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Noble Negative J3T
Crew

9,975 Points
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PostPosted: Fri Feb 10, 2017 12:50 pm


OHHH ITS ABOUT TO GET LIT..
PostPosted: Fri Feb 10, 2017 1:02 pm


Special Titles


Lords of Cinder: Mages of the highest magical Aura. Their magic radiates and at times can't be contained setting a fiery blaze in their path. They have max discipline slots(4) and possess an additional (+1) discipline of their choosing. (must be neutral or natural)
Current holder:Negative J3T, A Just War,


Archos Mages and Council Mage:
Powerful Mages. Able to somewhat handle unnatural disciplines as if was average magic. They are the highest and strongest mages possible for common people, or Mages without natural born abilities. They must pass a serious of vicarious tests in which if successful, they are able to join the Mage Council which watches over spells, teaches people, and set safety suggestions for spells. The council were the ones who made the descriptions of each type of magic. Those that fail the test end up as Archos Mages. They still are powerful and teach magic, but they are more like substitute teachers in comparison to College professors.
Once making the rank of Council Mage, gain 1 discipline. (Must be neutral or Natural. If the user has no unnatural discipline and would like one with the extra point gained, they can do so at the cost of losing a discipline.) If make the rank of Archos Mage, you gain 1 discipline, BUT cannot attain an unnatural discipline through this method. (They are still able to possess an unnatural discipline with the cost of their original points though)


Commoner:
Practitioner of magic. Your everyday Mage. They were born with no issues magically and are able to attune their body properly. Unless state, everyone starts at commoner rank,


Civilian:
Citizens of the Karst Kingdom. Not necessarily magical. Can perform some spells, but not seen as gifted in the arts. Failures of the Kingdom some call them. These also includes refugees in which enter the Kingdom. If gracious enough to be taught magic, refuges to the Kingdom are able to learn 1 discipline (Natural or Neutral with permission) from a Mage who chooses to teach them. Be warned, Karst Mages rarely teach those who are not mages themselves. However, surely there is someone around who may do so.

Noble Negative J3T
Crew

9,975 Points
  • Member 100
  • Gaian 50

Noble Negative J3T
Crew

9,975 Points
  • Member 100
  • Gaian 50
PostPosted: Fri Feb 10, 2017 1:04 pm


Introduction


Mage Background:
The mages are a shrewd crowd, scholars obsessed with power. They constantly push the limits of what was previous though possible. They are the firm believers that "Knowledge is power". If someone tells them something is impossible it is a challenge. If a law of physics is made Mages are who will bend or break it. Each ceiling placed over head is a finish line to break through. This insatiable desire is what lead them to become one of the most powerful races. This drive has not always served them well, many a mage has perished trying to forge new spells or push the known boundaries of magic but this seemingly genetic curiosity is what got them too far.


Power introduction:
Mages work by using their own body as a medium from which to conduct and then subsequently bend elements of nature to their will. This ability to channel the world around them to harness it's natural ability is what makes them so dangerous. Taking the properties of everything around them and then being able to concentrate and manipulate it allows them extreme freedom and creativity. This versatility is why they are so formidable.


Discipline Introduction:
Mages work off disciplines, they realized that their bodies could become in tune with certain general areas of magic. This limitation is the main distinction between mages. Age is typically the great equalizer of this as while it is possible to circumvent the time it takes to tune ones body to a new discipline (typically through very dangerous and often unsavory methods). Once a discipline has been chosen a mage must spend time surrounding itself in it, immersing itself with said discipline so that it can begin to properly harness its properties. After completing this step the mage may then begin learning the spells that accompany the discipline and even begin creating their own. There are a few disciplines which do not require this "attuning" though they are typically very general. On the flip side there are some that most mages are just unable to attune to. These are typically exotic in nature and mages who wield them are often seen as a cut above the rest.

Disciplines will be broken into the following categories:
Neutral - These are the standard mage traits and can be learned by any mage with no need to attune themselves to it.

Natural - These disciplines are associated with an element of nature and as such will require attuning. Though in most cases any Mage can learn these disciplines with enough training and focus.

Unnatural - These disciplines bend the laws of nature in unnatural ways. Using these can have consequences if done improperly often corrupting or ever destroying mages who do not wield them properly. These disciplines are not easy to learn and in addition so Mages just don't have the capability to learn them no matter how hard they try.


