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 What are mages, how did they come to be and what kinds of mages are there out there?

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PostSubject: What are mages, how did they come to be and what kinds of mages are there out there?   What are mages, how did they come to be and what kinds of mages are there out there? Icon_minitimeThu Jul 26, 2012 11:41 pm

What are mages, how did they come to be and what kinds of mages are there out there?



What are mages, how did they come to be and what kinds of mages are there out there? 76481710

- Mages must have trained for at least 5 years to be proficient enough to earn the title of mage.
- Mages must have trained for at least 8 years to be proficient enough to be able to open up a licensed portal
- Mages study. There is no case known of any mage who simply "Had" their powers.


Mages, the most common of arcanists, are found all over Azeroth. They focus on magic that creates and that changes things, most often with the purpose of damaging their enemies and boosting the power of their allies. Such beings can obtain a familiar, which is a normal animal that gains new powers and becomes a magical beast when summoned to service by a mage, while others choose to become focused mages. Mages also understand the workings of arcane energy so well that they can counter most magic with great effectiveness. An adept mage who has dedication to and natural predilection for one of the schools of specialization becomes more entrenched. At this point the mage chooses either evocation or transmutation as a preferred school, and casts spells from his or her chosen school.

The mages of the Kirin Tor first mastered the arts of casting spells using the elements of ice and fire. Mages are also known for being able to summon elementals, usually water elementals, but can also summon air, earth and fire elementals as well. The greatest mortal mage ever to live is the Naga Queen Azshara, who still lives. In fact, she may no longer be mortal



Origins

Early Kal’dorei civilization was defined by direct manipulation of magic drawn from the Well of Eternity to create and sustain their society. The constant use of the well attracted attention from Sargeras and the Burning Legion, and their coming resulted in a massive war known as the War of the Ancients. The war had grave consequences, for even though the combined might of Azeroth's mortal races were victorious, the continent of Kalimdor was shattered, and a swirling, raging miasma of sea storms flowed into the vacant area where the Well of Eternity used to reside. This Great Sundering caused the Well's waters to be permitted into the atmosphere and spread magic all over the world.

This event convinced the majority of night elves to reject arcane magic and embrace Malfurion Stormrage's call for druidism. Many of the High borne refused this lifestyle, and left in self-imposed exile to Lordaeron where they eventually founded their kingdom of Quel'Thalas and became the high elves. When their kingdom came under siege by the trolls of Zul'Aman the high elves agreed to teach one hundred humans the arts of magic in exchange for military aid from the human nation of Arathor. From these two races, the arcane arts have spread to various races all over Azeroth.



Dalaran

Once students of the Conjurers of Azeroth, this new order of mages had been forced to discover untapped magical forces to command in their war against the ruthless orcs. Although masters of their arts, the Conjurers who fell during the First War were unprepared for the rigors of warfare. Determined to avoid a similar fate, the mages began to undertake a regimen equally demanding on body and soul, thus dedicating them to the command of more aggressive and destructive magic. Whether in their sanctum at the Violet Citadel in Dalaran or on the many battlefields of Lordaeron, the mages are resolute in their efforts to defend the people.

The most powerful mages of the Eastern Kingdoms were perhaps the Arch magi of Dalaran. The city was transported to Northrend when the mages believed they were in danger. It now hovers in the skies over Crystalsong forest and is ruled by the Kirin Tor. The Kirin Tor is quick to recognize fellow mages as allies; where outsiders must do more to prove themselves.




What are mages, how did they come to be and what kinds of mages are there out there? Mages_10

Kirin Tor

Main leader Rhonin
Secondary leaders Modera, Ansirem Runeweaver, Aethas Sunreaver, Vargoth
Membership 120

Race(s): Human High elf Gnome Blood elf Half-elf
Capital: The Violet Citadel of Dalaran

Main language Common (presumed)
Secondary languages Gnomish, Thalassian (presumed)
Theater of operations: Dalaran, Eastern Kingdoms, Northrend

The Kirin Tor (Magus Senate of Dalaran) is a lawful neutral collection of the most powerful mages on Azeroth.



History:

Following the establishment of the city-state of Dalaran, the magocrats formed the Kirin Tor as a specialized sect that was charged with cataloging and researching every spell, artifact, and magic item known to mankind at the time.

