Note here that wands, books, staves, magical items, and huds are allowed to the Mage as they progress in training. If you use a weapon other than a one handed magical item. You must then option to use a HUD or staff essentially not using a two handed magic weapon or item with the HUD. Two wands can be used in conjunction with a hud. Yet trying to use a staff, a wand, and the Hud would not be allowed. How could you juggle the staff, and wand while casting from a HUD? It is not practical in battle.
Once approved by your guild trainer. You can work to enchant cloth armor and then once completed wear D2 on your meter.
These Magi have achieved a certain level among the mages and have decided to follow more deeply along one of the Schools. Typically this is done once they have reached level 3 (or the mage namesake).
At that point they become level 1 in their new specialization. (they still retain level 3 in mage on the meter but their specialization then dictates the rest of their class)
In so doing they forsake the opposing school and concentrate on their chosen path.
Specialization can be acquired once a character has reached level 4 mage as described in the advanced section of the RoE.
Once approved by your guild trainer. You can work to enchant cloth armor and then once completed wear D2 on your meter.
These Magi have achieved a certain level among the mages and have decided to follow more deeply along one of the Schools. Typically this is done once they have reached level 3 (or the mage namesake).
At that point they become level 1 in their new specialization. (they still retain level 3 in mage on the meter but their specialization then dictates the rest of their class)
- Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
- Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
- Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
- Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
- Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
- Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
- Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
- Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
In so doing they forsake the opposing school and concentrate on their chosen path.
- Necromancy vs Transmutation
- Evocation vs Abjuration
- Divination vs Illusion
- Enchantment vs Conjuration
Specialization can be acquired once a character has reached level 4 mage as described in the advanced section of the RoE.
Abjurer
"Abjuration: to protect or counter against another spell or event."
One of the eight specializations of magic
An Abjurer is a type of Mage that focuses on protection and counter attack.
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
The school of abjuration focuses on such things as Magic Shields and Protection Circles.
This is the School that utilize Wards and use such spells as Alarm. Magic Page or Sepia Snake Sigil.
This is the protection School of Magic and Specialists of such are Guardians of Magic, Abjurers can use ONLY one weapon as with all Mages and can wear no Armour.
One of the eight specializations of magic
An Abjurer is a type of Mage that focuses on protection and counter attack.
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
The school of abjuration focuses on such things as Magic Shields and Protection Circles.
This is the School that utilize Wards and use such spells as Alarm. Magic Page or Sepia Snake Sigil.
This is the protection School of Magic and Specialists of such are Guardians of Magic, Abjurers can use ONLY one weapon as with all Mages and can wear no Armour.
Conjurer
"Conjuration: creating with your will - using the elements, your mana, or the arcane magics of the Universe - actual objects or entities such as teaspoons or small animals, all the way up to the summoning of demons."
One of the eight specializations of magic
A Conjurer is a type of Mage that focuses on bringing natural forces from one place to another. They summon and control animals to do their bidding for short periods of time.
Their power increases with use and as they gain mastery over their abilities they are able to conjure more and more powerful animals. These animals range from small critters at lower levels like snakes and squirrels to larger animals like lions and bears at higher levels.
Conjurers have the same limits of armor as do all mages, cloth. They can, however, have their Cloth enchanted by 1 by an Enchanter.
Conjurers get only ONE weapon. It is typically a Staff or Dagger but it not unknown for a Conjurer to become attuned to a different weapon.
Conjurers typically prefer the company of animals to men but can often be found among forest folk such as Fae, Rangers, or Druids.
One of the eight specializations of magic
A Conjurer is a type of Mage that focuses on bringing natural forces from one place to another. They summon and control animals to do their bidding for short periods of time.
Their power increases with use and as they gain mastery over their abilities they are able to conjure more and more powerful animals. These animals range from small critters at lower levels like snakes and squirrels to larger animals like lions and bears at higher levels.
Conjurers have the same limits of armor as do all mages, cloth. They can, however, have their Cloth enchanted by 1 by an Enchanter.
Conjurers get only ONE weapon. It is typically a Staff or Dagger but it not unknown for a Conjurer to become attuned to a different weapon.
Conjurers typically prefer the company of animals to men but can often be found among forest folk such as Fae, Rangers, or Druids.
Diviner
"Divination is the art or technique of gaining knowledge of future events or distant states by means of observing and interpreting signs."
One of the eight specializations of magic
A Diviner is a mage whose focus is upon discovering the secrets of the past, present and even the future.