Rules


Overview:
This section details the rules of our race. It goes over what is and isn't allowed as well as who to ask for exceptions and such.


Discipline Rules:
Disciplines will be broken into the following categories:
* Neutral - These are the standard mage traits and can be learned by any mage with no need to attune themselves to it.
* Natural - These disciplines are associated with an element of nature and as such will require attuning. Though in most cases any Mage can learn these disciplines with enough training and focus.
* Unnatural - These disciplines bend the laws of nature in unnatural ways. Using these can have consequences if done improperly often corrupting or ever destroying mages who do not wield them properly. These disciplines are not easy to learn and in addition so Mages just don't have the capability to learn them no matter how hard they try.


*NOTE* - Due to immersing ones self so heavily in these disciplines some DO have effects on your RPC you should see the "Side Effects" section under each discipline (If one isn't listed it means there aren't side effects). This could be as simple as a personality shift or it could have serious physical draw back. Think carefully when choosing.

*NOTE* - In order to have an unnatural discipline you MUST get approval from the current Leader of Mages. This is to prevent everyone from running around with the most sacred techniques.

The number of disciplines one can have is typically dependent upon their age. Though there are prodigies who have circumvented this rule, those exceptions are rare and as such this is typically the norm. It takes about 1 millennium to master a discipline so as such the typical restrictions are shown below:
1-1000 : 1 Discipline
1000-2000: 2 Disciplines
2000-3000: 3 Disciplines
3000-4000: 4 Disciplines



Limitations and choosing Disciplines:
* Every mage will start with 1 neutral discipline that is free (meaning you don't have to spend one of your disciplines points to get it.). The neutral disciplines are the oldest and simplest ones to learn so this is done to give you just a good little taste/foundation of power.
*After the free neutral discipline mages have access to all other neutral and natural disciplines without getting approval. (YOU MUST LEADER APPROVAL TO HAVE AN UNNATURAL DISCIPLINE)
* Neutral and Natural Disciplines cost 1 Discipline Point while Unnatural Disciplines Cost 2 (This is done to prevent people from becoming OP)

Examples below:
EX1
Say I am 1000 years old I have 1 Discipline point, this means I get 1 neutral discipline (I chose potions cause I think Severus Snape is a beast).

Now then I get to choose another. (I pick healing cause I wanna brew stuff and heal people all freaking day). I have reached my limit 1Free + 1 = 1 Discipline Point used.

EX2
Say I am 2000 years old I'm getting pretty baddass and I'm feeling freaking cool about it. I get my 1 neutral (I picked arcane cause soul spear is gonna slay like it does in Dark souls.) now I have 2 free points, my options are now a lot more.

If I get leader approval I can get an unnatural. (I pick death cause I play necromancers all day and want my armor of skellies). I now have spent my points and am at my limit with Arcane + Death.

If I don't get leader approval (or don't want unnatural disciplines cause elements are cooler anyway). I can now choose two disciplines between neutral and unnatural. I choose Fire and Ice because like trojan I slay all day. I now am at my limit with 1 neutral and 2 natural. (Arcane + Fire + Ice)

and so on. IF you have any questions please PM A Just War an he would be happy to help.



Custom Techniques:
Each mage is afforded 4 Custom techniques. Plan these out carefully as they CANNOT change once your character has been made. These techniques MUST be associated with one of your characters Disciplines. This is done to be sure that characters don't have spells from every discipline. These customs must be approved by one of the top two mages and they can overrule each other so this is typically the part that takes the longest. You can choose to keep these spells to yourself or allow others to learn them. That is up to you.

Summary of custom Techniques:
* MUST be associated with your current disciplines
* HAVE to get approval from top mages
* CANNOT be changed once character is created.



Technique List


Overview:
List of all techniques separated by discipline.

