Glossary of Terms in Arcane Realm | World Anvil

Glossary of Terms

This glossary includes terms that have relevant meaning in Arcane Realm related media like stories, etc. The terms are organized alphabetically, but also by topics. This should make finding terms in other articles easier if I do this right. As such this should be treated as a living document that is updated relatively frequently.    

Character Creation

    Ancestry - Ancestries express the physiology of the species that a character hails from. Within many ancestries are lineages and heritages— subgroups that each have their own characteristics.   Heritage - groups that determines the behaviors, lifestyle, values and practices that a character inherits from their cultural upbringing.   Lineage - describes a group that shares physical attributes due to common descent. Often, they share a similar phenotype: appearance, biological traits, and magical abilities.    

Combat

  Attack- An action that uses a technique in combat to deal damage as a strike or force movement like a grapple.   Fighting Style - A series of combat techniques often used by an individual or groups.   Stunt - An action that uses a technique in combat to alter attacks or do something other than direct damage ex. block, parry   Martial Arts - Codified systems and traditions of practiced combat created and used by professional warriors/soldiers.   Physical Technique - Physical techniques deal damage depending on both the Attack stat of the attacker and the Defense stat of the defender. While most physical techniques make contact, some do not.   Special Technique - special techniques deal damage depending on the Special Attack stat of the attacker and the Special Defense stat of the defender. While most special techniques do not make contact, some do.          

Magic

    Alchemy - The transference of magical power between objects.   Arcane Magic - A tradition that uses logical and rational knowledge seeking to draw on the ambient magic pervading the cosmic universe.   Artifice - Technology that utilizes fantastical magic.   Arts - techniques used in sorcery   Banishment - Forcefully sending a being to another place from the summoner   Conjuration - Using magic power to mimic a substance or energy effects like electricity.   Conjurer - A mage that almost exclusively uses Conjuration.   Divine Magic - A tradition that draws on the power of divine entities like gods or the realms they reside in.   Evocation - Summoning a being in your physical presence.   Exorcism - Expelling a being (usually spirit) from a host body.   Invocation - Summoning a being (usually spirit) into your body to act through it.   Mage - A being that uses magic on a daily basis.   Magic - Techniques utilizing mana to cause various phenomena   Mana - The energy or capacity to do a magical effect. Commonly known as magic power.   Magic Ward - A created space marked out by a ritual magic practitioner to provide protection, channel and contain energy or both.   MP - Mana Points, a digital measurement of a creature's mana available to use   Primeval Magic - A tradition that draws on the collective magic power of an entire world's natural components, like its environment and creatures.   Sigil - A symbol that represents a mage's desired outcome or represents an entity.   Sorcerer - A mage that specializes in sorcery.   Sorcery - Innate magical abilities used without rituals.   Spell - A specific magical formula that causes mana to have a discrete, tangible effect.   Spellcaster - A mage that specializes in spellcraft.   Spellcraft - The casting of spells with predetermined results.   Summoning - Using magic power to call on or transport another being.   Thamaturgy - Magic that channels a deity's power, their home realm or your own personal faith into magical effects.    

Mechanics

  Skill - Non combat actions.   Stats - A statistic (or stat) serves to represent a particular aspect of an individual. There are stats dependent on the situation such as combat, exploration, domestic, social, etc.   Techniques - The skills that a creature uses in a particular activity, such as artistic or magical expression, scientific procedure, or combat.   Talents - skills that represent the specific ways an adventurer has improved over the course of their adventures. Talents are divided into three categories: magic talents, martial talents, and technical talents.    

PSI

    Abilities - Techniques used by pracitioners of a psi ability.   Ashe - The sum of the forces that keeps a living thing alive, life force. Physical movements meant to accumulate surplus vitality to then expend it for supernormal feats   Breathwork - umbrella term that relates to the practice of consciously manipulating the depth and rate of breathing to achieve a specific outcome. As breath is intimately connected to the body and mind of most creatures, use of different breathing techniques can create an immediate response in both the body and mind.   Esper - A psychic that excels at using extrasensory perception   Extrasensory Perception - ability pertaining to reception of information not gained through the recognized physical senses but sensed with the mind. Also, known as PSI-gamma.   PSI - psychic phenomena that causes pyschokinetic energy to form a tangible effect.   Psychic - A being that is adept at using psychokinetic energy techniques.   Psychokinesis - The manipulation of psychokinetic energy by a creature. Also known as PSI-kappa.   Telepath - A psychic that excels at using telepathy   Telekinetic - A psychic that excels at using telekinesis


Cover image: by Jonathan Thompson

Comments

Please Login in order to comment!