Showing posts with label Mage Soul. Show all posts
Showing posts with label Mage Soul. Show all posts

Saturday, May 03, 2014

[Lore] XXVIII: Mages



     It was before the Age of Dragons that the initial magic users among the High Elves began to study and exploit weaknesses in the elemental forces, harnessing and redirecting them against invading forces. This dangerous art had dire consequences, since a loss of concentration by an elementalist (the first mages were elementalists) could end in immediate and painful death. Despite these risks, the elementalists were effective at turning the tide of the Blood Storm War. Their art kept them away from the front lines and their minions inflicted heavy losses on the planar hosts invading Telara. Today this arcane art still flourishes across Telara and remains a key factor in holding at bay the numerous enemies of our world.

     Mages are the purest spellcasters. They do not entreat or bargain, or bow before Spirits and their patron gods to gain power and spells, although they may train and study for many years to learn the ability to summon weak-minded elemental beings from the planes to aid them in battle. They do not evoke or revere the holy light or wield their magic with righteousness as say a Cleric would. The cunning, strength, and agility that warriors and rogues possess hold no interest for Mages. They seek the purity of absolute elemental knowledge. Knowledge untainted by the glory of following an unknowable source, or the primal fury that drives their other magic-wielding brethren such as Clerics and Primalists. Mages don't bargain for their magic, or compel. They don't call upon a mighty spirit or ancestor to bless them in battle. They also spend much of their free time studying and seeking out further magical knowledge, which leaves them vulnerable in a fight that would rely on brute force or skill of a physical weapon. Magic is a tool, or a gift. A mage must never forget its fundamental nature.

     Magic touches and is drawn from the elemental planes that surround Telara and it weakens the barriers that keep the material and the immaterial separate. It weakens the laws of reality, even for a moment, to bend such powerful forces to their will. Of course, all active combatants who study the art of war know some form of magical aid. Clerics use magic to heal and support allies, and even to distract powerful foes unto themselves in order for their allies to safely concentrate on bringing that enemy down. Rogues can call on planar magic to grace their blades with added strength and speed, or to allow them to sift through the pockets between reality, gifting some rogues with the ability to "blink" from place to place, or become invisible to the untrained eye, or to coat their weapons with devastating magical ointments. Warriors can spend years with a master to learn the art of controlling entropy and death magic, becoming what is called a Reaver, or can gain knowledge in the opposite direction and wield the holy power of a patron god or spirit as a Paladin. A primalist can call on the magical potential and fury of the natural world around them, drawing upon the very life and air that we breathe to devastate foes and heal allies. But none can master the elements and the arcane like a Mage can. If you want something blown up, get yourself a Saboteur. If you want a powerful healer to protect you in battle and cure any magical curse or illness, find a Cleric. If you need someone quietly assassinated in the dead of the night, try a Rogue. But if you want wide areas of devestation, powerful earth shattering spellwork and thunderous storms of ice, burning waves of fire, dancing lightning, or the darkest of dark magics performed, best to call a Mage.

     The path of a mage is one which uses knowledge and magical skill to overcome reality itself. Mages learn the rules of reality so they can break them. They touch upon a power that doesn't care either way about morality, factions, good and evil and pays no attention to the laws that govern the univers (Multiverse?). To be a Mage is to impose personal will over the universal laws of nature. The more strong-willed the mage, the powerful their spells.
     Mages cast their spells by using their trained magical knowledge and innate talent as well as experience The more experienced and well trained the mage, the more devastation they bring to the field. Most mages learn new spells by being taught the incantation and instruction by a more skilled master mage, or by reading and copying texts in spellbooks into their own spellbook. A master mage can potentially have the ability to create their own spell if they so desired, as their knowledge and skill of the properties of magic is quite extensive.

     Mages can assemble a broad and versatile arsenal of spells. Many mages see themselves, not only as spellcasters, but as philosophers, inventors, scholars, and scientists. Many of the magitech researchers in Meridian are also accomplished mages and many of the scholars and seekers of ancient history are proficient in elemental magic.

