《Deviant's Masquerade: Setting Lore Compendium》Deviants: The Arcane

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The Arcane

-Initial Description- Arcane are those who have the natural ability to manipulate Anima in a number of phenomena most view as magic, thanks to an inherent Spell System allowing them greater control and connection to Anima than the Practitioners who have learned how to manipulate the energy through continuous study of how the Arcane manipulate Anima.

-Historical Note- Arcane are considered the oldest of the known Deviants with their existence tied into nearly all myths and legends of magic through out history.

(Note: Despite many of these legends having a touch of truth to them many are still considered more story than truth due to being changed and retold so many times over the centuries.)

-Arcane Powers- Through an odd mutation of their nervous system, Arcane possess the inherent ability to manipulate Anima through a mix of thoughts, willpower, synesthesia, and physical actions, thus allowing them to generate phenomenon by slowly stacking and merging various small scale effects together. From there Arcane possess the ability to store quantities of Anima inside of their nervous systems, with the ability to both use and compress this Anima slowly developing through both age and usage.

(Note: It should be noted that while Anima Manipulation is the foundation of what many view as ‘magic’ that just because someone deems something ‘magic’ does not mean it is in itself Anima Manipulation.)

-Affinities- It has been shown through deep study that all life -not just Arcane- possess affinities, these affinities representing which way their mind and nervous system is best capable of interacting with Anima. Arcane however possess the unique ability to ‘train’ their systems into better using a given affinity or developing new ones all together, enabling an easier state of magical development.

-Summons- Due to an extremely elaborate Spell Engine crafted by Arcane Millenia ago magic users -human and non- possess the ability to use the Arcane Nexus to summon creatures from other worlds into their own, and then return them to where they came. These Summons are the foundation for much of the magical development made by magic users as they study the various magical species across reality, and link their spell systems to these species in order to learn new magics previously unknown to them.

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(Note: It is commonly believed that these summons are the basis of many mythological monsters.)

-Related Organizations-

--The Arcane Association- The Arcane Association began in the late 70’s when a group of modern Arcane with the backing of several surviving Arcane from the previous generations created a Tabletop RPG with several spells and enchantments to draw the eyes of other awakening Arcane to help spread magic more widely than the previous generations in hopes of avoiding another cultural extinction.

From there the Arcane Association spread to be one of the most prominent Deviant organizations as they began to open educational centers that secretly taught magic as well as more mundane subjects. A reputation that made great strides in aiding public opinion of Deviants once they were outed during the Rift Riots, and continued to do so upon making several merchandising deals with the newly formed Heroes Guild.

--Covenant-While the Arcane Association became the face of Arcane culture, Covenant became its shadow. Largely considered a morally grey organization, Covenant came into being as a trade organization within the Arcane sub-culture, collecting and selling the various materials that were developed and discovered by other Arcane in their more mystical pursuits.

Of course given their status as a ‘Grey Market’ it didn’t take long for the organization to begin to take on less legal activities of gambling, magically enhanced drugs, supernatural fight pits, and a number of other activities that could only be acquired through Deviant methods.

-Related and Sub Deviancies-

--Incarnates- An Arcane sub-type with only a single mystical affinity, that they are incapable of learning any magic beyond said affinity. In exchange however Incarnate gain a much greater level of control over their affinity as well as a much greater rate of growth for their overall power levels.

--Practitioners- Are magic users who themselves lack Spell Systems to manipulate magic, but instead perform a deep study of magic and its various behaviors and interactions with the world to slowly learn how to use magic for themselves. And while they may have less power than a true Arcane few are willing to deny the fact that their understanding of magic is far greater than most other magic users.

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--Travelers- While not responsible for all Travelers it isn’t unheard of for a magic user to occasionally summon a person from another world, and lack the ability or desire to send them back. Should these summons be stranded or seek citizenship then they become independent entities in the eyes of the law and are no longer bound to their summoner.

-Further Terminology-

--Spell System- A term representing the Anima infused nervous system that allows Arcane to use their powers as well as resist Anima under the influence of others.

--Spell Code and Formula- Usually represent the smallest series of steps and manipulations that a magic user must use so as to trigger a phenomenon.

--Spell Circuit- A series of Spell Codes pieced together to more precisely manipulate Anima into a given effect.

--Spell Engine- A series of Spell Circuits designed to work together to create and maintain an ongoing and updating effect. (The best known example of one of these is the Arcane Nexus used as an information and summoning hub similar to the internet.)

--Spell Craft- The method a magic user uses to manipulate magic in a given way. I.E. Script-Craft, Will-Scraft, and Sign-Craft. (Note: These will be elaborated on in a future informational.)

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