The Kirin Tor became the city’s ruling power. The Kirin Tor’s headquarters was the Violet Citadel, an impressive building so named for its stone walls which gave off a faint violet light. The ruling council, six members in all, met in the Chamber of the Air, a room with no visible walls — the gray stone floor with its central diamond symbol stood beneath an open sky that shifted and changed rapidly, as if the time sped past within the chamber.

Even the Kirin Tor, however, found it powerless to stop Prince Arthas and his forces; when he led the Scourge through Lordaeron. Arthas acquired the spell book of Medivh and Kel’thuzad, used it to summon Archimonde, who destroyed Dalaran. The city was left in ruins. Some felt the devastation was well-deserved, since Kel’thuzad had himself been one of the Kirin Tor (before he left to form the Scholomance). Since Kel’thuzad was responsible for creating the Plague of Undeath and releasing the Scourge upon the world, many felt the Kirin Tor should share in the blame and the consequences.

The Kirin Tor refused to abandon their home, however. They returned to the ruins months later, destroying those few undead creatures that remained, and reclaimed their city. They erected a glowing dome around the entire city, powerful enough to destroy anyone who touches it, while they worked to rebuild their fallen city.

Eventually, the mages were able to lift the whole city from its site, leaving only a crater in its place. The Kirin Tor decided to move their floating city to Northrend, where they still rule over the reconstructed Dalaran.



Organization

The Kirin Tor is also referred to as the Magus Senate or Magocracy of Dalaran. It is made up of 120 members. They are divided in several levels of importance and influence.

The Kirin Tor has a ruling council of six arch magi, sometimes known as the Council of Six. One of the members of the council is appointed the Head or the Leader of the Kirin Tor. He is seen as "Kirin Tor's true ruler, and the Sect's public face". Except for the Head of the Kirin Tor, the rest of the ruling council member's identities are kept secret from everyone outside the council, with few exceptions.

The Arch mage Antonidas held the position of Head of the Kirin Tor for a long time. After his death at the hands of Arthas, he was succeeded by Ansirem Runeweaver. With the war against the blue dragon flight beginning and the war with the Scourge intensifying, Rhonin replaced Runeweaver as leader of the Kirin Tor.

Beneath the ruling council are the arch magi, each of whom is given tasks as the council sees fit. The arch magi do not hold specific positions or responsibilities, beyond the general loyalty to the Kirin Tor and to the world, and the standing obligation to study new human magic whenever it appears. In reality, however, some arch magi have been given the same tasks so often they have essentially assumed responsibility for those jobs. Thus one arch mage might be in charge of cataloguing all wands, while another handles researching and cataloguing all illusions. Several work to monitor and maintain the city’s protective dome.

Magi are the lowest members of the Kirin Tor, and answer to the arch magi. Any arch mage in the sect can issue orders to a mage, provided the instructions still fit within the organization’s goals. As with arch magi, however, most magi settle into specific positions and tasks and work exclusively for one arch mage. The ruling council can change this at any time but rarely does so, unless they feel a mage has become a problem in his current position, or if they need him for a different task. Most magi are allowed the freedom to pursue their tasks and studies in whatever manner they choose. Despite the fact that they are the lowest members in the hierarchy, many magi possess great power.[

Though their numbers have diminished, the remaining members of the Kirin Tor still rule over the remains of Dalaran.

One of the tasks of the Kirin Tor was to safeguard and wield the Eye of Dalaran in defense of their city. However, it was captured by the Horde for Ner'zhul, shortly after the end of the Second War.


Membership

Before the Scourge came, any human mage was welcome in Dalaran. They found peers and a place to stay and to work in peace. Magi with an eye for detail and a strong focus on research were offered membership in the Kirin Tor. This process could take anywhere from a few months to several years — the ruling council did not invite magi until it was sure of their abilities and allegiances. The Kirin Tor became even more cautious about admittance after Kel’thuzad defected and took many other magi with him.