Neutral Disciplines:


Life:
Description: Perhaps one of the most sacred and oldest Disciplines that exist in the order of mages. The ability to become a conductor of the energy around them and to harness it to bring life. With this discipline users can heal wounds, create entire forests and even in rare cases revert death itself. This discipline is ancient and as such its parameters are well known. Those who master this discipline gain a greater understanding for life and in battle can be key in ensuring victory is obtained.
Side Effects: Typically those who master this discipline are compassionate, they care for nearly everything because they understand the fragile balance that life keeps up. They are usually in tune with nature and can often be seen with or alongside animals. Being a beacon of life a medium for it to flow through nature often naturally responds kindly to these users and masters of this can make flowers bloom or grass turn green without even noticing.
Techniques:

Mend - By focusing energy into their hands and holding it over the broken bone the user can accelerate the regeneration of the bone and heal it within seconds. The amount of bones that can be healed and the speed of which is determined by the power of the mage using the spell.

Coagulate - By channeling the energy into their hands the user can accelerate the coagulation process and stop bleeding. This can be done to temporarily stop up life threatening issues and prevent death. A good intermediary spell to stop a losing battle.

Heal - By focusing energy into their hands and the mage can accelerate the natural regeneration process of the body. This is a very consuming spell and depending upon the wound can be life threatening. This spell cannot bring some back from death but back from the brink of death. So long as they are alive this spell can bring someone back.

Listen - By channeling the energy of life through them the user gains the ability to communicate with nature. They can talk to animals and even go so far as ask for their help.

Bind - By channeling the energy of life through them the user will cause roots to shoot from the ground wrapping around the target and binding them in place. The strongest mages can make roots big enough to trap a dragon.

Natures Sting - After building and utilizing the necessary energy vines will erupt from the ground lashing at the intended target. These vines are covered in thorns and each thorn is laced with a toxin that causes paralysis. The strength of the mage determines the strength of the toxin. A strong enough mage can paralyze a dragon.... if it can pierce its armor.



Arcane Arts:
Description: Arcane arts which uses the raw power of the soul. By harnessing the intangible and seemingly infinite soul that dwells within each and every living thing a mage can manipulate and expel it to create a myriad of spells to defend or attack. In smaller doses, the soul is disciplined, forming beams and arrows out of a cold energy, easily used to harm whoever comes into contact. The soul in it's condensed form is robust, it takes the form of a sturdy crystal. Many guards and hunters alike perform feats of sword-man-ship using sorcery as a coat to their arms with deadly efficacy. This magic is time tested and proven the bread and butter of most mages and its lethality has not dulled over the years.

Techniques:
Soul arrow - by focusing and expelling energy outward the user can expel a bolt of energy and at high speed. This is a very versatile attack and can be dangerous if used properly.

Homing Soul Mass - Conjures a Soulmasses that seek targets within range. They are capable of targeting multiple enemies.

Great soul arrow - by focusing and expelling energy outward the user can expel a great bolt of energy and at high speed. This is a very versatile attack and can be dangerous if used properly. This attack is capable of piercing through shields and armor making it very potent.

Soul Spear - The user conjures a spear of magic into their hand that is then thrown. This is the main weapon arcane mages use against dragons. The spear is typically 7-9 feet in length but a more powerful mage can make a larger spear. When thrown the spear moves at a very high speed making it effective to use at range. It is meant for piercing though so if it missing there is no collateral damage to make up for it. When used by an army of mages this technique is said to be nigh unbeatable.

Magic weapon - The user conjures a magic weapon into their hand that they may then fight with. This allows them the opportunity to have a weapon at their disposal at any time. The weapon is just as potent as steal and can cut through armor just as effectively.

Barrier - A simple enough technique the mage will conjure a wall of arcane energy to block incoming attacks. The smaller the wall the stronger it can be. A group of mages can come together to create a very formidable barrier allowing very strong defense.

Potions:
Description: In all likelihood this discipline is the oldest of them all. The ability to take the ingredients of the world and to mix them together in just the right amount. This coupled with a little magic and a mage can create a potion for just about any scenario. The versatility and limitless potential of this discipline has made it the keystone of the mages. Almost nothing is out of reach for this discipline. Stopping death, forcing someone to fall in love, forgetting something horrible, becoming invisible all of this and much more are possible... for a time. Power like this does not come without its price, almost all potions who do the impossible have a side effect.
Techniques:

Immunity - After the mages discovered that certain races had the ability to get into their mind and read their thoughts or even manipulate them this potion became their only desire and the one thing mages pursued until accomplishing it. By drinking this sweet smelling blue potion it temporarily (7 posts until another must be consumed) makes the drinker immune to all magic that attempts to infiltrate their mind. The potion strengthens the mages natural resistance to this type of magic to unimaginable levels for a short time.
Side effects: This potion has no know side effects. Though trying to brew one that lasts longer has caused mages to lose their mind so this is the limit.

