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Mages!
Mage
Storied is the history of mages on Libra. Once pariahs, now saviours. Once nearly extinct, now carefully guarded, mages maintain the balance on Libra by draining Elemental Power (EP) from the world, channelling it into their own spells, or drawing out raw elemental power and transmuting it into elemental forms that can be fought, defeated, and dispersed. Mages themselves are fragile, and frequently need the protection of others while they travel the roads of Libra.
Mage Features
Brilliance – Mages use WILL to add to their to-hit and damage rolls. Whenever a Mage rolls to hit with a spell or to deal damage, add WILL to that roll.
Elemental Attunement – Mages are so attuned to the natural world that they take on elemental qualities. Whenever a player chooses to play a Mage, they must choose one of the six element types. One chosen, this elemental attunement is permanent and cannot be changed later. Choosing an elemental attunement adds special features to the Mage's class abilities, and grants them the strengths and weaknesses of their chosen element. Elemental effects will be noted in “Elements of Play”.
Analyze Terrain – Mages learn to analyze the terrain around them, detecting the subtle ebb and flow of elemental energy. In conjunction with Elemental Attunement, you gain special bonuses based on the terrain you're standing on.
Elemental Draw – When standing on terrain, you may draw EP from it, granting you power for your spells, but increasing the chance of drawing out an elemental from the terrain that objects to your actions.
Element Bolt – You gain a weak attack that you may always use. In conjunction with Elemenetal Attunement, your Bolt attack gains a damage type and an extra feature.
Element Recovery – You gain a spell that allows you to help your allies recover from damage. In conjunction with Elemental Attunement, your Recovery spell gains an extra feature.
Elements of Play
The focus of Libra: the World of Balance is on the elemental forces of the world and bringing balance to them. Terrain and Elements play important roles in this.
There are six elements in Libra: Fire, Ice, Earth, Air, Life, and Death.
FIRE is the element of warmth, heat, and destruction. FIRE attacks are powerful, but have no additional effects. When you draw FIRE from the terrain, you make the terrain COLDER.
Ice is the element of cold, frost, and paralysis. ICE attacks are moderately powerful, but when they strike another target, they cause DELAY. When you draw ICE from the terrain, you make the terrain HOTTER.
Earth is the element of stability, strength, and solidity. EARTH attacks are powerful, but tend to strike in a LINE. When you draw EARTH from the terrain, you make the terrain more WILD.
Air is the element of volatility, change, and rapidity. AIR attacks are weak, but are SWIFT. When you draw AIR from the terrain, you make the terrain more STABLE.
Life is the element of strength, sacrifice, and life itself. LIFE attacks are moderately powerful, but DRAIN HP and sometimes other effects from targets. When you draw LIFE from the terrain, you make the terrain more STAGNANT.
Death is the element of sickness, weakness, and death. DEATH attacks are moderately powerful, and often are used in conjunction with RESTORATIVE EFFECTS granted to others. When you draw DEATH from the terrain, you make the terrain BURGEONING.
Terrain is the ground you are standing on during combat.
There are six kinds of terrain: Tundra, Desert, Mountainous, Plains, Abundant, Desolate.
Tundra is FROZEN terrain. When you summon an elemental from a tundra, it will be ICE-typed. FIRE Mages are most powerful when on the TUNDRA.
Desert is HOT terrain. When you summon an elemental from a desert, it will be FIRE-typed. ICE Mages are most powerful when in a DESERT.
Mountains are WILD terrain. When you summon an elemental from a mountain, it will be AIR-typed. EARTH Mages are most powerful when on a MOUNTAIN.
Plains are STABLE terrain. When you summon an elemental from the plains, it will be EARTH-typed. AIR Mages are most powerful when on the PLAINS.
Abundant terrain is BURGEONING. When you summon an elemental from abundant terrain, it will be LIFE-typed, which in this case means it will be a SPIRIT. DEATH Mages are most powerful while on ABUNDANT terrain.
Desolate terrain is STAGNANT. When you summon an elemental from desolate terrain, it will be DEATH-typed, which in this case means it will be UNDEAD. LIFE Mages are most powerful while on DESOLATE terrain.
