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Magic and Roleplay

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Antall Innlegg : 209
Join date : 2012-07-18

Another general magic guide.  Empty
PostSubject: Another general magic guide.    Another general magic guide.  Icon_minitimeWed Aug 08, 2012 10:12 am

Guide to RP an Arcane Class

Read this even if you consider yourself a good RPer. Especially if you consider yourself a good RPer. Should you find any grammar errors, I'd be grateful if you could correct me.

Keep in mind that this is a guide, and, as such, its obiect is to give informations. Remember that the ideal RP is always the one that you wish to follow. Just do not forget that there are limits to what RP you may follow in order to have/keep a good reputation. And this guide attempts to show some of them and allow you to follow them explaining the reason.


RPing a magical class is not easy, nor is it simple. Magic in the WoW lore has many contradictions and thus it may be hard to RP the class in a proper way. First of all, before talking about the class, we'd better explain what magic in the Warcraft Universe means. We have to distinguish two main types of magic: the arcane magic and the divine magic. And so far there are classes that use arcane or divine magic. In this argument we will not touch the divine magic as we'll focus on the first type. We shall not talk of divine magic (that includes, as the name may hint, a religious fanatism or devotion) that is mainly the basement of classes such as priests, paladins and druids.

Arcane magic is not arcane school altrough here (as usually in the Warcraft universe) we'll use the two words as synonym. ( arcane magic=arcane school. ) The main classes that may be considered in this guide are the ones attempting to learn (and remember that even a master is attempting to learn, despite his powers) the following schools: Fel magic Frost school Fire school Arcane school (related to "air" or a combination of the four elements) Shadow magic (aka necromancy school, dark arts), shared with divine magic.

Arcane magic is a powerful tool but it requires a lot of time to learn its secrets. We may compare it to the arts such as writing or make sculptures. They all require study and eventually you must also be inclined to these professions. So, even if your character has great skills and a great talent for arcane magic, he needs to study for a long time. No teenagers will be able to comprehend the secrets of magic in a short time. They may be better than their peers but still they will not even understand in their dreams the spells that a master of arcane knows. The divine magic, instead, has not this requirement. There are no exceptions unless you are a demigod, and in this case i suggest you to read 'Guide to good RP'.

Arcane magic involves manipulating ley lines. By manipulating the energies of the ley lines, arcane casters can manipulate the world around them, causing changes in the physical universe. Similar to arcane magic, Fel magic involves the caster's manipulating the physical world by making compacts with demons. Every manipulation of fel energies requires a small sacrifice of the caster's humanity to the demon world, having a similar effect as arcane magic, but without the burdensome study.


Requirements

Basic Information. The history section should greatly help. All magic users possess a mana pool and, at every spell, the mana the person has does decrease. The mana is a magical power resource available to casters which they draw upon when casting spells. It does never end, and it does regenerate after minutes or hours. It could be withdrawn or even destabilized, making it becoming unstable. Although the mana does always regenerate after some time. After that, arcane magic requires a specified race. Races have a great importance in manipulation of arcane arts since many of them do not possess these talents. Your character will be, obiviously, influenced by the arcane corruption, we'll delve into this argument later.

History

Note. {C Norgannon is master of the arcane magic, knowledge, secrets and mysteries. In many of the worlds created by the titans, spellcasters revere him as paragon of their spellcrafts, and whisper his name when casting a spell while others beseech his protection against the corruption of the arcane. Azeroth doesn't know anything about him, except for his Watchers of Uldaman.
When Azeroth was created, Norgannon granted a portion of his power to the blue dragon Malygos, and tasked to him to be the guardian of magic and hidden arcanum. He also gave Malygos the map to Azeroth's ley lines, known as the Arcanomicon.

History: {C (From Wowpedia.org) {C Arcane magic is the gift of titans to the world, a gift that comes with the highest price. Thousands of years ago, the titans placed the Well of Eternity in the center of Kalimdor to serve as a source of restoring, life-giving energy. They intended that the Well's energies would empower life of all forms to emerge on Kalimdor — plants, animals, monsters, races. After a time, the titans left Azeroth, leaving Kalimdor in the hands of the five dragon Aspects. Yet the Well of Eternity proved too great a lure to remain hidden for very long, particularly from Sargeras and the Burning Legion.


The Well was discovered by the Kaldorei, who were later known as night elves. Ever eager to uncover secrets hidden in dark places, the Kaldorei listened to the Well as it promised to give them great power. At the Well's behest, the Kaldorei learned spellspeech and used it to weave the first arcane spells. Within decades, Kaldorei mages had attained sufficient mastery over arcane magic that they built a great civilization. They founded the imperious city of Zin-Azshari, from which they extended their domination over most of Kalimdor. {C Ultimately, the magic corrupted them. The Kaldorei had been a simple folk who gazed blissfully at the stars, enjoying the immortality given to them by the Well, but their haughtiness robbed them of that gift forever. Each succeeding generation became prouder and more decadent, and the lust for power only made the Kaldorei more of a beacon to the lords of the Twisting Nether. {C Finally, their greatest mage, Queen Azshara, cast a spell in the heart of the Well of Eternity itself — and a way was opened for evil to invade the world. Through Azshara's breach came the Burning Legion, the most terrifying warriors in existence. This fiendish horde ravaged Azeroth, pillaging entire kingdoms, destroying all that stood in its path, mocking anyone who begged it for mercy. When the Burning Legion ravaged the land, great heroes recognized that arcane magic posed a continuing threat to all living creatures, so they elected to destroy the Well of Eternity and put an end to arcane magic forever.


Unfortunately, among their number was one Illidan Stormrage, an arcane spell caster who dreaded the thought of losing his powers. Secretly he stole some of the well's water and used it to create a new Well of Eternity at Mount Hyjal, thus preserving the power of the arcane. This theft allowed future elven generations to follow in the footsteps of Illidan and Queen Azshara. These elves called themselves the Quel'dorei, "the high elves" (for they believed that their mastery of the arcane elevated them to higher status). They also taught the arcane arts to the newly discovered race of humans, who showed a natural aptitude.

these human mages, however, were even more reckless than the night elves had been. The high elf mages warned their human pupils that magic was addictive, but the acolytes dismissed any suggestion that the tragedies that had befallen the elves would also afflict them. The humans were no better at resisting corruption than the elves had been, and eventually the arrogance of wizards brought the Burning Legion to Azeroth once more. Once again, great acts of heroism were needed to spare Azeroth from destruction.