What are mages, how did they come to be and what kinds of mages are there out there? 72076310

The various kinds of mages:

Arcanist

Magic is a volatile and inebriating drug, pure power distilled and channeled through the body to create arcane effects. Many races wield arcane power carelessly, disregarding the lessons of the past. The arcanist encompasses all users of arcane magic; those who seek power without regard for consequences, and those who think arcane can be handled responsibly; each arcane spell caster chooses a distinct path. Those who wish to manipulate arcane magic often choose between the way of the mage, necromancer, or warlock. Each path specializes in a particular kind of magic, which reflects the nature and practice of the arcane arts on Azeroth. In a world forged in war and beset by pervasive evils such as the Scourge and the Burning Legion, arcanists have gradually come to excel in specific areas of arcane magic. What Azeroth's arcanists lack in versatility, however, they more than make up for in the abilities they acquire and the powers they wield within their chosen paths.

Dwarves, gnomes, high elves, blood elves, humans, trolls, and Forsaken are all capable of becoming mages. The dark path of the necromancer is rarely taken. Humans and the Forsaken practice this black art, while most other races seem not to have the stomach for such magic. Warlocks are uncommon. Some exist among the Forsaken, outcast gnomes, or humans and orcs foolish enough to toy with the forces of demonic energy. The few remaining high elves who are warlocks have long since become blood elves. Arcanists can have the best of intentions, and while mages mostly tend to be from the good and lawful alignments, necromancers and warlocks tend to come from the more unsavory levels of morality.

Arcanists are found among all of the affiliations, regardless of their practices, in both the Horde and the Alliance. Warlocks are far more common in the Alliance, surprisingly enough — the fact that the use of arcane magic is so prevalent in the Alliance possibly allows for such reckless practices. Still, mages are far more common in the Alliance, outnumbering warlocks immensely. Necromancers are almost unheard of until someone encounters one



Focused mage

Familiars are a valuable addition to a focused mage's skills. They allow her or him to be more aware of her surroundings and to perform minor espionage and other tasks. However, they can also be a danger - if the familiar is killed, the mage is in trouble. Some magi eschew familiars in favor of focusing more on their magic, channeling energy they would be spending on their familiars into other endeavors. The Kirin Tor, in particular, develops numerous other studies, that its members can pursue.




Wizard

Wizards are arcane spell casters who have undertaken intensive study of magic in places such as the Violet Citadel of Dalaran or the Academies of Silvermoon in Quel'Thalas. They do not channel arcane power, but instead use their vast knowledge of otherworldly forces to harness the energies to their will.

Wizards come from any races. A night elf who takes this class is stripped of her racial heritage and effectively and physically transforms into a high elf over time. When it starts it is a painful and irreversible process that only takes a week. Orcs and tauren are unlikely to take this class, since they lack wizards available to train anyone and have a bias against arcane spell casting to begin with




Sorcerer

Sorcerers own great talent for arcane spell casting, but they have not harnessed it through the intensive training that wizards pursue. Most people do not make a distinction between sorcerers and wizards, although the latter may often refer to the former as hedge wizards or some other term.

Night elves bare a particular dislike for sorcerers, seeing them as vessels of demonic power. Wizards, at least, attempt to manipulate arcane power through controlled processes, rather than letting their own bodies act as conduits.

Sorcerers can come from any race. Night elves who take this class are stripped of their racial heritage, effectively transforming into high elves, although they do not physically change.

The Sorcerer's League was one of three factions within Dalaran during Third War that attempted to defend the city.




Inscriber

An Inscriber is an arcanist who have discovered the strange arts of rune-casting; a technique for channeling the arcane energy inherent in the world without the risk of arcane corruption. They are different than rune masters, for they pursue the arcane knowledge and spell casting techniques of all arcanists; they seek to also add the powers of runes to their repertoire.

Rune masters look on inscribers with some measure of hesitation, for they are proof that there is a connection between the "pure" arts of rune casting and the more vulgar magic’s of the mage, warlock and necromancer. In the meantime, inscribers seek out rune masters to teach them new runes, as well as written works that describe the power of the rune patterns. Also unlike rune masters, inscribers are more likely to use runes to enhance their companions and their possessions; whereas rune masters focus on developing a personal connection to the world's natural magic, and tend to scribe runes predominately on their own bodies.

Inscribers still use spell books, though these spell books may contain impressive formulas for channeling the power of runes that other arcanists can't make heads or tails of.

An inscriber has the ability to create and empower runes. Unlike the rune master, he does not learn whole patterns; instead, an inscriber may prepare individual runes as though they were arcane spells. He keeps runes in his spell book, just like other arcane spells.




