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The Valleys of War

Classes

a part of “The Valleys of War”, a fictional universe by AppleSauce.

A fantasy world where demons, goblins, elves and humans alike, coexist with one another in an endless battle. For justice, for revenge, for power. What are you fighting for?

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “The Valleys of War”.
Discussions pertaining to roleplay on RPG.

Classes

Tips: 0.00 INK Postby AppleSauce on Mon May 20, 2019 1:08 am



Image




Magic Classes

Image Druid's are known to have great powers of nature. They use this power mainly to keep things balanced and protect life. Some have the ability to shapeshift and take on different forms such as a bear or cat. Can be Tank, Healer, Damage.

Image Mage's are known to have high intellect and are very disciplined in their ways. They tend to practice either frost, fire or arcane magic but are not limited to these. As some are combined new and different spells open up to try. Damage Dealers.

Image Paladin's are also known as holy knights. They protect the weak and bring justice to those who have proven guilty and unjust. The main protectors on the front line against dark arts and magic. However they can be a devastatingly dangerous foe is they let dark magic corrupt them. Can be Tank, Healer, Damage.

Image Priest's have devoted themselves to the spiritual way and never lose their faith as they serve and heal those around them. Known to leave behind temples and shrines through history for those in need. Priests have also been known to be able to use shadow magic as a way of damage aside from smite. Healer, Damage.

Image Shaman's are known to be spiritual leaders of tribes and clans that fight using the elements and totems. These can be used to heal or damage others. Their totems can act as a second defence when fighting enemies as well as a support unit for their allies. Healer, Damage.

Image Warlock's have been known to be former Shaman's who seek greater power or have been rejected by the elements. Known to use demonic powers to fight and summon demon like minions to fight for them. Warlocks heavily practice the dark arts and are a quite intimidating opponent. Damage.




Non Magic Classes

Image Hunter's are great adventurers, gatherers and well, hunters. Known to survive in the unforgiving primitive world around them, trek through tricky woods and twisting paths. Great survivalists and known to excel in tracking targets too. Damage.

Image Monk's usually don't use weapons but instead, use their bare knuckles or a staff to get around smoothly. They use the energy around them and gather it into deadly blows. Using chi they can heal broken bones, or leave their enemies defeated and confused. Tank, Healer, Damage.

Image Rogue's are known to be hired assassins and will easily slip past town guards, sneak into their targets room. Make a clean kill. Before slipping back out just as easily. Great at pick pocketing, stealth, poisons, daggers, a lot of shady work on their end and they know how to get out of trouble. Always a trick up their sleeve. Damage.

Image Warrior's have been around for as long as the races could fight. It is the most simple yet effective way to battle. With combined strength, leadership and a great knowledge of weapons and armor, this class will wreak havoc on their foes with a glorious war cry. Tank, Damage.


PLEASE NOTE THAT THE RP IS NOT LIMITED TO THESE CLASSES
I strongly encourage you to create your own classes if you have ideas you want to put into play. These classes aren't strictly limited to magic or non magic. Some use both but I have placed them in the categories I feel they fit best in. Paladin was a hard one deciding on but since they're basically a holy knight and can use Priest like magic I placed them in the magic category. You're welcome to use traits from each to mash them together into one. You could have a balanced character that uses a bit of this and that.

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Re: Classes

Tips: 0.00 INK Postby AppleSauce on Mon May 20, 2019 7:30 pm

For those interested in creating their own class, here's a template you must fill out and submit in this forum for it to be accepted as a proper class in this world.

Code: Select all
[left][img]https://i.ibb.co/TPV0Bxf/optinal-picture-here.png[/img][/left][font=Palatino][b]Full Name[/b]
Full name of the class

[b]Specialisation[/b]
What's the focus of this class? Magic? Melee? Protection? Damage? Does this class specialise in draining mana or providing it, is it a sacrificial type.

[b]Role[/b]
Damage, Tank, Support, Healer etc if more than one depending on path please briefly explain.

[b]Dark or Light[/b]
Is this class frowned upon? Are people bothered by those with this skill? Does it cause the user to rely on darker powers? Is it a simple mixture of magic and non magic like a paladin?

[b]Restrictions[/b]
Are certain races unable to train in this class? Does it require years of meditation? Is the downfall the users sanity? Does it short your lifespan? Does this class mean you cannot use swords and axes like a priest or mage?

