Difference between revisions of "Mage"
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[[Category:Vocations]] | [[Category:Vocations]] | ||
Wielders of the elements, mages are capable of learning great and powerful spells. Each mage will have access to elements they can wield. If you are a bound mage, this is limited to ''one''. If you are unbound, you can learn up to ''four''. Within the elements that you can learn as a mage, there are basic spells and strengths you can use alongside the more customized ones you receive with leveling. For the elements themselves, these magics upgrade the higher in a tier you are. | Wielders of the elements, mages are capable of learning great and powerful spells. Each mage will have access to elements they can wield. If you are a bound mage, this is limited to ''one''. If you are unbound, you can learn up to ''four''. Within the elements that you can learn as a mage, there are basic spells and strengths you can use alongside the more customized ones you receive with leveling. For the elements themselves, these magics upgrade the higher in a tier you are. | ||
+ | |||
+ | == Vocation Trees == | ||
+ | *'''Bound Mages''': Bound mages have successfully communed and tied themselves to an elemental familiar. For bound mages, your familiar is your conduit to the magical world. You have entwined your power and your soul with a familiar, and as you grow stronger so too do they. In addition to the raw power of their element, a familiar can learn a limited number of spells. At T5, a bound mage can become one with their familiar for a short amount of time. They are limited to one element. This is the only type of mage that can reach the mastery level of divine. | ||
+ | * '''Unbound Mages''': Unbound mages scorn the restriction presented by a familiar. They will never master a single element, but can gain power in as many as four. They have access to more spells than mages who are bound. It’s broken down as follows: 1 element at paragon, 2 unique, 1 refined. These mages can, however, have a variety of spells within them that can combine the different elements they know. Consider this to be essentially a jack of all trades magic user. | ||
== Spells == | == Spells == | ||
− | Spells are unique ways your character wields their element. They are player-created with admin guidance. There are four types of spells: Refined, Unique, Paragon, and Divine. | + | Spells are unique ways your character wields their element. They are player-created with admin guidance. There are four types of spells: Refined, Unique, Paragon, and Divine. Unbound mages can combine elements to form more versatile spells. |
* '''Refined:''' Enough to fill the palm of your hand. | * '''Refined:''' Enough to fill the palm of your hand. | ||
Line 9: | Line 13: | ||
* '''Paragon:''' Enough to fill a 3x3 space. | * '''Paragon:''' Enough to fill a 3x3 space. | ||
* '''Divine:''' Enough to fill a 5x5 space. | * '''Divine:''' Enough to fill a 5x5 space. | ||
+ | |||
+ | === Spell Library === | ||
+ | A character's 'spell library' is essentially all the spells that they have learned. The spell library is infinite, and spells can only be learned as rewards, through quests, etc. | ||
=== Spell Slots === | === Spell Slots === | ||
: ''See also: [[Leveling]]'' | : ''See also: [[Leveling]]'' | ||
− | + | The number of spell slots a mage has available to them is dictated by their vocation tree and tier. It is simply how many different spells a mage has access to during an encounter, and which spells they bring must be declared at the start of the encounter. | |
: '''!''' Please keep in mind, magic users are not immune to the elements they control, and care must be taken to either be prepared or not push their spells to a point where they damage themselves. | : '''!''' Please keep in mind, magic users are not immune to the elements they control, and care must be taken to either be prepared or not push their spells to a point where they damage themselves. | ||
− | |||
− | |||
− | |||
− | |||
== Elements == | == Elements == | ||
Line 29: | Line 32: | ||
=== Fire === | === Fire === | ||
Fire sources when channeling are for example a bonfire for Refined, a torch for Unique, or a lighter for Paragon. | Fire sources when channeling are for example a bonfire for Refined, a torch for Unique, or a lighter for Paragon. | ||
+ | |||
+ | Fire spells would be things like summoning creatures made of fire, throwing fireballs, etc. | ||
=== Water === | === Water === | ||
Water sources when channeling are for example a bathtub's worth of water for Refined, a bucket's worth of water for Unique, and a cup's worth of water for Paragon. | Water sources when channeling are for example a bathtub's worth of water for Refined, a bucket's worth of water for Unique, and a cup's worth of water for Paragon. | ||
+ | |||
+ | Water spells would be things like summoning rain, creating ice spears, evaporation, etc. | ||
=== Earth === | === Earth === | ||
Line 37: | Line 44: | ||
