It is the art of using your own energy to change the nature of the item you are supplying it to.
This starts with the fact that a Thaumaturge uses a type of universal energy that they will channel into their focus, or another spell caster. This universal energy can be called many things: Chi, Chakra, Mana...Or just energy. A combat Thaumaturge is also restricted to attack or defensive spells. This is unlike a Witch or a Warlock that can use the same ability to animate dolls and golems,
This energy is a finite pool, as they do not have full access to the weave, that an Arcane Warrior pulls from, and like all finite pools it can be exhausted at some point. While out of combat a Thaumaturge will refill this pool naturally over time by absorbing the loose energy that is around all of us. They can also use mana potion, and mana gems (special gems that are crafted by highly skilled jewel crafter). The danger is that if this pool is fully exhausted you run the risk of death (no death in the GA is perm unless you want it to be. You would simply have to be resurrected)
~Arcane Warriors~
The two classes that fall under the umbrella of Arcane Warrior is Spellsword and Arcane Archer. Both use a focus to control their use of Thaumaturgy. Through this focus they are able to cast devastating spells, and act as a support to their allies as well.
Spellswords tend to focus their ability through a melee type weapon. This is not restricted to swords alone, but can range between hammers, polearms, axes, and any dual weapon set. The weapon they choose is typically important to them in some way, and is worked with excessively to have it become an extension of themselves by attuning their weapon to them slowly. This is accomplished though meditation, and allowing their energy to pass into the weapon until it that weapon accommodate the power fully.
Arcane Archers work much like a Spellsword with the exception that they use a bow for their focus. They use their bow as a conduit for their energy so that they are able to enchant arrows, or create bolts of pure energy in combat. Because of this they are able to attack with the same spells from a moderate range versus the close combat style of Spellswords.
~Using the Focus~
The focus of an Arcane Warrior is their primary of two ways to use Thaumaturgy. The focus is what allows for the most efficient way for an Arcane Warrior to cast. This focus is the only item that you can cast your spells into without there being some consequence that will injure you. This is because your focus, be it sword, bow or your own body, is attuned to your energy. It flows into it, and then back into your body like a complete electrical circuit. In short this focus is an extension of your own body.
It is because of this roleplay that an Arcane Warrior is the only class that has an enchanted weapon from level 1. In roleplay, from level 1 and onward, your weapon will always be seen as part of you as it has taken on your energy signature, and when detect spell is cast there is no way to see rather it is you, or your weapon that is enchanted.
~Other items as a focus~
This simply is not possibly, and it can lead to injuring you badly.
There are two types of "other items" that fall into this section. The first of these are normal, mundane/non-magical items. The reason being is that these items are not attuned to you like your focus is, and you might be thinking that you could just attune it to you as well, but this process would normally take years...it is simply sped up for the purpose of leveling. When your energy is pushed into these items they are immediately destroyed upon completion of the spell.
The second of these "other types." are other magical items. Being one of the Arcane types you can naturally sense magical auras around people, and other items.that are also magical in nature. For this example we will use a Paladin's Holy sword. If you, as an Arcane Warrior, picked up the sword of a level 4-5 Paladin, and tried to channel your own energy into it the enchanted weapon would essentially force the energy back to you, and create a dangerous feedback. Think of this like when power surges back into a piece of electronics, of a board gets kicked back out of a saw.
~Assisting spell-casters~
The second form of casting that combat Thaumaturgy allows all Arcane Warriors is the ability to assist other spell-casters no matter what kind they are. This is accomplished by the fact that a Thaumaturge's power is derived of a changed form of mana. It becomes a universal form of energy that can be applied to any form of spell casting.
There are two ways that this assistance can be manifested.
First thing is you can assist in the active spell casting of another person. This is accomplished by touching them, usually with your hands, and then allowing your energy to flow into them in the same manner you would your focus. The difference between this, and your focus is that the mana does not return to you when there is no spell being cast. It flows into the caster, and then as the spell-caster starts their incantation they draw the same amount of energy from you as mana they have to use for their own spell.
The dangers of this is that the spell will dictate how much energy is pulled from you. If the level of the spell-caster is higher than you then they may pull more power from you than you can supply to them, and you can run the risk of death (same as mentioned before)
The second form of this type of assistance is simply giving your energy to a spell-caster that has exhausted their power. In these circumstances you have full control over how much energy you give. Power supplies are the same across all classes at the same level. So myself as a level 5 giving my power to another Arch Type caster will power them back up half way.
~Final thoughts and homework~
This is a large chunk of information to digest at one time. Where as the Arcane Warrior class has only been around for the last three years within the GA I have made it my point to set the standards for roleplay of each of the classes within its umbrella. This class covers only the very basics of how the class works in roleplay, and from here it is where you will grow yourself into a force to be reckoned with.
Homework is as follows. Due to the importance of your focus to you as an Arcane Warrior I wish to know the back story of your weapon. If it was crafted for you then were was it made? If you claimed it in battle, who did you beat for it? Etc...
This is not a roleplay so go wild telling the story of where your weapon came from. Be sure to leave room for your weapon to grow in strength as you progress along your path.