[b]Advances[/b]
As you grow stronger in this class, what are some of the abilities you're capable of? Undead armies? Summoned angels? Large beast mastery?

[b]General Description[/b]
Provide details on the abilities and types of skills, strengths and disadvantages your class has. Remember that others might decide to choose the class you provide and they need to know what they can and can't do. What they're capable of.[/font]


If there are any more details you'd like to add, feel free. You can change the layout of the template however you like as long as you fill out the required information.

How it should look:
Spoiler: show
ImageFull Name
Full name of the class

Specialisation
What's the focus of this class? Magic? Melee? Protection? Damage? Does this class specialise in draining mana or providing it, is it a sacrificial type.

Role
Damage, Tank, Support, Healer etc if more than one depending on path please briefly explain.

Dark or Light
Is this class frowned upon? Are people bothered by those with this skill? Does it cause the user to rely on darker powers? Is it a simple mixture of magic and non magic like a paladin?

Restrictions
Are certain races unable to train in this class? Does it require years of meditation? Is the downfall the users sanity? Does it short your lifespan? Does this class mean you cannot use swords and axes like a priest or mage?

Advances
As you grow stronger in this class, what are some of the abilities you're capable of? Undead armies? Summoned angels? Large beast mastery?

General Description
Provide details on the abilities and types of skills, strengths and disadvantages your class has. Remember that others might decide to choose the class you provide and they need to know what they can and can't do. What they're capable of.

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Re: Classes

Tips: 0.00 INK Postby Zaria on Tue May 21, 2019 9:53 am

That makes me wonder... should I use it to create necromancer class?

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Re: Classes

Tips: 0.25 INK Postby Arkanistka on Tue May 21, 2019 2:40 pm

ImageChi Swordsman


Specialisation
The Chi Swordsman are warriors who learned how to use their Chi in order to strike more precisely or stronger, so they're Melee based, usually using all types of swords.

Role
Damage, Tank - They usually specialize in damaging the opponents with their Chi abilities, but unlike monks, the use of weapons and armor is pretty common in this class.

Dark or Light
The Chi Swordsmen are usually respected by allies and feared by the enemies, while their unnatural abilities are usually just their own concentrated willpower that manifests in few different forms.

Restrictions
This class requires a lot of years spent on fighting and meditation, so it usually means people who aren't self-disciplined don't stay a Chi Swordsman for too long.

Advances
After a brief time spent on training, not only the weapons of the Chi Swordsmen seem sharper but also their senses, as they learn to pay more attention to their surroundings and the movements of the enemies. The Chi flow allows them sometimes to do things being outside of the reach of regular humans, like walking on water or running up walls, but they never can exceed magical abilities of other classes.

General Description
Chi Swordsmen are masters at using their own willpower to create things beyond human comprehension, but... without actual magic. Their training stops if, and only if they manage to achieve certain mastery with sword and body.
How can you tell the difference between a novice, and a master?
When two novices fight, they fight. When masters clash, the duel ends before it even starts.
Experienced swordsmen can sense the Chi level of their enemies, not only other swordsmen, but also monks and anyone else who developed Chi to a certain level.
Their unusual powers are either used to fight more effectively or to gain advantage in less honorable fights.

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Re: Classes

Tips: 0.00 INK Postby AppleSauce on Wed May 22, 2019 5:23 am

Zaria wrote:That makes me wonder... should I use it to create necromancer class?


Sure thing go for it!
I'll be giving those who create classes and races tips for their efforts in the RP. It's very appreciated to see people get their creative juices flowing.

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Re: Classes

Tips: 0.25 INK Postby Zaria on Wed May 22, 2019 7:16 am

ImageNecromancer

Specialisation
This specialisation focuses on magic. Most necromancers would be seen raising the dead, but usually ten to hundred at most, only a master necromancer can raise an army. They can also use draining spells, that sap vitality from their targets and turn it into magic.
In rare casses, necromancers turn to the subcategory of this class, that mostly focuses on using enemies strenght to bolster their own. (Will name the subcategory later)

Role
Usually seen as a support class, but it also has damage and in a way tanking potential, thought it will never be as good as the solely tanking, or damaging classes in this field.

Dark or Light
Is this class frowned upon? Definitely, also most living beings, that being animals will avoid the necromancer.
Are people bothered by those with this skill? Anyone would, if they saw their beloved companion or even love raised from the death, without a jaw, only to attack them.
This type of magic is considered to be dark, and wrong, it also includes rituals - one of them being Lich transformation.

