
Arcane Circle
< SPELL >
About Us

For the love of magic, and pursuit of knowledge, was the Arcane Circle first founded. Now a growing collective of unique and talented mages, the Circle welcomes those who share the same passion for magic and knowledge as those who had first forged the first ring, and began the journey towards what would eventually become a family, rather than mere company.
Ethos
<Spell> is a more or less flatly-structured collective of equals. By necessity, there is SOME form of management in the form of the Directors, but by and large, the Company operates by means of unity towards a common goal. Disagreements are worked out by listening to each other, suggesting solutions, and (hopefully) deciding collectively what to do. The “Arcane Circle” is a team, sharing a common goal. Military units have to resort to hierarchical command-structures in order to get people to do the right thing in a situation where the collective grows stronger, when everyone is giving their best. In <Spell>, we prefer to expect people to do the right thing.
The primary directive of <Spell> is to provide an inclusive and enjoyable experience for all of its members. Be kind to your peers. Hateful behavior of any kind will not be tolerated and subject to removal from the collective.
<Spell> is a drama-free environment. Although we understand that everyone has their moments, and that sometimes life can be difficult, it's strongly preferred that any drama is kept outside of the FC or merely to oneself.
All members must be 18 years old or older both IC and OOC. Anyone found to be underage IC or OOC will be dismissed from the circle.
Do your part! Whether it's participating in activities, engaging with others, writing and roleplaying, helping to develop the collective further, anything that contributes to our growth is cherished, and appreciated.
Please use the appropriate Discord channels for posting content.
Roster - Directors
Name: Avita Kha
Specialty: Tradecraft, Enchantment & CursesA master red mage, Avita is the spearhead that drives the Arcane Circle. Born in the Azim Steppe, her access to magic was limited from a young age, with her natural gifts attributed to spiritual visions. After having left the Steppe, however, Avita's affinity for magic flourished. Now the owner of a shop in Shirogane, she has embraced her passion, and begun anew.
Name: Tao-Sin Amariyo
Specialty: Portals, Conveyance, & AbjuryA published scholar, practiced sorceress, and habitual adventurer, Tao-Sin is one of the three hearts at the center of the Arcane Circle. Born with a deep wellspring of aether and a heart of gold, she has devoted her life to the pursuit of knowledge, experience, and adventure. With the will to protect, and the mind to learn, that devotion is lasting, and unyielding.
Name: Sahvi Amariyo
Specialty: Arcanima & EngineeringProfessional Arcanist, scholar, and baking extraordinaire, Sahvi is the gemstone that powers the Arcane Circle. Acclaimed for her experimentation in arcanima—particularly that of advanced carbuncle summoning—she brings a logical viewpoint to the Circle. Yet, like her wife, and their companion Ning, beneath her exterior lies a soft center.
Events
The Dapper Demon is open for business!Time: Every Other Friday At 7pm PST
Location: Mateus, Kobai Goten Wing 1, Room #65, 23rd Ward, Shirogane.Info: Welcome to the Dapper Demon! A Store, Library, and Lounge where we welcome any RPers who have a particular affinity towards magic, and if it suits you, a questionable moral standing! All transactions are guaranteed confidential, and nothing said within the shop will be repeated outside of it. We cater to all varieties of mages; from Scholars, to Necromancers.

Come Learn Magic With The Circle's Directors!Time: Every Saturday At 6pm PST
Location: Mateus, Plot 17, 2nd Ward, ShiroganeInfo: A weekly training session hosted by the directors of The Arcane Circle, this session is for mages of all skill levels who are interested in learning the art of spellcasting and expanding upon their current abilities. Often devoted to practice of Thaumaturgy, Tao-Sin and Avita Kha teach of a special brand of magic, closely related to red magic: Vermillion. Those interested in new experiences are welcome to come by, to watch or participate!
<Spell> Dynamic Rolling System
The <Spell> Dynamic Rolling System (DRS) is a lightweight and intuitive d20-based system designed to fill the role of a more traditional combat system, without all of the extra headache and overhead that comes with more advanced and complicated arrangements.With roleplay in mind, DRS strives to put imagination and creativity first, and encourages specialization, teamwork, and mindful "gameplay" by helping to let a character's true talents shine through. We've all had that situation, wherein a character of ours has spent their entire life learning the ins and outs of pyromancy, but struggles to even light a candle because the dice just aren't in their favour. This system serves to make that a little less likely, while still engaging with what we all know and love about dice-based combat systems.Combat. Creativity. Fun.
<Spell> DRS Glossary
Strengths and Weaknesses
Specialization: +5 & Advantage
The single most prominent talent that your characters has. Under most situations, they should be successful, when attempting the thing that they are most talented in. If it seems like this is too high of an advantage? Well… It’s supposed to be. Your character has probably been training for the better part of their life to do this one thing. They should typically succeed at it. Or, it could be something that they are naturally gifted in. Or some arbitrary statistic like ‘luck’ that might rarely come into play. Really, it’s up to you. You only get one, so pick wisely.Primary Strengths: +5
Things that your character is great at. Not their best skill, but, something that they’re knowledgeable enough in that they should generally be able to do it with some level of comfort. You can pick two of these.Strengths: +3
Skills that your character is good at. You can pick three of these. The actual advantage is small, but, still in your favor to some degree.Weaknesses: -3
(Updated! 2/21/22) These are things that either your character is not good at doing, or not good at defending against. You might be particularly susceptible to illusions, or weak to fire magic.Dire Weakness: -5 & Disadvantage
(Updated! 2/21/22) This can either be something that you are not good at doing, Or something that you might be particularly vulnerable to. If your character has a heavy fire attunement, they might be weak against air, or ice.