Elsewhere, on the orcish home world of Draenor, arcane sorceries corrupted the once noble race of orcs, transforming them into the Horde, a nigh invincible army. After ravaging their home world, the orcs came to Azeroth; and with their warlocks, they waged two great wars against the races of human, elf and dwarf. The orcs failed to seize control of Azeroth; during these wars, Draenor itself was utterly destroyed, and the orcs were forced to relocate to Azeroth.

In the wake of the Third War against the Scourge and Burning Legion, the orc Warchief Thrall has rejected arcane magic and embraced his race's traditional shamanistic ways. Yet orc warlocks still walk the world, and demons whisper in their ears each time they cast a spell. Neither human nor high elves have abandoned the pursuit of the arcane; if anything, the defeat of the Burning Legion at the Battle of Mount Hyjal has fed the arrogance of many spell casters, who believe the world is now protected from demonic influences and that arcane spell casters may practice their art in relative safety. Nothing sows the seeds of the fields of tragedy quite like arrogance.


The Ways a Spell Takes Effect

Casting a spell means entering a new world. It is much like writing or painting with a chosen style. You cannot change it until it's not finished (or you wish to interrupt your work). You may mix your elements, obiviously, but it would be always a type of determined style. Also, it requires a cast time, and most powerful a spell is, more time it shall require: while a blast of fire could take two or three seconds, a long tongue of fire that walks around could require even two or three minutes (I thus suggest to make more than a single emote, to make other players see that you were preparing the spell). Also, you need free hands and the capacity to speak, as all spells have a special formula and requires special gestures. See: The Schools of Arcane Magic.

A spell takes effect in different ways, that are the following ones:

Abjuration - one who specializes in abjuration would be known as an abjurer.
Conjuration - one who specializes in conjuration is known as a conjurer.
Divination - one who specializes in divination would most likely be known as a diviner.
Necromancy (aka necromantic magic)- one who specializes in necromancy is known as a necromancer.
Enchantment - one who specializes in enchanting is known as an enchanter.
Transmutation - one who specilizes in transmutation would be known as a transmuter.&nbsp
Evocation - one who specializes in evocation is known as an evoker.
Illusion - one who specializes in illusion is known as an illusionist.
Universal - Spells fall under all eight categories. Not a true school.

Notable Magic Users
Here are listed a few magic users whose lore could be read to improve people's knowledge about which type of people you are willing to become part of.

Lorewise
Warning: Do not mix their lore with your character unless you know what you're doing.
Norgannon is master of the arcane magic, knowledge, secrets and mysteries. The titans prefer not to use arcane magic because of its corrupting nature. Aman'Thul the Highfather charged Norgannon with the task of cataloging all spells and magical currents in the universe, including Arcane magic which originates in the Twisting Nether. Azeroth doesn't know anything about him.

Malygos was the Aspect of the blue dragonflight and one of the most ancient creatures living on Azeroth. Norgannon, the Titan master-magician and keeper of lore, granted Malygos a portion of his vast power. From then on, the blue dragon had the title of Spell-weaver, the guardian of magic and hidden arcanum. Believing that the spellcasters of the mortal races were responsible for all of Azeroth's troubles, Malygos began a terrible war to purge the world of "rogue" magic users, including the Kirin Tor of Dalaran.

Antonidas was the leader of the Kirin Tor of Dalaran and teacher to the archmage Jaina Proudmoore. He was killed by the Scourge during the invasion of Dalaran thanks to Kel'thuzad's betrayal.

Kel'thuzad was the founder of the Cult of the Damned and one of the principal agents of the Lich King responsible for the spreading of the plague of undeath across Lordaeron. Originally a human mage of the Kirin Tor, Kel'Thuzad was swayed under the influence of the Lich King. After bringing the plague to Lordaeron, he was slain by Arthas. Arthas (by then a death knight) resurrected him as a lich. Kel'Thuzad was left to command the Scourge of Lordaeron from his necropolis, Naxxramas. Following his first defeat, he and his necropolis moved to Northrend were he was defeated and killed once and for all. He is a great example of necromancer.
Nielas Aran was the court conjurer of Stormwind, an archmage of Kirin Tor, advisor to the throne, acolyte of the Order of Tirisfal, and father and teacher of the sorcerer Medivh.

Aegwynn (sometimes known as Magna Aegwynn; sometimes spelled Aegwyn), Matriarch of Tirisfal, was the penultimate (second-to-last) Guardian of Tirisfal and is recognized as one of the greatest Guardians. She is also the mother of the sorcerer Medivh. Aegwynn served as the Guardian of Tirisfal for almost 500 years. Following the end of her reign, she would eventually serve as Jaina Proudmoore's chamberlain for a time near the end of her life. Aegwynn is recognized as one of the greatest sorcerers of all time.

Jaina Proudmoore is the founder and leader of Theramore Isle, the Alliance's major port in southern Kalimdor. Jaina was one of the most talented and trusted sorceresses of the Kirin Tor.
Korialstrasz is the prime consort of the Dragonqueen Alexstrasza. In the guise of the elven mage Krasus, he is a senior member of the Kirin Tor, and one of The Six, the ruling council of Dalaran.

Rhonin is the current leader of the Kirin Tor. A powerful human mage, he is a studious type who knows a little bit about a great many things, but generally keeps his knowledge to himself. He is fighting the blue dragonflight and their leader Malygos, who was determined to destroy mortal magic-users. Krasus has been his mentor.
Queen Azshara was the beloved ruler of the kaldorei ten thousand years ago, and is the current ruler of the monstrous naga. Azshara is often thought to be the greatest mortal mage ever to live - although she may no longer be mortal. Azshara was extremely charismatic. Her physical and mental appeal were such that virtually no one noticed her more negative qualities. The vast majority of her servitors were willing to go to any means to elevate themselves in her eyes, even at the cost of their own lives.

Illidan Stormrage was the self-proclaimed Lord of Outland, ruling from the Black Temple. Once an unusually gifted sorcerer, the extent of his powers became difficult to classify due to his powers increasing in large bursts as a demon hunter and having absorbed the powers of the Skull of Gul'dan.

Gul'dan was a former orc shaman from Draenor who became the first orcish warlock as well as the de facto founder of the Orcish Horde. Tutored by the lord of the Burning Legion, he became the founder and master of the Shadow Council as well as the creator of the necromantic terrors known as death knights. Gul'dan is considered by many to have been the most cunning and powerful mortal warlock to ever have existed. He arrived in Azeroth thanks to a portal opened by Medivh.