     A mage typically needs to rest and eat healthy food after casting spells. The more advanced the spell and the longer the mage has been casting, the more exhausted the mage will become. An Ascended mage gains more strength of body and mind as well as stamina due to their unique status, and magic drain doesn't affect them as strongly, but an Ascended mage can still exhaust themselves into a stupor if they draw on too much magic at a time. That would require a lot of magic casting though and an Ascended would recover quickly. They would be vulnerable to attack while weakened, however, and would be just as easily overcome as a mortal mage if attacked at this time, with the difference being an Ascended would be able to essentially cheat death and resurrect themselves without the need for a ritual or lengthy and risky resurrection spell. When the need calls for a certain spell to be cast, the mage will allow her thoughts to retreat and will focus completely on that spell and the trigger word(s) needed to cast it, and it might look like the mage is in a trance while casting. When she has the spell she requires in mind, she will say or motion the trigger. All words, ingredients, and motions must be exact and carried through or else the mage could potentially miscast, misfire, or cast an entirely different spell by accident.

     Mages can specialize in one or more of the 11 "schools" of magic:
  1. Pyromancer-Fire Mage
  2. Stormcaller-Weather Mage
  3. Frostkeeper-Healer specialist of Ice and Earth Magics
  4. Necromancer-Reanimating magics, control of the undead, dark magic
  5. Chloromancer-Healer specialist of Nature and Life Magics
  6. Harbinger-Battle Mage
  7. Elementalist-Elemental Summoner/Conjurer
  8. Warlock-Entropy Mage, death magic, life draining magic
  9. Dominator-Mind control, transmutation magics, enchanter
  10. Arbiter- Defensive Mage, uses shields to protect others from damage
  11. Archon-Evocation Mage, steals the strength of others to benefit allies and self
     Some of these schools of magic match better together then others and compliment and boost each other, whereas others are so opposite that a mage might find herself struggling with skill and learning while trying to juggle such contrasting specializations. While it is not easy to switch one's specialization, it is possible to learn a new school of magic, at the loss of the old one. There is only so much arcane knowledge a mage's natural font of magic can hold.

     Often, mages are singled out and trained young, and in some cultures it is considered quite a privilege and honor to the family or household for a child to be chosen as an apprentice in the arcane. Karazhan is one such mage who was gifted to one of the many spirit temples in the illustrious city of Atia on the Ember Isles to study under a master mage. Most of the powerful and renowned mages come from the long lived races, as it takes many years to master and harness the energies of the Rifts and the raw elemental magics swirling throughout Telara, but it is not unheard of for a Mathosian or Eth to rise in the ranks, as their grasp of the arcane and elemental magic is quick and their ability to learn and study knowledge is outmatched.



References: I make no claim to any of this information! Rift mage info like the classes and the Planes all belong to the awesome Trion team! Details on magic, spellcasting, and battle info were taken from a World of Warcraft Roleplay website that I've forgotten the link to. But again, that does not belong to me either!

Thursday, November 21, 2013

[Mage Soul] II: Chloromancer

The Soul of a Chloromancer
 
The Chloromancer Soul plays a part in these purposes:
  • Leafblade (Melee DPS/Support)-18pts.
  • Quintessential Harbinger (Melee DPS/Support)-8pts.
  • Sage (Healer)-61pts.
  • Archlich (DPS)-8pts. *retired* *Req. lvl 40*
 
External Sites:
 
 
*Bonus Mastery: Each point spent in the Chloro tree increases healing by 1.25%.
 
