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 Specializations: Mage

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Posts : 34
Join date : 2011-04-28

PostSubject: Specializations: Mage   Mon May 30, 2011 11:56 pm

Here is a list and short description of all the specializations in the Mage Class. It is possible to acquire more than one over an adventure and even get some in a secondary class.

A practitioner of ancient magic, a Pyromancer has control over the element of fire and may gain his powers from various different sources; a deity, a demonic lord, the spirit of a red dragon, or even from the Fire Plane itself. He may be a consummate pyromaniac villain, or, in rare cases, a hero who uses his passion for fire to aid him in his fight against the forces of evil.

Common peasants speak of them in hushed and fearful tones – necromancers are said to be the most
terrifying of all magi. They traffic in death, have no fear of the undead and laugh in the face of the
Gods' pronouncements against meddling in the affairs of the dead. Necromancers are magic users who deal with the dead. They can summon the dead to assist them in combat and other tasks, and they are capable of powerful hexes which harm the enemy. They deal in magic that wizards and warlocks leave untouched. Some even go on to be powerful liches. One thing all necromancers have in common is that at least once in their life before they started practicing necromancy, they almost died. It could have been because of a childhood illness, an injury on the battlefield, or a miscast spell during their apprenticeship as a wizard. Necromancers are often reviled by commoners and even other magic practioners. Some necromancers use their powers for good purposes, and help act as a bridge from life to death. Others use their powers over the dead to eliminate the harmful undead from existence. No small amount of necromancers use vile magic to harm the innocent. You have been at death’s door, and now you have power over the very forces of life and death. When death itself holds no fear for you, what will you accomplish?

clerics are versatile figures, both capable in combat and skilled in the use of divine magic. Clerics are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures. Whether the cleric repels or controls undead is dependent on its alignment. They may also repel demonic creatures.

Priests are protectors and teachers of their religion. They are assigned to control a serfdom or community and like Knights they protect law and order. The Church controls all medicine, and only Priest or monks have the right to practice medicine within the boundaries of the religion. The Physician is a priest educated in one of the churches schools for priests by priests. There he was allowed to study heretical and banned books from ancient times. His purpose however is not so much to know how to cure but to protect the patient’s faith. The have similar spells as the clerics, but to a smaller scale and are mostly to heal others and protect a single ally compared to the large scale and range of the cleric.

The Shaman class has the Primal power source and is a Leader. It has a clear link with the primal spirits of the earth; most of theirs powers call upon or otherwise make use of spirits. Continuing with this spiritual link, all Shamans receive a Spirit Companion—the class is distinctive for being the only one to have a companion as a standard feature. While it may have any appearance the shaman desires.Many of the Shaman's powers use the Spirit keyword, meaning they use the spirit as their origin point and derive line of sight and effect from it; these are flavored as the Shaman commanding the spirit to attack her enemies. The Shaman can even use opportunity actions to attack enemies moving past the spirit, giving it the mechanical feeling of an ally actively engaged in combat.

Druids wield nature-themed magic, they gain divine magic from being at one with nature, or from one of several patron gods of the wild, or they gain primal magic from the world and its nature spirits. Because of there affinities with nature, they solemnly refuse the use of metal armor on themselves. Druids have a unique ability that allows them to change into various animal forms, and various other qualities that assist them in natural settings

Illusionists control their surroundings by shaping, distorting, and deceiving the perceptions of others. To some their abilities seem weak, because they only distort and disguise rather than effecting true change, but those affected by an illusionist's spells know better, understanding that their own senses can be turned against them at any time.

The Wizard utilizes the Arcane power source and is a Controller, which means the Wizard focuses on multi-target damage spells, as well as debuffing foes and altering the battlefield's terrain. It is one of the most common magic users.

Aeromancerss are wizards who have specialized in summoning flying creatures or controlling the element of air. They use the aerial power source, which allows them to shock their enemies with lightning or have an armored bird fly from the heavens to attack their foes.

An oracle of the seasons, Earth Mages strive to know and understand the workings of the goddess of nature. The Earth Mage is discipline incarnate, mastering their emotions in order to keep their powers from destroying themselves. Whether they are seen floating in the air on their strange boulder mount, or keeping order within a forest, the Earth Mage is a strange and even terrifying sight to behold. They have power over the earth, the rocks and sand and several types of more common metals.

An aquamancer can take the place of the spell caster, as the Warlock can. Their strength comes from their environment, so they always try to chose the field of battle if possible. They work well with other group members, but tend to dislike those who have more intelligence than wisdom. They are master of an old magic that rivaled with that of a pyromancer, the magic to control the waters. They are the natural opposite of the flame manipulators.

Chronomancers are arcane spellcasters that have attained some level of mastery over time. They can travel in time to a limited degree, control time's ravages over matter, and uncover secrets that have been lost to the ages.
Like druids, chronomancers are part of a loose society. All chronomancers nominally belong to this society- but few are interested in people. Chronomancers tend to be bookish, withdrawn, and reclusive. Like diviners, they know things that others don't, and others are quick to seek them out.

Charmer, schemer, deceiver, pacifist: An enchanter can be all of these and more. As a practitioner of one of the most subtle schools of magic, an enchanter might charm a guard into opening a well-defended gate that fifty warriors couldn't take by force. Good-aligned enchanters use their powers to seek out truth and encourage others onto the path of good, while their evil counterparts bend others' minds at their whim and gather personal power as rapidly as possible. These spellcasters, skilled in the manipulation of others and capable of concealing their own identities, make excellent villains and manipulators, or even investigators skilled at using magic to draw the truth out of opponents.

