1girlhousefan
Member
|
Here's the classes if you are wondering, or are looking for some specific things to work on. Try to make spells that work with multiple classes. (Sorry, still working on the official spell format, will post and example… eventually) Advanced classes require a certain level to reach (10, 20, or 30, haven't decided yet) Each "+" adds five levels to the requirement. Feel free to suggest classes (Must be magic based) if you have an interesting idea. Black Mage: Focuses on basic and elemental offensive spells. Cannot heal or buff. Red mage: A mage that practices basic offensive, defensive, healing, and melee fighting styles. A basic jack of all trades. Blood mage: A mage that excels in both basic offensive and melee. Cannot heal or buff. Brown mage: A red mage that deals only in magic. Cleric: Master of healing individuals. Can use defence magic Healer: Heals groups of people. Can only use healing magic White Mage: Master of all types of support magic Invoker: Spells that are wrought from words. Takes longer to cast, but can give more variety of results. Some phrases, adjectives, and commands are more effective than others. Some incantations can be found in libraries. (Special Class) Runecaster: They have to prepare the spells they will use. The more powerful spells are more elaborate and take more time. Libraries usually have a few that can be copied. They can also write spells on paper, or other drawing tools. (Special Class) Spellsword: Mage that uses a sword as the focus of their magic, instead of a conventional staff or wand. Powerful hand-to-hand and short range spells. Dancers: Uses kinetic energy to power their spells (special class) Elementalists: Focus on one of the basic elements. Elemental forces are usually different from what they are normally. For example, elemental fire can become a solid. That is how it works in Quadovia. Fire, Water, Earth, Wind, Thunder, Cold, Light, Darkness, Luna, Twilight, and Time. -Fire: Fire magic is good for burning and mostly offensive. Cannot use wand or staff as focus, cannot cast healing -Water: Water magic is usually not very effective for full on offense, With ingenuity and strategy, can be deadly. Weak healing abilities -Earth: Mostly defensive magics -Wind: Mostly boost/buff magics -Thunder: Harder to aim, twice the boom. Higher crit rate at cost of accuracy -Cold: Do not confuse with ice. You cannot make ice without water. Can slow enemies down and freeze water among other things. -Light: Elemental light is good for healing and damaging foes over periods of time. -Darkness: Can heal also, but effectiveness may vary. Better for offense -Luna: Call upon the power of the moons and unseen celestial bodies. Time (moon cycles) changes power. (Advanced Class) -Twilight: Use both elemental light and darkness (Advanced) -Time: Though time travel is impossible, advanced elementalists can manipulate elemental time to serve their purposes. (Advanced Class) Nosferatu: An advanced class that steals life. Also loses life over time. Non-vampiric spells cast from HP(Advanced class) Apprentice: A weaker mage that learns quickly. Levels up faster, starts with half the stats. Gains a free basic spell of their choice every third level. Shifter: Advanced class that can change their form. (Advanced, Special) Cosmic: Uses distant stars to power spells. Powerful area atracks. (Advanced) Necromancer: Raises the bodies of the unknown dead to do their bidding. Can call upon the spirits of the known dead shortly after death from the beyond. Golem master: Carve a form from the land and send it into battle. (Special) Storm mage: Master of wind, water, and thunder (Advanced) Dual mage: Uses the abilities of two classes, but levels at half the speed. Summoner: Summons people and creatures to aid. (Special) Archmage: Can use all spells. Does not gain levels. Archmagi are considered the most powerful of mages. They master even the most difficult arts. Archmagi are masters using staves, but can use nearly anything as a focus. (Advanced+) Chaos Mage: This is what magic is, at its core. Turning thought to reality using power. No carefully made spells. No method. No incantation. No focus. Only magic. Most who follow this path do not survive, and cannot be revived or called upon postmortem. Of those who live, most lose their sanity, or even their humanity. Now, only the bravest and most foolhardy archmagi dare even consider this path. (Advanced++, Special)
|