Earth sources when channeling are a little bit different. Plants receptive to manipulation and objects you can create are adherent to the standard channeling sizes listed above. The source needs to be whatever the desired result is supposed to be in. So in order to manipulate a plant you obviously need the plant, in order to make a pot you need clay, etc. For Refined it is a 1:1 ratio between the source material and the desired result, for Unique it requires a bag's worth of the source, and for Paragon just a small vial will do. | Earth sources when channeling are a little bit different. Plants receptive to manipulation and objects you can create are adherent to the standard channeling sizes listed above. The source needs to be whatever the desired result is supposed to be in. So in order to manipulate a plant you obviously need the plant, in order to make a pot you need clay, etc. For Refined it is a 1:1 ratio between the source material and the desired result, for Unique it requires a bag's worth of the source, and for Paragon just a small vial will do. | ||
+ | |||
+ | Earth spells would be things like animating golems. | ||
=== Wind === | === Wind === | ||
Line 58: | Line 67: | ||
== Familiars == | == Familiars == | ||
− | + | Familiars are used by Bound mages to help them master and control their element. They are elementals that have chosen to bond to a mage in a symbiotic relationship - the mage receives their power to cast better magic, and the familiar uses the stability of the mage to create a stronger and more permanent shape for themselves. | |
− | + | ||
− | + | These familiars can take a variety of shapes, indicated by a flame symbol on the fauna page, though the rules of what the familiar can appear as depends on what tier of mage you are. For example, a T5 mage's familiar can assume the form of a mythical animal, while a T3 mage's familiar can appear only as something rather small and harmless. Typically T3 and T4 familiars exist only as a spot of elemental disturbance around their mage, as manifesting their shape takes effort. While the familiar is limited to the shapes it has chosen at each tier it can choose whichever of them it presents as. | |
+ | |||
+ | The familiar may choose to share their name with the mage, just as the mage may choose to name them something else entirely. They do have their own spell libraries and spell slots, and can talk to their own mage. They can also talk to other familiars, but not to other people. | ||
+ | |||
Of course, if you have any questions don't hesitate to ask what's possible! Chances are if it makes sense, it's likely fine! | Of course, if you have any questions don't hesitate to ask what's possible! Chances are if it makes sense, it's likely fine! | ||
+ | |||
+ | == Tiers == | ||
+ | : ''See also: [[Leveling#Leveling_Tiers]]'' | ||
+ | |||
+ | === Tier 1 === | ||
+ | * '''Null''' | You are attuned to the null magic of the world and can cause vibrations of energy. Whee! | ||
+ | |||
+ | === Tier 2 === | ||
+ | ==== Acolyte ==== | ||
+ | * '''Attuned''' | Gain resistance to one element | ||
+ | * Choose one element for refined channeling | ||
+ | |||
+ | === Tier 3 === | ||
+ | * '''Enlightened''' | Gain resistance to a second element | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Unbound !! Bound | ||
+ | |- | ||
+ | | | ||
+ | '''Conjurer''' | ||
+ | * Choose a second element for refined channeling | ||
+ | * One element can be unique channeling | ||
+ | * Learn two refined spells | ||
+ | * Earn two spell slots | ||
+ | |||
+ | '''Skillset''' | ||
+ | |||
+ | '''Refined elements:''' 2 | ||
+ | '''Unique elements:''' 1 | ||
+ | '''Refined spells:''' 2 | ||
+ | '''Spell slots:''' 2 | ||
+ | | | ||
+ | '''Disciple''' | ||
+ | * Your chosen element gets upgraded to unique channeling | ||
+ | * Your familiar can take on the size and form of a small animal, can be summoned for 2 posts with a 2 post cooldown, and cannot go more than 20 feet away from you | ||
+ | * Learn one refined spell | ||
+ | * Earn one spell slot | ||
+ | |||
+ | '''Skillset''' | ||
+ | |||
+ | '''Channeling:''' Unique | ||
+ | '''Refined spells:''' 1 | ||
+ | '''Spell slots:''' 1 | ||
+ | |} | ||
+ | |||
+ | === Tier 4 === | ||
+ | * '''Wizardry''' | Gain resistance to a third element | ||
+ | * You can lead pilgrimages | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Unbound !! Bound | ||
+ | |- | ||
+ | | | ||
+ | '''Clairvoyant''' | ||
+ | * Choose a third element for refined channeling | ||
+ | * Two elements can be unique channeling | ||
+ | * Learn one refined spell | ||
+ | * Learn one unique spell | ||
+ | * Earn two spell slots | ||
+ | |||
+ | '''Skillset''' | ||
+ | |||
+ | '''Refined elements:''' 3 | ||
+ | '''Unique elements:''' 2 | ||
+ | '''Refined spells:''' 3 | ||
+ | '''Unique spells:''' 1 | ||
+ | '''Spell slots:''' 4 | ||
+ | | | ||
+ | '''Adept''' | ||
+ | * Your chosen element gets upgraded to paragon channeling | ||