Arch mage

Arch mages are a type of powerful caster that represents the pinnacle of magical power. Most arch magi hail from the magical kingdom of Dalaran but can be found among other groups as well. Weaving their intricate enchantments, these mages defend humanity with all the magical powers at their disposal. Mounted atop their trusty steeds, the arch magi brandish magical blades and ancient staves that serve to channel their fierce energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon any battlefield where the fate of humanity lies in peril.

Arch mages can come from any arcane caster class as long as they have a sufficient level of arcana and spell craft knowledge. They must have the ability to cast arcane spells and spells from at least five of the schools of magic at a certain level of proficiency. They must also spell focus in two schools of magic. Arch mages of the Kirin Tor forbid warlocks and necromancers from their ranks




Necromancer

Necromancers are mortal practitioners of death magic, commonly referred to as necromancy. Channeling their knowledge of the arcane into manipulation of the forces of life and death, these men and women were instrumental in the forming of the Scourge in Lordaeron.

Necromancers are spell casters whose magic manipulate the power of death. In calling upon this power, necromancers risk being consumed by it — until eventually they join the ranks of the undead. Necromancers twist arcane magic to manipulate the power of death. Commanding the undead, generally in the service of the Scourge, they gradually take on the characteristics of the dead — hollow eyes, shambling gaits, pallid and sunken skin, foul odors and so forth.

Most, if not all, modern necromancers were trained by Kel’thuzad and his agents in Scholomance beneath Caer Darrow, otherwise known as the School of Necromancy. Amazingly, the School was never discovered by agents of the Crown of Lordaeron, and remained untouched and functional until well beyond the end of the Third War. The school contains notable figures such as the Lich, Ras Frostwhisper, as well as the headmaster of the facility, Darkmaster Gandling.

The necromancers continue to abound in the Plaguelands. Overseeing both the spread of the Blight and the construction of new Scourge installations, necromancers are most commonly encountered within and around the ruined city of Stratholme. An elite branch of necromancers, under the command of the dark master Maleki the Pallid, refer to themselves as the Thuzadin, in honor of their lord and first of their kind, Kel’thuzad.

The origins of necromancy date back to the First War when Gul'dan's necrolytes developed the ability to raise corpses to serve as skeleton warriors in the Horde. But necromancers have been around since the beginning of the Nathrezim race, which were the first ever known beings to raise Undead from Night Elven corpses.

A few necromancers are uncorrupted

The most experienced necromancers become epic necromancers.




War mage

War mages are arcane spell casters who accompany soldiers into the heart of battle. The generations of warfare on Azeroth have given war mages time to hone useful spells into simple and secret rituals, called "battlemagics", which are passed from one war mage to another. War mages are proficient with all simple melee and ranged weapons, and light armor. They can wield a sword in one hand, and a staff in the other. Armor of any type interferes with the war mage’s arcane gestures, which can cause his spells to fail, if those spells have somatic components. As war mages accompany warriors into battle, they become better at defending themselves than other wizards. They develop greater martial skill in the crucible of battle. War mages are similar to battle mages.




Conjurer

Conjurers (also spelled conjuror) are seers of mystery, holders of secrets, and dwellers in dream. They are practitioners of the arcane arts, having learned through researching the ancient tomes to bend the forces of nature to do their will. They can make the energies of nature strike down opponents, summon forth great creatures or command the elements. Conjurers are capable of summoning scorpions and water elementals as well as casting such potently destructive spells like Rain of Fire and Elemental Blast. Unlike the wizards and mages of the Kirin Tor, who focused on various aspects of the arcane arts, conjurers were primarily concerned with elemental and summoning magic’s.

Conjurers sometimes become warlocks, highly specialized spell casters who traffic with demonic entities. Upon becoming a warlock, the conjurer increases its devotion to the conjuration school, yet must forsake study in two other schools.




Enchanter

Enchanters are those who enchant normal items to give the items magical abilities or enhance already magical items. They also destroy magical items in order to get materials to enchant other items.

The creation of a magic item is a difficult and time-consuming procedure that is mentally and physically draining. The craft person must put a little of himself into every magically empowered item he produces, leaving him ever so slightly diminished from his efforts.

Some have sought an alternative to this method: the path of the enchanter. Enchanters learn secret ways to seize the arcane or divine power imbued within every magic item, drawing it into themselves as the item is destroyed. They then redirect this raw energy into an existing item through the use of mystical formulas only they can hope to understand. The refocused magic provides the object with new abilities, above and beyond what it may already possess.

