Overview:
Mages are able to use, control, and interact with magic. While magic typically manifests around puberty, with the Veil so recently removed, the concept of "normal" is ephemeral. Mages have typically been feared and held in a great deal of awe. Mages are capable of performing great and terrible feats, with most being more in tune with spirits and demons due to their closer relationship with the Fade.
General Magic
General magic is magic that every mage can do, with or without a foci or ability.
Examples:
Barrier Creation: Can be used to enhance defense and ward against attacks.
Simple Glamor: Things such as changing one's eye-color or hair color for a short period of time.
Telekinesis: Able to lift and move small objects with magic.
Spirit Bond: Can bond with a willing spirit or demon. Also known as ‘possession’.
Veilfire: Activate veilfire locations by channeling mana
Simple Fire/Heat: Lighting candles/fireplaces, heating body for short periods of time
Specializations:
Specializations require members to go through questing, or meeting and learning from characters with the ability. The specialization field is something only staff may edit. Characters may have multiple specializations, but they cannot start out onsite with them. We need to see the threads.
There are a few exceptions to this rule, but these exceptions are rare and apply to characters who are tied to a site plotline.
Current Specializations
(Mage) Keeper: Keepers can generally sense the ‘health’ of the land their clan lives upon. They can also sense when people enter or exit the clan-lands. And while every Keeper has a different domain and affinity, each Keeper has a closer bond with plants and animals within their domain—fostering healthy relationships with the wildlife is a top priority.
>>Requirements: Must be Elven, must be Keeper of a Clan.
(Mage) Rift Magic: These mages draw upon the force of the Fade, using it to attack by twisting it into a weapon to stagger or crush their enemies. This magic is easier to study now the Veil has come down and there is no barrier between mages and the magic of the Fade. This is a newer type of magic, coming into existence during Inquisition time when rifts would open and give access to the Fade.
>>Requirements: Learn from a character who already has this type of magic (5 threads) or complete 5 threads studying the magic.
(Mage) Spellbinder: This ability allows a mage to excise a spirit or demon and take in another. They’re able to choose the new spirit or demon, in most cases. Often mages with this ability have a healthy relationship with spirits, and may place previous spirits into amulets, animals, or other people to ensure they’re safe and not scorned.
>>Requirements: This ability must be learned from a character who has this type of magic (5 threads) or your character must complete 5 threads studying the magic.
(Mage) Wildspeaker: Wildspeaker is an elite specialization for those who have fully mastered Zomancer. While Zomancers establish a foundational connection with animals and nature, Wildspeakers embody the natural world’s primal essence, expanding their abilities to a legendary level. This upgrade allows them to transform into powerful, mythical beasts through Primal Wild Shape, as well as magical creatures like fey and elemental beings, blending traits from multiple forms for strategic advantage. They can commune with entire groups of creatures at once, wielding Primal Command to guide packs or swarms effortlessly, even from afar. Additionally, Primal Soulbond enables lifelong psychic links with animals, sharing thoughts, emotions, and even life force, allowing for complex emotional influence that strengthens bonds in battle and beyond.
In contrast to Zomancer’s sensing abilities. With Primal Lifeweaver, Wildspeakers are able to perceive life force at a molecular level to detect not only presence but health, emotional state, and even hidden afflictions, with options to heal or drain energy. Using Primal Communion, they can control or monitor multiple creatures’ senses simultaneously, amplifying their perception and tactical awareness. At the peak of their power, Wildspeakers can achieve Primal Ascendance, temporarily merging with the elements to take on an ethereal form with immense elemental and animal-command abilities. This power distinguishes Wildspeaker as an unparalleled master of nature, elevating the basic abilities of Zomancer to new heights in complexity and influence.
>>Requirements: Must be maxed out in Zomancer in order to buy
Archetype: Arcane
The Arcane is the pure, unmitigated force of magic itself. These magics are powerful but notoriously unpredictable, as varied in nature as the mages who wield them. Arcane foci are often considered more “rare” than most others, though this is likely due to the fact that few of them have ever been taught in formal Circles.
Foci: Hedge Magic
These mages have been swept away by the Fade, doused in the waters of pure magic. They may be off-putting, not quite there, and are typically capable of magic beyond the lessons of the Circle. The mark of a hedge witch is this particular lack of “formal” training. As a result, they tend to think outside the box, and are capable of magic that other mages can only dream about.
Within this foci fall the following abilities:
Timeless Body: Through rituals of ancient magics, lifespans can be lengthened far beyond the expected range for their race. The character is able to remove signs of aging, though this does not make them immortal outright.
Witch Sight: Can see the true form of any shapeshifter, and are generally capable of piercing through illusions.
Ritual Knowledge: Research and exposure to ancient sites of magic have given the hedge mage a rich understanding of rituals, both modern and ancient.They are able to replicate any ritual that they have studied, and discern their intention.
Nature Sense: These mages are typically at home in the wilderness. They may choose one free “extra” Foci from the Nature tree, and list it at Intermediate level.
Keen Insight: Those with Hedge Magic are particularly sensitive to magic, and are able to sense what archetypes and specializations another mage possesses. They also may get a feel for the sort of spirit another mage has partnered with.
Foci: Arcane Warrior
Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor.
Those of non-elf origins may know this particular focus as being a Battlemage or Knight Enchanter, a term probably coined by the chantry to separate from its elvhen origin.
Within this foci fall the following abilities:
Spirit Weapons: Conjure magical weapons out of thin air
Heavy Armor: Ability to wear heavy armors and use weapons otherwise forbidden to mages
Bolster Prowess: Able to bolster their physical abilities for short periods of time
Fade Step: Ability to phase in and out of physical realm, almost seeming to teleport
Enhance Body: Able to enhance body parts with magic (to improve the senses, to hone nails to a killing edge, etc.)