Medivh was the last Guardian of Tirisfal, an ancient line of protectors bestowed with great powers to do battle with the agents of the Burning Legion. Medivh contacted the orcish warlock, Gul'dan, and together they opened the Dark Portal, which allowed the Burning Legion to begin its destruction of Azeroth. He was slain shortly after by a party led by one of his friends, Lothar.


Shortly before the beginning of the Third War, Medivh returned as a mysterious prophet, manipulating events in order to arrange the formation of a last-ditch alliance between the mortal races on Kalimdor, guiding them to victory at the Battle of Mount Hyjal.

Khadgar was the apprentice for the Last Guardian, Medivh, and went on to become one of the greatest heroes of the Alliance during the Second War and as a commander of the Alliance Expedition to Draenor. His name is dwarven and means "trust". He is found in Shattrath, supporting the Naru (dimension-traveling race of sentient energy beings) in his war against Illidan and Kael'thas.

Kael'thas Sunstrider was a senior member of the Kirin Tor and the Prince of Quel'Thalas, the last of the Sunstrider Dynasty. After the Fall of Quel'Thalas, Kael'thas led what remained of his people in the service of the Alliance. Striving to placate his people's addiction to magic, he later covertly allied with Illidan Stormrage and the Burning Legion. He was branded a traitor after his allegiance with the Legion was revealed. Kael'thas plotted to summon Kil'jaeden the Deceiver through the Sunwell, but his plans were foiled by the Shattered Sun Offensive.




The Laws of Magic
Arcane magic has the following laws:

Magic is Powerful. {C Magic in Azeroth is the difference between a slave and a master, a foot soldier and king. Few races and nations can operate without powerful mages and warlocks. The use of arcane magic is growing; historically, each time this has happened before, a great disaster shortly follows. However, even though the history of the arcane is well known, mages and their patrons invariably come to the same self-serving conclusion: It won't happen to them.

Magic is Corrupting. {C Magic corrupts the soul; if the humblest person in Azeroth became a practitioner of the arcane, by the time the practitioner reached the higher levels in their art, all traces of her humble roots would be lost. Magic breeds pride and arrogance. Magic corrupts the body; it ages the caster before their time and hastens the blight that the world inflicts on things fair and beautiful. Those who claim that only Necromancy and Fel Magic have a corrupting influence are fooling themselves.

Magic is an Addiction. {C When one feels the power of an arcane spell coursing through one's body as it's being cast, resisting the urge to cast it again is difficult. Frequent use leads to a desire for more and, eventually, to a desire for the evil fel energy.

Magic attracts the Twisting Nether Like Flies to Honey. {C The Burning Legion has invaded Azeroth three times, drawn by the power of the Well of Eternity and those who employ it. Magic is a literal gateway drug that allows dark titans such as Sargeras to bring evil influences to the world. Those who employ arcane magic must deal with demons and other servants of the Twisting Nether.


Notable Organizations Related to Arcane Magic

The sorcerors (mages, warlocks and so on) usually do often meet in great council and more than once unify in an unique organization. It is common knowledge that different sorcerors are always after the research of new knowledge or simply to share their knowledge with others. Here are the most famous associations that mainly recruited the sorcerors.

Lorewise

Kirin Tor
History: {C 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. {C 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. {C Even the Kirin Tor, however, found itself powerless to stop Prince Arthas and his forces when he led the Scourge through Lordaeron. Arthas acquired the spellbook 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 Cult of the Damned).

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. {C 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. {C 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.
The Kirin Tor is also referred to as the Magus Senate or Magocracy of Dalaran. They are divided in several levels of importance and influence. The Kirin Tor has a ruling council of six archmagi, 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".

Ranks:

The Archmage Antonidas held the position of Head of the Kirin Tor for a long time. After his death he was succeeded by Ansirem Runeweaver. With the war against the blue dragonflight under Malygos beginning and the war with the Scourge intensifying, Rhonin replaced Runeweaver as leader of the Kirin Tor.

Beneath the ruling council are the archmagi, each of whom is given tasks as the council sees fit. Archmagi 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 archmagi have been given the same tasks so often they have essentially assumed responsibility for those jobs. Thus one archmage might be in charge of cataloging all wands, while another handles researching and cataloging 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 archmagi. Any archmage in the sect can issue orders to a mage, provided the instructions still fit within the organization’s goals. As with archmagi, however, most magi settle into specific positions and tasks and work exclusively for one archmage. 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.


Highborne
History:The Highborne, (quel'dorei, meaning "children of noble birth" in Darnassian and "high elves" in Thalassian) were the upper classes of the kaldorei (night elven) civilization and the favored servitors of Queen Azshara. Despite their near-identical physical appearance, the ancient kaldorei were already split across racial lines as night elves and "Highborne" elves. The Highborne were largely responsible for the War of the Ancients, and most of those Highborne who had allied with the demons and survived the war later became the naga or were turned into satyrs. Those that allied with the Kaldorei Resistance before the last battle of the war evolved into the modern high elves. One notable exception is the Shen'dralar, a holdout group against the Legion during the War of the Ancients.

They were able to defend Eldre'Thalas (Dire Maul) but became isolated from the rest of night elf society, although they have recently sought to rejoin their kaldorei brethren in Teldrassil. The Shen'dralar were an obscure and secretive faction of Highborne who dwelled in within Dire Maul. They are a remnant of the quel'dorei who once populated Dire Maul, or Eldre'Thalas, as it was known in antiquity. {C Shen'dralar are returning to the elven society and they mold young night elven mages. Thus, should you be a night elf mage, you may consider those information.

Leader: Mordent Evenshade

(The Shen'dralar were Queen Azshara's most revered arcanists. It was within these very walls that the Queen's most important demands were processed - often in secret. After the destruction of the well and the subsequent lethargy that overcame the Highborne the Shen'dralar were imprisoned in their own fortress, known as Dire Maul.)

Magisters of Silvermoon

The Magisters are a group of blood elf mages and are one of three factions in the government of Silvermoon City and all of Quel'Thalas. They are led by Grand Magister Rommath, a master of Arcane, Fire, Frost, and Holy magic. Out of the three main factions within Silvermoon, the Magisters are probably the oldest, as the Highborne exiles who originally conceived the nation were mages, first and foremost, before they began to compose their ranks with those trained in archery and martial combat. The Magisters' exact origin and time of ascension to authority are unknown, but it is presumable that they existed maybe before, or during the founding of Quel'thalas.

