Arcane

The practice of arcane magic is to tap into powers that govern the cosmic systems of the physical universe. For students of the arcane, their devotion to the art is often as spiritual as it is skill involved, with the abilities interacting directly with the metaphysical realm as well as the emotional state of the practitioner and subject. Many magi view arcane as the fundamental basis of all magic.
The grandiose nature of arcane has made it difficult to study as a whole, but there are two categories that abilities fall under. Order and chaos. The former is fueled by compassion, mercy, self-sacrifice, and calmness, while the latter is fueled by hatred, selfishness, and anger.
Most magi tend to be a balance of the two, though there's often cases where a practitioner of chaos magic can be lost in its negative influences. In most nations- with some exceptions, such as Valmasia- practice of the dark arts is thus seen as taboo. Since magi are far more susceptible to emotional changes than ordinary humans, chaos-based magic can be seen as seductive and corrupting.
Order has had many names throughout history, such as the lifestream, fate, and destiny. Chaos has been known as depravity and sin, as well as appearing as an overarching enemy in many religions, such as in Tocathian.
If a magi properly attunes to either order or chaos, they gain the power to 'harmonize' with the world's energies, tapping in to either of the two. This manifests itself in telekinetic abilities where they can influence and move physical matter.
The Occult and Holy Magic are considered arcane and a gateway into more advanced techniques, though not completely necessary. The latter is fuelled by the urge to protect whereas the former is fuelled by the power of destruction. Cosmic magics also have arcane influences as it's drawing on the power of the cosmos, the stars, directly. 
== Order ==
* Purification: From meditative practices that involve dispelling negative emotions and energies from the user to exorcising corrupt spirits.
* Harmonic Attunement: The ability to attune to the lifestream and harmonize with the natural order. 
* True Sight: The ability to see the world with each sense in harmony. This allows a magi to spot the weak points in an enemy's attack and counter effectively, for example.
* Barriers: Magical barriers that are able to protect the user from harm, whether it's a curse or a direct magic attack.
* Visions: To see into the future, often of a coming danger that the magi is unprepared for. The ability of foresight is an extremely rare gift.
* Animal Kinship: Attunement to order tends to attract small animals, and magi have been known to learn how to talk to them directly, through telepathy or otherwise.
* Accelerated Healing: The body might heal itself at an accelerated rate, aided by the world's energies. A wound that might take a month could heal in a week. The chaos counterpart of this would be essence stealing.
* Valor: The ability to inspire and to lead. At a magical level, a commander's aura might inspire their army, lifting morale and courage.
== Chaos ==
While order does not tempt magi, the allure of chaos is difficult to resist if a practitioner of magic indulges. It's intoxicating and empowering, and often seen as a shortcut to power at the cost of corrupting the person's spirit, numbing their empathy while heightening their anger and reliance on vices. To some, it can provide strength and determination where order is seen as lacking with its focus on self-control over passion.
* Wrath, Lust, Greed, Gluttony, Sloth, Envy, and Pride. Sins can bestow unique powers to the user, with the negative emotion defining the magi's very essence, making them an embodiment of it.
* Force Corrupt: A form of torture that floods the target with negative emotions. Azrael was said to be a master practitioner of this, as he was considered the most empathetic angel before falling and could channel the world's pain into the afflicted with a grip of his hand.
* Lifesteal: Draining the magical essence of a target directly to heal wounds or restore magical energies. More advanced forms might absorb the target's essence entirely.
* Mind Control: Altering a person's perception, or forcing them into subservience through a curse.
* Necromancy: Reviving the deceased into undeath, which corrupts the user and the soul of the target.
* Soul Transference: Transferring a soul to a different body.
* Rot: A magi attuned with chaos might cause the life around them to decay, and they could focus this directly in battle.
* Death Magic: An advanced form of occult and chaos that can inflict damage on the soul directly, rather than the body.
* Chaos Sight: While a practitioner of arcane order magic might see their opponent's weaknesses, chaos magic can cause pain and injury with its stare. Advanced forms of this might be the gorgon curse that could turn skin to stone.
* Rift: Tearing a hole through the spiritual plane to travel from one location to another. Long-distance teleportation.
=== Book of Naberius===
The black winged half-angel Naberius was a figure of chaos up until the late 900s in Valmasia, having aided several notable figures in their rise to power, including Empress Sakete, Imperfect Kokb'ael, the Dreadlord Myaell, and Empress Aria. It documents the methodology of chaos techniques as well as general principles on harnessing it. Some quotes include:
On power, "Hatred is our greatest weapon, and is the basis for empowering ourselves. Meditate on your anger, combine it with your will. When you live through your hatred you'll find that your magic is strengthened, and when your passion dims so will your ability to wield the powers of chaos."
"I was at my best when I was forced to watch a guardian of Kraus slaughter my kinsmen. It was the fuel that drove me for centuries to come, and I became the storm. Vengeance is purpose, when you act it out with clarify and precision."
On morality, "Do not feel guilt. Do not feel shame. It limits you, and it lessens your potential. Always act in your own interests, and forsake any desires you might have for happiness or love; if you wish to truly be powerful, to be effective, then you must make sacrifices."
