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When you create your character, there are five mandatory fields of information to include:<p>
<ol>
<li>Character's Name</li>
<li>Character's Class (See below for classes)</li>
<li>Character's Race</li>
<li>Character's Hometown (Coepi Locus, Aléste, or Galent)</li>
<li>Character's Biography</li>
</ol>
<p>
Once you have gotten these things together, post them in the <a href="http://s13.invisionfree.com/Ebon_Tides/index.php?showforum=35"> forum.</a> Once it is approved by the staff, it will automatically be moved to it's appropriate forum for completed characters.<p>
If you have any questions about character creation, they should go in <i>this</i> forum (Character Creation), <i>not</i> the unapproved character forum.<p>
If you have any questions that are more personal, feel free to PM an admin or someone who appears to be an experienced RPer and they'll probably be happy to answer, unless they're morons. Then just ask someone else.<p>
--The Staff
<p><ol><b><font color=yellow>Mage</font></b><p>
Mages are heavily reliant upon the magical energies around them. They channel energy from the nether, the heavens, the inferno, the earth, or almost any other sacred source to cast both devistating assaults upon their foes or to miraculously heal the wounded. At lower levels, mages are typically fragile if not paired with a melee or at least more physical partner.<p>
All Mages innately know three cantrip spells:<br><ul type=disc><li>
Lucit -- Generates a warm glow of light for about an 30 foot radius. Lasts for 2 hours (unless put out before expiration).<br><b>
Can be cast 6 times/day.</b></li><li>
Minutus -- Drawing from the Plane of Probability, the mage can quickly manipulate and unlock a <i>simple</i> lock. <br><b>
Can be cast 1 time/day.</b></li><li>
Aperio -- Bridging a connection between true realism and the crude symbology of speech, the mage can charm his or herself to understand any language or script. Lasts 2 hours.<br><b> Can be cast 1 time/day.</b></li></ul>
<p>
<ol type=A>
<li><font color=white>White Mage</font></li>
<ul><li>These magic-users utilize divine energy in the casting of their spells, rather than the base, arcane, elemental magic used by the Black Magi. They are highly spiritual people, and have achieved a level of communication or favor with their chosen god or gods to allow the channeling of the divine energies that those deities use. White Magi are the best healers, enchanters, and bastions against the undead. Though the White Magi are primarily healers, holy energy can be a devastating force to combat, and indeed, the most powerful spell in Ebon Tides is exclusive to the White Mage, though there are many conditions that must be met to facilitate it, and it may only be used against some things. The White Magi are also the only characters with the ability to resurrect the dead without the aid of others. However, though the White Magi can be powerful indeed, it is a lengthy and arduous path indeed to reach those abilities, as the newly ordained White Mage has very limited power, and no offensive spells. Also, due to the nature of these Magi, they may wear no armor, merely what cloth they may adopt, though their garments may carry enumerable enchantments, and the only physical weapons they may carry are staffs.</li>
<li>Starting Spells:</li>
<ul type=circle>
<li>Vigorius - By channeling the divine energy vested within a mage, they may heal a living being's wound, knitting muscle, sinew, and flesh, staunching bloodflow, and renewing the spirit. At it's lowest level, it may heal deep cuts and abrasions, but would not suffice to staunch the bloodflow of a wound so grave as a severed limb. This spell, it is important to note, does not scourge infection. <br>
<b>Can be cast 5 times/day.</b></li>
<li>Fulcius - Through prayer and piety, a white mage may instill divine protection over an item or person, reinforcing blades and strengthening shields and armor, and making skin as of stone for a short time. Though the white mage may not wear conventional armor, the fulcius spell, if cast on the robes of the caster, instills in them the strength of steel, without the drawbacks of limited mobility and weight. When cast on an item, this spell functions as the first enchantment a white mage may learn.<br>
<i>Lasts for 15 minutes when cast on a person, andlasts for 2 hours when cast on an item</i><br>
<b>Can be cast 2 times/day.</b></li>
<li>Defćcius - By channeling holy energy through the body of the afflicted, a white mage may purge biological illness from the body. This spell burns away infection and disease, but is ineffectual against poison, curses, and arcanely inspired illness.<br>
<b>Can be cast 2 times/day</b></li>
</ul></ul>
<li><font color=black>Black Mage</font></li>
<ul><li>These spell-casters use magic at its most base, arcane, and potent level. They use the elements, as well as raw energy, to wreak spells of immense power. These magi are devastating warriors, and powerful allies. Black Magi are, in terms of raw damage, the best battle magi and most adaptive magic user in Ebon Tides. Though their powers of healing are quite limited, they do not lack them utterly. They can lay simple enchantments, but their true strength outside of combat comes from their smithing ability. Black Magi have the ability to force raw power into weapons and armor, and even to craft weapons of elements and energy, though this process is long and arduous. The Black Mage possesses the second most powerful-spell, in terms of damage-dealt, and can use it with much greater ease then the White Mage’s spell. These magi have a much wider range of available weapons, incorporating blades, and to some extent bows, into their available arsenal, and so is their armor also far more varied, and it is not at all rare to see a black mage in full battle armor, though each piece may be blazoned with power runes and enchantments.</li>
