Mage Guild
Posted by: Kalax Callidus
Date: 27th/02/2004
Welcome to the White Tower, child. I assume you have come here to learn to channel the delecate flows of Magic to your own advantage? Well, either way, this Tower is the home of the new Class of Magi that have emerged to become a new Universal power after thousands of years. Listen closely, and perhaps you will have a chance at becoming one of the Master Magi who reside in the uppermost spire of the Tower.
There are six different Robes a Mage can follow within the Tower. These Robes are completely separated from each other; if a Novice decides to follow one Robe, they cannot follow the others (well, they can learn low level spells in one other Robe, but in doing so they stop themselves from climbing the hierarchy of their own Robe). Before I continue, let me list the Robes:
Each Robe comes with different spells. To view these spells, visit the Master Spell Index, or click the name of each Robe above in order to see the Spells for each individual Robe.
Experience Points
As the Magi will know, they need EXP in order to gain nes spells. For each certain level of EXP they gain, they may "purchase" a new spell and at it to their arsenal. The spell may either come from the list or can be original, but it must reflect the superior RP Magi are known for. The levels of EXP needed are listed below:
Novice Magi:
First Spell: 10,000 EXP
Second Spell: 20,000 EXP
Third Spell: 30,000 EXP
Fourth Spell: 40,000 EXP
Fifth Spell: 50,000 EXP
Accepted Magi:
First Spell: 15,000 EXP
Second Spell: 20,000 EXP
Third Spell: 25,000 EXP
Fourth Spell: 40,000 EXP
Mage:
First Spell: 50,000 EXP
Second Spell: 75,000 EXP
Third Spell: 125,000 EXP
Scholar Mage:
First Spell: 100,000 EXP
Second SPell: 150,000 EXP
Master Mage:
First Spell: 250,000 EXP
Level One Fire Spells
Spell Name: Fireball
Discovered by: Kaen
Magic Points Required: 3 MP
Spell Power: D50
Description: One of the most basic, straightforward spells that exist. The fireball is channeled by a fire mage, created out of thin air as a weapon to use against enemies. The fireball is made out of searingly hot lava, and can cause serious burns to anyone who is struck by one.
Added Effect: 10% chance of burn paralysis (miss a turn)
Level One Earth Spells
Spell Name: Sandstorm
Discovered by: Ananius
Magic Points Required: 5 MP
Spell Power: N/A
Description: A fierce wind makes sand lift off of the ground in sheets, causing blindness amongst the surrounding life forms. Even if the terrain is not sandy in nature, the spell causes the soil underneath to become dry, painful sand and whip into the air.
Added Effect: Opponent cannot aim for three turns.
Spell Name: Sickle Shards
Discovered by: Ananius
Magic Points Required: 5 MP
Spell Power: D25 per shard.
Description: Causes the ground to crack, allowing the caster to gather shards of rocks that are shaped like sickle blades. There are a total of twenty five sickle shards. Each one cause a significant amount of damage when launched at an opponent.
Added Effect: N/A
Name:
Power: ?
MP Cost: ?
Description:
Extra Effects: Lacerations and bleeding, Extra HP Damage
Spell Name: Stone Skin
Discovered by: Ananius
Magic Points Required: 8 MP
Spell Power: N/A
Description: This spell enchants the skin of the caster, causing the carbon molecules in humanoid bodies to harden into an exterior shell. This shell creates a tough defenstive shield that block most of the damage dealt by physical attacks.
Added Effect: Damage reduces by half.
Spell Name: Tremor
Discovered by: Ananius
Magic Points Required: 10 MP
Spell Power: D50
Description: Causes the groud to shake heavily underneath an opponent, causing minor damage.
Added Effect: N/A
The Air Robe dedicates itself to harnessing the calm flows - or ragint torrents - of air. One of the life Robes, the Airs tend to make quick decisions and blow through the course of their destiny with marked passion. Able to use the power of wind to propel themselves with the magic of Air, these Magi are the only ones capable of possibly flying, a very useful advantage over other Robes. Although they have a magical advantage over Water Magi and spells, Air Magi are weakened by Earth spells.
Level One Air Spells
Spell Name: Air Bubble
Discovered by: Goten Kage
Magic Points Required: 5 MP
Spell Power: N/A
Description: When an Air Mage casts this spell, a shield of air magic forms around them and solidifies, holding air inside and keeping everything else out. However, the Bubble can only withstand 500 damage before dissipating. Also, the Bubble holds enough air for the Mage inside to breathe for ten turns, in environmnets such as underwater or space.
Added Effect: N/A
Spell Name: Air Guitar
Discovered by: Goten Kage
Magic Points Required: 3 MP
Spell Power: Varies
Description: With this attack, an Air Mage can actually create a guitar made solidly from air; it even comes with strings made of firm air. However, the guitar is transparent, and can only be felt by the casting Mage, not seen. Upon this guitar, the caster of the spell can "play" different tunes, which in effect create different sub-spells. The Air Guitar can create one spell per Robe, up to the fourth level. These spells are extra; they are added to the already existing number of available spell slots.
Level One Sub-Spell - Heavy Metal:
Discovered by: Goten Kage
Magic Points Required: 5 MP
Spell Power: D75
Description: With the "Heavy Metal" tune, the guitar launches forth a blast of swirling tornado at an object, or another person. This tune has the capabality of smashing walls.
Spell Name: Float
Discovered by: Goten Kage
Magic Points Required: 3 MP initially, +1 MP cumulatively
Spell Power: N/A
Description: Float is a very basic, simple spell: when cast by the magic user, this spell allows a Mage to levitate certain objects for a short period of time. Among the objects that a Mage could possibly levitate are simple inanimate objects, other Magi or regular people, or even himself. Initially, it requires 3 MP to summon enough magic to use the spell, and continues to consume 1 MP for every additional turn using the casted spell, up to a maximum of five turns.
Added Effect: N/A
Spell Name: Sphere of Thunder
Discovered by: Goten Kage
Magic Points Required: 10 MP
Spell Power: D150
Description: The Sphere of Thunder is cast in almost the same way as Windai Pressurize; in fact, it's almost exactly the same spell, but with a variation at the end. Instead of simply sending air into the Pressurized strand of magic, the Mage also adds electric energy, which turns the Windai Pressurize into the Sphere of Thunder. This spell then blasts forth in the same way, but with slightly more power.
Added Effect: N/A
Spell Name: Windai Pressurize
Discovered by: Goten Kage
Magic Points Required: 7 MP
Spell Power: D100
Description: The spell summoner of Windai Pressurize concentrates on manipulating strands of air into a tight bond of sharp air. The strands mold invisibly, creating a sharp, pressurized section of air that the caster can then use to slice at an opponent. If it hits, it will cause a decent amount of damage and leave a bloodless laceration on the skin.
Added Effect: scars
The Water Magi worship Leviatan, God of Water, and thus has magical power over the flowing river, the vast oceans, and even the misroscopic water particles in the air. Through use of this ability, they can manipulate water - in any state of matter, which means that they can manipulate steam and ice as well as water. This Robe is relatively peaceful, as it is one of the Life Robes; this is self-evident since water is one of the most vital elements of nature to the survival of life. Water Magi have a disadvantage against Air spells, however, they have a good chance of doing extra damage to a Fire Mage.
Level One Water Spells
Spell Name: Blizzard
Discovered by: Phoenix Orion
Magic Points Required: 15 MP
Spell Power: D100
Description: A Water Mage, upon casting this spell, summons a howling winter storm to the scene, causing clouds to appear almost instantaneously into the sky. From the sky, a vicious winter storm slams down onto the area, sending large sheets of snow onto a target. However, the real attack comes with a hail storm, which follows after the snow. Every time the spell is cast, there is a 25% chance that a chunk of hail will smash into the target. There are 10 chunks of hail every time the spell is cast.
Added Effect: 25% chance for each of 10 chunks of hail to hit, causing an extra 50 dmg every time.
Spell Name: Frozen Sphere
Discovered by: Phoenix Orion
Magic Points Required: 3 MP
Spell Power: D50
Description: A ball or Sphere of water, which has been solidified and hardened into ice. This ice ball is then able to be launched at an opponent by a Mage, once it is summoned. This is the most basic of the Water Spells, and therefore takes very little MP to summon. It is also, fairly weak in magical power. However, when it explodes, the ice shards can shatter upon the opponent, causing minor damage.
Added Effect: 10% chance of freezing an opponent for a turn, 25% chance of +25dmg
Spell Name: Ice Lance
Discovered by: Phoenix Orion
Magic Points Required: 10 MP
Spell Power: D150
Description: When this spell is cast by a Water Mage, a thick, massive lance forms in the caster's hand. The lance, fashioned from ice straight from the air, can be used as a deadly weapon. When thrown, it slices though the air hitting the caster's target, cutting deep into them and inflicting a great deal of damage..
Added Effect: 10% chance of freezing an opponent for a turn, 100% chance (with a direct hit) of bleeding wound
Spell Name: Water Barrier
Discovered by: Phoenix Orion
Magic Points Required: 5 MP
Spell Power: N/A
Description: When a Water Mage casts this spell, a waterfall of swirling water magic forms around them and becomes so strong it is inpenetrable to melee attacks. While doing so, it can hold air inside and keeping everything else out. However, the Barrier can only withstand 500 damage before dissipating. Also, if the Mage is near a large water source, such as a lake or deep-flowing river, then the Mage can easily restore the Barrier by using natural water to replenish it.
Added Effect: N/A
Spell Name: Water Spout
Discovered by: Phoenix Orion
Magic Points Required: 4 MP
Spell Power: N/A
Description: This spell creates a huge fountain of water underneath a certain target, the sprays upwards with magnificent force. Once cast, this spell sends the target flying into the air, only to crash back to the ground later on.
Added Effect: N/A
The Light Robe worships what they consider to be the Creator of the Universe, the thesis to which the Shadow Robe is the antithesis. According to themselves, they are the holiest and most pure of all the Robes; and yet they have a mystical power. No one knows where it comes from, although they claim it comes from the Creator, the supreme Lord of all the Gods, who has gifted only those devoted to him with his holy magic. This holy magic can come in offensive and defensive forms, yet Light Magi obviously have superb skill in the art of healing and defensive spell techniques, as well as a distinct advantage over Shadow. Light has no weakness.
Level One Light Spells
Spell Name: Angel Orb
Discovered by: Bazerion
Magic Points Required: 3 MP
Spell Power: D50
Description: The Angel Orb is a swirling mass of Light Magic in the shape of an orb that can be thrown as the orb itself. When it comes in contact with something, it explodes, and can splinter into orb shards and cause more damage.
Added Effect: 25% chance of +25dmg
Spell Name: Cure
Discovered by: Bazerion
Magic Points Required: 5 MP
Spell Power: D75
Description: Cure is a relatively simple spell; it magically heals anyone upon whom the spell is casted by the user. The person healed then has a restoration of energy (HP or PL) and any wounds are immediately healed.
Added Effect: N/A
The Shadow Robe is, according to the other Robes of the White Tower, the outcast of the group. However, with much support from the dark forces of the Universe, this Robe is by far the most populated. Shadow Magi tend to be very dark, secretive characters, who keep to themselves, even within their Robe. Devoted to uncovering and unleashing the power of Shadow Magic, this Robe is potentially the most dangerous offensive power in the White Tower. Shadow spells have a particular advantage over Earth, but a great weakness against Light.
Level One Shadow Spells
Spell Name: Shadow Orb
Discovered by: Rikina
Magic Points Required: 3 MP
Spell Power: D50
Description: A summoning of the dark magic that each Shadow Mage can feel within themselves, the Shadow Orb is a manipulation that creates an inky black ball of magic that can be thrown at an opponent. The spell is very quick, requiring only one incantation to produce the ball. Together with an icy cold touch, the Shadow Orb can blind an opponent if any Shadow enters the eyes, and can do extra damage when the ball explodes, by sending Shadow shards in every direction. A very effective starting offensive spell for Shadow Magi.
Added Effect: 10% chance of Blind, 25% chance of +25dmg
More information on the system of Magi to come soon...