Extra Magus Militaris Information
The youngest of all current trees, Magus Militaris was released into the multiverse thousands of years after the initial dawn of the primary magic paths, as well as other variants that grew and developed during the centuries after. Created through the theories and notes which lead to the invention of the Archmage’s magic mixing capabilities, Magus Militaris focuses on enhancing a beings baser bodily energy through the application of mana. Meant exclusively for close quarters, martial style combat, Militaris is the result of combining an outside tree of magic with the primal and bodily strength of a being; their trademarks include increasing the durability of their mortal shell to withstand large scale explosions and AoE damage, as well as heavy augmentations to their strength, speed and reflexes. Named similarly to “Magus Manatism” for a reason, Magus Militaris is the act of creating that sheer lifepower and controlling it to an extreme degree to increase the body's effectiveness. Users of this particular branch of magic are instantly gifted with an Archmage-style tree, a combination of Militaris itself and any other of their choosing, provided it fits the rank path. Although both trees rank up independently, users can only pitch spells for their created combination, and are locked out of creating base, single-tree abilities.
Magus Militaris works differently depending on if it is the users major or minor tree, birthing two variants which determine how they go about their offensive and defensive abilities. Et Malleum, or “A Hammer”, is the act of setting Militaris as ones secondary tree, putting a majority of their outward power into their other type of magic. The Malleum variant blocks off most of the high end capabilities of Militaris, leaving mages of this type to push most of their martial power into large defenses and heavy attacks, making them slower but far more capable at large-scale destruction. Et Gladius, or “A Sword” is when Militaris is considered the main focus, enhancing the body’s latent energies with high dosages of mana and another secondary tree. The Gladius variant opens up the path for total control of Militaris itself, giving users the ability to become deathly fast and durable, as well as channel their secondary magic into a wide array of self-created fighting styles.
Magus Militaris works differently depending on if it is the users major or minor tree, birthing two variants which determine how they go about their offensive and defensive abilities. Et Malleum, or “A Hammer”, is the act of setting Militaris as ones secondary tree, putting a majority of their outward power into their other type of magic. The Malleum variant blocks off most of the high end capabilities of Militaris, leaving mages of this type to push most of their martial power into large defenses and heavy attacks, making them slower but far more capable at large-scale destruction. Et Gladius, or “A Sword” is when Militaris is considered the main focus, enhancing the body’s latent energies with high dosages of mana and another secondary tree. The Gladius variant opens up the path for total control of Militaris itself, giving users the ability to become deathly fast and durable, as well as channel their secondary magic into a wide array of self-created fighting styles.
Ranking Up Militaris
When creating a character who utilizes the Magus Militaris tree, your first step should be deciding whether to use the Et Gladius or the Et Malleum variant. This essentially means you have to decide if you want Magus Militaris to be your primary tree (which upgrades into the most powerful) or your secondary tree (which extends only to mage ranking). All spells pitched and created will be considered an archmage combination of this and your other magic tree, but the power level of Magus Militaris’ influence depends entirely on which position it sits within. Those with Militaris as a major will find themselves able to focus more on extreme maneuverability and single target elimination, whereas using it as a minor leads to it being utilized as a slow, tank based defense that accompanies the magic of your primary. When you have decided which space to put Militaris, and the other tree that it works in combination with, you may begin to pitch spells and rank up just like normal. Whichever tree has been named as your “secondary” will be locked to paige ranking until expert mage, allowing you to put points into ranking it up to mage after this point. Simply put, ranking up the trees and pitching spells is exactly the same, except instead of getting slots for only one tree and separate slots for the other, all acquired slots (the up to 3 paige / up to 5 mage etc. from your primary as well as the up to 3 paige/ up to 5 mage from your secondary) are pitched on combination spells.