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Divination spells focus on finding information, either within oneself or from the world. It is not unheard of for a Diviner to be able to discern the extent to which they are damaged and be able to heal themselves through their art, Unlike most other Arcane Arts (with the exception of necromancy.)
Diviners are often adept at seeing the future, or viewing long distances, as well as tiny microscopic light, or looking into other planes.
Some spell examples are Detect Magic. True Sight, See Invisible, Augury, Mending and Predication,
Diviners can use ONLY one weapon as with all Mages and can wear no Armour.
One of the eight specializations of magic
A Diviner is a mage whose focus is upon discovering the secrets of the past, present and even the future.
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Divination spells focus on finding information, either within oneself or from the world. It is not unheard of for a Diviner to be able to discern the extent to which they are damaged and be able to heal themselves through their art, Unlike most other Arcane Arts (with the exception of necromancy.)
Diviners are often adept at seeing the future, or viewing long distances, as well as tiny microscopic light, or looking into other planes.
Some spell examples are Detect Magic. True Sight, See Invisible, Augury, Mending and Predication,
Diviners can use ONLY one weapon as with all Mages and can wear no Armour.
Enchanter
"Enchantment spells are those which trick the mind, effectively manipulating emotions, perceptions, or even thoughts."
The Enchanter class shares some of the spells that an Illusionist has with a few differences.
For the most part Enchanters focus on directly effecting the Mind rather than crafting elaborate Illusions. (Example is an Alter Self spell cast by an Enchanter would effect the target person only. While an Illusionist would effect all that saw it. ) They are also very capable of imbuing items with spells and abilities.
The mind affecting spells of an Enchanter are More akin to Charm, Fear, and Dominate spells. These spells are mostly RP but they do posses some Direct spells. Such spells would be Fear (a root spell), Pain (causing the player to believe they are hurt resulting in actual damage) and Heart Attack and Self Inflicted Injury. All of these spells make or instill the Belief that the opponent is being damaged Take the damage on the meter.
The most significant difference between the 2 Classes is that an Enchanter can channel their Magic into causing otherwise Mundane items to become Enchanted. Several other Mage types can do this type of work but an Enchanter is especially proficient at it and their work is treated as if cast by a player 1 lvl higher than their actual level. Example is an Archetype Enchanter would cast at Magister Level. (Enchanted Weaponry for Archetypes -see p5- )
Enchantments are temporary at lower levels and gain strength as they progress.
Enchanter can use only ONE weapon as with all other Mages and can wear No Armor.
The Enchanter class shares some of the spells that an Illusionist has with a few differences.
For the most part Enchanters focus on directly effecting the Mind rather than crafting elaborate Illusions. (Example is an Alter Self spell cast by an Enchanter would effect the target person only. While an Illusionist would effect all that saw it. ) They are also very capable of imbuing items with spells and abilities.
The mind affecting spells of an Enchanter are More akin to Charm, Fear, and Dominate spells. These spells are mostly RP but they do posses some Direct spells. Such spells would be Fear (a root spell), Pain (causing the player to believe they are hurt resulting in actual damage) and Heart Attack and Self Inflicted Injury. All of these spells make or instill the Belief that the opponent is being damaged Take the damage on the meter.
The most significant difference between the 2 Classes is that an Enchanter can channel their Magic into causing otherwise Mundane items to become Enchanted. Several other Mage types can do this type of work but an Enchanter is especially proficient at it and their work is treated as if cast by a player 1 lvl higher than their actual level. Example is an Archetype Enchanter would cast at Magister Level. (Enchanted Weaponry for Archetypes -see p5- )
Enchantments are temporary at lower levels and gain strength as they progress.
- Initiate could craft a 1 shot 2 hp damage for a sword for example.
- Adept version would last an Hour.
- Mage version would last an entire Battle.
- Archetype would be permanent.
- Magister level would allow for more than 1 spell to be Imbued in an Item.
Enchanter can use only ONE weapon as with all other Mages and can wear No Armor.
Evoker
"Evocation: an evocation spell creates an EFFECT rather than an object."
One of the eight specializations of magic
Evocations call upon the power of elements, energy, and other forms of raw magical power.
The School of evocation focuses on drawing upon magick in order to cause an effect. Usually to a devastating degree. An Evoker is often a Battle Mage. Their abilities are designed in such away as to focus on destruction.