Mage
Storied is the history of mages on Libra. Once pariahs, now saviours. Once nearly extinct, now carefully guarded, mages maintain the balance on Libra by draining Elemental Power (EP) from the world, channelling it into their own spells, or drawing out raw elemental power and transmuting it into elemental forms that can be fought, defeated, and dispersed. Mages themselves are fragile, and frequently need the protection of others while they travel the roads of Libra.
Mage Features
Brilliance – Mages use WILL to add to their to-hit and damage rolls. Whenever a Mage rolls to hit with a spell or to deal damage, add WILL to that roll.
Elemental Attunement – Mages are so attuned to the natural world that they take on elemental qualities. Whenever a player chooses to play a Mage, they must choose one of the six element types. One chosen, this elemental attunement is permanent and cannot be changed later. Choosing an elemental attunement adds special features to the Mage's class abilities, and grants them the strengths and weaknesses of their chosen element. Elemental effects will be noted in “Elements of Play”.
Analyze Terrain – Mages learn to analyze the terrain around them, detecting the subtle ebb and flow of elemental energy. In conjunction with Elemental Attunement, you gain special bonuses based on the terrain you're standing on.
Elemental Draw – When standing on terrain, you may draw EP from it, granting you power for your spells, but increasing the chance of drawing out an elemental from the terrain that objects to your actions.
Element Bolt – You gain a weak attack that you may always use. In conjunction with Elemenetal Attunement, your Bolt attack gains a damage type and an extra feature.
Element Recovery – You gain a spell that allows you to help your allies recover from damage. In conjunction with Elemental Attunement, your Recovery spell gains an extra feature.
Elements of Play
The focus of Libra: the World of Balance is on the elemental forces of the world and bringing balance to them. Terrain and Elements play important roles in this.
There are six elements in Libra: Fire, Ice, Earth, Air, Life, and Death.
FIRE is the element of warmth, heat, and destruction. FIRE attacks are powerful, but have no additional effects. When you draw FIRE from the terrain, you make the terrain COLDER.
Ice is the element of cold, frost, and paralysis. ICE attacks are moderately powerful, but when they strike another target, they cause DELAY. When you draw ICE from the terrain, you make the terrain HOTTER.
Earth is the element of stability, strength, and solidity. EARTH attacks are powerful, but tend to strike in a LINE. When you draw EARTH from the terrain, you make the terrain more WILD.
Air is the element of volatility, change, and rapidity. AIR attacks are weak, but are SWIFT. When you draw AIR from the terrain, you make the terrain more STABLE.
Life is the element of strength, sacrifice, and life itself. LIFE attacks are moderately powerful, but DRAIN HP and sometimes other effects from targets. When you draw LIFE from the terrain, you make the terrain more STAGNANT.
Death is the element of sickness, weakness, and death. DEATH attacks are moderately powerful, and often are used in conjunction with RESTORATIVE EFFECTS granted to others. When you draw DEATH from the terrain, you make the terrain BURGEONING.
Terrain is the ground you are standing on during combat.
There are six kinds of terrain: Tundra, Desert, Mountainous, Plains, Abundant, Desolate.
Tundra is FROZEN terrain. When you summon an elemental from a tundra, it will be ICE-typed. FIRE Mages are most powerful when on the TUNDRA.
Desert is HOT terrain. When you summon an elemental from a desert, it will be FIRE-typed. ICE Mages are most powerful when in a DESERT.
Mountains are WILD terrain. When you summon an elemental from a mountain, it will be AIR-typed. EARTH Mages are most powerful when on a MOUNTAIN.
Plains are STABLE terrain. When you summon an elemental from the plains, it will be EARTH-typed. AIR Mages are most powerful when on the PLAINS.
Abundant terrain is BURGEONING. When you summon an elemental from abundant terrain, it will be LIFE-typed, which in this case means it will be a SPIRIT. DEATH Mages are most powerful while on ABUNDANT terrain.
Desolate terrain is STAGNANT. When you summon an elemental from desolate terrain, it will be DEATH-typed, which in this case means it will be UNDEAD. LIFE Mages are most powerful while on DESOLATE terrain.