Class: Mage
Archetype: Nature
These mages have tapped into the power of the natural world. Their abilities are often viewed as ‘beneficial’ in nature, focusing on protection, healing, or communing with the world around them. With the veil removed and the fade brought into the waking realm, mages who choose foci within this archetype have easy access to their magic, and their abilities are enhanced by the relative power of the magic all around them.

Foci: Zomancer
Due to their abilities, they often find it easy to befriend wildlife - and while they cannot communicate with animals unless they are in that specific shape, they have a good sixth-sense for how an animal is feeling.These mages are naturally in tune with beasts in a way that few others will ever understand, using their magic to forge bonds and emulate the animals around them.

Within this foci fall the following abilities:
  • Wild Shape: Well versed in the world and magic around them, they can shapeshift into any creature that they have studied.
  • Animal Control:These mages have the ability to control animals, to an extent.The more powerful the animal, the harder it is to direct them.
  • Natural Empathy: Are able to sense emotions and intention from any nearby animal, and confer their own emotions in turn.
  • Life Sense: Are able to tell when there are other living creatures nearby (including people).
  • Familiar Sight: Are able to transfer their senses into an animal, to “look through their eyes”, so to speak. Great for scouting ahead or seeing in dark places. (Character must have sight to "transfer their senses", character's cannot transfer senses they do not possess).

Foci: Creation
Creation spells give mages the ability to cure and defend their allies. They are the ultimate magical healers, as mages proficient in this focus can heal multiple allies at once, even reviving them from the brink of death. They are also able to augment their allies' offense and defense, and can even sanitize and purify wounds and other objects to ensure long-lasting cures.

Within this foci fall the following abilities:
  • Purge Poison: Able to immediately expel or nullify poison or venom from a wound
  • Healing Aura: The Creation foci is one of the only ones able to mend wounds and injuries.The more skilled the mage, the more serious wounds they can heal.
  • Purify: Able to sanitize any object, including food, water, bandages, etc. Can also be use to purge a cursed item or lift a hex from an ally.
  • Revive: Brings another person back from the brink of death.Will not work on a person that has been ‘dead’ for more than a few minutes.
  • Symbol of Strength: Sets a glyph that increases allies’ morale, strength, speed, and/or vitality in the immediate area.

Foci: Spirit
The Fade is all around us now, and this means that spirit users have an easier time drawing on spirits. The downside to this ability is that spirits and demons are drawn to people with this ability, and may attempt to possess them despite an ongoing possession. How they use the power of the spirits is up to each character; but typically drawing straight from spirits will strengthen many different spells.

Within this foci fall the following abilities:
  • Spirit Wisp: Summons a helpful spirit that increases the mage’s power.
  • Peaceful Aura: Your aura makes enemies less likely to attack you in battle, even when you damage them.
  • Mind Blast: The spirits you command send enemies staggering with an explosion of willpower that drives them back and makes them less likely to target you again.
  • Summon Spirits: The mage’s close bond with spirits make them extremely likely to heed your call. Attract all the spirits in the nearby vicinity to aid allies and hinder foes.
  • Spirit Shield: Draw on the power of spirits to completely deflect all incoming damage for a short period of time.

Foci: Wild Mage
These are the mages who hone their skills on green and growing things. They are capable of hastening a flower’s bloom, withering a field of crops, and entangling their foes in roots or vines. They are typically at home in the wilderness, and have learned to manipulate plants to best advantage. Facing off against a wild mage in a forest is a lethal mistake.

Within this foci fall the following abilities:
  • Green Thumb: Instantly grow flowers and plants.
  • Verdant Soil: Manipulate vines, roots, etc.
  • Natural Balm: Amplify the power of healing potions, salves, and herbs.
  • Commune with Nature: Able to commune with plants, getting simplistic impressions and feelings back.
  • Green Vampire: Able to take energy from the plants around them, using the plants’ life to supplement their own. Causes all plants used in this way to wither and dry out.


Messages In This Thread
Class: Mage - by Ivy - 05-19-2023, 06:35 AM
RE: Class: Mage - by Ivy - 05-19-2023, 06:46 AM
RE: Class: Mage - by Ivy - 05-19-2023, 06:53 AM
RE: Class: Mage - by Ivy - 05-19-2023, 07:13 AM
RE: Class: Mage - by Ivy - 05-19-2023, 07:18 AM