Brushing away death - This thick silvery potion is as the name suggests one that will postpone death. No matter how close the drinker is this potion will keep it at bay (for 3 of the drinkers posts) so that help can arrive. It does not heal wounds and does not stop pain but it does bind the soul to the body for a bit longer so that the life can be saved.
Side effects: This potion leaves users in a very weakened state (if they don't die when it ends) and these potions ever only work ONCE on a person so using it a second time will not work.

Tell the truth - This pale orange potion again does as its name suggests and requires the drinker to answer any question asked truthfully. If they fight it the answer will just blurt out like the accidentally did. This potion has no odor and when mixed with alcohol it leaves almost no sign of being mixed. The potion carries no taste and as such is a staple for interrogations. It lasts a rather short time (5 of the drinkers posts) and there are no know side effects for it.

Boom - This glowing red potion is extremely volatile and upon breaking will cause an explosion roughly 10 meters in diameter. It a very good offensive tool and great as disrupting a crowd or taking out a key position. It is not meant to be consumed and if it is it will likely kill the drinker. The potion is able to blow away dragon scale but because of it's volatile nature it can't move any faster than a normal throw making it so that this potion is quite easy to doge.
Side effects: The great Arch Mage Salinius mad in the head drank this potion when the royal guard came for him. Needless to say the guards were cleaning him up for weeks after.

Disappear - This dark purple potion creates a very thick smokescreen that blankets the immediate area. It is laced with magic making it so that even dragons cannot see through it. This black smoke is harmless to inhale (besides causing light coughing) and will only burn the eyes slightly causing little irritation. It is meant to provide a moment to escape or the element of surprise. It is not meant to harm and will fail miserably if used for that purpose.
Side effects: Don't drink this s**t. It turns everything purple for weeks.

Shift - Taking the hair or fur of another allows the user to temporarily (6 posts) change into the one whos DNA was added. Their physical features will be mimicked perfectly and even their voice will be spot on. Gestures and thoughts do NOT transfer. This potion is very useful for reconnaissance or infiltration as even the natural energy the drinker gives off will be indistinguishable from the person or animal they mimicked.
Side effects: If used continuously without breaks the drinker may be stuck in the form they shifted too. In addition if the user shifts into an animal any spell requiring hand movements or etc. will not be available.

Natural Disciplines:

Fire:
Description: It seems that since the dawn of man there has been fire. And with fire came its desire to harness it. This powerful element breeds life but just as easily snuffs it out. It is a dangerous element and has killed more mages than any other natural discipline. As such those who wield it are typically revered among other natural elements due to the control and restraint it requires. A great many have been lost to this element and so now most tend to steer clear of it finding the price a bit too steep.
Side Effects: Users of this discipline typically run hot, they are decisive and quick to action. They often times allow their emotions to guide them which can lead to serious trouble. At the same time they have an insatiable desire to warmth, having felt the fire within them they desire to be enveloped by it. Mages who master this are usually the first into battle and as such this element has been branded as unlucky or even cursed killing a good number who have attuned to it.

Techniques:

Fireball - The staple of any mage. Conjuring up a fire ball and then casting it. This ball of fire roughly the size of a baseball will erupt in a localized around (1 meter radius) coating whatever it touches in flames. This spell is simple in desire and stood the test of time. It is good for lesser enemies and can cause serious burns though it is typically not lethal.

Dragons Breath - They say imitation is the sincerest form of flattery. After seeing dragons breathe monstrous amounts of fire the mages were stunned and decided they too would gain this ability. The stronger the mage the larger the stream of fire will be. The strongest of mages can even compete with the strongest of dragons when it comes to this. The more proud pyromancers will often compare this to a dragon their fighting in combat determine to win the proverbial pissing contest.

Bursting Fireball - The mage conjures what looks to be just an ordinary fireball. Though as its launched once it gets within a few feet of the target it will explode into many smaller fireballs shotgunning the target. This is a good crowd control technique and often used at close range to create space. It is capable of burning but typically not killing.

Great Fireball - A much larger and more potent version of the most basic spell. This fireball is able to kill entire groups of people and the fire it produces can burn for quite some time.