Statistics & Substance:
Armor Class:
Stats are automatically assigned based on your armor class. The logic here is simple. Heavier armor is harder to get through, but lighter armor offers better mobility.**Health Points:
**How much damage you can take before you enter an unconscious state. Whether or not your character dies is up to you. Once your HP reaches zero, you cannot continue fighting until someone else takes the time to heal you. HP regenerates by 50% when combat ends, unless you’re unconscious. Then it regenerates by 10%.Armor Save:
Your static armor value. When taking an attack, your armor level automatically compensates for your opponent’s roll. For example: If you are wearing heavy armor, then your armor value is 11. Any attack that rolls 11 or below, automatically fails against you with no roll required to counter.Mana Points:
Keeping it simple. This stat determines the amount of spells you can cast in a single instance. It is canon that heavier armor hinders spellcasting. Heavy armor users can only cast several normal spells per instance, whereas those who adorn themselves in light robes, can cast many more normal spells per instance. Mana points regenerate fully outside of combat, regardless of consciousness. (MP Regenerates at a rate of 1d4 every other turn while in combat.)Attack Points:
Like before, this stat determines the amount of physical attacks you can make in a single instance. Used to deliver stronger attacks with non-magic weapons, such as swords, spears, bows, etc. Similar to stamina. Medium armor has the highest AP. Attack points regenerate fully outside of combat, regardless of consciousness. (AP Regenerates at a rate of 1d4 every other turn while in combat.)Dodge:
A backup when your armor save fails. Each dodge costs 1 point to attempt. Rolled against the attacker’s initial roll. Dodge points regenerate outside of combat. If your armor stops the attack, a dodge roll is unnecessary.“Generic” Attacks
In order to leave a high degree of thematic flexibility, while also removing the necessity to go through and create a specific spell/attack for every class and every weapon, we will use what is called a “Generic Attack”. Mechanically simple, thematically as elaborate as the caster wishes. Generic attacks for instance, will use the same basic mechanics, for every type of spell you can think of. ‘Potency’ in this case is simply used as a general term for how effective the spell will be from a mechanical standpoint. A basic attack costs no AP.Feats
A unique mechanic or attribute that directly alters the stats of a specific character. Use your imagination, but, please clear your feat with a DM before you set it in stone. We just want to make sure that it’s balanced! Feats can (mostly) be whatever you want, with custom modifiers on your hard stats that make it a better fit for your character.
Spells & Attacks:
“Generic” Spells
In order to leave a high degree of thematic flexibility, while also removing the necessity to go through and create a specific spell/attack for every class and every weapon, we will use what is called a “Generic Spell”.Mechanically simple, thematically as elaborate as the caster wishes. Generic spells for instance, will use the same basic mechanics, for every type of spell you can think of.'‘Potency’ in this case is simply used as a general term for how effective the spell will be from a mechanical standpoint.
Generic Spells | MP Cost | Mechanics |
---|---|---|
Maximum Spell | 20 | 2d20+20 potency on success, with Advantage on potency. |
Powerful Spell | 15 | 2d12+20 potency on success |
Greater Spell | 10 | 1d12+16 potency on success |
Strong Spell | 5 | 1d10+8 potency on success |
Normal Spell | 0 | 1d8 potency on success |
Generic Attack | AP Cost | Mechanics |
---|---|---|
Maximum Attack | 20 | 2d20+20 Damage on success, With Advantage on damage. |
Powerful Attack | 15 | 2d12+20 Damage on success |
Greater Attack | 10 | 1d12+16 Damage on success |
Strong Attack | 5 | 1d10+8 Damage on success |
Normal Attack | 0 | 1d8 Damage on success |
<Spell> Feats & Levels
Special Abilities & Feats
Special Abilities
In order to compensate for flexibility, you can change your special abilities out before or after any event, to find the right combination that suits you. You get your first Special Ability at level one, then five, ten, and fifteen.Feats (AKA, Special Mechanics)
A unique mechanic or attribute that directly alters the stats of a specific character. Use your imagination, but, please clear your feat with a DM before you set it in stone. We just want to make sure that it’s balanced! Feats can (mostly) be whatever you want, with custom modifiers on your hard stats that make it a better fit for your character.You get your first feat at level 1; This may not be a particularly powerful spell or skill, but rather, an ever present attribute associated with your character. As you gain levels, you will be able to add more feats to your characters sheet, with those feats growing in power and potency over time.
Experience & Leveling Up
Character Levels
In order to keep progression somewhat streamlined and easy, we will not be tracking experience points. Instead, levels will be given out based upon the difficulty of an event. The difficulty of an event is to be established prior to the event start. Not all events will grant level ups, but may offer helpful items, tips, or information to help deal with events that do.Allocation Points
When you level up, you will be given a number of points that you can spend on any of your stats Except Armor Save. Armor save can only be modified by changing your armor type, by using special armors, or by slotting a specific special ability. You gain more allocation points every time you increase in level. You are free to redistribute them however you wish outside of events, but once an event has started, you’re locked in. Allocation points will automatically display when you add a level, and automatically level out to zero once you allocate them.
Event Difficulty & Experience Gained
Unleveled Events
Little to no combat, mostly exploration, social interaction, or puzzle solving. No levels will be gained during these events. very difficult or impossible to fail. Casual.Easy Events - One level
Mild to Moderate combat, moderately difficult puzzles, mostly friendly NPCs, easy bosses (If any). You can probably do the bare minimum and still succeed.Moderate Events - Two levels
Plentiful combat, challenging puzzles and riddles, teamwork required, hard bosses, bountiful enemies. Failure is possible, if you make the wrong move.Hard Events - Three Levels
Boundless combat, unique and dangerous bosses/enemies, difficult puzzles, and extreme challenges. Pass or fail is dependent upon the teamwork, focus, and logic of everyone involved. It is just as likely to fail, as it is to succeed.