Type of Soul
Healing

Description
A healing specialist who draws on the vital energies of plants and nature to find a balance between life and death. This allows them to harness energies into devastating force or recycle destructive magic to heal their allies.
40 pt Talent
Healing Torrent     Heal Spell     +22 charge
Cast time: 2s.   Cooldown: 15s.   Range: 35m
Restores X Health to target and yourself. Restores additional X Health over 6sec. to your target.
61 pt Root Ability
Living Aegis    Heal Spell         +22 charge
Self Buff         Instant Cast
Increases the Mage's Max Health by 10%, their Life dmg by 10%, Healing by 10%, and heals the Mage for X health when dmged. Casting a Heal Spell has a 20% chance to trigger Explosion of Life, making your next Natural Healing or Vital Spores casts instant. Counts as a Mage Armor.
Main Weapons
Staff, Wand, 1H Sword, Totem
History
Kamuzu Sagta rode with the rest of the refugees as the fled Eboni, the charmed city, where the great golden dragon Laethys and her ogre minions had enslaved the population. Kamuzu was a Mage of considerable power and standing. He had been told by the Golden Maw that mortals who knew their place would be allowed to keep their positions of power if they but worshiped the dragon. Knew his place! Kamuzu had plotted equations of planar convergence when he was a mere child. He bowed to no mortal, dragon, or god. The same could not be said of his countrymen. Kamuzu looked at the shaman who rode next to him, draped in reeking furs, his wild beard dipped in some kind of horrid animal emulsion. The uncouth holy man wiped off the grease from a shank of yarnosaur he chewed on his bare chest. Kamuzu had thought him a vagrant until townsfolk came and prostrated at his feet, begging him for assistance. "To think that we escaped domination of one otherworldly being only to willingly chain ourselves to another," thought Kamuzu. "Though I suppose if my daughter lay dying from an ogre spear, I might consider supplication as well." This realization haunted Kamuzu. His eldritch equations had unlocked every mystery in Telara other than how to improve the mortal condition. Settling on the southern shore of the Lake of Solace, he turned his full attention to the problem of arcane healing. He gathered every sample he could from the Plane of Life and his lab began to resemble a faetouched alien jungle. Kamuzu's peers thought his quest mad, and in their learned circles they even held a game to choose the right name for a Mage with his outlandish ideas, finally deciding upon "Chloromancer". Nonetheless, Kamuzu could dream in the eldritch script of magic, and eventually he unlocked the pathways to power over Life. But there was a catch.
The energies of Life could not be created, only transferred. When a cleric healed wounds they were not channeling raw Life energy, but the essence of the god or spirit to whom they prayed. If Kamuzu were to heal a man on the brink of death, he would find his own life in peril-a sacrifice he was not willing to make. Disappointed, Kamuzu turned his attention to an uprising to take back his beloved city of Eboni. Kamuzu arrived at Eboni after the battle began, but watched events carefully as he approached. Witnessing the ebb and flow of combat, hw one side grew strong as the other weakened, the Mage found inspiration. Arriving on the battlefield, Kamuzu siphoned life force from the ogres, easily dispatching them. Overflowing with more energy than he could control for long, he carefully radiated it out at the warriors guarding his position. The wounded healed, while the freshly dead revived and rejoined the fray. Kamuzu was struck by the elegance of it all. All he needed to give Life was more Life, and in his enemies he had endless unwilling volunteers. The rebels, bolstered by healing that destroyed their foes, charged forward and drove the Golden Maw from Eboni. Kamuzu Sagta was venerated, not as a priest, but as one of the first great Eth Mages. He taught his art and philosophy of mortal empowerment to the students who flocked to the charged city. And when the great golden dragon was brought low, it was his equations and thaumaturgy that bound her in place.
Strengths
Their destructive and damaging abilities also heal, so Chloromancers can survive what would kill most Mages. Can be extremely effective as a single target healer or as a back up raid healer.
Weaknesses
A Chloro is dependent on the amount of dmg that is dealt in order to be an effective healer, and must be able to divide time evenly between healing and dealing out dmg. They are a weaker healer than say a Cleric, who has a true healing spec that can handle any situation. It is also a challenge for them to heal multiple allies at once.
 
References: This is taken directly from Trion's lore page on Chloromancers and is not my work! The links for the external sites belong to their respective authors and I had no hand in their creation!

Tuesday, June 25, 2013

[Mage Soul] I: Stormcaller

 The Soul of a Stormcaller
 
The Stormcaller Soul plays a part in these presets:
  •  Reaper (DPS)-5pts.
  • Flamecaller (DPS)-12pts.
  • Nexus Magus (DPS)-5pts.
  • Terramancer (Support)-5pts.
  • Stormbringer (DPS)-61pts.
 