They have been Silvermoon's top authority on all things pertaining to magic, and have been in possession of a vast reservoir of knowledge on all things arcane, for many years. After Kael'thas's departure to Outland, the Magisters have taken a more direct approach to gaining power within Silvermoon's political climate. Their authority on magic has led to them having an easily establishable sense of power over the addicted masses of Silvermoon and thus, allow them to control many citizens with ease. They are true to the Jingoist philosophy that elves have always practiced, although after the Third War, they have begun to enforce it rigorously. {C There are several ranks within the Magisters, each one a title that showcases their mastery of the arcane, as well as their importance within the order.


Grand Magister - Leader and overseer (Rommath)

Magister / Magistrix - A position similar to a Magistrate.
Arcanist - A middle-ranked mage, with a slight amount of authority.
Apprentice - A newly inducted member into the order.
It is likely your character, should he be a blood elf mage/warlock, to have relationships with magisters, or even being an apprentice/magister him/herself.


Blue Dragonflight

The blue dragonflight, ruled by Malygos, the lord of magic, was all but devastated by the evil Deathwing and his black dragonflight. Though there are few great blue dragons left in the world, their magical powers are awesome to behold. Native to Northrend, the few blues stay relatively close to the great Dragonblight, where they commune with the ancient dragon spirits who died in ages past. The Blue Dragonflight encompasses both the literal descendants of Malygos — the blue dragons — and their loyal servants and companions, the blue dragonspawn. For the thousands of years between the Sundering and the destruction of the Demon Soul, blue dragons were all but unheard of, but they have begun to emerge in the world once again. Historically, dragons have had a reputation for spending their days in solitary contemplation of the secrets of the world, but in recent times blue dragons have proved to be more social due to the growing threats to all living creatures.

In addition to their noted obsession with magic, blue dragons also enjoy researching other subjects. They could be called the academics among dragons; they have begun to serve more and more as the teachers of younger members of other species. While in humanoid form, many dragons also notice the scientific discoveries of other races and take an increasing interest in the development of engineering and similar studies. Adult blue dragons most often have names ending in "gos", or "gosa" for females. Sometimes synonyms of the word "blue", or terms relating to spellcasting find their way into a blue dragon's name as well. Their traditional home is Northrend, where they remain close to the great Dragonblight, the final resting place of dragons. In modern days blue dragons are rare and difficult to find, thus their society does not have a rigid hierarchy. Although some great blue dragons remain in the world, they are few and far between, studying their magic almost to the exclusion of all else.

All blue dragons served Malygos with roughly equal standing, although there are some ancient dragons who are considered authority figures simply due to their great knowledge and mastery of magic. In essence, it is a society ruled by the powerful, but in a group of intellectuals such as these any real ranking system would do nothing but cause endless debate. Blue dragons are the undisputed masters of magic, their culture revolving around the study and cataloging of magic and spells, primarily but not exclusively arcane magic. They focus on advancing in spellcasting ability, and the acquisition of knowledge and greater magical power to the exclusion of almost everything else, but this is not to say they are single minded. Rather, the dragons are extremely loyal, and know that the Titans gave their master his domain so that they would use their magic to keep the world safe. The blue dragonflight’s belief system is scientific; they seek proof of everything, and take little on faith or word of mouth alone.

The blue dragonflight is focused on the pursuit of ever greater power and knowledge. This doesn't make them completely egocentric; the dragons share what they learn to help others of their kind as well as the world in general. Many blue dragons strive to impress their master, Malygos, with their knowledge of magic, or invent new spells or magic items. Members of the blue dragonflight value other thinkers, including spellcasters, engineers, writers, artists and general academic types. If a mortal shows a blue dragon a spell he has never seen, they earn that dragon’s respect. If they teach the dragon that spell, the mortal likely gains the dragon's gratitude for a lifetime — and blues live a very long time. Generally, members of the blue dragonflight consider adventurers in general to be kindred spirits, but they highly favor those who are clever, inventive and powerful. While blue dragons are slowly growing in numbers again, they lack the power to take on the children of Deathwing, such as Onyxia and Nefarion, directly. As such, the blues entrust favored mortals with the task of fighting against these powerful black dragons, and reward their mortal allies with magical secrets and objects of power in return for risking their lives to aid the dragonflight. Generally, the blue dragonflight are neutral towards the mortal races, but there are a few exceptions.

The Nexus War in Northrend: {C Having awoken from the madness that engulfed him, Malygos quickly assessed the state of magical affairs on Azeroth and concluded that magic was running amok throughout the world, blaming the mortal races and their reckless pursuit of magical power. As the Nexus War has ended, an ambassador of the Blue Dragonflight can now be found among the other dragonflights in the Dragonblight. With the death of Malygos, the dragonflight is in a deep crisis.

It is possible that your character heard of the Nexus War, if not even partecipated.



Shadow Council

The Shadow Council is a group of mortal warlocks that serve the demons of the Burning Legion.
History: {C When Gul'dan supplanted Ner'zhul as Kil'jaeden's favorite pawn, he began to reorganize the clans into a single engine of destruction. To this end, he promoted a public figurehead, Blackhand of the Blackrock clan to the new position of Warchief. Though Blackhand was cunning, he lacked the loyalty to Kil'jaeden and deviousness needed to drive the Horde. Thus, Gul'dan secretly brought together a collection of warlocks, necrolytes, chieftains, and even the occasional ogre into a clandestine council — the Shadow Council. {C The shape of the original Shadow Council is unclear. Gul'dan is described as a "warlock of the Inner Circle" and Cho'Gall as an "initiate of the Fifth." {C Note that most Shadow Council members are orcs;

Types of Arcane Magic

From Wowpedia.

Arcane (School)
There isn't a true "arcane" domain per se in lore, but the magic is folded into arcane as a whole along with fire and frost, although it does seem to have similarities with the domain of air. According to a quest line in The Burning Crusade, some forms of the so called arcane school may be combinations of the four elements of fire, earth, air, and water. The class practising this school are mainly Mages. (Expecially the Archmages and Conjurors).