On relationships, "While indulging in others is fine, if they begin to restrain you then you should cut them off. If you might call someone a friend or a partner, they should share the same nature as you, or they may undermine your connection to the dark energies."
On equality, "A myth to protect the weak, where there are laws to shield those that cannot protect themselves there is negligence. Opportunity is not the same as equality- the slave who cannot muster the will to take a dagger to their master's back deserves their chains. Most are not born inept and weak, but they've been coddled by a society that makes them so. The masses are ants at our feet and we should not concern ourselves with treading on them where necessary."
Vision for the future, "We all have a grand dream that we wish to fulfill, and mine is a war on the heavens. I want them to relive what they went through in Atmos, and I want them to lose. I do not personally care about anything beyond that."
==Playing an Arcane Magi==
Agartha is a place between this world and spirit realm, a country that's believed to be the origin point of the world, the home of the spire shards. Arcane energies are concentrated here, making it much easier for a magi to establish a connection with the otherworldy nature of Chaos and Order and strengthening it over time.  
The base ability is telekinesis, accessed by a practice of daily meditation and channeling either Order or Chaos, as well as acting out those emotions in a significant, impactful way, harmonizing with the arcane energies. Order is compassion, self-sacrifice, and calmness, while Chaos is hatred, self-servitude, and passion. There are finer lines between the two, of course- the courageous paladin that sees war as a necessity, or the cunning manipulator that bends others to their will.
However, a true Order magi is very rarely sadistic or selfish, and by contrast those that walk the path of Chaos view their self as the sole focus and benefactor, with a disregard for morality.  Order serves others, while Chaos serves the self.
Arcane Meditation 
The primary method of strengthening the connection with the arcane is meditation. It allows magi to clear their mind and enter a deeper state of relaxation of awareness, to properly connect and feel the energies of the cosmos surrounding them. It can take several months or even years to reach a state where they can feel their will mending in to the world, where the physical realm begins to feel connected, as if everything is one. This state is typically only achieved after numerous life trials, but it allows them to exert their influence over the physical realm via telekinesis. 
All forms of the arcane use meditation as a means of sharpening the mind, reflecting on recent events, and gaining clarity for the future. While Chaos may use their hatred or passion as a focus, an Order magi might rely on their benevolence or courage.
Once a magi is able to wield arcane magic in the form of telekenisis, their emotions are heightened and can be even more difficult to control. Self-discipline is extremely important; a poorly trained chaos magi might quickly descend into self-destruction 
===Applying===
Be aware that Arcane Magic expects characters with a consistent personality. A Chaos Magi wouldn't be ruthless one day and then merciful/kind the next. Your character should come across as defined and compelling. It's very easy to lose connection with Order/Chaos as a person who lacks focus and resolve, which would result in a loss of the ability. 
Mechanical Abilities
The V1 abilities cost 10RPP. Each upgrade of the same spell past V1 is 5RPP.  Demons can apply for Chaos Magic, but they lack the empathy necessary to form a connection with Order; they're creatures of Chaos.
===Basic Order/Chaos===
====Telekinesis====
Once attuned with the arcane, a practioner can exert their will on the world directly, and in combat this is typically in the form of a telekinetic blast that disorts matter and pushes back in a powerful wave of friction. 
Mechanically, this is a 5-tile wave: https://i.imgur.com/QzUWsUE.gif The upgrade increases the damage output.
The abilities below are considered extremely powerful but typically take many years to develop, and are very difficult to acquire with high standards. 
===Order===
====True Sight====
Tapping in to the arcane for absolute clarity, able to predict events half a second or so before they occur. This tends to suit the wise, clairvoyant master.
v1: +25% spell dodge for 10 seconds
v2: +35%
====Accelerated Healing====
Using the arcane to mend the body and spirit, repairing damage as well as the person's will and resolve in the midst of battle. An ability that might suit the courageous hero.
v1: 4x heal every 2 seconds, five times (+20)
v2: 5x heal (+25)
==== Valor ====
The ability to inspire an entire battlefield, lifting their morale; hope and courage swells within all allies. Likely one of the most difficult arcane abilities to master. It requires the user to enter a meditative stance for several minutes and connect with the arcane energies of Order directly. +5% AP to the user and every guild member within a 200 tile radius for 3 hours.
===Chaos===
====Chaos Sight====
The arcane magi focuses their rage, honing it to deliver precise strikes that are carried out with a resolve that involves killing or inflicting great harm upon the target. 
v1: +25% crit damage (from 50% to 75%) for 10 seconds
v2: +50% crit damage (from 50% to 100%)
====Rot====
Fear and pain is cast on the target with a glare, causing malicious arcane energies to attack their spirit and body. 
v1: -20% Attack Power for 10 seconds
v2: -30%
==== Terror ====
The ability to spread terror throughout, causing hallucinations and weakening the enemy's willpower; they might see soldiers as ten feet tall, or the opposing army appears larger than it is. It requires the user to enter a meditative stance for several minutes and connect with the arcane energies of Chaos directly. Likely one of the most difficult arcane abilities to master . -5% AP to every magi within a 100 tile radius for 3 hours (excludes guild and party members)