Restrictions
This class supposedly steals away a part of you, what part is sadly unknown, because most that tried to learn it, became mad. So it is assumed, that madness comes with the usage. It is also strange, for all races, but dwarves can learn it.

Advances
As you grow stronger in this class, what are some of the abilities you're capable of? Undead armies? Summoned angels? Large beast mastery? Well...
As one grows stronger in this field, they will learn to control death, and possibly life to some degree, they will be able to create, and lead armies of undead.
Strangely at later stage necromancers (mostly liches) will be able to "feast" on death, or undead - more about that later.

General Description
Provide details on the abilities and types of skills, strengths and disadvantages your class has. Remember that others might decide to choose the class you provide and they need to know what they can and can't do. What they're capable of.
Strengths:
1. Ability to drain other's mana, and most of all vitality, weakening them in a fight. Very useful when you want to be behind the lines, sitting in a comfy chair, and pointing out mistakes that others do. Support in short.
2. Great Pool of Mana.
3. Feast of the dead - more about that later.
Disadvantages:
1. Obviously your greatest weakness would be fire, due to the fact that most of your tier 1-2 minions are weak to fire, and blunt weapons.
2. Happy about the great pool of mana? Well, it comes with a con of halved regeneration rate. And that can be problematic with the fact, that for some reason mana potions give you only half of what a normal mage would get. Don't worry though, Lich has it worse, these tough corpses won't get a thing out of potions.
3. It's rather self-explanatory, but before achieving mastery your mana will be constantly drained by the "pets" you choose to raise from the dead.
4. I'm sorry, but if you're not an undead, a lich, then... you're rather weak physically, especially since the dark magic, as some fools call necromancy exacts a physical price upon the user.Though that price varries for each necromancer.

Passive Abilities:
The rarest, and the most infamous one would be "Feast of the dead" - each dead body, that had not been touched by your raise the dead kind of magic provides a boost to mana regeneration, so every death can lead to problems for the other side. (Also gives a nice edge to how Diavol could be such a problematic warlock, if he somehow got it after being brought to life ^^)

(I need to come up with more ^^)

Skills:
1. Raise the dead - one of the simpler spells, that allows you to raise those who have fallen, but that gives you tier 1-2 minions, that you don't have a full control of, and they usually are good enough for just attacking or being a cannon fodder.
2. Conjure a skeleton - well, it simply creates an undead being out of bones that were usually in the ground (if there are no bones, then the price on the mana pool is doubled for it)
3.Conjure an undead knight - that one is tougher than nails, blunt weapons won't work due to him usually having a shield, perfect candidates are the dead knights, and warriors. (Again, bigger cost if there is no host for it)
4. Chattering skulls - No one really knows why this even exist. Though many presume that it's used to distract, or annoy the opponent. Creates flying skulls, that keep laughing, and sometimes talk.
5. Touch of the Undeath - it's not literal, you don't have to touch someone... that would be dumb. This spells saps the strength of chosen target, and adds it as mana to your pool (strength happens to be stamina or mana, or in rare cases health).

(I could go with more skills, but that's it for now. I'm sure there could be more, these are just examples)

"Fascininating, if you really mean to learn necromancy, then good luck you little sack of skin, and bones" - Elder Lich.

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Re: Classes

Tips: 0.25 INK Postby Sepokku on Wed May 22, 2019 9:48 am

ImageFull Name
Blood Mage

Specialization
As the name suggests, a blood mage manipulates blood through a combination of practice, dark powers, and sheer willpower. A truly gifted user might be able to exsanguinate their foes at a distance, or control them like a puppet. More common uses would be hardening one's own blood to deflect a blow, or using life essence rather than mana to fuel a spell. Traditional mages are often too frail for the discipline, as such the most common users are often spellswords

Role
Damage, Tank, Utility

Dark or Light
Blood Mages are almost universally feared, and are surrounded by suspicion and paranoia. After all, who can tell that they aren't here to harvest life essence? Though possible to use blood magic for good reasons, it's dark nature usually corrupts the soul.

Restrictions
Strangely enough, only humans have been known to be capable of Blood Magic, and less powerful users cant use it on non-humans. Spending bits of your own life essence also slowly drives the user insane, the cost of fueling spells with one's soul.

