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In Imperium Arcanum[]

The profane arts in the world of Arcanum are deeply intertwined with the Spirit World and, by extension, the Wild Ones, but they differ significantly from traditional witchcraft and wizardry.

  1. Source of Power:
    • Profane Arts: Practitioners of profane arts draw their power from the darker and forbidden aspects of the Spirit World. They tap into malevolent spirits, ancient curses, and chaotic forces that dwell in the depths of the Spirit World. This power is inherently corrupting and dangerous.
    • Witchcraft: Witches forge pacts with benevolent Wild One nature spirits, gaining their power from the harmonious aspects of the Spirit World. Their magic is aligned with nature and balance.
    • Wizardry: Wizards use a more structured approach, relying on their mastery of magical formulas and spells. They do not directly commune with the Spirit World, although they may tap into its energies indirectly.
  2. Methods and Practices:
    • Profane Arts: Practitioners of profane arts often resort to dark rituals, blood sacrifices, and the manipulation of malevolent entities. Their magic is often destructive and harmful.
    • Witchcraft: Witches emphasize harmony with nature, using their magic for protection, healing, and the preservation of the natural world. Their practices are typically benevolent and non-invasive.
    • Wizardry: Wizards follow a rigorous and intellectual approach to magic. They conduct experiments, research ancient texts, and use precise spells and artifacts. Their magic is often utilitarian and controlled.
  3. Consequences:
    • Profane Arts: The use of profane arts comes with severe consequences, including personal corruption, loss of humanity, and the risk of unleashing uncontrollable chaos from the Spirit World. It can lead to madness and damnation.
    • Witchcraft: Witches generally avoid corrupting influences and maintain a deep connection with nature. Their consequences are usually minimal, and their magic remains in harmony with the world.
    • Wizardry: Wizards, while less prone to corruption than profane artists, may face magical mishaps or backlash if they miscalculate their spells or delve too greedily into forbidden knowledge.
  4. Alignment:
    • Profane Arts: Profane arts are inherently dark and malevolent, often driven by personal gain, revenge, or nihilistic pursuits. They are considered taboo by most societies.
    • Witchcraft: Witchcraft aligns with the forces of nature and balance, seeking to protect the world from harm and preserve its harmony.
    • Wizardry: Wizardry tends to align with the goals of the Empire, emphasizing order, control, and the pursuit of knowledge and power.

In summary, while all forms of magic in Arcanum have a connection to the Spirit World, the profane arts represent a corrupted and perilous aspect of this connection. They involve making pacts with malevolent spirits and tapping into chaotic energies, leading to significant personal and societal consequences. In contrast, witchcraft and wizardry take more balanced and controlled approaches to magic, with witches drawing power from benevolent Wild One spirits and wizards relying on structured knowledge and formulas.