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system:mageintro [2018/01/28 21:42]
chaos created
system:mageintro [2020/02/05 21:21] (current)
chaos New calls
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 The types of magic are: The types of magic are:
-  * Space - Twisting space to distort and rearrange the positions of things. A mixed offensive/​support magic with a variety of ranged calls and effects mostly focusing on DRAW and REPEL.+  * Space - Twisting space to distort and rearrange the positions of things. A mixed offensive/​support magic with a variety of ranged calls and effects mostly focusing on DRAW and PUSH.
   * Identity - Affirming one's identity upon the world by displaying the traits one claims to have. A magic mainly focused around self-buffing,​ at the cost of not being able to benefit from support effects from others.   * Identity - Affirming one's identity upon the world by displaying the traits one claims to have. A magic mainly focused around self-buffing,​ at the cost of not being able to benefit from support effects from others.
   * Uncertainty - Creation of possibilities and random chance. A risky magic full of large area of effect spells, but casting requires removing focus from a surrounding battle, and so difficult to specifically target against friend or foe.   * Uncertainty - Creation of possibilities and random chance. A risky magic full of large area of effect spells, but casting requires removing focus from a surrounding battle, and so difficult to specifically target against friend or foe.
   * Life - Restoring people to health or shielding them from things which would harm them. A mostly supportive magic which provides buffs and healing.   * Life - Restoring people to health or shielding them from things which would harm them. A mostly supportive magic which provides buffs and healing.
   * Body - Working of the bodies one forms whilst on a Vision Quest. Another mostly supportive magic which is substantially better on Vision Quests than it is in the physical plane, where some of the effects can be brought through with effort but to a limited extent. This makes Body Mages more complicated than other types, as their spells have two variants to remember, although the differences are fairly consistent (standard duration in physical, or no longer ARC).   * Body - Working of the bodies one forms whilst on a Vision Quest. Another mostly supportive magic which is substantially better on Vision Quests than it is in the physical plane, where some of the effects can be brought through with effort but to a limited extent. This makes Body Mages more complicated than other types, as their spells have two variants to remember, although the differences are fairly consistent (standard duration in physical, or no longer ARC).
 +
 +{{ :mage.png |}}
  
 ===== Resource: Manipulation ===== ===== Resource: Manipulation =====
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   * Mental Fortitude   * Mental Fortitude
  
-This starting build, in contrast to the above, is very defensive. Whilst the magic will allow for more offensive calls as you have more XP available to spend on more spells, this build initially focuses on survivability with the ability to charge into battle with a large buffer of temporary hits and temporary immunity to particular impairments before pulling out, and some resistance and some armour for extra hits for good measure. Spells give access to some calls of REPEL for the encounter which are useful to take the heat off.+This starting build, in contrast to the above, is very defensive. Whilst the magic will allow for more offensive calls as you have more XP available to spend on more spells, this build initially focuses on survivability with the ability to charge into battle with a large buffer of temporary hits and temporary immunity to particular impairments before pulling out, and some resistance and some armour for extra hits for good measure. Spells give access to some calls of PUSH for the encounter which are useful to take the heat off.
  
 ==== Uncertainty ==== ==== Uncertainty ====
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   * Light Armour 1   * Light Armour 1
  
-This starting build attempts to minimise some of the risks involved in casting Uncertainty magic. With Fast Casting you can insta-cast Unseen Strength to kick off the fight before foes are in range to be quite sure that they won't be caught in its effect. Using Missing Strength when this STRENGTHEN ​is about to expire will then have minimal effect on any party members caught in the area of effect whilst having maximum effect on your opponents. With these mental effects then out of the way, you can tactically use Mental Uncertainty to give your side an advantage if they'​re using any mental calls whilst yours is focusing on the physical.+This starting build attempts to minimise some of the risks involved in casting Uncertainty magic. With Fast Casting you can insta-cast Unseen Strength to kick off the fight before foes are in range to be quite sure that they won't be caught in its effect. Using Missing Strength when this BUFF is about to expire will then have minimal effect on any party members caught in the area of effect whilst having maximum effect on your opponents. With these mental effects then out of the way, you can tactically use Mental Uncertainty to give your side an advantage if they'​re using any mental calls whilst yours is focusing on the physical.
  
 ==== Life ==== ==== Life ====
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 This starting build takes a mixed but fairly Vision Quest-centric approach. In addition to the considerable power Body spells have in Vision Quests, Detailed Knowledge provides an extra Spirit hit (and knowledge of a topic of your choice). Whilst Body spells do have an effect in the physical plane, they'​re much less efficacious,​ so you at least get your choice of weapon type to avoid being too disadvantaged there. This starting build takes a mixed but fairly Vision Quest-centric approach. In addition to the considerable power Body spells have in Vision Quests, Detailed Knowledge provides an extra Spirit hit (and knowledge of a topic of your choice). Whilst Body spells do have an effect in the physical plane, they'​re much less efficacious,​ so you at least get your choice of weapon type to avoid being too disadvantaged there.
 +
 +===== Create a Mage =====
 +Ready to try creating a Mage? The full description along with class skill tree and descriptions can be found [[system:​mage|here]] - you get Combat Proficiency from the Weapon Skills tree for free, and you'll need to pick 5 other level 1 skills (plus more for any additional XP you're adding) from these sets of skills:
 +
 +  * [[system:​mage|Mage Skills]]
 +  * [[system:​generalskills|General Skills]]
 +  * [[system:​weaponskills|Weapon Skills]]
 +
 +The lists of spell effects for different types of Mage can be found here, bearing in mind that at level 1 you can get all Rank C spells but only a single Rank B spell:
 +
 +  * [[system:​spacemagic|Space Magic]]
 +  * [[system:​identitymagic|Identity Magic]]
 +  * [[system:​uncertaintymagic|Uncertainty Magic]]
 +  * [[system:​lifemagic|Life Magic]]
 +  * [[system:​bodymagic|Body Magic]]
 +
 +Suggested skills for Mages vary according to the type of Mage, but generally Space and Body Mages can be built how you'd like. It's suggested that you balance a Life Mage with Weapon Skills as otherwise there may be times when there isn't as much you can contribute, and as an Identity Mage you may want some Weapon Skills to provide a baseline of combat ability which you can bolster with your spells. Uncertainty magic is more tactical but harder to use, so isn't recommended as a first choice, but if you want to go for it then build with a focus on Weapon/​General Skills or Class skills depending on how risky you want to play.
 +
 +Armed with this information,​ you can then complete the remaining steps of [[system:​chargen|Character Creation]].
  
system/mageintro.1517175721.txt.gz ยท Last modified: 2018/01/28 21:42 by chaos