Summoners are intellectuals turned arcane. Summoners were once great scientists, alchemists, mathematicians and the like. After years of study of how the world works, eventually they came to a greater understanding of our universe. They use this understanding to take control over the very powers of space and time themselves. Summoners almost hold resentment against magic users. This stems from the fact that Summoners believe that everything has a scientific explanation and are obsessed in knowing why magic works, whereas magic users are content with saying, “It is Magic” and moving on. In addition, Summoners believe that they’re particular branch of “Magic” (for lack of a better word because Summoners actually have no talent for magic whatsoever) isn’t even Magic, but instead a precise science controlled by the powers of the mind. You were drawn to this path by a thirst for knowledge, not for power. What you quickly learned is that knowledge is power. You may use this power to further your quest for more knowledge, or you may be corrupted by your absolute power and driven to conquer the world on your own. Summoners look plain enough, never being of large stature or appearing to possess any spectacular features besides their gem studded staffs. Every motion that they make is carefully calculated, like a chess grand master plotting his next move. You specialize in two different types of combat, both of which rely on dimensional "rifts". You can use rifts in a myriad of ways, mainly to bring destructive power onto the battlefield from another dimension, or to summon creatures to the battlefield to fight for you.

A sorcerer is weak in melee combat, but a master of arcane magic, the generally most powerful form of magic. Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. Although they are generally smart people, their magic does not (unlike wizards') come from Intelligence and study. Instead they have a purely instinctive affinity for arcane forces, a power that also amplifies their personal presence and gives them a Charisma similar to their potential power.Many sorcerers claim that their magic comes from draconic blood, from some ancestor who was a dragon in human or other form.

The arcanist is a spellcaster, usually a Wizard or Sorcerer, who tires of the limitations of his own magic, and seeks to unlock the secrets of the other. Whereas others specialize in a school of magic, or try to tap their unusual heritage for greater power, the arcanist opens up the subtle world of versatility. Because of this, their particular talents usually blend into the background, until someone knowledgeable spots an arcanist doing something that they shouldn’t be able to do.

All wizards spend countless hours in study, and contemplative meditation in an attempt to perfect their art. The process of constantly memorizing arcane formulas, and then having the knowledge of the spells leave ones mind once a spell is cast is a form of mental aerobics that strengthens and hones the mind. However, some practitioners view the mental exercises they practice as an end in itself rather than simply a means to greater power. They want to forge their mind into the perfect tool, one that surpasses all others. Not satisfied with the normal mental strengthening that a wizard experiences, these practitioners seek out masters who can train them in memory strengthening exercises, new forms of meditation, provide mental endurance training, and other mental self improvement training. When possible a teacher will train their students in the requirements of the class. The best of these students become arcane mentalists and attain a higher level of focus and clarity than most dream possible. Mentalists unlock the secrets of their own minds, rather than the secrets of controlling others.

Masters of accessing the unseen realm of spirits and the power that lies within, Spiritualists are great masters of the unseen. They summon immobile spirits that harass enemies from a distance or defend nearby allies, while also strike at foes form a distance and unleash powerful area attacks to harm his foes. Due to the method of teaching surrounding this most ancient art, it is little known and is considered to be a strange and wild way of accessing the world of spirits.

Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Gantala. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies.

Some mages specialize in spells that permit them to engage in combat from afar. Battlemages, by contrast, prefer to wade into the fray alongside their blade-wielding companions, close enough to read the fear in their opponents' eyes. Their spells primarily concern personal preservation as well as control of the elements in their immediate surroundings.

Seers have a special ability that is their only real thing that makes that special. They are masters of predictions of the future and of divinations.

Shadow Mage
Arcane magic. Science to wizards, lifeblood to sorcerers. Just as wizards have many schools of magical practice, magic can be used in an enormous variety of ways. But occasionally an arcane mage will stumble across a very rare use of magic, one emphasizing the gifts of shadows. Shadow mages they call themselves, for their unique style of spellcasting is feared and for good reason. Though not evil at all, typically striving to prove that for fear of persecution, shadow mages dedicate themselves to their rare method of wielding magic.

Unlike sorcerers and wizards, who approach arcane magic through their draconic lineage or a book of learned magic, a warlock invokes magic through their darkened soul. By harnessing their innate magical gift, warlocks can perform spell-like feats and abilities; since they are not users of true spells in the traditional sense, they can use their invocations while wearing light armor. Warlocks are often evil or chaotic in alignmen

An Elementalist is the elemental version of a druid. Maybe a bit more chaotic, a little less nuetral, but all in all, its an elemental druid. An Elementalist spends most of their days outdoors in the wilderness, rarely found within large towns or settlements, as they feel different while away from the natural atmosphere that they normally surround themselves in. On rare occassions, you will find an old Elementalist in large libraries researching, usually trying to find a way to join that which the believe to be most pure. An Elementalist isn't just about the casting spells and surviving what nature can throw at you; its also a way of thinking, a new perspective on life and your own path through it. Unlike many religions and ways of thinking, an Elementalist strives to be what they are, what they want, and what they can become. An Elementalist is strong when it comes to finding food or helping the party survive in the wilderness. As well as helping the party survive food wise, an Elementalist is strong in combat with Elemental spells.

Blood Mage
Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice his/her own health, or the health of allies, to fuel these abilities

Archmages are powerful wizards or sorcerers who gain a variety of special abilities that far exceeds those of all other magic users. These have studied and trained for years upon years to learn about all types of magic. They are considered the ultimate spellcasters.
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