Post by galoko on Aug 10, 2014 21:05:07 GMT
Okay, this thread is made with the general "Nailing Down" of magical archetypes. Since mages will be restricted towards staff invite only with a hard limit of "Apprentices" on hand and by this it is figured at least one or two at a time. Hell, this old guy loves magic but there's gotta be some level of control on how many are able to trickle in. Past the point they are specialized into certain categories, these mages will be let loose upon the world and more apprentices will then come in. These Mages themselves will be cross race, and will allow for many different races to at least have contact with them and will act as a neutral force across the world.
Now, the Categories:
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Novice Arcanist: You are fresh from the Tower and you are back to the continent from whence you came.
- This Arcanist is generally considered to be a jack of all trades early on, with many cantrips that are generally only used for small things with very few actual combative spells. For this school, the aestheticism is key, the spells are meant to be a test for what is to come.
- From a mechanical standpoint this is where all mages should be starting out from. Different ethnicities, races, and this allows for them to learn their history and we can gauge their character for the Harrowing--or rather, whatever we call the test in which they would gain power. A basic spell load-out to be found or researched would be: Suggestion(Sleep/A few second paralysis), Mend (Low Level Healing), Float (Lifts objects a few Z levels, then outright drops them), Ignite (Ignites torches, streetlamps, candles), Douse (Opposite of Ignite, puts things out), Summon Familiar (Non-combatant, potentially ethereal), Chameleon(Change skin color to hue of object for X amount of time), etc etc etc. Very few actual combative spells, but we are discussing the idea of altering Magic Resistance in its entirety.
_
Theurgist: A Specialty Mage, laden in the Holy powers, whilst not necessarily god related. They are reliant on personal triumph, strength, faith, but can go into good or evil spectrums. They can be healers, smiters of undead or foul demons, Or even command said abnormal creatures to be merely manipulated without the need for actually summoning them.
Basic Skill Load-out would consist of: Divination: (Tells the spellcaster the exact date and the current location.), Restoration (Direct HP Regeneration for X amount of time, rapid, high grade healing), Command (Able to directly control lower undead like basic skeletons or even zombies successfully, but on higher grade ones such as Liches or other high level undead there is a much lower chance than a guarantee. But commanding these undead would take up follower slots, in order to keep balance), Searing Bolt (Cold Based Energy Projectile), Cure Poison (Obvious), Inflict Wounds (Obvious, up for discussion on what set amount of damage), Sanctuary (Creates a circle from which enemies are not allowed to enter, but only up for 2-3 minutes, and the caster cannot act during this period or else the wall would fall early), Summon Heavenly Steed (Obvious, but for a certain amount of time, it summons a snow white horse of a random name), etc etc.
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Diabolist: A Specialty Mage, classified as highly dangerous and dependent on the personality of the magic user would be a very
tough force to handle. Lore incoming about this, but one of the most famous mages of the Age would be Aurah, the Roshana mage who despised his people's allowance of Markandr population and instead using his forces to fight back. Mechanically, this would be a mix of Blood Magic and Necromancy. Spell-Loadout would include the basics, such as Animate Dead, Corpse Explosion, Raise Greater Dead(Like Liches, and maybe Revenants), In the Blood Magic Aspect, this could be situations where summoning dark things or creating specialized spawners in certain areas could come into play. Actually taking your own blood, or the blood of other things in tiered motions. It could allot for alot of siege based role-play or even open war against a certain idea.
_
Authors Note: More to be determined. At the time of the creation of this post work keeps hassling me. So the Minor Arcanist and two specialties are on the table to be discussed.
Now, the Categories:
_
Novice Arcanist: You are fresh from the Tower and you are back to the continent from whence you came.
- This Arcanist is generally considered to be a jack of all trades early on, with many cantrips that are generally only used for small things with very few actual combative spells. For this school, the aestheticism is key, the spells are meant to be a test for what is to come.
- From a mechanical standpoint this is where all mages should be starting out from. Different ethnicities, races, and this allows for them to learn their history and we can gauge their character for the Harrowing--or rather, whatever we call the test in which they would gain power. A basic spell load-out to be found or researched would be: Suggestion(Sleep/A few second paralysis), Mend (Low Level Healing), Float (Lifts objects a few Z levels, then outright drops them), Ignite (Ignites torches, streetlamps, candles), Douse (Opposite of Ignite, puts things out), Summon Familiar (Non-combatant, potentially ethereal), Chameleon(Change skin color to hue of object for X amount of time), etc etc etc. Very few actual combative spells, but we are discussing the idea of altering Magic Resistance in its entirety.
_
Theurgist: A Specialty Mage, laden in the Holy powers, whilst not necessarily god related. They are reliant on personal triumph, strength, faith, but can go into good or evil spectrums. They can be healers, smiters of undead or foul demons, Or even command said abnormal creatures to be merely manipulated without the need for actually summoning them.
Basic Skill Load-out would consist of: Divination: (Tells the spellcaster the exact date and the current location.), Restoration (Direct HP Regeneration for X amount of time, rapid, high grade healing), Command (Able to directly control lower undead like basic skeletons or even zombies successfully, but on higher grade ones such as Liches or other high level undead there is a much lower chance than a guarantee. But commanding these undead would take up follower slots, in order to keep balance), Searing Bolt (Cold Based Energy Projectile), Cure Poison (Obvious), Inflict Wounds (Obvious, up for discussion on what set amount of damage), Sanctuary (Creates a circle from which enemies are not allowed to enter, but only up for 2-3 minutes, and the caster cannot act during this period or else the wall would fall early), Summon Heavenly Steed (Obvious, but for a certain amount of time, it summons a snow white horse of a random name), etc etc.
_
Diabolist: A Specialty Mage, classified as highly dangerous and dependent on the personality of the magic user would be a very
tough force to handle. Lore incoming about this, but one of the most famous mages of the Age would be Aurah, the Roshana mage who despised his people's allowance of Markandr population and instead using his forces to fight back. Mechanically, this would be a mix of Blood Magic and Necromancy. Spell-Loadout would include the basics, such as Animate Dead, Corpse Explosion, Raise Greater Dead(Like Liches, and maybe Revenants), In the Blood Magic Aspect, this could be situations where summoning dark things or creating specialized spawners in certain areas could come into play. Actually taking your own blood, or the blood of other things in tiered motions. It could allot for alot of siege based role-play or even open war against a certain idea.
_
Authors Note: More to be determined. At the time of the creation of this post work keeps hassling me. So the Minor Arcanist and two specialties are on the table to be discussed.