Post by Pendragon on Aug 8, 2017 13:52:34 GMT
Mages
Description: While all Mages may study to set themselves up for any way of risk, pro Magess explore schools of interest to make them incredibly gifted inside a particular core interest. Yet no matter their specialty, all mages are bosses of the possible and impossible that can help their partners in beating any risk.
Past the coat of the ordinary, hide the mysteries of total power. The works of creatures, beyond mortals, the old stories of domains where deities and spirits tread, the legend of visible signs both amazing and shock and disgusting--such riddles call to those with the wish and the brains power to go beyond the usual community of people to handle. Such is the way of the Mage. These shrewd magic-users look, gather, and covet for exclusive information, attracting on cultic arts to work wonders carefully about past the abilities of normal people. While some may pick a particular field of supernatural review and get to be experts of such powers, others understands the ability to change, delighting in the unlimited marvels of all interest . In either case, Mages prove a skill and powerful parcel, prepared for destroying their enemies, engaging their partners, and molding the world to their each wishing.
Requirement: Must start off as one. Have access to every magic talent unless stated otherwise.
The basic elements
There are six basic magic elements on Re: Ultimate. There’s Fire, Earth, Wind, Water, Lightning and Darkness. Each magic element is able to do certain things that the others cannot do.
Fire: Fire Magic tends to burn, ignite, or explode. Tier one Fire can only cause first-degree burns. It cannot set anything a blaze or ignite. Tier two can cause second degree burns and will ignite fire on clothing. Tier three will cause third degree burns and ignite almost anything. For example, grass, houses, trees, and clothing into an intense inferno.
Water: Water Magic tends to force or do deal blunt like damage. Can be performed anywhere but really dry locations. Some forms of spells can cause drowning. Water magic has a natural +5 meters onto their spells.
Earth: Earth Magic is strong in offense and defense using rocks enabling it last longer while attacking from below. Earth magic is able to linger around longer than most other spell (some water spells can linger). Meaning their spells can last for an additional five rounds.
Wind: Wind magic is well rounded in offense and defense while being the second fastest magic, second to only lightning. Wind Magic can push back, cut or suffocate. When performing wind spells, you’re able to perform them one less movement than normal.
Lightning: Lightning Magic is fast and it deal shocking damage, it can cause paralyzation [half of a post] and some none damaging spells cause things to become magnetize. Normal lightning spells have a ten percent chance of paralyzation. Magnetization has a 5 meter range and increases by five for every tier above one.
Darkness:Darkness works differently than the others. They depend on shadows during the day and complete darkness at night. However, Darkness Magic shadows cannot work the same during the night and darkness during the day. Black magic can for one post cloak themselves to be invisible (but any attempt to attack will reveal them). They may create minor illusions but once interacted physically can be dispelled. They can create a black mist depending on the tier of the spell, how big the range to blind opponent or opponents. They can use the shadows during the day to paralyze a person (by stepping onto the shadow or connecting shadow with their own. However, long as they’re connected or stepped on depends how long it lasts). Finally, they can make dark energy attacks to deal magic damage. Finally, Dark magic is the slowest all of magic.
Magic Talents
Elemental Magician
Description: The user is able to use an element of their choosing. They can choose Fire, Earth, Wind, Water, Lightning, and Darkness. The user can train this talent to learn the other elements (they start on the lowest level). Depending on which tier you have this talent, will depend what you can do. For example, starting off with fire, you can light candles, cause minor burns, and create small fire balls. While tier three you can do some large AOE attacks with greater power.
Restrictions: Can start with this skill. You must be in the Mage class.
Besides unique spells, you don’t need to make a spell go through custom first; you can merely cast it in character freely. However, for balancing reasons and avoid conflict with other members, gms, and so forth, we’re going to tell you how each tier works exactly and what their limits. So please, keep this in mind. Although, sometimes a spell may be able to bypass the rules depending which element.
Tier 1: Can do some small feats. Fire ball such as, is at max the size of a baseball. The max range you can use any spell is five meters.
Tier 2: Can do some medium feats. An offense earth spell can be the size of a small car. The max range you can use any spell is 10 meters away.
Tier 3: Can do some large feats. An offense wind spell can be a large tornado. The max range you can use any spell is 20 meters.
[/blockquote]