Sacred Flame - A very lethal attack but on that is extremely difficult to land. The user will focus fire into a hand causing it to glow and burn brightly. They will then thrust it into their opponent and ignite the opponents body burning them from the inside out. It is possible to survive this but it causes heavy damage and should be avoided at all costs.

Meteor Shower - A very draining but powerful technique. So long as the sky is covered in clouds this technique can be used. The user fires a monstrous fireball upward into the clouds. Then not too long after (2 posts later) the sky will rain down monstrous balls of fire that crash into the earth scarring and scorching it. This technique is dangerous for the caster as the balls of fire do not seek out any one target and rain down on everyone.

Ice:
Description: With night comes the cold, as the sun moves away from us the chill creeps towards. In winter when the sun is at its farther from us the cold is at is closest. Ice comes and its bite has ended wars and slaughtered thousands. The ability to harness and bend this element is a powerful one. The ability to drop the temperature to freezing points, to touch a lake and change was to ice. These are just the tip of its capabilities. A powerful natural discipline that has offensive and defensive potency. This discipline is well respected within the mages ranks and those who use it are typically not to be trifled with.
Side effects: There are two, typically a user will have blue eyes (any shade) regardless of whether or not they had that color before. Other races often tease that this is a sign that the mages heart had frozen over. The second trait is that these users are typically unbending in their beliefs stout in what they think they will typically never change their mind just as the cold always creeps closer.

Techniques:

Winter is coming - By exerting their energy outward the user can make the resulting area colder. This can make fighting more difficult for opponents. The shift in weather is dependent upon the caliber of wizard casting it. Stronger wizards can freeze entire lakes and cause snow to fall while novices will just make it a bit chilly.

Stick around - The caster can shoot out spikes of ice at the target. These can pierce well and can impale targets. The size of the spike can range but it is typically around three feet in length roughly one foot in diameter. The move at a good speed and can be blocked by strong steel.

Dragons breath - They say imitation is the sincerest form of flattery. After seeing dragons breathe monstrous amounts of ice the mages were stunned and decided they too would gain this ability. The stronger the mage the larger the wave of ice will be. The strongest of mages can even compete with the strongest of dragons when it comes to this. This ability can freeze items caught in their path. Though it is not unbeatable. Fire or magic of another kind can counter this ability.

Shatter - The user will launch a ball of ice outward and then at some point it will explode causing an erupting of icy shrapnel to pour out piercing into targets. This is very effective against groups and often used to create a mass amount of damage in a wide area. The shrapnel will enter the body and then melt making it so that those looking for it to remove it will often cause more damage digging around in the wounds.

Blizzard - The user will focus energy around them and the area in their immediate vicinity will begin to freeze. Both hands will begin to glow a deep blue and ice will swirl around the casters palms. After sufficient time charging the caster will slam their palms downward and a icy wind of snow and hail will erupt outward freezing any and everything caught within its blast. This wall will move outward for about 15 meters before dissipating.

Ice wall - The user will let loose a stream of icy wind which will form into a thick wall of ice. This can be thicker and larger depending on the caliber of mage using the technique. It allows for a very solid defense and can protect from most attacks if reinforced enough.


Lightning:
Description: A powerful natural discipline hailed as the fastest of the three and the one that most mages strive for due to its flashy nature. Users will channel the natural static in the air and draw it to themselves so that they can generate their own electricity. Masters of this discipline can create powerful storms and become a conductor to the bolts that reign down supercharging themselves. The ability to bend lightning to a mages will is an art that most brag about and often times something that is feared by many. It is a versatile discipline allowing the hurling of bolts of lightning, channeling it to you from the sky and reigning down ungodly storms upon their foes. This element is strong and as such it is well respected within the mage community.
Side effects: Users are typically charged all the time, meaning they give off light shocks and have a tingly touch typically a good marker for someone who uses this element.
Techniques:

Zap - The user will fire a single bolt of lightning from their hand which zaps the target disrupting the nervous system. This will cause the target to be disoriented and fight awkwardly for a short period of time. (2 posts). After this the body will readjust and be able to function normally.

Hands of thunder - The user will release energy from their finger tips causing arcs of lightning to burst from them so long as the caster continues to release energy. This attack is very useful at subduing a target at close range. After about 5 meters the arcs of lightning will dissipate. A useful and potentially lethal attack.