The evocation school of magic includes spells that manipulate energy or tap an unseen source of power in order to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Many iconic offensive spells such as magic missile, lightning bolt and fireball are of the evocation school.
Evokers can use ONLY one weapon as with all Mages and can wear no Armour.
One of the eight specializations of magic
Evocations call upon the power of elements, energy, and other forms of raw magical power.
The School of evocation focuses on drawing upon magick in order to cause an effect. Usually to a devastating degree. An Evoker is often a Battle Mage. Their abilities are designed in such away as to focus on destruction.
The evocation school of magic includes spells that manipulate energy or tap an unseen source of power in order to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Many iconic offensive spells such as magic missile, lightning bolt and fireball are of the evocation school.
Evokers can use ONLY one weapon as with all Mages and can wear no Armour.
Illusionists
"Illusion: to create a false impression by magic; a visual effect that tricks the mind."
One of the eight specializations of magic
An Illusionist is a type of Mage that focuses on Illusions and Glamours. They are often masters of disguise, misdirection and misinformation.
Their spells consist of manipulating light, sound, and gravity to make a person believe an alternate perception. Spells such as Light, Darkness, Dancing Lights, and Alter Self (a shape shift that doesn't really alter the person but causes a glamour with allows the other to Believe the caster is something else) are but a few possibilities.
These Illusions can alter other senses not just Visual, once the caster increases in power. Audible, Olfactory and Tactile senses can also be fooled with practice. At archetype level a Illusionist can create Illusions lifelike enough as to be virtually undetectable. An example of such a thing might be a Shadow Animal or Shadow Bolt that can kill or damage its opponent just like the real thing (in effect the opposing player has a heart attack. )
Illusionist can use ONLY one weapon as with all Mages and can wear no Armour.
One of the eight specializations of magic
An Illusionist is a type of Mage that focuses on Illusions and Glamours. They are often masters of disguise, misdirection and misinformation.
Their spells consist of manipulating light, sound, and gravity to make a person believe an alternate perception. Spells such as Light, Darkness, Dancing Lights, and Alter Self (a shape shift that doesn't really alter the person but causes a glamour with allows the other to Believe the caster is something else) are but a few possibilities.
These Illusions can alter other senses not just Visual, once the caster increases in power. Audible, Olfactory and Tactile senses can also be fooled with practice. At archetype level a Illusionist can create Illusions lifelike enough as to be virtually undetectable. An example of such a thing might be a Shadow Animal or Shadow Bolt that can kill or damage its opponent just like the real thing (in effect the opposing player has a heart attack. )
Illusionist can use ONLY one weapon as with all Mages and can wear no Armour.
Necromancer
One of the eight specializations of magic
A necromancer is a mage whose focus is upon the afterward. This can come in a spiritual form such as communing with the departed and calling upon non corporeal entities to the aid of the necromancer. It can come in the form of commanding corporeal entities to the physical bidding of the necromancer. It can be a combination of both.
In any of the above circumstances a necromancer "deals with the dead". Oftentimes this makes them reviled by the general public as such things are considered distasteful at the very least. Necromancy is a "Dark Art" but as with all Arts how one uses it dictates its Purpose. A sword is a sword no matter who wields it.
A Necromancers spells do more harm than a standard mage but they have a greater physical cost to the caster. They can call upon an undead to rise from the ground and fight for them or a banshees shriek to deafen and kill but at a significant stamina cost.
A necromancer can fill the position of Arch Druid on the Battlefield if no Arch Druid/Grand Shaman/Chief Bard is present. This grants them ability to resurrect one person on a battlefield.
This is in addition to being able to "zombify" up to 3 players. These zombies can not be more than 50m away from the necromancer or they become Inanimate and die.
They share the powerful ability of Teleportation with a Mage. Necromancers are restricted to the same Armour as a mage. They are granted a Single Melee Weapon just as a Mage and also share the same Possible Magickal Weapons and Potions. Any Class can use a Staff as their Chosen Weapon.
A necromancer gives up the right to advance to the Archmage HUD when they choose this path. They can still perform the role of an Archmage within the Realm and upon the Battlefield but they do not get the upgraded Weapon set or the use of the Archmage HUD.
The Necromancer is a specialized Mage and has the ability to summon/re-summon/banish Undead.
Necromancer are the Masters of Undeath and their powers grow as they do. A new Necromancer can easily control Mindless Undead while an Experienced Necromancer could even control a Lich. Time In Specialization is the key Element in this RP. The Vampire is a good measuring stick for this, In general, a year would be needed in Specialization before a Necro could control a vampire.