Fire and Frost
These schools are the manipulation of the elements. They mainly involve summoning energy from the elemental planes and use them to fulfil the caster's goals. (self-written)

Fel magic
The ultimate manifestation of the demonic arcane on Azeroth is fel (aka fel energy or fel magic). This energy, which most commonly manifests itself as ghastly, green-yellow flame, is arcane magic at its most corrupt, for it employs the blood of demons. Spells with the fel discriptor are very difficult to resist. Casting a fel spell is described by many spellcasters as a euphoric experience. If arcane magic is an addiction, fel magic is the embodiment of the drug in its purest form. {C Fel magic is pure, evil and arcane; it resides in the blood of demons.

This blood has magical properties; it addicts arcane magic users and can be used to create evil weapons. When a weapon is forged in demon blood, it becomes a fel weapon. It glows with a foul, yellow-green fire and deals extra damage to good-aligned opponents. Some arcanists can cast fel spells, perhaps after drinking demon blood. {C Unlike arcane magic the use of fel magic corrupts the user’s body and soul. By contrast the chief danger of arcane magic is that using it inevitably leads to the desire to wield greater power: power that only fel magic can provide...


Necromancy

Necromancers are mortal practitioners of death magic, commonly referred to as necromancy. {C Necromancers are spellcasters whose magics 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.


Shadow magic


The shadow energy (aka Shadow Plane) is not limited to a single plane; it is instead an integral part of every aspect of the universe, woven into every plane. Thus, spells that call upon this energy, such as shadow conjuration, draw upon local sources rather than reaching to another plane. Positive energy remains associated with the energies possessed by living beings, and negative energy with the motive forces of death and the undead. Magical weapons that have effects wielding this energy draw upon energy bound into their own material, freed by enchantment. "Shadow" is spell type common to many items and spells created by the Shadow Council and other such nefarious organizations. The arcane and shadow magic appear to be tied together. One example it's a sub-school of the magic school of Illusion (illusions composed of a quasi-real, tangible shadow material with shadow bonuses, ex. Storm, Earth and Fire).


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Another general magic guide.  Empty
PostSubject: Re: Another general magic guide.    Another general magic guide.  Icon_minitimeWed Aug 08, 2012 10:12 am

So, now, what about my character?

Now we have analyzed the lore behind mages, thus we can argue about your informations.
These are the classes we will talk about: Mage, (Wizard, Conjurer, Focused Mage, Arcanist, Warmage,), Battlemage, Warlock, Necromancer

Race
The Warcraft universe is inhabited by many races of sentient and sapient beings. Here you'll find the ones with a connection to the arcane energies.


The Night Elf:

Night elves once were the mortals that ruled over the arcane affairs. From the Well of Eternity, the Highborne ((see above)) were controlling their society. Other organizations included, over ten thousand years ago, the Moon Guard, a sect of elven sorcerors. Altough the night elves have rejected the arcane ways, during Cataclysm a few highborne rejoined Teldrassil and are in willing to train new night elves in order to become mages. The Shen'dralar, this is their name, could be an organization your character could be part of. In fact, there are here just two ways: yet an apprentice of the highborne, yet an ancient highborne. In both ways, you're likely to be unrespected by the majority of the night elves: in fact they do prefer the druidism and praying Elune and they see the arcane energies as a negative and corruptive force. Note: Highborne were a form of aristocracy, keep this in mind should you role play one.

http://www.wowpedia.org/Night_Elf


Blood Elf:

The blood elves have just escaped from their magic thirst: with the Sunwell restored, they are attempting to gain their civilization once more. Most blood elves are not insane or evil—they just choose to fight fire with fire. While they hate most races, they have come to accept the Forsaken, as they share the same goals. Blood elves reek of fel power, offending the spiritual senses of night elves and tauren. The vast majority of Blood Elves are now members of the Horde -- this alliance conveying a strong clash of culture. The Blood Elves are a major part of the eastern Horde, along with their former Ranger-general Sylvanas Windrunner and the Forsaken. Several Blood Elves prefer to keep with their own company, viewing their deployment outside of Quel'Thalas as something of a nuisance, though others have been seen to integrate fairly well into the wider Horde, even coming to appreciate its vastly different culture. Blood elves are quite elitist but they usually dislike attempting to use physical force and rather the use of magic. As such, loads of blood elves are likely to wield the powers of Arcane and thus be mages or warlocks. Eventually, relevant blood elves could become Magisters, a such class holds the position of a Magistrate within the territories of Quel'thalas. The Sin'dorei (Thalassian name for Blood Elves) have a good tolerance of fel magic too, as they do tolerate even some lesser demons that do accompany their warlock masters in the streets of their cities. Actually, few magisters are likely to be warlocks. They are also likely to fall prey of the magic corruption even more than other races...

http://www.wowpedia.org/Blood_Elf


Human:

Humans have a vast lore, and here you could be really anything. From a mage working for (or with) the Kirin Tor, to a lesser one working alone or a previous member of the kingdom of Lordaeron. Here the choice until you do not attempt to escape from certain parameters. Many humans, altough, have left their society to learn 'dark arts'. As this is the most common race, do not think that warlocks would be welcomed inside the Stormwind's walls. Nor their demons.


Worgens:

The Worgens of Gilneas are likely to share a similar background to the humans, just keep in mind that a bestial rage could eventually lead into a loss of concentration of power.

http://www.wowpedia.org/Human

Gnome:

Gnomes are (usually) eccentric and innovative. They have a great affinity with technology and thus some of them could be 'technomages' (tinkering mages that combine the benefits from both magic and technology to create wondrous magical devices) and a few gnome mages are accounted as members of the Kirin Tor, too.

http://www.wowpedia.org/Gnome


Forsaken:

Once an human, their background has a great importance. Keep in mind that many forsaken, unlike blood elves or humans, they do not consider much the mages and warlocks as an effective carrieer that leads to certain success. For their goals they rather the alchemy. Also, is unlikely that many apothecaries have been mages or warlocks as it would require the study of two different arts of completely different basis. In truth, sorcerers of the Undercity usually meet in the Mage Quarter, in the Temple of the Damned, and they answer to Bethor Iceshard, a deceased powerful wizard of the Kirin Tor. Warlocks are greatly welcomed in the forsaken ranks for their destructive powers and, before the Kor'kron arrived, the demons of the forsaken were free to remain in their city. Forsaken are cruel but they are interested in knowledge as much as the humans and they do own different libraries in their Mage Quarter. Also, even with the Val'kyrs inside their ranks, the forsaken do not hesitate to acquire necromancers for their ranks and they do greatly welcome their capacity, respecting their powers (an example is the infamous Hercular).