Enchanters are often trades people, working either alone or alongside those who craft standard magic items.



What are mages, how did they come to be and what kinds of mages are there out there? Abomin10

Leywalker

It is an occult truth, known to all who study the ways of magic and spell craft, those great lines of power crisscross the lands of Azeroth. These lines of magic are often harnessed for mighty magical purposes, from the creation of moon wells to (some say) the powerful glowing dome in Dalaran. It is simply assumed that those with power eventually must seek out one of these sites. But those who study the mysteries of the ley lines discover something more. Certainly, there are lines of power that run across the land in a select few areas, but these are not the only lines — simply the most obvious. If these are thick, corded ropes of power, there are also tiny, web-thin threads that run between these great ley lines, connecting them in a vast net of pulsing, subtle power.

The ley walker is a magician who has discovered this fact, and seeks to harness the power of these threads. A ley walker is aware that, every moment of every day, these threads permeate all things, passing through, around, above and below all things, carrying magical energy from the Well of Eternity to all things in the world. With diligent study and practice, ley walkers sense these powers.

The sorcerous feats of which these men and women are capable of are impressive. They are able to draw upon the skein of power to augment their spells, tap into this web to maintain spells past their normal durations, to heal themselves, and to protect their allies from magic.

The ley walker’s attunement to the raw magical energies of the world grants her certain abilities not available to other spell casters. Rather than paying for metamagic augmentation with her own powers, she may draw upon the power of the world to make the sacrifice of magical energy on her behalf. The ley walker is able to infuse the power of the ley lines into her spells. The ley walker may draw the power of the ley lines into herself, allowing them to knit her body closed. The ley walker is able to rapidly traverse the ley lines that connect every place in the world. The ley walker may snatch up the threads of ley line energy and affix them to herself or an ally within 30 feet, allowing magical energy to strike the threads and flow away.

Of the arcane classes, magi, inscribers and rune masters are most likely to take this class, for they are the ones who treat this knowledge as truly important — they steep their magic’s in this world, rather than in the world of the dead, or in the Twisting Nether. Indeed, inscribers and rune masters understand the secrets of these ley lines better than most, and so this prestige class is a natural for them. Any of the divine spell casters are likely to study this path as well, particularly druids, shamans and priests of Elune. In particular, this path is found among the night elves and the tauren, though many dwarven ley walkers have expanded the realms of understanding by studying the strange ley lines that crawl through the deep caverns. Most folk don’t know a ley walker from any other magician. It is only among societies of magicians (such as the Kirin Tor) or priestly orders that those who study these arts stand apart, for they tend to steep their magical discussion in terms of interaction with the ley lines of the world, much to the irritation of other magicians, who find this set of symbols to be useless to them.

In such societies, ley walkers tend to have one of two reputations — crackpots who are obsessed with what are considered just a small facet of the magical knowledge in the world, or truly wise scholars and sages of a set of deep mysteries
What are mages, how did they come to be and what kinds of mages are there out there? Ah012910


Rune master

Rune masters are monk-like arcane spell caster and melee fighters who empower themselves with magical energies by inscribing runes onto their bodies. The rune master is a free spirit, more at home in the wild than in the city. The rune master is a mystic who sees the power of ley lines. Moreover, those who study runes understand that these are not simply symbols of power - they are the power. The rune master seeks to become one with the land, but not in the fashion of druids. Rather, the rune master desires to become a microcosm of the land, seeking to overlay his body with runes in the same fashion that the land itself is overlaid with patterns of ley lines.

He merges brute strength with arcane magic, covering his body with mystic tattoos and often imbuing them with magical energies to increase his skill in hand-to-hand combat. While a rune master shuns armor, this is more to prevent hindrances to inscribing his runes than to demonstrate his subtlety and finesse with unarmed strikes. Quite to the contrary, a rune master prefers to get in the face of his enemies. Using little trickery or subterfuge, the rune master takes down foes with toe-to-toe, all-out assaults, hammering them with tattooed fists and feet brimming with arcane power. Runic magic is considered primitive yet complex by most other races. The dwarves have taken to it with deft skill, while the tauren study it more slowly.