Necromancers commonly Summon and Command Undead. As the mages power increases so does the power of the Elemental Summoned. At lvl 2 they can call Skeletons and Zombies. At lvl 3 they can call Ghosts and Ghouls. At level 4 they can call Shadows and Shades . At level 5 they can call Wights and Wraiths
These Summonings are for very short duration (the length of a battle) unless a Pact is made with that being. That pact binds the mage and the elemental together for mutual benefit.
The Most common Pact is that of the Familiar.
A necromancer is a mage whose focus is upon the afterward. This can come in a spiritual form such as communing with the departed and calling upon non corporeal entities to the aid of the necromancer. It can come in the form of commanding corporeal entities to the physical bidding of the necromancer. It can be a combination of both.
In any of the above circumstances a necromancer "deals with the dead". Oftentimes this makes them reviled by the general public as such things are considered distasteful at the very least. Necromancy is a "Dark Art" but as with all Arts how one uses it dictates its Purpose. A sword is a sword no matter who wields it.
A Necromancers spells do more harm than a standard mage but they have a greater physical cost to the caster. They can call upon an undead to rise from the ground and fight for them or a banshees shriek to deafen and kill but at a significant stamina cost.
A necromancer can fill the position of Arch Druid on the Battlefield if no Arch Druid/Grand Shaman/Chief Bard is present. This grants them ability to resurrect one person on a battlefield.
This is in addition to being able to "zombify" up to 3 players. These zombies can not be more than 50m away from the necromancer or they become Inanimate and die.
They share the powerful ability of Teleportation with a Mage. Necromancers are restricted to the same Armour as a mage. They are granted a Single Melee Weapon just as a Mage and also share the same Possible Magickal Weapons and Potions. Any Class can use a Staff as their Chosen Weapon.
A necromancer gives up the right to advance to the Archmage HUD when they choose this path. They can still perform the role of an Archmage within the Realm and upon the Battlefield but they do not get the upgraded Weapon set or the use of the Archmage HUD.
The Necromancer is a specialized Mage and has the ability to summon/re-summon/banish Undead.
Necromancer are the Masters of Undeath and their powers grow as they do. A new Necromancer can easily control Mindless Undead while an Experienced Necromancer could even control a Lich. Time In Specialization is the key Element in this RP. The Vampire is a good measuring stick for this, In general, a year would be needed in Specialization before a Necro could control a vampire.
Necromancers commonly Summon and Command Undead. As the mages power increases so does the power of the Elemental Summoned. At lvl 2 they can call Skeletons and Zombies. At lvl 3 they can call Ghosts and Ghouls. At level 4 they can call Shadows and Shades . At level 5 they can call Wights and Wraiths
These Summonings are for very short duration (the length of a battle) unless a Pact is made with that being. That pact binds the mage and the elemental together for mutual benefit.
The Most common Pact is that of the Familiar.
Transmuter
"Transmutation: the changing of one form into another."
- One of the eight specializations of magic
- A Trasmuter is a mage whose focus is upon changing the physical properties of matter.
- The transmutation school of magic consists of spells that change the physical properties of some creature, thing, or condition.
- Transmuters use Alteration magicks. They turn one thing into another. Flesh to Stone and its reverse is a particularly well known alteration spell.
- This basically means that the Transmuter specializes in making one thing into another. A common use for such is Lead to Gold as Alchemist are wont to do. But this also applies to such things as creating Mage Armour out of Air or Altering ones skin to Bark or Leather, or turning a sword from Steel into water.
- This school focuses on defensive magicks but it is quite an effective offensive set as well.
- Transmuters can ONLY use one weapon and use the typical armours allowed to Mages. None or Cloth.
- Transmuters commonly use their Magicks to alter that cloth into higher quality cloth and therefore often rival Enchanters in their Armour Class.
Elementalist
Subclass of Conjuration
An elementalist is a type of mage that focuses on what is referred to as the four elements. These elements are Earth, Fire, Air and Water. They attempt to control these elements and manipulate them in the same way a traditional mage manipulates pure arcane energy.
This type of Mage focuses on using the elemental forces and controlling them to meet the desires of the Elementalist. This can come in the form of a Fire Ball or Ice Spike or perhaps a Wall of Thorns.
