Extra Bannercraft Information
An ancient application of mana thought to have been created by the owners of the first magic schools for the express intent of defending their populace. Aligned to the “Auror” rank path due to their old, cultural customs as protectors of their institutions, Bannerlords (the moniker for those who Bannercraft) specialize in the creation of physical conduits which can be used to manipulate their environment, specifically in the acts of commanding or synergizing allies and themselves. Often nicknamed as “law magic”, Bannerlords utilize a unique mana type known as “Mandate Energy”, which seeps out of their constructs and creates an area of effect, producing varying abilities depending on it's position in a mages toolkit. There are three variants of Bannercraft, a major, minor and tertiary version named α (alpha), β (beta), and γ(gamma) respectively:
SPECIAL NOTE: I forgot to add this to the page when it was initially updated, but only one of these trees can be picked at a time. If you decide to pick Bannercraft as your primary, you are not able to pitch it as your secondary or tertiary tree. Apologies for any inconvenience my forgetfulness caused.
SPECIAL NOTE: I forgot to add this to the page when it was initially updated, but only one of these trees can be picked at a time. If you decide to pick Bannercraft as your primary, you are not able to pitch it as your secondary or tertiary tree. Apologies for any inconvenience my forgetfulness caused.
Bannercraft α
Alpha Bannerlords are tacticians, relatively weak alone but highly skilled when aiding small groups of other mages in coordinated attacks. Utilizing Mandate Energy in its purest form, an Alpha Bannerlord can grow to produce numerous banners at one time, each with their own rules and target AoE’s within a large scale battlefield; the reality and nature of the space of influence is theirs to control, allowing them to shift things such as speeds, sensory effects, and even damaging auras depending on the method of casting. Bannercraft α lacks direct physical power, projectiles and constructs typically fall to lower output levels than that of trees of similar rank, but causing indirect harm or influence over others is their bread and butter. In addition, Alpha Bannerlords are able to produce “Heroic Capes”, a specialized banner which can be obtained by allied mages and equipped to their body similar to an enchantment. This will provide a limited amount of buffs on the target, as well as cause them to be a VERY temporary medium, allowing the Bannerlord to cast ONE Banner through them at any point while they are within range.
Reality Manipulation & Mandate Energy
An Alpha Bannerlord can only cast magic through their primary tree via the act of summoning “banners”, physical constructs of mana that vary in size and are placed in a location at a set distance away from the caster. Every banner created has its own AOE size, as well as its own set of effects and changes that it releases upon the world within that vicinity. Banners can be created in a large range away from the caster, but can only be activated within closer distances via channeling “mandate energy” (thee trees unique mana type) into the target constructs. The list of changes and adjustments created by this technique are considered “laws”, and these laws vary in effect depending on how the caster creates them, as well as how well developed they are at their magic. Considered a utility tree, these laws can cover a wide range of bases, such as impeding movement speed on target enemies within range, or even boosting or weakening the effects of specific trees while inside the area of influence. When used as a method of attacking and killing enemies, it must be relatively “indirect”, usually more adept at damaging an enemy into easy submission from another source than actually delivering a killing blow. Smart Bannerlords will use this to their advantage even in single combat; for example, one might create a banner with laws that restrict target movement and cause their bodies to become layered in an extremely flammable gas, allowing them to use their expert mage pyromancy to a much higher degree than normal. It is also wise to consider the fact that ones casted banners will all possess a toughness rank, and are able to be destroyed; destruction of a banner ceases all of its effects until it is recast, meaning that providing defensible effects to ones AOE’s is a smart decision to make.
Heroic Capes & Commanding Mages
Upon reaching High Mage, Bannerlords get the ability to pitch what is known as “Heroic Capes”, specialized banners that are created directly atop target allies within range. If consenting to the placement of the cape, the target Ally will gain the banner wrapped around their body, providing a slight armor as well as a pitched set of baseline buffs and other abilities, similar to normal banners but designed to be used specifically by a single person. Heroic banners also typically provide increased effectiveness if the target user is taking direct orders or advise from the gifting Bannerlord, who can also cast ONE additional banner of their own THROUGH the allied mage, causing its effects to become present wherever the ally stands (assuming they are within range). This is a MASSIVE use of resources however, and although at higher ranks multiple heroic capes can be active at a time, only one can be used as a proxy for other spells. If the heroic cape is destroyed, the Bannerlord must wait a set limit of rotations before casting it again, and will have to wait even longer if casting it on the same person twice.
