[OOC] Branches of Power

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[OOC] Branches of Power

Tips: 0.00 INK Postby Basta on Sun Apr 01, 2012 10:20 pm

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Schools of Magic



    Arcane Magic: Manipulation of the magical aether at its purest. One of the basic schools of magic. Expressions of the energy at this form are normally in the form of bolts, balls, and wards of pure energy. Users of this school generally need a catalyst or talisman to focus their power. Arcanists are most powerful when on or near Ley lines, the invisible rivers of magical energy that run throughout the lands in a worldwide grid.
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    Alchemy: The changing of one substance to another, as well as imbuing effects onto mundane items. Alchemists are the magical equivalent to blacksmiths. Alchemists are also frequently trained in herb-lore, and as such, they can brew powerful potions to help prepare the imbiber for the stress of magical combat.
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    Beast Affinity: The users of this school tend to feel more comfortable with animals and nature then they do with their fellow humans. They can take on aspects of their feral friends to enhance their bodies in combat, as well as call upon them as familiars. Those with Beast Affinity can feel the minds of their companions, and usually have a familiar with them at all times.
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    Black Magic: The basic form of the so called "evil" side of magic, Black Magic is similar to Arcane in that it is a very simple school. That being said, it also is generally more powerful than Arcane magic, due to the fact that it feeds off emotions. The stronger you feel, the more powerful your magic is. A catalyst or talisman of some sort is usually needed to channel the void energy. Black magicians can draw power from strong sources, like a fresh battlefield or a Ley line, or even from places like a bar or brothel. Anywhere there is a great source of emotion or raw magic power, their power is increased twofold.
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    Blood Magic: Manipulation of the vital energies of all living things. Even though they have a bad rep for causing destruction and mayhem, Blood Magic users are also adept healers. Their understanding of the body and their ability to manipulate the life processes makes them very sought out for both life giving and death dealing tasks. Their power is strongest when they tap into their own life force, but if they draw too much energy, they could burn themselves out.
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    Chaos Magick: A versatile but unpredictable school, practitioners of Chaos Magick are very hard to counter due to the fact that even they don't know how their spells will turn out. Chaos Magick is a probability based school, and that always adds to the skill (and danger) of using this brand of magic. Chaos Magick runs on a rule set that states: There is always a 33% chance that the spell will fail, and there is always a 33% chance that the spell will double in magnitude. Chaos Magicians do not use an internal source of magic like most mages, instead they rely on Ley lines. While they can tap energy from anywhere in the world, when they are near a Ley line, Chaos Magicians' abilities are augmented and their chance of failure is lessened, but the chance of doubling are increased. When standing in the full throes of Ley lines, they almost always double the effects of their magic.
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    Chronomancer: Also known as Seer or Oracle, a Chronomancer can view the threads of time using any number of mediums. They cannot influence the outcomes of events, but they can explore each thread separately and are sought out as advisors to military generals and rulers worldwide. Chronomancers typically die young if they cannot get their gift under control, as it is easy to lose oneself in the threads of time and starve to death in a trance. Many Chronomancers use knuckle bones or tarot cards to help focus their gifts.
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    Conjuring: Conjurers tap into the "ethereal planes" to draw allies (or enemies) into the physical world to cause havoc or heal others. Conjurers have an adept understanding of what is unseen, and are masters of crafting magical traps or wards. If a conjurer is very familiar with a certain astral being, they can allow themselves to become a conduit for them, transforming into an archon of vast power. If the being decides to take control of that conjurers body, however, expelling it is a very complicated and energy draining process that will leave the mortal being exhausted and defenseless. Also, a conjurer cannot summon another being if he/she is already being a conduit, as the energies of their guest disrupt their tie to the astral plane.
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    Elementalism: A subtle manipulation of the different elements to achieve effects on the human body. Elementalists only affect their own bodies, and their powers are normally invisible to others. Using the elements to enhance their bodies makes these men and women the most adept hand-to-hand fighters around. For example, an elementalist can use earth to harden his/her skin, making them into an armored berserker, or use water to make them more flexible and resilient. An elementalist needs to have the element that he/she is attempting to use nearby to utilize its effect, though the amount can be minuscule.
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    Druidic Magic: Druids have long been known as the wild men, and for good reason. Druids are even more in tune with nature than those with Beast Affinity, but in a different way. A druid is a friend to all wild life, and as such are usually hermits. Druids commune with plants and animals on a metaphysical level, lending them potential allies wherever they may go. A typical druid usually combines traits of plants into themselves to better suit their lifestyles, such as chlorophyll and bark-like skin to lessen their need for traditional sustenance. Druids can command the life around them in extreme situations, but most often their combat prowess comes from their ability to secrete poisons and their innate stealth.