+ | * Your familiar can take on the size and form of a medium sized animal, can be summoned for 2 posts with a 1 post cooldown, and cannot go more than 50 feet away from you | ||
+ | * Learn one refined spell | ||
+ | * Learn one unique spell | ||
+ | * Earn two spell slots | ||
+ | |||
+ | '''Skillset''' | ||
+ | |||
+ | '''Channeling:''' Paragon | ||
+ | '''Refined spells:''' 2 | ||
+ | '''Unique spells:''' 1 | ||
+ | '''Spell slots:''' 3 | ||
+ | |} | ||
+ | |||
+ | === Tier 5 === | ||
+ | * '''Archmage''' | You are fully resistant to magic attacks | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Unbound !! Bound | ||
+ | |- | ||
+ | | | ||
+ | '''Elementalist''' | ||
+ | * '''Blood for Power''' | Once per thread you can sacrifice 20% of your HP to double the power of a spell | ||
+ | * Choose a fourth element for refined channeling | ||
+ | * One element can be paragon channeling | ||
+ | * Learn one refined spell | ||
+ | * Learn one unique spell | ||
+ | * Learn one paragon spell | ||
+ | * Earn three spell slots | ||
+ | |||
+ | '''Skillset''' | ||
+ | |||
+ | '''Refined elements:''' 4 | ||
+ | '''Unique elements:''' 2 | ||
+ | '''Paragon elements:''' 1 | ||
+ | '''Refined spells:''' 4 | ||
+ | '''Unique spells:''' 2 | ||
+ | '''Paragon spells:''' 1 | ||
+ | '''Spell slots:''' 7 | ||
+ | | | ||
+ | '''Oracle''' | ||
+ | * '''Transcendence''' | Once per thread you can fully bond with your familiar, granting you the abilities of their form. This union lasts up to 3 posts. | ||
+ | * Your chosen element gets upgraded to divine channeling | ||
+ | * Your familiar is permanent, and takes on the form and abilities of a mythical animal. It cannot go more than 100 feet away from you. | ||
+ | * Learn one unique spell | ||
+ | * Earn one spell slot | ||
+ | |||
+ | '''Skillset''' | ||
+ | |||
+ | '''Channeling:''' Divine | ||
+ | '''Refined spells:''' 2 | ||
+ | '''Unique spells:''' 2 | ||
+ | '''Spell slots:''' 4 | ||
+ | |} |
Latest revision as of 20:56, 4 June 2023
Wielders of the elements, mages are capable of learning great and powerful spells. Each mage will have access to elements they can wield. If you are a bound mage, this is limited to one. If you are unbound, you can learn up to four. Within the elements that you can learn as a mage, there are basic spells and strengths you can use alongside the more customized ones you receive with leveling. For the elements themselves, these magics upgrade the higher in a tier you are.
Contents
Vocation Trees
- Bound Mages: Bound mages have successfully communed and tied themselves to an elemental familiar. For bound mages, your familiar is your conduit to the magical world. You have entwined your power and your soul with a familiar, and as you grow stronger so too do they. In addition to the raw power of their element, a familiar can learn a limited number of spells. At T5, a bound mage can become one with their familiar for a short amount of time. They are limited to one element. This is the only type of mage that can reach the mastery level of divine.
- Unbound Mages: Unbound mages scorn the restriction presented by a familiar. They will never master a single element, but can gain power in as many as four. They have access to more spells than mages who are bound. It’s broken down as follows: 1 element at paragon, 2 unique, 1 refined. These mages can, however, have a variety of spells within them that can combine the different elements they know. Consider this to be essentially a jack of all trades magic user.
Spells
Spells are unique ways your character wields their element. They are player-created with admin guidance. There are four types of spells: Refined, Unique, Paragon, and Divine. Unbound mages can combine elements to form more versatile spells.
- Refined: Enough to fill the palm of your hand.
- Unique: Enough to fill a 1x1m space.
- Paragon: Enough to fill a 3x3 space.
- Divine: Enough to fill a 5x5 space.
Spell Library
A character's 'spell library' is essentially all the spells that they have learned. The spell library is infinite, and spells can only be learned as rewards, through quests, etc.
Spell Slots
- See also: Leveling
The number of spell slots a mage has available to them is dictated by their vocation tree and tier. It is simply how many different spells a mage has access to during an encounter, and which spells they bring must be declared at the start of the encounter.
- ! Please keep in mind, magic users are not immune to the elements they control, and care must be taken to either be prepared or not push their spells to a point where they damage themselves.
Elements
Each element you have unlocked for your character can be channeled. How powerful the channeling is depends on your mastery level of the element, and requires a source of said element. Channeling can be used once per post.
Channeling
- Refined: You are able to begin to manipulate the element, and control a portion of it about as large as the size of your palm. It requires immense focus as well as a very large source of the element.