http://www.wowpedia.org/Forsaken


Orcs:

Should they manipulate the ley lines, they are likely to be warlocks. Though there was a time when they were common, orc warlocks are now rare. Most are enemies to the Horde, like the Burning Blade. But a small number work for the Horde. They were illegal at one time in the Horde and are barely tolerated now. The few orc warlocks residing in the Cleft of Shadow are under the watchful eye of the Horde. In fact, many orc warlocks are often considered as rejects of the society that meddle with demons and ruin the shamanism's traditions. With their new elven and undead allies, the orcs have begun to learn how to become mages and thus starting to learn this new way of magic. The arcane magic in their society, much like the night elven one, is obscured by the divine magic (the shamanism in this case).

http://www.wowpedia.org/Orc


Troll:

There aren't really many troll mages or warlocks: they occupy a less relevant rank and it would be a better idea to identify your troll mage/warlock as a witch doctor or a vodoo worshipper. Many trolls that haven't been part of the Darkspear Tribe are likely to have a great hatred inside their hearts or even be part of the Twilight Cult.

http://www.wowpedia.org/Troll

Draenei:

Despite they rather worship the light mages could occupy the position of gatherer of knowledge among their ranks and could aid their people by acquiring more and more informations about the new world they came in contact with: Azeroth. Their focus makes them quite skillful in the art of being a good sorceror.

http://www.wowpedia.org/Draenei


Goblins:

Due to their affinity with technology and money, mages do not occupy a relevant position in their society, but, like gnomes, they may be technomages.

http://www.wowpedia.org/Goblin


Class: The Arcanist

The Arcane classes, mainly in the 'mage' branch, are different and take different forms.
The arcanist class 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 spellcaster 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.

Mage
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 aswell as studying the ground in a strategical point of view. 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. They are also known for being able to summon elementals, usually water elementals, but can also summon air, earth and fire elementals as well. ( Wowpedia.org )

Casting Spells.

The informations written above could give you a general view of this class. Altough, despite the idea that the spells of mages can actually be anything of creative, they are in truth restricted to great laws. For example, the level (of skills) of your mage and where he learned those spells. An example is that an orc warlock, once a shaman, would hardly use a mana shield to defend himself or cast a portal to flee, as they both come from the arcane school ((see above for clarification about the difference between arcane school and arcane magic)). To cast spells, it will require some time. A fireball or a frostbolt could be summoned in a few seconds, as there are a few words connected to it, but should you summon an enormous blizzard that envelops the enemies surrounding you, it would take a long time (a few minutes) and, expecially, a lot of mana. Mana is a very annoying factor and the best idea is to have few artifacts that may prevent you from loosing a too high quantity of mana.

In fact mana means also energy: more mana you loose, less energies for physical moves you'll be able to perform. Altough mana, for a mage of an high level, is hardly a great trouble. When fighting an other player, for example, your survival will greatly depend on your chance of free casting. Blink is a very useful spell, as it apparently doesn't require a long time to be casted and doesn't require much mana, for an expert mage. To cast, in addition, you'll always require both hands and the chance to talk. Remember that many spells could, sometimes, be used while not fighting: for example, using magic to grab a book. Instead i do not suggest to use blink just for moving forward, as it makes little sense to use the character's energies for a such stupid move.

The Arcane Corruption will affect your character's behavour and in how long you shall become a mage. To reach the rank of a good mage it will require a long time. Mages usually start as young students and it takes a few years to become a mage that knows what he is doing. To become a powerful mage, it is something that requires different years and also, is not easy to find the tomes for a such knowledge. In fact, mages are mainly the researchers of knowledge. It is unlikely that a good mage will behave like a naive as the arcane laws will have already modified his spirit. As the laws of the Arcane Magic states, the arcane is corruption. Magic corrupts the soul; if the humblest person in Azeroth became a practitioner of the arcane, by the time the practitioner reached the higher levels in their art, all traces of her humble roots would be lost. Magic breeds pride.

Magic corrupts the body; it ages the caster before their time (altough this rule is not applied in a great way - see Azshara, Jaina... ). Also, keep this in mind, it is likely your character to submit to his own overconfidence. Powerful mages are always overconfident. Antonidas, Azshara, Illidan Stormrage, Malygos... Many of them have always been confident in their powers and their capacities. Thus the Four Laws would corrupt your character's person. Despite their overconfidence and pride, many grat mages are often humorous. Antonidas and Malygos for example. It may indicate that those mages were seduced by the magic itself: filled of mystery, it is a place where things vanish and keep changing. Thus a very humorous behavour is not impossible to be found among the mages's ranks. As a mage becomes more powerful, the arcane addiction affects him in a deeper way. An example are the blood elves that, living so long in contact with the arcane (the blood elves have long lives) they were completely dipendent by its power. When one feels the power of an arcane spell coursing through one's body as it's being cast, resisting the urge to cast it again is difficult. This could be a lesser trait in a mage as their addiction could be stopped by their thirst of knowledge. A clear example here are the mages of the Kirin Tor.

To sum up, many mages have so a 'scientific' or a 'artistic' mind influenced by the Four Laws of the Arcane Magic. Do not think that overconfidence means understimating others, nor that your pride would prevent your mage from having a life of virtues: many wise mages have achieved different goals.

[I still think that Antonidas is a good example of the typical mage. He was an humorous person and, in the few cinematics (in Warcraft III) we were able to see him, he has always been confident in his powers and he did not listen to an unknown prophet (that later revealed to be Medivh), despite the aura he emanated, as he had no proof of this. When the Scourge arrived, he had no doubt that the magic barrier made by the Kirin Tor would protect Dalaran from the Scourge. He did not understimated his enemy, he knew the Scourge was a powerful army. He simply gave too much trust to his abilities.]

After all those informations we can argue that you must never roll a young archmage/powerful mage or an archmage with a naive and childish behavour. No one likes teenager-like archmages.

Now, there are many type of mages, their 'subclass' is a variant of a mage's spellbook. Depending on wich type of magic they shall focus, they will be known in a certain way. It is possible, do not worry, to be more than one subclass, obiviously, but keep in mind that many mages usually like to focus on one subject. Think of them as a degree course. You can make more than one. If you are an expert, i suggest you to give an eye to The Schools of Arcane Magic as there are different other subclasses not listed here due to the fact they are of a less importance. (Illusionist, Diviner...)




