Difference between revisions of "Mage"

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(Created page with "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 b...")
 
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=== Spell Slots ===
 
=== Spell Slots ===
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: ''See also: [[Leveling]]''
 
These are unique spells your character can learn and their strength will be relative to the chart above. There will be the option to be able to swap out which spells you have in your spell slots in the future, so don't worry about having to struggle to decide on one, since you won't have to be stuck with it forever!
 
These are unique spells your character can learn and their strength will be relative to the chart above. There will be the option to be able to swap out which spells you have in your spell slots in the future, so don't worry about having to struggle to decide on one, since you won't have to be stuck with it forever!
  

Revision as of 11:17, 2 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.

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.

  • 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 Slots

See also: Leveling

These are unique spells your character can learn and their strength will be relative to the chart above. There will be the option to be able to swap out which spells you have in your spell slots in the future, so don't worry about having to struggle to decide on one, since you won't have to be stuck with it forever!

! 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.

Vocation Trees

  • 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.
  • 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.

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.

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.

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.

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 different from companions, used by the Bound Mage class to help them master and control their element. These familiars can take a variety of shapes (designated in the flora and fauna for fancier shapes, though the rules of what it appears as will depend on what tier of mage you are.)
  • Familiars can have a name and have the ability to have their own spells.
  • They can also talk with the mage they are bound to.

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!