Clade: Mage

Dec. 1st, 2013 08:55 pm
the_ivorytower: Art from the Magic: the Gathering card. (Default)
[personal profile] the_ivorytower posting in [community profile] worldofbalance
The keystone class, which is technically actually six classes: Mage!


Mages

Description

Mages are considered ELEMENTAL for the purposes of damage triangles. Each Mage-type, of which there are six, has a STRENGTH and a WEAKNESS based on their chosen ELEMENT. Mages use spells to defeat their foes, as well as draining Elemental Power (EP) from the world to empower themselves as well as preventing that EP from building up, gaining a kind of intelligence only described as 'cruel', and causing incredible amounts of harm.

Mages use WILL as their Primary Attribute.

Mages take bonus or lessened damage based on their ELEMENT type.

Mages have a storied history on Libra: they have been hunted and killed, considered pariahs and the source of all devastation, and they have also been saviours and protectors, helping to maintain the frightening, fragile balance of the world. Mages tend to congregate in and around one of the six capital cities based on their Element type, and are frequently looking for an escort to take them around the world so that they might contribute to the solution and not the problem.

Overview

Arrange the values 4, 3, 2, 2 among your Attributes.

You start with Hit Points equal to 18 + [Vitality x 3]. When you gain HP as a bonus or from levelling up, you gain [8 + Vitalityx0.5] HP.

You start with 0 Elemental Points (EP), and your cap is 50. When you level up, your cap increases by 10. You do not lose EP between battles, but you lose your EP when you rest.

When you gain a level, you gain 10 AP, or Ability Points, to purchase ability enhancements. There are General AP abilities, Clade AP abilities, and Class AP abilities. General AP abilities are more broadly useful, Clade AP abilities are somewhat more specialized, and Class AP abilities may only improve one ability, but do so extremely well.

Every 5 levels, you gain 5% to all of your skills, and a new skill at 30. Regardless of how much skill you have, you will still miss at 96+.

Every 10 levels, you gain +1 to a stat of your choice. At level 25, and level 50, you will gain +1 to all stats. Be aware that your stats will cap at 9 for the purposes of your Dodge, Resistance and HP, though they can go higher for the purposes of hit and damage.

Skills

Arcana (Element Type) - 70%
Nature - 40%
Skill I (Your Choice) - 40%
Skill II (Your Choice) - 30%
Skill III (Your Choice) – 30%

Equipment

You are not proficient with any weapons, instead using implements. You cannot use shields. You begin play with one “Weapon” slot, and three “Armour” slots. You are carrying the following items:

Mage's Staff
Largely unnecessary, but looks quite snazzy nonetheless.
Type: Implement
Damage: 1d8 Typeless
Effect: Whenever you choose an Element type, your Damage changes to that Element type, including adding any other Keywords associated with that Element type.

Element Charm
Interlocking silver charms using each of the six elemental symbols. One is yours.
Effect: +1 Armour, +3 M.Armour

Blue Potion
A flask of blue, swirling liquid. Delicious!
Effect: Grants 30% of your maximum EP. Consumable.

Powers

Level 1

Elemental Attunement
You attune yourself to one of the six elements.
Passive * Class, Magic
Cost: --
Speed: --
Effect: During Character Creation, you choose one of the six Elements to attune yourself to. This effect is PERMANENT and cannot be changed without creating a new character. Once you have chosen your Element, follow the instructions to alter your powers under Druid (Air), Geomancer (Earth), Pyromancer (Fire), Cryomancer (Ice), Necromancer (Life), or Cleric (Death).

Analyze Terrain
Your knowledge of the elements grants you wisdom.
Active * Innate, Class, Magic, Ranged
Cost: --
Speed: 1
Effect: You analyze the terrain you are standing on, gaining the following knowledge:
* You know what kind of Terrain you are standing on.
* You know how much EP the Terrain contains.
* You know which type of Draw power to use.
* You know if you gain or lose elemental strength while standing on it.

These effects remain for the duration of the battle.

[Element] Bolt
You shoot a bolt of elementally-attuned energy from the tip of your staff.
Active * Class, Magic, Ranged, Elemental (Type)
Cost: --
Speed: 10
Effect: Deal WD+WILL damage to one target.
Special: This spell is altered by the effects of Elemental Attunement.

Elemental Draw
You draw the power of the elements from the world, using it to your own ends... but beware its price...
Active * Innate, Class, Magic
Gain: Special
Speed: 10
Effect: You use one of the following. Based on the amount of EP you drain from the terrain, it also creates an Elemental of the appropriate Terrain type, dispersing those energies when you combat it.
* Minor Draw - You draw an amount of EP equal to 1d10 from the terrain you are presently on. You may not draw more than 25 EP from the terrain at any time using Minor Draw.
* Moderate Draw – You draw an amount of EP equal to 3d10 from the terrain you are presently on. You may not draw more than 50 EP from the terrain at any time using Moderate Draw.
* Major Draw – You draw an amount of EP equal to 5d10 from the terrain you are presently on. You may not draw more than 75 EP from the terrain at any time using Major Draw.

Gift of [Element]
The elements grant their gifts in mysterious ways.
Dramatic * Class, Magic
Cost: --
Speed: --
Effect: This spell deals no damage, but performs one or multiple out-of-combat functions.
Special: This spell is altered by the effects of Elemental Attunement.

[Element] Recovery
You bolster the strength of your allies, without whom you would soon be lost.
Active * Class, Magic, Ranged, Healing
Cost: 4 EP
Speed: 5
Effect: This spell heals for 4d10+WILL HP.
Special: This spell is altered by the effects of Elemental Attunement.

Level 4

[Element] Barrier
Hold fast, the elements will protect you!
Active * Class, Magic, Ranged, Defense Up, Magic Defense Up
Cost: 10 EP
Speed: 4
Effect: You increase a target's Armour and M.Armour by your WILL (3).
Special: This power is altered by the effects of Elemental Attunement.

Level 8

Revive
Arise, my Champion!
Active * Class, Magic, Ranged, Healing, Status
Cost: 15 EP
Speed: 10
Effect: You cure the KO'd Status Effect on a single target and grant them 25% of their HP.


=========
Patch Notes
=========

2014/01/02
- Added Revive.

2013/12/10
- Made the minor changes from the other classes, and added the level 4 power.
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