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Mage Initiation
Started by Dee

An extension of power. The creation of a wellspring of anima where previously there was none. Initiation is the process by which a mortal falls into the arcane, tapping into a hidden source of internal power with the aid of those capable of reaching for and igniting it. 

Magic is found in many corners of the realm. Though magic is rare, it is by no means unknown: mages have made a name for themselves as wielders of awesome sorcery, equally constructive as it can be destructive. Sentiments range—rogue mages can lead to anti-magic laws and even persecution of “witchcraft,” yet all the same, stories of mages duelling supernatural foes and bringing mortals back from the brink of death paint a more charitable picture. 

Initiation is the first step in one’s arcane journey, which is defined by two paths: Patronage and Apprenticeship. Regardless of which they start on, they may always weave from one to the other.

Patronage

On the path of Patronage, the mage is directly pacted with a patron, forming some agreement by which they are aided in focusing raw arcane potential into the true power of spells and cantrips. Patrons can be elusive, with efforts to summon them going unanswered, but not unheard. Patrons of substantial repute often collect a retinue of underlings who complete these errands in their stead, extending pacts on the patron’s behalf to willing mages. Not all patrons care to initiate their mages directly; such will be noted on their page.

Apprenticeship

On the path of Apprenticeship, the mage is initiated not by an underling or patron, but by a fellow mage. Student and master, this route is the sort oft found in academies dedicated to the study of the arcane. Though there may not be a patron involved directly, their presence is still there: the master’s patron takes note of the student, considering them a part of their grand design. 

Please note that the initiated mage:

  • May be of any branch but the inverse of their mentor’s primary: an Ichor mage may not beget an Artifice mage, for example.
  • Is under the same patron as their mentor, granted one of the patron’s cantrips as a result.
  • Must be initiated and ranked up by a mage of level 3 or higher.
  • Is able to progress through mage tiers under the guidance of their mentor, even if after initiation their mentor is of a different patron.
  • May choose, in the future, to rank up through an underling of their mentor’s patron.

 


Initiation

Initiation to the arcane requires an application. To apply, check out the application thread.

The experience of a newfound magician is that of discovering sensations that were previously unknown… until they become all too familiar. Initiation ranges in its methods: a simple handshake from an underling, the entire undoing and remaking by a patron, the withstanding of destructive arcane energies from a fellow mage—any interactions of the sort can serve as suitable grounds for unlocking one’s arcane potential. As such, the experience is unique, generally different for all: wondrous and supernatural to some, volatile and excruciating to others, and yet still to others, nothing more than a conversation. 

Between master and student, when mage initiates mage, the experience is never as subdued as a simple handshake and agreement. It requires a taxing expenditure of anima from the master in order to ignite the spark of magic within the student. The way this manifests is typically unique to the discipline of magic being spurred within—a student of Ether may be subjected to forces of the void, a hopeful Cursesmith could find their mind or soul invaded, and a Force prospect might be exposed to the weight of the world threatening to crush them down.

When initiating a mage in-game, use the /magic initiate <target> command! Casting this costs 20 anima.


Thaumic Shock

For the first week after being initiated, a new mage will find themselves afflicted by Thaumic Shock as their body and spirit attunes to magic. The symptoms of a mage’s sickness, also known as spellshock, are tethered to their primary discipline. Though these curious symptoms only persist for the week since their initiation, a mage may “catch” spellshock from time to time during their magehood: after intense displays of the arcane, in times of great stress, or when attaining the very upper echelons of magic. The following examples detail what their experiences may be, but do not encompass all of what is possible:

  • Ichor: Attunement with life grows. On occasion, they feel stings of phantom pain upon their body, reflective of wounds on persons within Melee range of them; flora takes notice of them, flowers and greenery tilting in their direction when they near; parts of their flesh occasionally experience clay-like plasticity, easily moulded and shaped before eventually snapping back into place.
  • Cursesmithy: Attunement with the Nocturne grows. Dreams are vivid, they may even slip into others’ dreams without control or direction; apparitions are more apparent, flickering in and out of view and even whispering their woes; their emotions are fluid and erratic, even influenced by what others around them feel.
  • Ether: Attunement with raw anima grows. Their eyes and veins glow an ethereal purple in times of intense emotion; sparks of harmless magic randomly snap and crackle at their fingertips; they experience intermittent “static” clouding their senses when around other mages or sources of magic: faint ringing, visual snow, itching sensations, etc.
  • Artifice: Attunement with imbued magic grows. Living creatures and their representations (statues, paintings, golems, etc.) seem to trigger the uncanny valley feeling; inanimate objects seem to move or behave in impossible, lifelike ways when in the periphery; command over their own body is sluggish at times, proving troublesome for finer motion control.
  • Force: Attunement with the physical forces of the world grows. They find themselves using unexpected strength for daily activities often followed by muscle spasms and pain; they have trouble focusing due to a closer attunement to quieter sounds or smaller movements around them; they are often louder than intended and clumsier when interacting with the world.
  • Tellurgy: Attunement with the elements grows. They find their body temperature hard to regulate, fluctuating from shiveringly-cold to feverishly-hot; small, metallic objects such as coins and cutlery randomly experience pangs of magnetism from the mage’s hands, sometimes attracted, sometimes repulsed; the elements seem to call in a language only they can understand, with noises such as the grinding of stone, flowing of water, and hiss of wind carrying more meaning than they ever did before.

 

Please note that these are flavourful experiences, and may not be used to provide a mechanical advantage in roleplay. If the player desires, the symptoms may be used to purposefully disadvantage oneself. Mages are not limited to just the outlined symptoms, but are expected to keep any unique ones in line with what is given as example.


Progression

Once initiated, the onus is on the mage to study, practice, learn, and grow in power if they so choose. The extent of their power is only as expansive as the effort they put toward enhancing it. For this reason, mages find themselves able to both ascend and descend in rank. A mage is eligible for rank up or down a month after their initiation or last rank up. To start the process, simply make a Lore ticket detailing the intent to rank up, the mage’s name, and whether you wish to rank up through Apprenticeship or Patronage. If pursuing Patronage, include the patron your mage is initiated to. Please ensure that it’s been a month since your last rank up or since initiation!

Patronage

For a mage taking the path of Patronage, ascension starts relatively simple and may get progressively difficult as higher levels of power are grabbed at. It’s rare that a patron themselves will hold the mage’s hand through this process, most likely, an underling will be sent to handle the encounter. Depending on the underling’s temperament and desires, the method to rank up could be a straightforward task, a question to test morality and growth, or even a sacrifice of great cost. 

Apprenticeship

From mage to mage, the manner of progression varies greatly. Those leaps in power can be attempted in numerous ways: Cursesmiths may conduct occult, arcane rituals to induct their apprentices into a higher state of magehood; Ether mages may journey through the void itself to further immerse in its power; and Artifices may challenge themselves to tinker with subjects previously thought daunting. The manner can be unique, but the theme isn’t: to progress in your discipline, you must sink further into it.

While still requiring a ticket, the process of ranking up through Apprenticeship does not require a DM. Players are encouraged to be creative and have fun with rank up events, as they present an opportunity to conjure and interact with magic that is not hard-coded into the system in the form of spells. A mage may rank up multiple apprentices in one event, presuming it has been one month since each of their last rankups or initiations, and may also rank up in the same event as their apprentice(s). Only a mage of level 3 or higher can rank up other mages.

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