A mage with the negation archetype focuses on weakening their opponents and crippling their enemies. These foci are designed around the principles of sacrifice - of the mage, or of their foes. Mages who choose foci within this class often specialize in debuffing and weakening anyone foolish enough to stand against them.
Foci: 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 their own health, or the health of allies, to fuel these abilities.
Within this foci fall the following abilities:
- Death Sense: Allows someone to determine if a creature is alive or not, the identity of the corpse and how it died, how long ago it died, etc. similar.
- Hemakonietic Constructs: Creating tools and weapons out of blood.
- Black Healer: Can employ blood to speed the body’s healing, purge diseases, etc.on self and others.
- Blood Solidity: Can alter the solidity and consistency of blood, ranging from a jelly clot substance to metal-like hardness.
- Blood Aura: Can surround oneself with blood for defensive and offensive purposes.
Foci: Necromancer
These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf and even cause devastating explosions when their enemies die. These mages also find it easier to commune with the deceased spirits, especially now the veil has been taken down.
Within this foci fall the following abilities:
- Spirits of Horror: Gather and unleash spirits of fear, despair, paranoia, etc.
- Death Siphon: Every time an enemy dies, health and mana is regained.
- Power of the Dead: Killing enemies attracts spirits to a necromancer, and increases their power for a brief period of time.
- Walking Bomb: Curse an enemy by inflicting ongoing spirit damage, triggering the curse will cause an explosion.
- Corpse Control: Able to revive corpses for a short time, enlisting fallen enemies to fight on their side.
Foci: Entropy
Entropy spells enable mages to cripple their enemies by attacking their life force. They seek to weaken their enemies, can cast hexes to indirectly cripple their foes, as well as cause disorientation, horror, and drain the life of others by creating parasitic bonds. Mages of these abilities are feared and for good reason.
Within this foci fall the following abilities:
- Energy Theft: The ability to create a parasitic bond between yourself and an enemy and absorb mana, energy, and/or power from them
- Energy Manipulation: Able to transfer, dampen, or temporarily bolster a target’s energy and/or mana.
- Wards: Able to set barriers and magical traps around a target, or to protect a specific area.
- Hex: Also known as curse. Persistent spells that cause damage over time, or cripple targets to weaken them in protracted battles.
- Nullification: Can nullify or counterspell nearby magic for a short amount of time. Success depends on ability and proficiency compared to the one who originally cast the spell.
Foci: Umbramancy
Umbramancy confers the ability to control and manipulate light and darkness. Some mages are more prolific, or only focus on one over the other. Whatever the case, these mages are able to blind their enemies, obfuscate the battlefield, or otherwise create dizzying displays of shadow and reflection. Some are highly prized as entertainers, while others are scouted as utilitarian dungeon-delvers. The most skilled umbramancers are capable of forming solid objects out of otherwise amorphous elements.
Within this foci fall the following abilities:
- Light Switch: Dim or brighten the surrounding area. Summon/gather/move light or shadow.
- Shadow Screen: Can use the darkness to form a cloud around them to move stealthily, or seem to vanish from sight.
- Blinding Pulse: Can use a sudden burst of light to temporarily blind enemies.
- Flashlight: Able to cause objects to light up, glow, etc.
- Dark Matter: Able to animate light or shadow, change the consistency of light and darkness (i.e. wrap an opponent up in a sheet of darkness, stab an enemy with a spear of light, etc.)
05-19-2023, 06:53 AM