Wizard

Wizard and Sorcerors {C Wizards are arcane spellcasters 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. Historically, wizards have been male, and there was considerable resistance even in Dalaran to women taking up the profession in spite of the city's tradition of training sorceresses and female archmages. No Kirin Tor sanctioned female wizards appeared to have existed prior to 800 years ago, when Aegwynn became Guardian. Sorcerers (also spelled sorcerors) own great talent for arcane spellcasting, 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. Wizards, at least, attempt to manipulate arcane power through controlled processes, rather than letting their own bodies act as conduits. Night elves who takes one of those classes are stripped of their racial heritage, effectively transforming into high elves, although they do not physically change.


An ex-wizard of fame: Kel'thuzad (Note that Zalazane is said to have been a sorcerer)


Conjurer


Conjurer {C Conjurers (aka 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 potently destructive spells. Unlike the wizards who focused on various aspects of the arcane arts, conjurers were primarily concerned with elemental and summoning magics. Conjurers sometimes become warlocks, highly specialized spellcasters who traffick with demonic entities. (Upon becoming a warlock, the conjurer increases its devotion to the conjuration school, yet must forsake study in other schools).
A conjurer of Fame in the World of Azeroth: Nielas Aran

Warmage


Warmages are arcane spellcasters who accompany soldiers into the heart of battle. The generations of warfare on Azeroth have given warmages time to hone useful spells into simple and secret rituals, called "battlemagics", which are passed from warmage to another. Warmages 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 warmage's arcane gestures, which can cause his spells to fail (if those spells have somatic components). As warmages accompany warriors into battle, they become better at defending themselves than other wizards. Usually warmages tend to cast powerful spells for a long time, unlike battlemages that usually cast their spells in a short time.


Archmage

Not suggested to a role player unless he is not a formidable one. Archmages are likely to be taken in a bad consideration from common roleplayers due to the incapacity of people to understand what this class requires.
Archmagi are a type of powerful caster that represent the pinnacle of magical power. Most archmagi hail from the magical kingdom of Dalaran but can be found among other groups as well. Weaving their intricate enchantments, these mages defend their faction with all the magical powers at their disposal. Archmages can come from any mage subclass as long as they have a sufficient level of arcana and spellcraft 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. It is possible that, while the archmage focuses on his two main schools. Eventually few other schools may be sacrificed in order to master the selected ones.


Inscriber

Inscribers are arcanists 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 runemasters, for they pursue the arcane knowledge and spellcasting techniques of all arcanists; they seek to also add the powers of runes to their repertoire. {C Runemasters look on inscribers with some measure of hesitation, for they are proof that there is a connection between the "pure" arts of runecasting and the more vulgar magics of the mage, warlock and necromancer. In the meantime, inscribers seek out runemasters to teach them new runes, as well as written works that describe the power of the rune patterns. Also unlike runemasters, inscribers are more likely to use runes to enhance their companions and their possessions; whereas runemasters focus on developing a personal connection to the world's natural magic, and tend to scribe runes predominately on their own bodies. {C Inscribers still use spellbooks, though these spellbooks may contain impressive formulae for channeling the power of runes that other arcanists can't make heads or tails of. {C An inscriber has the ability to create and empower runes. Unlike the runemaster, he does not learn whole patterns; instead, an inscriber may prepare individual runes as though they were arcane spells. He keeps runes in his spellbook, just like other arcane spells.

Battlemage

Battlemages are similar to warmage. A good idea to distinguish the two, is that 'battlemage' do wear plate armor, unlike many warmage that stands in the backlines, battlemage could fight alongside with soldiers. Battlemages rather also short casting spells for an immediate use. Their attacks are quick and deadly. They, unlike other mage classes, could have a great istinct of a warrior.

Warlock

Warlocks are former arcanists, or in the case of the orcs, former shamans, who, in pursuit of ever-greater sources of power, have cast off their studies of the arcane or nature magics to delve deeper into the darker, fel-based magic of shadow. The nathrezim (dreadlords) and the eredar of the Burning Legion are credited as the original warlocks and wielders of dark magics, corrupted from the powerful and magically attuned eredar of Argus. In most societies, the warlocks now live on the fringe of civilization, tolerated but not trusted. Human warlocks meet in secret in the basement of a bar in Stormwind. Thrall has expressed discomfort with the warlocks but understands the necessities in using them so he has allowed them the Cleft of Shadow. Conventional spell casters often see the warlock's magic as a vain attempt at increasing their own power.

Although many that consort with demons fall to darkness, the warlocks of the Horde and the Alliance advocate bending demonic forces to one's will without succumbing to complete corruption. These spell casters can summon demons to serve them, and they can also cast many painful spells that slowly eat at the life of their enemies. Warlocks are usually physically weak compared to other classes, but they compensate for this deficiency with their potent array of spells and their demonic minions. Compared to other spell casters, warlocks are among the strongest and often depend on the sacrifice of their own blood to fuel their magical powers.
Becomming a Warlock, Being a Warlock.

{C Unlike mages, the path toward becomming a warlock is faster but is corrupts the soul in a worst way than common sorcerors. Here pride and overconfidence are hidden by a great depravity and, if a mage is hunger of knowledge, a warlock is hunger of power. Despite this, there are warlocks that attempt to fight the corruption in order to remain in a civilized city (see above). They are shunned by the community and will likely be untrusted due to their cruel behavour. 'Good' warlocks, in fact, do not exist. They could have been in past but, as soon as this path is being followed, the power of an evil corruption does consume the target. While their research for power is long, the process to become a decent warlock could take just one year or something more. Altough, becomming a powerful warlock is way harder (if not almost impossible) than becomming a powerful mage. Warlocks do rarelly show their nature in pubblic as they are often insulted and untrusted by anyone that does not practise dark arts. They in fact do rather stay togheter in sects and work alone. Obiviously, they do rarelly summon demons in pubblic places as, with the exception of Silvermoon and, perhaps, the Magic Quarter in the Undercity, such creatures are not allowed to roam in common cities.

Warlocks are masters of the dark arts, devoted to furthering their understanding and use of shadow and Fire based magics, along with the summoning of demons from within the Twisting Nether. They first appeared on Azeroth during the First War, when Gul'dan, the first of their kind among the invading orc clans of Draenor, led the Horde across the dimensional gulf through the Dark Portal while in servitude to the Burning Legion. (Tought is possible that demonic magic approached Azeroth during the War of the Ancients for the first time)


Casting Spells.