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    Geomancy: The manipulation of the elements around oneself. Different from Elementalism, due to the fact that Geomancers cannot use the elements on themselves. Powerful Geomancers can raise the earth around them to form mountains, divert a river to drown an enemy, or re-direct lightning bolts in the middle of a storm. While much rarer to see, a Geomancer can manipulate Ley energy, or even redirect a Ley line. Geomancers, while gifted, are also not immune to their elements. If their concentration slips, they could be crushed by a boulder they were holding, or ignite themselves by mistake. Also, Geomancers use their physical bodies to manipulate the elements, so if they become immobilized, they are helpless.
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    Necromancers: The most reviled form of magician, the Necromancer has taken a bad rep for the entirety of their existence. Necromancers are simply mages interested in life, and by association, Death. A Necromancer is simply the magical version of the mundane scientist or doctor, sometimes both. Necromancy is focused on the manipulation of the life energies, or bestowing life energies on things that lack them. Necromancers are very adept healers, only outmatched by Blood Mages in their lifesaving power. Necromancers can create armies of undead minions, but only from fresh corpses if they want that army to last more than five minutes. Any true Necromancer will laugh in your face if you ask him/her if they can bring skeletons back to life.
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    Nullification: Not mages, per se, but simply the antithesis to magic. Nullifiers are powerful tools when combating mages, as any magic that strikes them is absorbed into them and added to their internal pool of power. Nullifiers can then channel the energy they absorb into the mage of their choosing, boosting or refilling their magical reserves. Nullifiers are also considered valuable to mages, as if a mage builds up too much energy, they become agitated and their power becomes unstable. Having a place to safely dump their reserve magic is always a plus. Nullifiers can store an infinite amount of energy inside themselves, but cannot tap into it for their own use.
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    Illusionist: Masters of redirection and misleading, Illusionists are valuable in a chaotic situation as they can create distractions or diversions to evacuate their allies. Illusion magic is also a very useful tool in an advisors arsenal, as an Illusionist can project images of a far off war, or of some artifact they've seen or used. Illusionists can also play as a spy, but their disguises are much more fragile than a Shapeshifters. Illusions are intangible, but are destroyed if they come into contact with anything heavier than rain.
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    Shapeshifting: A useful, if specialized form of magic, Shapeshifters alter their forms to become something else entirely. However, it is not simply an illusion, but a complete molecular re-design of their bodies. Older Shapeshifters lose track of their original forms after many years of use, but as a result, they are increasingly adept at taking the forms of others. Shapeshifters can mimic the voices of humans whose forms they take, but only after extensive study. A Shapeshifter is best used as a long-term spy, due to the amount of research they must put in to successfully mimic someone. A less common, but no less useful, practice is to take the form of animals. This is slightly harder, as the mage has to displace or get rid of mass if the animal is smaller than them, or find a way to gain mass if they are bigger than them.
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    Weavers: Similar to Alchemists, Weavers make enchantments, but theirs are far stronger. A Weaver can enchant simple clothes to become bulletproof, or a fork to never drop food while eating. Weavers also make hexes and wards for people, in the form of charms or jewelery. The strongest magical defenses come from these talented mages, and to break them requires either another Weaver of equal skill, or several mages using brute force. That being said, Weavers are best as support elements, because they cannot use offensive magic and their weaves take time to build.
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Basta
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Re: [OOC] Branches of Power

Tips: 0.00 INK Postby Talisman on Mon Apr 02, 2012 1:01 am

Oh snap, and we're off.

Well, I think it's time I churn out my Spanish Rose Elemental. Isabel Fayth, from a family of five siblings. It was hard trying to find a picture that did not look like a floozy, that was pretty, and also could beat your ass. The sweet spot, yeah?

Anyway, how are we going to start all of this? Are we going to begin together, or are we going to begin elsewhere?
The Canticle of Fate: Silver Lion Stanza
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"Though I am flesh, Your Light is ever present,
And those I have called, they remember,
And they shall endure."

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Re: [OOC] Branches of Power

Tips: 0.00 INK Postby TheFinalOne on Mon Apr 02, 2012 12:29 pm

I call dibs on this photo!
MUHAHHAHA I'm The NecroMancer Of DOOOM!!!
http://www.dakkadakka.com/s/i/at/2008/8 ... 161027.jpg
Unfortuantely he does not look human enough... Let me find something else.I'll post my character here soon. Gimmi an hour or so.


This is more difficult than I thought. let me get some things sorted out and I'll send the character for approval. Thanks.
ImageRespect ma authoritah!
Are you irritated at coming last in every single thing? Don't worry. For just a cookie, I'll be TheFinalOne.

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