Most rune masters are heavily tattooed with runic patterns - not simply the unique ones that form the basis for rune families, but the so-called "simple runes" as well. Simple runes mimic patterns of ley energy that appear, again and again, in the environment. These patterns occur in nature and are responsible for things such as the strength of a given type of stone, the ferocity of a given windstorm and the coolness of a given stream; when a rune master uses these patterns, he learns to channel his power into them at all times, attaining similar traits.

Rune masters are proficient with simple weapons, but not with any type of armor or shield. Armor of any type interferes with a rune master’s movements, which can cause his empowerments with somatic components to fail.

A rune master has the ability to scribe and empower runes. A rune master does not prepare spells the way other arcane spell casters do. Rather, a rune master has a certain number of rune patterns that he simply knows, and he may empower any rune within those patterns. To scribe and empower a rune, the rune master must have a high Spirit.

A rune master can create any rune he knows at any time. He does not have to decide ahead of time which runes he will create, nor does he need to prepare anything in advance. To inscribe a rune, a rune master must have a high intelligence. The rune master can sense the presence of runes in his vicinity; a rune master gains an intuitive sense that alerts him to danger from runes. A rune master’s marks can be made permanent. A creature can have only a few magic tattoos. To replace a magic tattoo, the creature must first have an old one erased.

The runes that make up the runic patterns are powerful and unique, based upon patterns of ley-line energy found nowhere else in all of Azeroth. These are not the only such patterns in nature, however. There are patterns that are not unique, but are found over and over in certain dynamic situations in nature. These repeating patterns are the basis for simple runes: sets of runes that only rune masters may use.

Simple runes are tattooed to the skin of the rune master. It isn’t enough that the pattern be there — rather, the rune master must understand how his own energy is like that of the ley line energy of the world around him, so that he can empower the pattern instinctively. Simple runes flicker with suppressed energy until the rune master needs their power, and then they blaze with brilliant potency. Simple runes radiate faint magic of no specific school.

A rune master begins with a single simple rune. As his understanding of the runes grows, he can add others.

* The pattern of swift water flowing over a streambed, the rune of flowing water speeds the movements of the rune master.
* The pattern that heated coals make in the air above them, the rune of glowing coals grants the rune master bonus damage with his unarmed attacks.
* The pattern left in the air by the passage of sparks from a fire, the rune of leaping sparks lightens the body and aids the jumps of a rune master.
* The pattern of mangrove roots in brackish swamp water, the rune of the mangroves grants the rune master immunity to non-magical poisons and diseases.
* The pattern of rings that develop within the trunk of an oak as it ages, the rune of the oaks grants the rune master a natural armor.
* The pattern that the energy flowing through perfectly-crafted steel creates, the rune of perfect steel is tattooed to the back of a rune master’s hands, allowing him to deal lethal or non-lethal damage with his unarmed attacks. (He makes the choice each time he attacks).
* The pattern flame leaves in the wake of grasslands fire, the rune of raging flames grants the rune master quicker land speed.
* The pattern that results from heavy starlight upon rock, the rune of starlight allows the rune master to foresee those attacks that are aimed at him.


Rune masters fill many roles. They are adept melee combatants. They possess runes to enhance themselves and their allies, as well as to ward certain areas and otherwise make life difficult for their opponents. The most experienced rune masters become epic rune masters. Others may be lone wolf rune masters.



Graven one

The graven one seeks power from the deep well of death instead of from supplicating dark powers or acting as a sycophant for demonic entities. Unwholesome rites, sigils, and the shedding of one's mortal shell are all a small part of what graven one's seek. Eventually, they become masters over undeath. The graven ones' necromantic abilities make them natural allies of the Scourge, though many are Independent. The graven one must show that they have an affinity for death by spending at least one night buried in a graveyard during a new moon. The graven one concentrates on the creation, control, and conjuration of undead creatures. Unlike a necromancer, who preys upon the living for life energy, the graven one seeks to create undead in a perfect state to serve them as faithful and undying servants.