Foci: Soothsayer
Soothsayers are a disparate lot. Some embrace and seek to share their knowledge, while others fear the unbidden insights they receive. They are resigned to the whim of happenstance, and they see design where others would see coincidence. The ways each Soothsayer practices their magic and communes with fate are different.
Within this foci fall the following capabilities:
Seer: Guided by fate and destiny, but rarely beholden to them, seers are capable of catching glimpses into the past and the future. Some may seek knowledge by going into a trance, others might use pools of water or crystal balls.
Astromancy: Utilizing the stars, skies, and weather patterns to tell fortunes, predict the future, divine luck, etc.
Dreamer: With the Fade all around us, Dreamers are now more potent than ever. They’re still quite rare, but there is no Fade to study or walk through. Instead, dreamers may meditate and travel to a historical site in their dreams; witnessing history and viewing past events
Fortune Favors: Luck is a type of magic all its own. The soothsayer is able to bolster her allies’ luck for a short period of time, guiding them into the most favorable outcomes.
Truth from Fiction: The Soothsayer knows whenever someone is lying, able to tell truth from lies.
Foci: Mind Mage
Mages that can bend the mind are rare and also, often, feared. When dealing with such a mage, one can never be certain if what they are feeling or seeing is truth or fiction. Mages adept at these skills can craft illusions, alter perceptions, and influence their opponents’ emotions. They can be absolute terrors on the battlefield, sending enemies into disarray at a moment’s notice.
Within this foci fall the following abilities:
Emotion Manipulation: One facet of emotion manipulation is the ability to sense emotions. Typically the better the manipulator knows the person, the easier this is to do. This ability can create calming auras, call on memories to evoke powerful emotion, excite someone, but this ability can also be used to invoke fear, and negative emotions.
Telepath: Able to read surface-level thoughts.
Illusory Magic: Allows one to disguise themselves, make themselves invisible, create hallucinations. Skilled illusionists can also imitate sounds, scents, and more.
Memory Alteration: Able to alter (remove, add, or change) the memories of others and of oneself.
Time Stop: This spell makes time cease to flow for all but the caster—though the reality of it is that time is just perceived to be moving extremely slowly.
05-19-2023, 06:46 AM
Archetype: Negation
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
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.
05-19-2023, 07:13 AM
Archetype: Power
Mages are almost always drawn to one or more elements of Power, these being the skills that are considered easiest to manipulate and conjure. Often, mages in the Circles were taught the basics of magic utilizing one of the four base elements listed below, and the mage perfects these abilities as the years go on. This is not to say, of course, that any of these skills lack strength or subtlety, and a sufficiently practiced mage can combine elements to devastating effect.
Foci: Fire
A popular ability among many mages, pyromancy allows for the manipulation of fire and heat. These mages can dominate the battlefield with unrelenting fire. Enemies who survive the initial blast are driven mad with terror or burn to death in unquenchable flames.
Within this foci fall the following abilities:
Pyrokinesis: Able to manipulate and control fire, sparks, embers, etc.
Wall of Fire: Creates a towering wall of flame to block off or shield an area.
Bomb: Able to condense a flame into a bomb, which can then be placed and ignited at will.
Temperature Control: Able to heat the surrounding area, or any object they can physically touch.
Energy Reading: Ability to see the heat patterns of bodies and read the relative energy levels of each area. Infrared vision.
Foci: Water
This focus allows the manipulation of water. Useful for those who live close to, or on the water itself. Popular with sea dalish and pirates, this ability makes them menaces on the high sea. Coupled with aeromancy, these spells can be used to create devastating storms. Stronger mages may also branch out into being able to use ice magic.
Within this foci fall the following abilities:
Hydrokinesis: Control and manipulate the flow and movement of water and other liquids (excluding blood).
Cold Hands: Able to dramatically affect the temperature of water, freezing it at will. Water mages can also control the resulting ice.
Walk on Water: Able to control the surface tension and elasticity of water.
Water Ring: Can create a ring of water around their body which can be used for both defense and offense.
Water breathing: Able to breathe underwater.
Foci: Air
This focus allows the mage to bend air currents to their whim. The use of such an ability is only limited to the user's imagination - create air barriers, lift objects, use compressed air to slice and knock opponents off their feet. The more powerful the mage, the more the ability opens up new possibilities such as weather control and storm magic.
Within this foci fall the following abilities:
Flight: Able to soar through the air
Aeromancy: Manipulate air and wind to cut, push, pull, etc.
Air Shield: Able to create a wall of pressurized air to reinforce a barrier, or create a solid step
Hurricane: Able to create a vortex of wind to entrap an enemy
Endless Breath: Able to hold their breath for hours at a time.
Foci: Earth
The mages who have an affinity for earth and nature often specialize in these spells. Gentler souls tend to use it to pave roads or create shields, while more destructive spells include using rocks to impale enemies, or to split open the earth with devastating earthquakes.
Within this foci fall the following abilities:
Geokinesis: Able to move and manipulate rocks, dirt, stone, sand, gems, chalk, etc.
Natural Defense: Create shields out of stone, adorn self in rock armor to increase defense, etc.
Earthen Missile: Able to propel stones at an enemy at high speed
Fissure: Able to cause localized earthquakes to knock enemies off balance
Quicksand: Able to turn natural surfaces to quicksand to immobilize an enemy or to create a soft landing for themselves should they fall from a height.
Examples of Melding Elemental Abilities To Get New Elements:
If your character has one or more elements, then it’s likely they can create additional elements by making use of the four primary elements.
Fire
+
Earth
Your character can create lava.
Fire
+
Water
Your character can create steam, fog, and mist.
Water
+
Air
Your character can create electricity, storms, lightning.