Lightning spear - The user will hold out their hand and a bolts of lightning will dance about growing in shape and size until they form the rough shape of a spear. Once thrown it moves at the speed of lightning making this technique difficult to dodge if not played correctly. Once thrown the spear cannot be manipulated and moves in a straight line. This techniques if capable of piercing a target and upon doing so leaves the localized area numb. If this technique hits salt water or a conductive surface it will radiate outward allowing a substantial shock to be transmitted to the group.

Odins charge - By focusing a large quantity of energy into their body and then erupting it outward all at once the caster will erupt outward into a bolt of lightning towards the target moving at incredulous speed. Once contact is made all the energy is release in a monstrous forward blow causing an incredible concussive force capable of knocking over even the largest of creatures. This attack is the strongest brute force attack a mage can do and if often used as a show of force.

Storm - The user will release a large bolt of lightning into the air and cause storm clouds to form. Some time (2 posts) later bolts of lightning will begin to strike the area uncontrollably. These bolts can strike the caster and cause heavy damage if the mage using this ability is not paying attention.

Railgun - The mage will require three pieces metal in order to accomplish this technique. The three pieces will be levitating in parallel in front of the mage typically at shoulder height. After a sufficient amount of charge has been built up the mage will grab one of the outside rods. At this point arcs of electricity will be dancing across the mage a sign of the amount of energy that has been built up. Once the target has been acquired the user will grasp the other outside piece of metal thus closing the circuit. When this occurs the central piece will be launched at incredulous speed. This attack takes some time to setup but if the target is unable to dodge or evade being targeted once fired this technique is practically impossible to avoid. It is also a piercing attacks so it can pierce almost any defense, including the armor of a dragon.


Unnatural Disciplines:

Space:
Description: There are two things that govern almost everything this world. Space and Time. Bending the former is having the ability to circumnavigate the laws that say someone can't move from A to B in less than this time. This discipline is tricky and hard to learn. It takes what is clearly stated as truth and flips it on its head. Mastery over this discipline allows for the bending of space to aid the user. Taking the plane itself and folding it to the wielders advantage. This discipline is rarely ever attuned to and on top of that almost never mastered. In addition like all other unnatural disciplines it is dangerous. Many a wield has been found in pieces scattered across the land or have become trapped in another dimension to spend the rest of their lives waiting. Due to the deadly consequences most don't bother with this.
Side effects: None known
Techniques:

Mirror - The mage will hold his or her arms out in front of them. And a translucent yet shimmery wall will appear. Whatever hits this wall will be reverted the user flipping the y axis of space causing whatever it was coming towards the mage to now be going away from them. This will be instant and if it is a person it will cause no harm to them merely make it so they are moving in the opposite direction.

Rip - The mage must hand both hands on the same object in different locations. The mage will then exert energy from his hands and pull causing the space he is touching to move outward and away from it. This is primarily used on organic things and causes severe internal bleeding. Not enough to kill but certainly enough to severely wound. This is a very dangerous technique though as it isn't instant and due to its close proximity often leaves the caster open for a counter attacks.

Slip through - The mage will use this ability to slip through physical barriers and objects. They will literally shift their own point in space so that they are on the other side of the object blocking their path this causes them to be very tricky to catch and nigh impossible to contain. The object must have a definite thickness in order for this to work. Using it to go through multiple levels back to back will tire the mage.

Transport - A mage can transport an object or potentially a person to a different point they can currently see. In order to do this the mage will form a translucent shimmering wall that the target must pass through. As it does it will be instantly transported to the second point. The wall must be the same size as the object being transported or else it will be cut off (potentially resulting in organic targets losing a limb or worse.) The wall that must be run into is stationary and can be avoid is chosen. The point being transported to is whatever the mage is looking at when the target hits the wall. This works by the match bending space so that the wall they hit literally acts like a bridge connecting point a to point b instantaneously. This technique can be very draining based off of the distance moved and the size of the target being transported.