Bannercraft β
Beta Bannerlords specialize in the act of triage, or temporary medical aid during intense or prolonged combat situations. Unlocking a medium instantly after picking the tree at Expert mage, users may pitch what is essentially the mage portion of their future high mage medium, combining the primary tree’s effects after unlocking it properly; this medium is the main source of a Beta Bannerlords power, and the conduit in which their Mandate Energy is channeled through. When placed in target areas, verbal commands can be used to channel the required Mandate Energy into the banner, creating Aoe spells that can buff or boon allies or enemies. Its true power comes when held as a weapon, however, as it can be used as a medium to channel harmful projectiles that can double as barriers in certain situations, as well as provide what is known as “pseudo healing” to target allies. This is the act of shifting the laws of reality within a set radius, allowing a being to revert their physical forms (not their mana pools / stamina) to a previous state, healing injuries temporarily without the after effect of faith sickness. This only lasts for short periods of time, and only exists within a certain radius, but it can be used to shift the tide of battle, or at the least provide an injured mage with means of escape.
Banner Medium
Users of Bannercraft Beta are allowed to instantly pitch a specified banner which will act as their medium, even if they are only expert mage. It will essentially act as a weaker high mage medium until reaching the specified rank, containing only the additional aspects of Bannercraft, not unlocking the primary tree aspects until later. If a secondary tree isn’t pitched until high mage, then the high mage medium is simply pitched as normal. Later on, upon reaching High Auror, this medium is once again recreated with the primary and tertiary tree in mind. A user of Bannerlord β only has the ability to channel Mandate Energy through their medium in the form of “commands”, meaning that their medium can be permanently destroyed if not careful; destroyed mediums can be repitched, but cost points every time they require reconstruction. Please note that although the Banner eventually gains aspects for the casters other trees, these effects CANNOT be mixed with the Bannerlord spells, as it is not archmage in nature.
Commands & Mandate Energy
There are two specific types of commands: “AoE Commands” and “Personal Commands”. Each are created via the act of shouting out a verbal order while channeling Mandate Energy through the body; this energy then pours into the Bannerlords medium and produces an effect dependant on its typing. AoE commands are created when the banner itself is placed against a target area; these spells work very similarly to the laws conscripted by an α variant Bannerlord. The only difference is that specified harm -- direct or indirect -- is typically not achievable; these AoE’s can only produce positive effects on allies, and the extent of it's control over enemies is limited to stat decreases and conditionary effects (confusion,fear,etc.). Personal commands are more geared towards fighting and defending against targets; these are cast while the banner is being held like a weapon, and are meant for buffing ONLY the caster, as well as creating projectiles and constructs which can be fired off from the medium. These projectiles and constructs are known as “progressing laws”, and come with a unique effect; on their first turn of creation they are considered defense-oriented, giving them a toughness rank equal to the Bannerlord tree and causing them to be specifically efficient in moving a caster away from harm or defending them. Upon their second rotation of existence however, they are able to shift into hostile variants, targeting opponents unexpectedly and shifting their natures to deliver surprising attacks. If a progressing law is not shifted into a hostile attack, it gains ONE rank in toughness above it's current limit, and also may grow slightly in size. It cannot be reverted to a hostile attack after this point, and will remain for the duration or until destroyed.
Pseudo Healing
Comparing Pseudo Healing to Faith magic is a lot like comparing a bandage to a set of stitches. Although the bandage may slow down blood flow quickly and preserve life, stitching up the wound is truly the only way to fully fix the issue. As such, when a beta bannerlord casts a spell with Pseudo Healing, they are only temporarily stopping specific adverse effects on allies, keeping them alive and more active at the expense of their issues still being prevalent. When using Pseudo Healing, the desired target must be directly touched by the banner medium, or within range of the mediums AoE (if at Expert mage). Healing spells are pitched similar to Faith magic, with only certain abilities being able to be used against different types of injuries. These wounds are usually “healed” by the act of either reverting part of a damaged body to a previous state, or by mending up destroyed tissue with physically created magic or constructs. This healing only remains for a set number of rotations dependent on the spell, and will also wear off early if the casters banner is destroyed, or the healed party leaves it's radius of effect. In most cases -- when used against extreme wounds -- targets who are affected by Pseudo healing will come out of a situation in worse condition than they went in, as the accelerating effects of the magic is harmful to their bodies.
