Introduction to Classification

## Universal Arcanist Abilities

All arcanists gain a series of abilities from their bond with their eldrin:

* Prior to bonding, mystical creatures do not physically age and may appear to be toddlers or otherwise incomplete. After bonding, they mature and grow in size and power (up to a limit, see below), but they never succumb to old age.
* Arcanists' abilities wane the further they are from their eldrin. When an arcanist's eldrin is killed, the arcanist loses all powers, becomes a normal human, and the arcanist mark on their body fades but does not disappear.
* After bonding, arcanists heal injury faster than normal and cease to age. If far enough away from their eldrin, this ability also fades and they begin to age normally,
* Arcanists must practice to develop the abilities granted by their eldrin: not all arcanists can use all the abilities available to them. For example, all arcanists regardless of eldrin can potentially detect magic with contact and concentration, but this ability likewise requires practice and is more commonly found in researchers than adventurers.

## Tiers of Mystical Creatures

**The final power of an arcanist is determined by two factors:** **the tier of their eldrin, and their own soul.**

A person’s soul is similar to their blood. Their soul bleeds for their eldrin, empowering the creature with each year they are bonded. A mystical creature only grows by feeding off the soul of a human, and each year the eldrin grows older, so does the magical power they provide their arcanist.

But the creature cannot grow forever. Once it reaches final maturity, its magic plateaus. The arcanist will gain no new abilities or power increase to their existing magics. How fast this happens is dependent on the species of mystical creature. There are essentially five tiers of mystical creature. The higher the tier, the more magic the creature can create with its arcanist. To better understand the total capacity, each tier has been likened to a body of water.

### Tier 1—a puddle

This level of creature is weak. It will reach final maturity in a few short years, and its abilities are very limited. This tier includes, but is not limited to, will-o-wisps, sprites, and gnomes.

### Tier 2—a pond

This level of creature is capable. It will reach final maturity in a few decades, and its abilities are varied enough for item creation. This tier includes, but is not limited to, unicorns, trolls, and ghouls.

### Tier 3—a lake

This level of creature is impressive. It will reach final maturity at close to a century of bonding, and its abilities are substantial, both for item creation and auras. This tier includes, but is not limited to, phoenixes, manticores, and leviathans.

### Tier 4—a sea

This level consists only of dragons. It seems these creatures are set apart from the rest in most capabilities, and the longer they’re bonded, the more power they exude. Some arcanists have gone multiple centuries without finding their plateau.

> “But dragon fire is unlike others. It can distort and warp magic itself. You must be extra careful when it comes to wounds from dragons. Even their claws can be unusually destructive.” — World Serpent Arcanist
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### Tier 5—an endless ocean

This level is reserved for hypothetical creatures that once existed, but no longer do. This tier includes, but is not limited to, world serpents, sky titans, soul forges, and typhons. According to legend, their magic was so vast that those who bonded to them became gods.