This class utilizes elemental energy, rather than is a focal for such a thing, as in the case of a druid.
As with all other mages, no armor can be worn and only a single weapon can be chosen. That weapon can be of any type but it becomes THE Weapon of Choice. If that weapon is a dagger then no staff can be used, etc.
Elementalist commonly Summons and Commands Elementals. As the mages power increases so does the power of the Elemental Summoned. At lvl 2 they can call Wisps. At lvl 3 they can call Weirds. At level 4 they can call Greater Weirds. At level 5 they can call True Elementals.
These Summonings are for very short duration (the length of a battle) unless a Pact is made with that being. That pact binds the mage and the elemental together for mutual benefit.
The Most common Pact is that of the Familiar.
An elementalist is a type of mage that focuses on what is referred to as the four elements. These elements are Earth, Fire, Air and Water. They attempt to control these elements and manipulate them in the same way a traditional mage manipulates pure arcane energy.
This type of Mage focuses on using the elemental forces and controlling them to meet the desires of the Elementalist. This can come in the form of a Fire Ball or Ice Spike or perhaps a Wall of Thorns.
This class utilizes elemental energy, rather than is a focal for such a thing, as in the case of a druid.
As with all other mages, no armor can be worn and only a single weapon can be chosen. That weapon can be of any type but it becomes THE Weapon of Choice. If that weapon is a dagger then no staff can be used, etc.
Elementalist commonly Summons and Commands Elementals. As the mages power increases so does the power of the Elemental Summoned. At lvl 2 they can call Wisps. At lvl 3 they can call Weirds. At level 4 they can call Greater Weirds. At level 5 they can call True Elementals.
These Summonings are for very short duration (the length of a battle) unless a Pact is made with that being. That pact binds the mage and the elemental together for mutual benefit.
The Most common Pact is that of the Familiar.
Demonologist
Subclass of Conjuration
A Demonologist is a type of Mage that focuses on summoning, controlling and banishment of Demons.
They are practiced in wards, circles, and protection magicks in addition to complement spells and a few direct-damage eldritch spells.
This class is especially dangerous because demons do not Like to be summoned or controlled in general and even the lowliest demon will attempt to exact revenge on the summoner should they manage to break free.
They have increasing power over summoning, banishing and even beseeching demons. At lvl 1 they can impose their will upon a least level demon, at level 2 a lesser demon, at level 3 a mid level demon. Greater Demons and Demons Lords can not be compelled or controlled but they can be summoned (at great cost) and be beseeched at Archetype lvl.
They have the same weapon and armor restrictions of all other Mages classes.
Demonologists commonly Summon and Command Demons. As the mages power increases so does the power of the Demon Summoned. At lvl 2 they can call Quasits. At lvl 3 they can call least and lesser demons. At level 4 they can call minor and True . At level 5 they can call Greater and Major
These Summonings are for very short duration (the length of a battle) unless a Pact is made with that being. That pact binds the mage and the elemental together for mutual benefit.
The Most common Pact is that of the Familiar.
Dabolist is a mage that focuses on Devils instead of Demons is also possible and falls under the exact same rules. His possible Familiar is an Imp instead of a Quasit.
A Demonologist is a type of Mage that focuses on summoning, controlling and banishment of Demons.
They are practiced in wards, circles, and protection magicks in addition to complement spells and a few direct-damage eldritch spells.
This class is especially dangerous because demons do not Like to be summoned or controlled in general and even the lowliest demon will attempt to exact revenge on the summoner should they manage to break free.
They have increasing power over summoning, banishing and even beseeching demons. At lvl 1 they can impose their will upon a least level demon, at level 2 a lesser demon, at level 3 a mid level demon. Greater Demons and Demons Lords can not be compelled or controlled but they can be summoned (at great cost) and be beseeched at Archetype lvl.
They have the same weapon and armor restrictions of all other Mages classes.
Demonologists commonly Summon and Command Demons. As the mages power increases so does the power of the Demon Summoned. At lvl 2 they can call Quasits. At lvl 3 they can call least and lesser demons. At level 4 they can call minor and True . At level 5 they can call Greater and Major
These Summonings are for very short duration (the length of a battle) unless a Pact is made with that being. That pact binds the mage and the elemental together for mutual benefit.
The Most common Pact is that of the Familiar.
Dabolist is a mage that focuses on Devils instead of Demons is also possible and falls under the exact same rules. His possible Familiar is an Imp instead of a Quasit.