A bone scythe is created when a person first becomes a graven one, this weapon is an extension of the graven one's connection with death. As the graven one gains power, their power manifests through the weapon as well. The graven one can summon the bone scythe into their hand. Only the graven one or their awakened minion can wield the weapon. The graven one gains the ability to awaken a minion from the bones of a dead warrior or mage. They must steal the bones from the actual grave of a buried wizard, sorcerer, or fighter. The creation is a loyal skeletal warrior or skeletal mage that follows the graven one's verbal commands. The undead creation shares in the power of its master and becomes more powerful as the graven one advances in ability. The graven one can have only one minion at any time. If the minion is destroyed, the graven one can build another of the same or lower level of power. The graven one can summon a full set of plate armor made from interlocking bone and shadow. This suit provides them with all the benefits of a suit of full plate without any of the disadvantages. A highly skilled graven one becomes one of the undead. They no longer age or need to sleep (though they must spend time meditating to regain spells).





Blood Mages:

There is and I have been doing research about it a while ago. The information comes from interview with thin gamen in game and from two topics in Defiasrp forums: "Blood magic - Requiring details (Game related)" and "Healing with Blood magic (rp forums - infirmary “Blood magic - Harmful


Blood magic can be categorized as arcane and life, primal magic. It's practically weaker than other schools, least in direct confrontations. You might be able to conjure weak spells like blood bolt with your own blood. The idea that blood holds secrets and power, gaining some of your enemy’s blood can tell you many things about the person and give you an edge over him. Being able to scry trough wards, know where they have spilled their blood, get control over them, know have they ever used Fel, being able to bypass his natural resistance. I know an example where a blood mage (theraluin) pierced natural resistance. She had acquired a dragon’s blood beforehand. When the fight was at hand she got herself into the dragons back, created a wound to gain access onto the bloodstream, bypassed the resistance via her prepared spell and caused an arcane explosion inside the dragon, blowing the dragon into pieces.


Blood magic - Healing

Blood magic could be used to heal flesh wounds. For example, manipulate the Blood to bubble and heat to transmute into flesh and cauterize the wound once the damage has been healed. You essentially abuse the Blood of the patient to heal things about the body, quite like people using Light. If you need to, you can even sacrifice some of your own Blood to enhance the healing process. It can lead onto other bodily magic, for example Bone manipulation, which can help setting and regrowing bones. (With major drawbacks and consequences. Could be described as, "I'm healing it now, but for the next week or two, your bones will ache like hell"

And don't forget the good ol' vampiric uses of blood from draining to feeding strength.




What are mages, how did they come to be and what kinds of mages are there out there? Mage10
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Drustai




Antall Innlegg : 3
Join date : 2012-07-30

What are mages, how did they come to be and what kinds of mages are there out there? Empty
PostSubject: Re: What are mages, how did they come to be and what kinds of mages are there out there?   What are mages, how did they come to be and what kinds of mages are there out there? Icon_minitimeMon Jul 30, 2012 8:51 am

Admin wrote:
Blood Mages:

There is and I have been doing research about it a while ago. The information comes from interview with thin gamen in game and from two topics in Defiasrp forums: "Blood magic - Requiring details (Game related)" and "Healing with Blood magic (rp forums - infirmary “Blood magic - Harmful


Blood magic can be categorized as arcane and life, primal magic. It's practically weaker than other schools, least in direct confrontations. You might be able to conjure weak spells like blood bolt with your own blood. The idea that blood holds secrets and power, gaining some of your enemy’s blood can tell you many things about the person and give you an edge over him. Being able to scry trough wards, know where they have spilled their blood, get control over them, know have they ever used Fel, being able to bypass his natural resistance. I know an example where a blood mage (theraluin) pierced natural resistance. She had acquired a dragon’s blood beforehand. When the fight was at hand she got herself into the dragons back, created a wound to gain access onto the bloodstream, bypassed the resistance via her prepared spell and caused an arcane explosion inside the dragon, blowing the dragon into pieces.

Theraluin is a 'he', not a 'she'! Very Happy
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Antall Innlegg : 209
Join date : 2012-07-18

What are mages, how did they come to be and what kinds of mages are there out there? Empty
PostSubject: Re: What are mages, how did they come to be and what kinds of mages are there out there?   What are mages, how did they come to be and what kinds of mages are there out there? Icon_minitimeWed Aug 08, 2012 10:13 am

Tsk tsk tsk Very Happy Also I havent posted your magic guide here. I am leaving that for you to do Very Happy
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What are mages, how did they come to be and what kinds of mages are there out there? Empty
PostSubject: Re: What are mages, how did they come to be and what kinds of mages are there out there?   What are mages, how did they come to be and what kinds of mages are there out there? Icon_minitime

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