<li>Starting Spells: </li>
<ul type=circle><li>Choose <b>TWO</b>. Each has 4 levels, starting at level 1:<p>
Incendius -- Emits a Magically fueled fireball at a single target.<br><b>Can be cast 3 times/post.</b><br><br>
Glacius -- Shoots Magically induced icebeam at a single target.<br><b>Can be cast 3 times/post.</b><br><br>
Levitius -- Emits a Magically induced ball of raw electrical energy at a single target.<br><b>Can be cast 3 times/post.</b><br><br>
Terrius -- Summons Magically spawned roots from the ground to engulf a single target.<br><b>Can be cast 3 times/post.</b><br><br>
Verrius -- Emits a powerful, Magically created whirlwind at a single target.<b><br>Can be cast 3 times/post.</b><br><br>
Unadius -- Shoots a powerful, condensed stream of Magically induced water at a single target.<b><br>Can be cast 3 times/post.</b><br><br>
</li><li>Weafajius (Level 1) -- Calling upon the stands of matter and time itself, the Black Mage can interweave the physical and the ethreal, temporarily strengthening any hard substance such as the sword or the shield. Can only be cast on relatively medium sized (shield sized) objects. Buff lasts 12 hours.<b><br>Can be cast 3 times/day.</b><br></ul></ul>
<li><font color=red>Blood Mage</font></li>
<ul><li>These magic-users utilize magic in its darkest forms, leading to spells of great power, and great price. To some extent, the Blood Magi use elemental abilities, but not nearly so widely as Black Magi, and only with Fire and Ice. Their true power comes with their knowledge of life, death, and the delicate line which separates the two. They are adept warriors, summoning spirits from darker planes and casting spells which work upon the very life forces of their enemies, often at cost to themselves. Many of the Blood Mage’s spells require sacrifice, be it that of his enemies, his allies, or himself. The Blood Mage’s greatest strength lies in the use of curses. The Blood Mage, through ritual and power, may cast devastating curses upon his enemies, playing upon mind or body, or upon the strings of Fate herself. The Blood Mage may use curses like the White Mage uses enchantments, and the Black Mage uses smithing, for it may not be detrimental for a Blood Mage to wear cursed armor, or to have his stronghold surrounded by cursed lands. The greatest uniqueness of the Blood Mage, however, is that for him, certain forms of death mean not an end to his career. A Blood Mage may continue on as something much darker… and more powerful.</li>
<li>Starting Spells: </li>
<ul type=circle><li>Choose <b>ONE</b>. Each has 3 levels, starting at level 1:<p>
Incendius -- Emits a Magically fueled Fireball at a single target.<br><b>Can be cast 3 times/post.</b><br>
Glacius -- Shoots Magically induced Icebeam at a single target.<br><b>Can be cast 3 times/post.</b><br>
</li><li>Crueorum (Level 1) -- Forcefully absorbing ambient life energy and pumping it into his or her arteries, the blood mage gains an increase in movements speed, attack speed, and strength about 10 minutes. <br><b> Can be cast 3 times/day.</b><br>
</li><li>Siphrikks (Level 1) -- Remapping the very arteries of ambient life forces themselves, the Blood Mage siphons life from a single other being (any living, sentinent life form will work) at a moderate rate -- about enough to slowly kill a normal, full-grown, freshly energized and healthy man in 4 minutes; and, thus, enough to reenergize an almost dead Blood Mage in just under that time period. It is possible for the Blood Mage to draw more life force than he or she can capacitate; in this case, the mage will be slightly overenergized, superpowered, if you will, but the feeling will quickly pass. Regardless, the rate at which the target loses life does not change. The target must be within about a 40 foot radius. Small obstructions, such as pillars, can allow the spell to simply map around the matter; but larger obstructions, such as walls or earth, will break the spell. Additionally, if the mage's concentration is broken by any other action, including recieving harm, the spell is broken as well.<br>
Rate of drain, number of simultaneous targets, and multitasking capacity increase with levels.<br><b> Can be cast 3 times/day.</b></ul></ul>
<li><font color=blue>Blue Mage</font></li>
<ul><li>Soon after the coming of the Thaumaturge, a group of rogue magi began to dabble in the streams of time and space, and soon became very adept in its manipulations, for some time forming an elite caste of magi with ultimate power over all the others. As time passed, however, and mixing genetics gradually reduced the normalized abilities of this group to the same level as the rest of the West's magic users, they would be seculded from the rest of the arcane society as traitors of a sort. Therefore, they are often excluded from large councils, except for particularly powerful mages or mages who may dapple in many forms of the elements.
.</li>
<li>Starting Spells: </li>
<ul type=circle><li>Choose <b>ONE</b>. Each has 3 levels, starting at level 1:<p>
Verrius -- Emits a powerful, Magically created whirlwind at a single target.<br><b>Can be cast 3 times/post.</b><br>
Unadius -- Shoots a powerful, condensed stream of Magically induced water at a single target.<br><b>Can be cast 3 times/post.</b><br>
</li><li>Requiro (Level 1) -- Using foresight to predict the moves of those around him, the Blue Mage can dodge or evade approximately 30% of physical strikes and projectile spells. Buff lasts 15 minutes. <br><b>Can be cast 2 times/day</b></ul></ul><br>
</ul>
</ol>
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