Aramus Administrator Elder Vampire[M:48000] member is offline
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Mage info « Thread Started on Sept 12, 2007, 7:31am »
Mage
Weakness: Foci Reliant The arcane power flow through a Sorcerer chaotically and therefore must use an item such as a wand to direct the potent energy without a spell backfiring. A mage attempting to cast a spell without his foci suffers damage as spell backfires and has a one in six chance of the spell failing.
Anything can be used as a foci. However, there must be a reason why that item grants him focus.
The pyromaniac sorcerer named Zack, removed a zippo from his coat pocket and with a quick flick, lit it. While staring at the flickering orange flame, an ethereal bolt of raw magic erupted from the lighter; darting across the cathedral, zigzagging around pews and hit the vampire square, sending the leach into the alter in a ball of flame.
Vulnerable When Traveling A Mage's body subconsciously channels magical energy around them. This means, their location relative to sources of magic, doesn't really matter at all. In fact, a Mage is at it's weakest when traveling. A simple thing like 2 Kilometers to normal people, is a vital 10 seconds to focus spells, that the mage no longer has.
If you are in an area that is new, or far from where you normally are, you won't be able to rush in casting spells. Disputes in battle turn in favor of your enemy because it will be obvious when you are casting.
Additional Weaknesses:
Explosive Sometimes a reckless or mentally unstable Mage will often have Explosive results. They can channel more power into lower level spells, but tougher spells often go awry. An explosion can occur damaging the Mage, and disrupting the proper cast of that spell.
For higher level spells, user must make use of the dice roll feature to see if player's spell will succeed, or instead receive the opposite effect.
Sentimental A Mage who is attached to family or friends, might suffer from sentimentality. While this is a common way for mages to learn magic, and use it effectively, many become very dependent on it. If a sentimental Mage, isn't in proximity to the one's they love, they won't be able to use magic.
Kingdom Weaknesses:
Spells of the Truth require that the caster must have their eyes completely closed for the entire duration of the spell. Only true diviners are enlightened enough to "stare with three eyes", meaning to hold their 'mind's eye' open, and their physical eyes open at the same time.
There is a great fear in the Mage community about staring with three eyes. Amateurs who are reckless enough to attempt this without years of training, can easily lose their minds in a matter of seconds from the overwhelming amount of information.
Spells of the False require the Mage to have physical contact with their target. Changing reality, is a very difficult and precise practice. To funnel the energy required for such a feat, the Mage must be touching the subject of their spell. If a Mage is so audacious as to try these schools from a distance, the magic will often disperse randomly around them, and often result in damage to the Mage and it's environment.
Spells of the Hidden require the caster to use some sort of gesture. Every spell in this kingdom is a physical manifestation of energy, and thus must be physically molded accordingly. This means creating a small magical bullet may only take a twitch of the finger, but larger spells require a much more elaborate and ostentatious ritual such as a dance.
***As a side note: The weaknesses above are a trivial thing to the most elite of Mages. Through years of study, growth, and practice, some Mages have been known to overcome the requirements of the single Kingdom they specialize in. These are rare individuals with great talent. Even more prestigious are the one in a century heroes who have somehow Mastered TWO Kingdoms.
Further still, Mage legend tells of a great mage, who walked as a god upon Earth. With mastery of all three Kingdoms, this Mage united the formerly chaotic and violent magic users of the world, into one community, which is still around today. Though, this has been reduced to fairy tale, and anyone who still believes that mastery of all three Kingdoms is possible, is ridiculed harshly by the entire community.***
Relligan Global Moderator [M:21000] member is offline
Joined: Mar 2007 Gender: Male Posts: 111 Karma: 6
Re: Mage info « Reply #1 on Feb 22, 2009, 2:04pm »
I'm going to try to write things down in this post, to kind of Mirror Lucien's Vampiric Info post. I'll make more posts with short stories for more in-depth logic, and cause I love writing. Feel free to reply with suggestions.
General Mage Facts
-They are a very secretive group of individuals and now obey their own version of what the vampires call the Masquerade. This has been in the Mage's instinct for many years, but compared to their long lineage, this is quite a new development.