Bannercraft γ
Gamma Bannerlords utilize perhaps the most unique function of their tree out of all their respective counterparts; they are able to switch between multiple major toolkits, emulating entirely different branches of magic depending on their current allies in a combat situation. Producing a Gamma Banner will instantly cause it to seek out the closest Allied mage, absorbing a small token of their mana (with their consent) in order to power up the conduit and produce a small list of beneficial effects and abilities based on a magic tree of the Bannerlods choosing. These abilities are known as a “moveset” and a Bannerlord has access to three different categories, “Offensive” , “Defensive”, and “Utility”, possessing one for each. The type of moveset created by help of an ally depends entirely on their major tree, and although movesets lack the versatility and outward power of other trees spells, they can be used to buff both the caster and a minimum of one ally, making it a balanced choice in comparison with other options.
Movesets & Mandate Energy
The easiest way to describe movesets is to compare them to the other variants of “Mandate Energy” found in Bannerlord α and β respectively. As usual, these movesets are activated via creation of a banner, a physical object summoned into existence within a set area in front of the casting bannerlord. These banners create target AoE radiuses around them, and entering this field of influence will subject beings to shifted rules of reality and logic, although in the γ variant these “laws” are highly different. Upon reaching paige in Bannercraft Gamma, casters must pitch three primary movesets, one for offense, one for defense, and one for utility. Each moveset is based around emulation of an entirely different tree of magic of the casters choice, and contain a small handful of buffs and additional effects that can be applied to the caster themselves, as well as an ally who helps them create the banner. These movesets are limited in effect, and are not nearly as diverse or varied as spells from a legitimate tertiary tree, but can cause two mages to synergize extremely well and fight stronger than they normally would together. At mage, you gain 3-5 spell slots to upgrade these three movesets, as no more additional movesets may be pitched.
Casting Movesets
Casting a moveset REQUIRES a target consenting ally, and cannot be created in single combat. The deeper intricacies of how a moveset is cast depends entirely on the pitched moveset, but it typically requires either contact from the target allies mana (via a spark or other projectile) or from direct weaving and physical touch. Once this occurs, the Bannerlord may cast their banner in a set area, creating a visible area of effect radius usually nearby both target parties; once either mage passes through this AoE, they gain the effects of the moveset for a period of set rotations, even while they are outside the radius of the banner. Depending on the allies primary magic tree, they will cause the bannerlord to cast either their Offensive, Defensive, or Utility banner (what trees unlock what moveset will be discussed below). Whichever moveset is created will be considered the Bannerlords “primary moveset” for at least five rotations, meaning they cannot shift into a different moveset until this passes. If the banner is destroyed while channeling a moveset, five rotations must pass before ANY moveset is cast again.
Magic Categories
When a Gamma Bannerman creates their three movesets, they may only select ONE tree per each category. This means that, if “Cryomancy” is considered a Defense tree, Cryomancy cannot be pitched for the Offensive moveset. Please note that the way Bannerman Gamma considers magic is not FULLY accurate: defense trees can still use offense etc, it is only considered for how it reacts to mandate energy. When a mage of ANY type of offensive based tree parle’s with a Bannerlord, their offense moveset is activated, and so forth:
Offense Based Trees
Pyromancy Electromancy Necromancy Kinetics Photokinetics Combine Cultism Paganism Druidism Magus Militaris |
Defense Based Trees
Cryomancy Geomancy Magus Manatism Umbrakinetics Faith Alumni Magnetism Aeromancy Aquamancy Transmutation |
Utility Based Trees
Bardism Psionics Conjuration Deception Stigmatism Spiritualism Enchantment Ritualism Unity Wizardry Caligraphism |