Advances
Mastery over creatures other than humans
Finer and more exact control of blood manipulation
Larger volumes of blood
Tsunamis of blood
Blood Mutated Diseases
Dissolve into a mist of blood
Blood Armor
Extra Blood Appendages

General Description
The upper limit of powers for Blood Magic aren't widely known, as most have gone insane by then, and can never truly apply themselves. However many users become capable of producing weapons made of blood that are harder and sharper than their metal counterparts. It is harder to control another's blood, so the practice is less common but not unheard of. Controlling an army of soldiers by manipulating their blood would be taxing, but still doable, as would be controlling dragons. At the higher end of the spectrum, one learns to create blood from the raw quintessence of the universe, and can transmute themself into blood and back.

At this level they can also steal life essence from others, effectively becoming immortal so long as sufficient essence exists. Stealing life essence in this way is a surefire way to go insane, as one literally patches the stolen essence onto their own soul. A Blood Mage of this power could theoretically use traditional magic better than even the greatest archmage, as they would have a near infinite source of "mana." However, the madness that often comes with this level of mastery leaves much traditional magical theory forgotten, lost in the labyrinth of madness.

Many also dabble in more traditional magics to learn to infuse various other elements into their practice. Like fire and water in an enemy's blood to boil them alive, or acid in your own to harm others when cut. A common discipline is to use wind magic to increase blood circulation, ensuring muscle oxygenation never stops, and the mage never tires.

Blood Mages still use mana, unless they are using life essence instead. Life essence can be harvested from most living things that have blood, though obviously would dragons have more to steal than a mouse. In addition Blood Mages generally possess less mana than their traditional counterparts, and often keep prisoners as batteries for this reason.

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Re: Classes

Tips: 0.25 INK Postby Gamer_Templar on Thu May 23, 2019 5:30 pm

ImageSpellblade

Specialisation
Spellblades are warriors who make use of magic to augment their fighting style. Most commonly this takes the form of imbuing their weapons with whichever elemental magic they specialise in.

Role
Damage Dealer or Tank, depending on the user's fighting style and how they utilise their magic.

Dark or Light
While Spellblades are comparatively rare, their presence on the battlefield is welcomed by those who know of their adaptability.

Restrictions
As the name implies, a certain affinity for the arcane is required in order to become a Spellblade. Likewise, one must also be just as capable in melee combat. The balance required between physical training and magical study often leads to disgruntled initiates abandoning one half in favour of becoming a simple fighter or mage instead. This focus on versatility also means that a Spellblade would be unable to adequately master the most powerful of spells that a mage might.

Advances
As a Spellblade's mastery of mixing martial and magical prowess matures, they become capable of weaving more elaborate spells in with their fighting. While many do learn some basic projectile spells such as a lightning bolt or a fireball out of necessity, they still lean more towards things that would help them more in the thick of battle. A shockwave through the ground from a Spellblade with earth magic to knock foes down, or one with light magic enveloping themselves with blinding light to dazzle them instead. A master Spellblade is one who combines power with ingenuity to get the most out of their abilities.

General Description
The craft of the Spellblade can be traced back to its humble beginnings over a century ago, from a small band of warriors in the Northern reaches who took to the study of magic so that they were better prepared for whatever foe life threw at them. To this day, there are a few places that teach the practice, sparsely dotted around that region.

Spellblades pride themselves on their adaptability, wielding one or sometimes two types of elemental magic and incorporating it into their own skill as a fighter. One who uses fire magic might wreath their weapon in flames, while another using ice magic might use it to slow or even freeze their enemy in place.

The weapons they make use of are as varied as the magic they employ, ranging from swords and axes to spears and other polearms, though the former tend to be more common. Regardless of what form it might take, a Spellblade's weapon always has a metallic blade or point (or sometimes both).

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Re: Classes

Tips: 0.25 INK Postby Byte on Wed May 29, 2019 10:39 am

ImageFull Name
Conjurer

Specialisation
Conjurers are mages that give their imagination form by manipulating the arcane powers into creatures, objects or otherwise. It’s considered a more tangible form of illusion magic, since conjuration makes the figments real as opposed to a trick; a shadow on the wall.

Role
Support


Dark or Light
“Conjuration is nothing more than mages pretending they can do anything.”
And while that’s more the extreme side of things, it’s not unlike many of the proper mages to actually disregard Conjurers as mere children playing pretend. They’re not a threat, but a bemusing distraction. Not exactly combat-oriented and so it’s given the parlour trick stamp of approval instead.