Mind
Description: By opening up ones mind and focusing on harnessing and channeling energy to it the user unlocks hidden potentials of the mind allowing for incredible potential. This is an unnatural discipline as the user must spend centuries and centuries pursuing how to properly supercharge the connections in their brain to unlock this potential. Mages who are proficient with this discipline typically seek knowledge above all else and will be intelligent in nature. This analytical mind is the key to this discipline and it is unfortunately something people are or aren't born with which is what makes this such a rare discipline.
Techniques:

Telekinesis - By channeling energy to the mind the user is able to manipulate objects but understanding how they interact with the world. Upon mastering this technique users can stop attacks throw large objects and all sorts of creative abilities. This is a difficulty ability but is the staple of these mages and allows them great power.

Projection - By focusing their mind and honing in on a person or location the caster can project themselves to that person or location. This is used to communicate or scout certain locations. The projection can hear see and speak relaying everything to the mage casting it but it cannot have any physical interactions with the place it is sent merely passing through objects like a ghost.

Basic mind reading - By channeling energy to their mind the caster can focus in on the mind of another and establish a bond. This bond is basic but it allows the user to hear the surface thoughts of those around them. They can also use this to tell truth from lies as well as feel intention. While this technique cannot typically be used to read deep thoughts if the caster is able to corner the target and establish a physical contact (hands on the forehead of the target) The user can dig deeper into the mind and gain secrets and knowledge so long as the contact is made. While this is happening the caster cannot stop actions from the outside world and so this technique is very dangerous to use without someone guarding the caster.

Immunity - Due to the strength of their mental focus these casters gain the passive ability of being completely resistant to mental powers. Their minds are like impervious walls unable to be breached or taken control of. This ability often makes these mages more despised by vampires than other
types of mages.

Death:
Description: The oldest and perhaps the most forbidden of the unnatural elements is death. One cannot have light without dark and as such the moment mages began to study life some began to study death. This discipline is seen as unsavory even to some mages but that does not stop some from pursuing the dark art. Due to its age it goes by another name typically, one known by many and feared by many... necromancy. This unnatural discipline breaks the rule of "what is dead should stay dead." though using this discipline always has consequences. Bringing someone back from the dead with this will never bring them back as they were. They will never be as they were before. Practitioners of this discipline can raise slain foes or comrades to fight for them once again. To communicate with the dead to learn their secrets, to bind entire armies or skeletons and even some unspeakable things.
Side effects: Those who wield death typically have some sigh that marks them. A branding of their desire to bend something so cursed to their will. It is typically one of the following:
* Life itself coils from this user, when they step on grass it browns, touching a flower causes it to wilt, sleeping under a tree can cause its leaves to fall and the tree itself to die. Stronger forces of life like animals and other humanoids are immune to this effect but smaller forces cannot escape it.
* Wielders have extremely pale skin and typically it is gaunt at that. They look withered and decayed as if they themselves had a run in with death and barely escape.
* A smell of death itself typically accompanies them it is subtle but those who can smell it often remark on its putrid odor.

Techniques:

Unholy breath - The caster will take a deep breathe and exhale a noxious purple gas. This gas will kill plants and small creature but on larger stronger targets it will poison them slowly causing damage over time. So long as this isn't inhaled extensively (Directly breathed into the target or 3 posts so being subjected to it.) This will not kill. It's symptoms are dizziness, confusion, severe pain of the organs and fever.

Rise - The user will slam their hands into the ground and summon skeletons armed with basic weapons (knives, sword, shield) to fight for them. The amount of skeletons depends on the power of the mage. Though summoning more tires the user out. These skeletons must be burned or immobilized in order to be stopped. Breaking them apart will only cause them to reform and resume fighting making them quite the annoying foe.

Grims touch - By exerting the deadly energy the caster will literally begin to kill whatever they touch. The ground they walk on will wither. Touching fruit will rot it. Touching skin will cause it to blister and die. The longer the touch the more deadly this ability is. This ability cannot discern friend from foe so touching a comrade will bring the same outcome.

Resurrect - Due to their affinity with death a mage of this discipline can raise recently slain foes to fight for them. The foe will look unnatural and will move as if it was a puppet now but will maintain all the abilities it had in life. In order to be killed the body of said creature must be destroyed. This tactic often used more for its psychological potency rather that the physical harm. Forcing comrades to slay fallen comrades takes a tole on the mind and will often time break the opponent. The more powerful the creature to be resurrected the more energy this technique consumes. (NOTE this creature must have freshly fallen in the presence of the caster).
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