{C Overconfidence in spells here has been changed with almost a sadistic desire. Untrusted and filled of hatred, warlocks do cast destructive spells or work in order to communicate with the Twisting Nether, hoping to summon demons. The process to summon a demon is long.It is unlikely to say: "Ehy, Finpnam, come and destroy this fool!" and the demon appears. It would require a long ritual, perhaps during from a few minutes to a few hours. The mind of the warlock must be superior to his minion, in order to prevent it from fleeing. That's why many demons are actually too powerful to be enslaved. Altough is possible that warlocks to work with those powerful demons in order to achieve their goals. About the destructive spells, warlocks do focus on fire and shadow, often attempting to burn alive their enemy. The warlocks do hardly spend a long time in casting their spells; they rather quick spells. Sacrificing part of their health instead of mana, their powers remains restricted in a sadistic sphere since they forsake the arcane and frost school (or the shamanism).



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. {C Necromancers are spellcasters whose magics 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. The Dark Lady, Sylvanas Windrunner, realized how valuable necromancy was to their cause. Though Forsaken heal naturally, many go to the priests of the Forgotten Shadow for "repairs". Necromancers can also free enslaved, mindless undead and research powerful spells that might one day return the Forsaken to life.

Though they retained their Humanity after making a pact with death, Necromancers became the most terrifying agents of the Scourge. These dark, insidious men were once thought to be aspiring geniuses by the Magocracy of Dalaran. However, their insatiable lust to delve into the secrets of the dark arts drove them to forsake their very souls. Ner'zhul, the Lich King, granted these malevolent sorcerers true power over the dead in exchange for their loyalty and obedience. The shadowy Necromancers have the power to command various types of Undead and even spread the foul undead plague as well.


Casting Spells.

{C The spells of a Necromancer involve the shadows energies. On this side, they are similar to warlocks (shadowbolt exct.) but they do also focus on books that would allow them to raise the deads. A class that shares similar powers to the necromancers are the Death knights. They do still make use of frost school abilities.

Being a Necromancer.

{C Hated by the community, hiding in sects... Necromancers are not welcome. The only side that could acept them are the forsaken. Despite them, necromancers are not acepted in the Horde ranks nor in the Alliance and they are likely to be cultist that do not serve anyone but their own thirst. The process of becomming a necromancer, looking at how fast did some mages of the Kirin Tor changed their spellbook, appears to be shorter than the others (warlock and mage). Altough a necromancer is even more corrupted than the warlock and the holy light could even wound him: their skin pales and their physical appareance do appear to be more frail than the normal men. Also, the arcane corruption can be hardly stopped. Thus, many necromancers are cultist and are divided in different sects.


Other Classes Related to Arcane Magic


These classes are not suggested as a character to RP due to their great difference from the playable classes in Warcraft. The information written below are taken from Wowpedia and thus the 'suggested way' to RP them is not written.


Ley Walker


It is an occult truth, known to all who study the ways of magic and spellcraft, that great lines of power crisscross the lands of Azeroth. These lines of magic are often harnessed for mighty magical purposes, from the creation of moonwells 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.

{C 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. {C The sorcerous feats of which these men and women are capable 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.

{C The ley walker’s attunement to the raw magical energies of the world grants her certain abilities not available to other spellcasters. 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. {C Of the arcane classes, magi, inscribers and runemasters are most likely to take this class, for they are the ones who treat this knowledge as truly important — they steep their magics in this world, rather than in the world of the dead, or in the Twisting Nether.

Indeed, inscribers and runemasters understand the secrets of these ley lines better than most, and so this prestige class is a natural for them. Any of the divine spellcasters 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.

{C In such societies, ley walkers tend to have one of two reputations — crackpots who are obsessed with what is considered just a small facet of the magical knowledge in the world, or truly wise scholars and sages of a set of deep mysteries.


Runemaster


Perhaps, may i suggest you to look over the incriber class?

{C Runemasters are monk-like arcane spellcaster and melee fighters who empower themselves with magical energies by inscribing runes onto their bodies. The runemaster is a free spirit, more at home in the wild than in the city. The runemaster 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 runemaster seeks to become one with the land, but not in the fashion of druids. Rather, the runemaster 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.

{C 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 runemaster 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 runemaster prefers to get in the face of his enemies. Using little trickery or subterfuge, the runemaster 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.

Powers.

{C A runemaster has the ability to scribe and empower runes. A runemaster does not prepare spells the way other arcane spellcasters do. Rather, a runemaster 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 runemaster must have a high Spirit. {C A runemaster 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 runemaster must have a high intelligence. The runemaster can sense the presence of runes in his vicinity, a runemaster gains an intuitive sense that alerts him to danger from runes. A runemaster's marks can be made permanent.A creature can have only few magic tattoos. To replace a magic tattoo, the creature must first have an old one erased. The runemaster bears simple runes (see below) on his knuckles.

{C 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 runemasters may use. {C Simple runes are tattooed to the skin of the runemaster. It isn’t enough that the pattern be there — rather, the runemaster 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 runemaster needs their power, then they blaze with brilliant potency. Simple runes radiate faint magic of no specific school. {C A runemaster begins with a single simple rune. As his understanding of the runes grows, he can add others. {C The pattern of swift water flowing over a streambed, the rune of flowing water speeds the movements of the runemaster.

{C The pattern that heated coals make in the air above them, the rune of glowing coals grants the runemaster bonus damage with his unarmed attacks. {C 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 runemaster. {C The pattern of mangrove roots in brackish swamp water, the rune of the mangroves grants the runemaster immunity to non-magical poisons and diseases.

{C The pattern of rings that develop within the trunk of an oak as it ages, the rune of the oaks grants the runemaster a natural armor. {C The pattern that the energy flowing through perfectly-crafted steel creates, the rune of perfect steel is tattooed to the back of a runemaster’s hands, allowing him to deal lethal or nonlethal damage with his unarmed attacks. (He makes the choice each time he attacks). {C The pattern flame leaves in the wake of grasslands fire, the rune of raging flames grants the runemaster quicker land speed. {C The pattern that results from heavy starlight upon rock, the rune of starlight allows the runemaster to foresee those attacks that are aimed at him.

Personality
Choosing the class means choosing part of your personality. See above for the classes.

Written by the following authors:
User:Malygos Helper aka Oscurit.
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