External Sites:
 
 
*Bonus Mastery: Each point spent in the Stormbringer tree increases damage by 1%.
 
Type of Soul
AE DPS

Description

An offensive mage who uses the weather and the natural elements to bring down ice and lightning on their foes, freezing them in their tracks or devastating wide areas at a time with bolts of lightning.
40 pt Talent

Lightning Arch     Mana Cost       AE Dmg
Cast time: 1.5s   +11 charge     Cooldown:1min.
Chains lightning to up to 10 enemies, dealing X air dmg to up to 5 enemies near each enemy hit by the chain. Generates a stack of Electrified on the mage for each enemy hit.
61 pt Root Ability

Perfect Storm     No Cost         AE Dmg       
4sec. Channel      -50 charge   Cooldown:2min.
Casts Eye of the Storm and Hailstorm at the enemy's location and channels Lightning Storm on the enemy. Does not trigger global cooldowns of these abilities.
Main Weapons
Staff or Dagger/Wand with off hand.
History

It is said that Stormcaller Amunet could stop a man's heart with the shock of her touch. Yet before she joined Thorvin Sternhammer's crusade to imprison Greenscale, Amunet was called the Weather Witch of the Emerald March. Without the Justicar's intercession, she would have burned at the stake as a heretic and dragon-pawn. In the rich farmlands of the March, Thorvin's band encountered a land beset by harsh storms and persistent frosts that had left fields washed out and barren. The March folk lay blame to the Eth woman Amunet, who stuck out with her swarthy skin and pale white hair threaded with silver. The crusaders found her bound to a stake in the village square of Smith's Haven, surrounded by villagers bearing torches. Thorvin stepped forth as the hand of divine justice, and bid them allow him to confront the condemned. "Do you have the power they accuse you of?" he asked her. "I do." Amunet responded emotionlessly. "Did you cause the frost." He asked. "I did" said the witch. "Why?"
   A smirk curled her lips. "At last, someone bothers to ask." As his men kept the villagers at bay, Thorvin untied Amunet. She led the party onto the March, where frost withered the delicate leaves of the seedlings. The Elven ranger Durnes wrinkled her nose, as the plants were rank with planar taint. The witch explained that she had discovered Greenscale's minions seeding the land with pods from the Plane of Life and had called in the storms to keep them from blooming. Together they laid a trap for the Lifetouched wretches. The heavy rains quelled and the frosts receded when Amunet released the spells she'd cast on the land. Thorvin's party hid themselves within the field. That very night, human cultists stole through the farmland, sewing the earth with corrupted seeds. Amunet surprised Thorvin's crusaders with her command of weather magic. She stood back from the fray, shielding herself with gales that threw back the cultists like ragdolls. She encircled the cultists in frost, inflicting deep chills of hypothermia. Lightning danced down from the sky, bursting single targets like ripe grapes or arcing between wretches in terrifying games of leap frog. Though each crusader felled many cultists, Amunet racked up victims by the score. When it was over, they found a member of almost every local family among the slain villains. Disgusted, Amunet decided it was time to leave the March and Thorvin offered her a place in his hand, the legendary hunting party destined to bring down gluttonous Greenscale.
      "Should you feel a chill in your bones, or an electric current in the air, you may want to run very far, very fast. You can no more hide from my lightning then block hoarfrost with a shield."
Strengths
Can weave Air and Water magic together, or mix with other elements to reach heights of devastation on multiple foes at once.
Weaknesses

A stormcaller must combine spells and abilities to reach maximum damage. They take longer to deal great damage and are easily vulnerable to foes who can interrupt or close to melee. Are also less effective on single targets.
 
 
References: The lore information and stats provided are all products of Trion and were either taken directly from the game or from Trion's lovely lore page and do not belong to me in any way! The external links to other sites all belong to their respective authors and I had no hand in them!