Still, bloody fun mind.

Restrictions
While anyone can attain a certain level of skills in Conjuration, it’s heavily noted that those who are undead, or ascribe to a similar state of being, are unable to practice this form of magic. It’s unclear why, but scholars attribute their lack of ability to a lack of a mind. Well, an intact mind to be more specific. Gnomes seemingly have a certain affinity to become Conjurers, likely due to their inventiveness and playful attitudes.

Advances
As a conjurer learns, so does their imagination expand. And that’s truly where the trick of these weavers lie, through sheer practice and playful tinkering inside their own head they’ll unlock abilities quite useful for combative purposes. While many would rather stick to summoning guiding lights and amusing pets, a true conjurer will eventually find that the monsters of legend might just be around the corner of their mind.

General Description
Conjuration has its origins rooted deeply in Gnome lore, sprouted from the simple curiosity of a lonely old man who wanted the company of animals without the hassle of dealing with their… less enjoyable habits. From that point onward Conjurers have come crawling out of the woodwork as entertainers, tricksters or otherwise and many magically gifted frown on those who practice it.

Teachers are rare and most conjurers are self-taught, lacking official instructions or guidance from would-be experts. The fact that it’s not officially listed among the great schools of magic should tell anyone something, and therefore it’s not often you find someone who practices conjuration as more than a simple hobby.
"You're not done when there's nothing more to add. You're done until there's nothing more to take away."

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Re: Classes

Tips: 0.25 INK Postby Arkanistka on Thu May 30, 2019 10:24 am

ImageFull Name
Trophy Hunter

Specialisation
This class focuses heavily on tracking down and killing targets assigned by an employer or by the Trophy Hunter himself for personal reasons.

Role
Damage and Tracking.

Dark or Light
Trophy Hunters are usually feared by most people, as some of them don't bother finding the true target and kill some peasants instead. Though those of Hunters who have some honor code will probably also hunt down later those slackers.

Restrictions
Trophy Hunters focus mostly on either capturing their prey alive or just killing them. Honorable ones try to avoid killing people in the public to not cause panic among regular people. They prefer crossbows, nets and huge weapons, rarely using daggers and other small weaponry.
Advances
The more people a Trophy Hunter tracks down and/or kills, the more powerful his tracking abilities become. The most powerful hunters can even focus on their prey so hard, they can predict what the prey is going to do in the next 48 hours. They also unlock the ability to read auras of their prey, learning their mood and possible weaknesses.

General Description
The Trophy Hunters are a feared group of mercenaries, hunting down their prey like they were animals and not sentient beings. They use all means to achieve their goals. They are ruthless towards their prey, but don't usually cause great damage to the environment and civilians not involved in the hunt. They're usually just doing their jobs and vanish. They don't like when someone's getting in their way, which also goes for other Trophy Hunters. Even though they usually work alone, they still are a force that shouldn't be underestimated.

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Re: Classes

Tips: 0.00 INK Postby Arkanistka on Fri Jul 26, 2019 4:23 pm

ImageFull Name
Summoner

Specialisation
Summoners are mages that solely specialize in summoning creatures (what a surprise!) through specific means and use them effectively in different tasks, mostly combat.

Role
Support/Tank - well, the beast is tanking, not the summoner, of course ;)

Dark or Light
Summoners might be on either side, so they tend to be neutral. The summoned creatures do usually have their own properties, but nothing stays in the way to have a good monster that comes from the shadows and having a very bit*y angel.

Restrictions
The summoners use their magic through items, like cards, dices, figures, etc. THEY NEED IT. They really, REALLY can't use their magic without them.

Advances
The more experienced the summoners, the stronger the monsters/creatures they can summon, simple.

General Description
Summoners give life to souls of creatures/humanoids (that's dark, Ikr) captured in form of cards, figures or dice. Or paintings. They don't trap the souls by themselves, this art has been long gone and forgotten, but the items can still be found and activated by those gifted enough to use them. It is said that the ancient Duk'Zarist knew how to create those items, but the current race isn't able to tell anything more about it, as this is another secret that has been lost. Summoners aren't necromancers, they don't call upon the spirits of the dead soldiers, they only use the power to create a physical image of the soul captured in the item.

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