-There are very few mages. While some might relate that to their secrecy, the biggest reason is because their power is found in a recessive gene in their bodies. While this gene also occurs randomly and naturally, if the mages didn't take proper care, their kind could have been bred out of humanity thousands of years before.
-Mages are reliant on some sort of charm or foci. While it is wholly possible to change Foci, or use other items, their greatest power comes from something that they hold very sacred.
-Magic comes from almost everywhere. The greatest sources have been known to be Nature, Ley Lines, the moon, dimensional friction, places of worship, and other odd areas. However, that is not to say that a mage is limited to casting spells in a church in the forest, under a full moon, and where ley lines cross.
-A mage's body subconsciously channels magical energy around them. This means, their location to sources of magic, doesn't really matter at all. In fact, a mage is at it's weakest when traveling. A simple thing like 2 Kilometers to normal people, is a vital 10 seconds to focus spells, that the mage no longer has.
-A mage without proper upbringing and family support, faces extreme hardship with magic. In cases where a Mage is not shown about magic, from his parents, from birth, the mage will grow up unable to focus magic at all. A mage without family, or someone to care for, also loses thier ability to cast effectively after a while.
Relligan's Hermetic Ring: +20 to Defense: +15 to Health: Defends the wearer with arcane Magicks. Ride/s: Classic GTO Spheres: Forces, Matter, Prime
Relligan Global Moderator [M:21000] member is offline
Joined: Mar 2007 Gender: Male Posts: 111 Karma: 6
Re: Mage info « Reply #2 on Feb 22, 2009, 4:26pm »
Mage Abilities and Powers
Mage's powers are known to come from Eight "Schools" of magic. This is widely accepted, though many Meticulous and Strategic Mages will believe that those Eight are seperated into 3 "Kingdoms" of magic: Spells of the Truth, Spells of the False, and Spells of the Hidden (or unknown)
Spells of the Truth
Divination: Spells that reveal information.
Rank One: Character can focus on certain objects, or people of blood relation, and sense similar objects or people within about 100 Yards and a vague direction. Rank Two: Character can see spirits or energies through immediate walls around them (or can even examine organs and bones underneath skin). Also, rank one divinations will glow in their mind as if walls between them didn't exist. Rank Three: When communicating in some form with another person (whether it be language, gesturing, or mutual physical interaction) the user will be able to sense deeper ideas. This is far from mind reading, only used to expose lies, break language barriers, or other such tasks. Previous divinations are more specific, and farther reaching. Rank Four: Rank Five:
Illusion: Spells that alter perception or create false images.
Rank One: Character can create faux shadows on the wall, send meaningless whispers, and send a chill down people's backs. Audience Limit for all illusions: 5 people. Rank Two: Character can... Audience limit 10 people. Rank Three: Rank Four: Rank Five:
Spells of the False
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being.
Rank One: Can influence other people with small amounts of emotions such as fear, happiness, anger, sexual desire, laughter, or sadness. Rank Two: Rank Three: Rank Four: Rank Five:
Necromancy: Spells that manipulate, create, or destroy life or life force.
Rank One: Can sense resting spots of dead spirits. Can pull last words from fresh corpses. Summoning spirits is possible, to those with explosive trait, but isn't recommended. Rank Two: Rank Three: Rank Four: Rank Five:
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way.
Rank One: Player can increase his own Physical speed, strength, or stamina by a small amount, or even increase metabolism, increase white blood cells, raise blood's ability to clot, or otherwise influence their person. At rank one, transmutations are to them self only. Rank Two: Rank Three: Rank Four: Rank Five:
Spells of the Hidden
Abjuration: Spells that protect, block, or banish.
Rank One: Character can create a weak shield before them for the purpose of softening attacks. Rank Two: Rank Three: Rank Four: Rank Five:
Evocation: Spells that manipulate energy or create something from nothing.
Rank One: The mage can throw concentrated blasts of energy. However, this is usually only as effective as their fists. Clever Mages have been known to use this to unlock doors. Rank Two: Rank Three: Rank Four: Rank Five:
Conjuration: Spells that bring creatures or materials to the caster.
Rank One: Caster can pull chemicals, and other small things from an unknown source. Typically gasses at rank One. This can be used to anywhere from feeding methane and oxygen to a fire, to carbonating a flat soft drink. Rank Two: Rank Three: Rank Four: Rank Five: