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The world of magic is deadly yet exciting. Many seek the knowledge to weild powerful storms and the fire's of the soul. Each person within the practice either fails or succeeds in such making it even more exciting then what its let out. In order to be a mage one must find a wizard, sorceror, witch, warlock or whoever may dwell in the life of magic and wonder. There are many types of different magic arts which will all be described here along with mage battles.

In order to get your mage reg you must first create a book of spells or book of shadows. 15 is the minimum. The book is reg'd under you and the spells are for you only. Each person must have his/her own spells. Not copied from another individual. You may add spells to your book and all would be reg'd under the same number. Just send a letter to the Mage Director with the new spells added so he/she can add it to their files for safe keeping. In case you should lose it.

Second thing to do is have a mock mage battle. We all know the first tries are the hardest and so if need of help ask anyone upon the high council or in your own guild/clan and the like.


Elementalist- These are the few who practice the power of the earth, air, fire, water, lightning. There are several types which are included in this. Some practice one primary art some practice a secondary to call upon in case they should need it.

Arcane Trickster: Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers.

Eldritch Knight: Studying the martial and arcane arts to equal degree, the Eldritch knight is a versatile combatant who can cast a fire ball on his foes or charge them with sword drawn. The Eldritch knight takes pride in his ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

Loremaster: Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold. They uncover secrets that they then use to better themselves mentally, physically, and spiritually

Mystic Theurge: Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards.

Shadowdancer: Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met.

Red Wizard: The Red Wizards are the masters of Thay, the would-be magical overlords of the land of LoRD. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across the world of LoRD, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.

Thaumaturgist(Also known as Summoners): The thaumaturgist reaches out with divine power to other planes of existence, calling creatures there to do his bidding. Evil thaumaturgists conspire with demons and devils to gain power on the Material Plane, while good thaumaturgists send powerful angels or eladrins on holy quests.

Archmage: The highest art is magic -- often referred to as the Art. Its most advanced practitioners are frequently archmages, characters who bend spells in ways unavailable to other spellcasters. An archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets.

Sky Master: Second highest under the Archmage. Placed in a position to tell the weather or to controle it. The sky master's primary and secondary magic also combines to a third type called sky. Able to create storms, hurricans or to stop them. For each mage school or faction they must have one sky master.

Hearth Master: Also second under the archmage and equal to the sky master. Hearth master controls the fire and earth. It does not need a third type for the power of earth is everywhere. Though some take up a water element but it weakens the fire element increadibly.

Note: Under each school of magic or faction within guilds and clans. They must have one of each. Which are the Archmage, Sky master and Hearth master for a proper rulership of the school.

Hierophant: A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. The hierophant prestige class is open to powerful divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel.

Witch:The spell caster of good nor evil they usually keep to themselves or come into groups. Their power's are called upon from the calling of spirits and gods. The usual two types are Pagan and Wiccan. Each type has its additions and faults. But calling upon their power also has a price. Karma is the prime source of many deaths within the groups for evil deeds are a price some are sometimes worth the price.

Worlocks:The male version of of the witch. Their mortality is everlasting. They are looked at as evil. Possessing demonic spirits to ravage the land with incantations. Sometimes true for some many are not like this.

 

 

Student d20-d35
Deciple 3rd class d36-d42
Deciple 2nd class[Arcane trickster] d43-d48
Deciple 1st class[EldritchKnight] d49-d55
Scholor[Lore master] d56-d60
Teacher[Shadow dancer] d61-d64
Sorceror/ess d65-d70
Elementalist[Primary] d71-d75
Elementalist[Secondary] d76-d80
Witch/Warlock d81-d85
Red wizard d85-d90

 

Hearth Master[Fire/Earth] d90+
Sky Master[Weather/Air/water] d90+
Mystic thurge[Holy/Unholy/Wizardry] d90+
Arch Mage[All Magic] d90+
Hierophant[All Magic/Holy/dark] d90+

 

Mage battles

Battles between the divine powers are not very well known but do occur. Practice bouts or all out death matches to see who are the strongest are usually fought between those of dark alignment. Now here's a new twist to fighting. The traditional way of battle is thrown out the window for this. A new fighting system is created to give both fighters a even chance.

Lets say Mage1 rolls a 40 for his/her attack. Well you would normally just put 40 on the scoreboard. Well that don't work.

Mage2 has a defense roll. Yes magic shouldn't be all about attacking it should be both atk and def. So he/she rolls a 20.

You know that 40 for the score..well subtract 40-20=20. The def halved the attack and the score made is 20.

The next round the defender attacks and the attacker defends and repeats the process till one of them reaches hp limit. All spells must be rp'ed out. All defensive spells must also be rp'ed out.