Classes

Mage - by T.A. Saunders ©2012 v1.1

Summary Magic and its use have been a part of Imarel since its beginning, with the founding of the First City, Ilidania and the Asyndi who are naturally able to channel raw Mana and bend it to their will. While the Asyndi were the first to wield magic, other races eventually learned by other means how to harness its power and use it to their will. While many scholars suggest that magic isn't as powerful as it was in ancient times, it still is the primary force in the world. Science and technology have a long way to go to match the spectacle of what harnessing Mana and manipulating it to one's will can do.

Because of the evolution magic has taken to suit the needs of those who wield it, there are several paths one might take in learning it. Mage is simply a generalized term to encompass all magic-users, regardless what path they choose. These paths are: wizard, necromancer, illusionist, elementalist, conjurer, technomancer and war-mage. Note: The path one takes through the Primary Spheres of Magic does not preclude what High Sphere they can pursue, ex., An elementalist can learn temporal magic or a conjurer can learn shadow magic.

Class Trees

  • Conjurer

    The conjurer takes what does not exist and makes it real. Rather than altering perception like an illusionist does, the conjurer connects themselves to the Ether and shapes ethereal energy into something tangible and real, though rarely permanent... 

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  • Elementalist

    As the name would confer, the elementalist commands the elements to his or her will. This path also breaks up into four sub-sets: Pyromancer, Hydromancer, Geomancer and Aeromancer. The elementalist picks one element to focus on and a second element to augment their knowledge...

    Class Skills »

  • Illusionist

    The illusionist uses Mana to manipulate reality and perception. The crux of their power is forcing belief into the unbelievable and blurring the line between dreaming and the real world. Illusionists must be extremely strong-willed and clever to achieve anything more than a few simple ‘bunny out of the hat' sorts of spells and be willing to commit the whole of their mind, body and spirit to the mastery of shaping believable illusions...

    Class Skills »

  • Necromancer

    A master of the dead, the necromancer can animate the deceased, speak with the recently slain, shape flesh and bone to their will and manipulate life-force. Considered one of the most dangerous paths of magic to follow, the necromancer is also one of the most powerful to confront in nearly any given situation...

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  • Tecnomancer

    The technomancer uses their unique skill set to merge the worlds of magic and technology to create amazing devices and weapons that are a blend of both...

    Class Skills »

  • War-Mage

    A magic-user who dedicates their lives to the art of warfare, the war-mage forgoes deep study of the arcane in favor of utilizing only offensive and defensive magic (Evocation/Abjuration)...

    Class Skills »

  • Wizard

    A practitioner of all Primary Spheres of Magic, but a master of none, the wizard relies on diversity in his or her pursuit of knowledge of the arcane, rather than focusing in a specific Primary Sphere.

    Class Skills »

High Spheres of Magic All Magi, regardless of being paragoned or dual-classed, gain one high sphere upon attaining the rank or Archmage (or similar rank). However, to progress beyond this, the mage must be paragoned, achieve the rank of 5th circle (through role-play) and spend 18 EP. A third sphere can be attained at the rank of Scion, and spending 36 EP.

NOTE: While Magi prefer wearing certain types of armor, only War-Magi and Technomancers can wear medium-grade armor as a single class and all magi may wear medium-grade armor if they are dual-classed (and the secondary class permits it). Under no circumstances can a mage wear heavy armor and expect to use magic effectively, due to both the encumbrance and the manner by which donning heavy armor can effect mana-channeling.

Shared Class Abilities Arcane Lore

Magi make it their business to know everything about everything, everywhere. If they don't know it, chances are they know somebody who knows it. Because of this unquenchable thirst for knowledge, a mage has an 90% chance to know something about an unusual or not previously encountered spell, magical or planar creature, or item. This check can be modified based on familiarity of subject matter, ex. A necromancer might be more likely to be familiar with the legend of an undead king. Because of their knowledge of Magic, Magi also gain an innate -20% Mystic Defense. (90% chance to know something about a particular magic-related subject, innate -20% Mystic Defense).

Magister's Focus

A mage is not only an invaluable asset on the field of battle but is also a primary target. For this reason, magi are trained to concentrate through being pummeled, hit with heavy objects and even cut. While this is not always fool proof, it is indeed harder to interrupt a mage from casting than simply hitting them. Not only does this focus magi learn allow them to cast spells through beatings, but makes their spells more effective as well. (30% chance to resist interruption with +5% per rank advancement past Mage rank or similar corresponding rank to that resistance. All Magi also gain a base 65% to hit rolls with spells/illusions, with +5% per rank advancement past Mage rank or similar corresponding rank to hit).

Glyph Crafting

Through the use of arcane glyphs, a mage can imbue an item or an area with a single sorcerous effect. A Glyph of Flame could be used to entrap a door, or a Glyph of Accuracy could be fashioned to temporarily augment the accuracy of a firearm. There is no limit to what the effect of a glyph might be, so long as it is within the abilities of the mage in question to cast as a spell and the glyph can only be a single effect. Glyphs are permanent enchantments until they are triggered. They appear as arcane symbols if specifically sought with use of a means to detect magic, otherwise they are invisible to the naked eye. A mage cannot have more than three active glyphs at any one time. (Glyphs can be created three times per day).

Paragon Class Abilities (Available only to single class characters who spend 12 EP for all three skills.)

Paragon of Skill

Because an individual spends a great deal of focused effort and time to become a Paragon they learn things of their profession that those who dual-class would not otherwise discover. This skill translates into a bonus +15% to hit for their appropriate combat focus (+15% to melee hit for melee types, +15% to ranged for ranged attackers and +15% to spell hit for spell casters). Additionally, Paragon gains an extra -20% to their overall armor rating and mystic defense versus all forms of attack.

Knowledge of Multiple High Spheres

Only the most dedicated magi can learn more than one High Sphere of Magic. Only one sphere can be chosen at the time of choosing (1st circle Archmage), but one additional sphere can be learned with the expenditure of 18 EP and the attainment of the 5th Circle and a third upon achieving the rank Scion, and spending 36 EP. No magi can learn more than three spheres outside of extraordinary circumstances or divine/infernal gift of the highest magnitude.

This knowledge also conveys an additional +20% to spell hit with magical spells and a -15% to mystic defense. Additionally there is a 45% chance +5% chance for every rank starting at 3nd Circle Arch-Mage (or corresponding rank) for High Sphere spells to ignore armor and sorcerous protections. (Allows access to High Spheres of Magic, +20% to hit with spells, -15% to mystic defense and 45% and +5% per rank starting at 3rd Circle Archmage to ignore armor/sorcerous protection).

Mana Burn

Dedicated Magi gain the ability to deplete all their mana for one spell, giving that spell a +75% to hit and a +50% penalty to any attempts to resist (via mystic defense) or evade the spell in question. The process of mana burning is exceedingly dangerous to caster and will leave them depleted for 24 hours and unable to cast any magic whatsoever. Combining this with a High School of Magic spell has an additional 10% chance to kill the caster outright. This power can only be used once a month. (Burn all mana to gain +75% to hit, +50% to resist via mystic defense or evade for a single spell. Use with a High Sphere of Magic spell adds a 10% chance of outright death. Usable once per week).