- Unique: You can manipulate the element to a size of a 1x1m space. It requires a fair amount of focus as well as a large source of the element.
- Paragon: You can manipulate the element to a size of a 3x3m space. It requires a medium amount of focus as well as a medium source of the element.
- Divine (Bound Only): You can manipulate the element to a size of a 5x5 space. It requires little focus and does not require a source of the element, as your familiar is your source.
Fire
Fire sources when channeling are for example a bonfire for Refined, a torch for Unique, or a lighter for Paragon.
Fire spells would be things like summoning creatures made of fire, throwing fireballs, etc.
Water
Water sources when channeling are for example a bathtub's worth of water for Refined, a bucket's worth of water for Unique, and a cup's worth of water for Paragon.
Water spells would be things like summoning rain, creating ice spears, evaporation, etc.
Earth
The ability of manipulate Earth is limited to things already growing. So for example you cannot create or grow a plant, but you can manipulate an already existing plant. Powerful Earth mages have the ability to create rocks and gemstones.
Earth sources when channeling are a little bit different. Plants receptive to manipulation and objects you can create are adherent to the standard channeling sizes listed above. The source needs to be whatever the desired result is supposed to be in. So in order to manipulate a plant you obviously need the plant, in order to make a pot you need clay, etc. For Refined it is a 1:1 ratio between the source material and the desired result, for Unique it requires a bag's worth of the source, and for Paragon just a small vial will do.
Earth spells would be things like animating golems.
Wind
Wind sources when channeling are for example a gust of wind for Refined, the equivalent of an industrial fan for Unique, and the equivalent of a handheld fan for Paragon.
Light
Light sources when channeling are for example a sunny day for Refined, daytime (but overcast is alright) or equivalent lighting for Unique, and a flashlight or streetlamp for Paragon.
Dark
Dark sources when channeling are for example nighttime for Refined, a human-sized shadow for Unique, or any kind of shadow present for Paragon.
Combining Elements
It is possible to combine elements as well to get a chosen result.
- For example, if you want to make a hurricane you can either A) use wind magic if it's flood season and there's a lot of water around, or B) combine water and wind magic to create the hurricane.
Some other common combination examples:
- Lightning (Wind/Light)
- Dust Storms (Earth/Wind)
- Metal (Fire/Earth)
Familiars
Familiars are used by Bound mages to help them master and control their element. They are elementals that have chosen to bond to a mage in a symbiotic relationship - the mage receives their power to cast better magic, and the familiar uses the stability of the mage to create a stronger and more permanent shape for themselves.
These familiars can take a variety of shapes, indicated by a flame symbol on the fauna page, though the rules of what the familiar can appear as depends on what tier of mage you are. For example, a T5 mage's familiar can assume the form of a mythical animal, while a T3 mage's familiar can appear only as something rather small and harmless. Typically T3 and T4 familiars exist only as a spot of elemental disturbance around their mage, as manifesting their shape takes effort. While the familiar is limited to the shapes it has chosen at each tier it can choose whichever of them it presents as.
The familiar may choose to share their name with the mage, just as the mage may choose to name them something else entirely. They do have their own spell libraries and spell slots, and can talk to their own mage. They can also talk to other familiars, but not to other people.
Of course, if you have any questions don't hesitate to ask what's possible! Chances are if it makes sense, it's likely fine!
Tiers
- See also: Leveling#Leveling_Tiers
Tier 1
- Null | You are attuned to the null magic of the world and can cause vibrations of energy. Whee!
Tier 2
Acolyte
- Attuned | Gain resistance to one element
- Choose one element for refined channeling
Tier 3
- Enlightened | Gain resistance to a second element
Unbound | Bound |
---|---|
Conjurer
Skillset Refined elements: 2 Unique elements: 1 Refined spells: 2 Spell slots: 2 |
Disciple
Skillset Channeling: Unique Refined spells: 1 Spell slots: 1 |
Tier 4
- Wizardry | Gain resistance to a third element
- You can lead pilgrimages
Unbound | Bound |
---|---|
Clairvoyant
Skillset Refined elements: 3 Unique elements: 2 Refined spells: 3 Unique spells: 1 Spell slots: 4 |
Adept
Skillset Channeling: Paragon Refined spells: 2 Unique spells: 1 Spell slots: 3 |
Tier 5
- Archmage | You are fully resistant to magic attacks
Unbound | Bound |
---|---|
Elementalist
Skillset Refined elements: 4 Unique elements: 2 Paragon elements: 1 Refined spells: 4 Unique spells: 2 Paragon spells: 1 Spell slots: 7 |
Oracle
Skillset Channeling: Divine Refined spells: 2 Unique spells: 2 Spell slots: 4 |