Fighting Styles
In lieu of traditional high mage and high arch mage mediums, Magus Militarists develop what they call “fighting styles”, unique methods of preparing their body and attacks that give them additional benefits in the field. In essence, it is very similar to pitching a medium, although instead of gaining an object that can be used to cast your magic and give other benefits, you instead develop a style of creating your magic (almost like a spell in amongst itself) that adds additional boons to your spells when used. In most cases, Militarists cannot use mediums at ALL, with the exception of pseudo mediums from trees like conjuration or ritualism. One benefit from fighting styles over mediums is that at max level, a Militarist will be able to switch between either variant at will.
Magus Militaris Staple Techniques
Each major rank of Magus Militaris (Paige, Mage, Expert Mage, Archmage and High Archmage) comes with it's own staple technique, similar to universal spells but only learnable to those who contain this style of magic. Those with Militaris as their secondary tree may only learn the paige and mage techniques, but those with it as their primary may come to learn them all. They must be pitched as slotted spells for their respective ranks, and are meant to be changed or modified slightly based on your own approvals and the other magic tree you contain, as well as which of the two is your primary. As is expected with Archmage style magic, the freedom to change these abilities is yours, and your approver will help create a compromise that fits both your ideas and the meta. These spells can also be upgraded at higher ranks, changing some of their abilities and limitations, although the freedom to shift the nature of these “staples” is entirely dependent on how high ranking it is (meaning that lower ranking staples are relatively static, and can only be upgraded in basic ways, such as their toughness ranking etc).
Paige
Aleam Armis: A thin layer of flesh around the entire body is concentrated with Militaris energy, and then enhanced via the users other mana typing. At a base level, this spell provides the caster with an increase to their ability to survive within hostile environments. Although useless against direct strikes, the primary strength of this armor is it's effectiveness against AoE attacks of any kind, including things such as explosions or contained radius' of magical influence. Whenever a caster of this spell steps into an AoE radius of hostile energy of THEIR rank or below, the speed at which they are effected is moderately decreased. If the spell in question is meant to create instantaneous death upon entrance, the caster may survive within for at least 2 post rotations, with another rotation added for every rank below the attacking magic is compared to this ability. If the spell has different stages of effects the longer a person remains inside, one extra rotation of immunity will be added before the effects begin, and another rotation will be added for every additional rank above the spell is in compared to the offending magic.
Mage
Sanctus: This technique requires an excessive amount of willpower energy and pure mana to seep out from the casters body and into the immediate area around them. Although this energy has no effect on the world, it immediately begins to transform the spells user, sometimes even causing them to grow in size (up to twice their original height, unless this would exceed 12 feet tall, which is the maximum). Their outer bodies become extremely hard and stone-like, gaining a defensive quality of Iron, scaling to Cobalt by expert mage. In addition to this, the afflicted being’s strength is increased by two stages (high cap of x4) and they gain an additional defensive aura around them. This defensive aura is mage level toughness, scaling to expert mage, and if a projectile spell or AoE attack of equal ranking strikes it, one of the two strength advancements on the casters body can be forfeited in order to dispel it. This essentially leaves users with a shield that can absorb two equal ranking spells before disappearing, reducing the users strength by one stage for every time struck. The only drawback to this impressive defensive ability is the fact that those under it's protection cannot move faster than what would be considered traditional walking speed, and may not be buffed in any form. Movements that would require great dexterity and speed -- such as dodging -- can also not be completed.
Expert Mage
Tempus: The caster may select an area within 20 feet of their current position and “phase” towards it, causing them to seemingly teleport to their desired spot instantly, and leave a trail of mana from their original location to where they ended up. Locations can only be “phased” to if they are not obstructed by any solid objects or magical energies; essentially, if the caster could theoretically hover from their standing position to where they wish to land without touching any disturbances, it is possible. Phasing takes less than a second to complete, but within that bare fraction of time, the casters body is reduced to a wall of energy equal to their height and width, and shot towards their target location at massive speeds. If this wall of energy comes in contact with a hostile force (meaning if the caster accidentally shifts to a non-safe location, or if an attack managed to strike them in the window between jumps), they will instantly reappear back in their starting location and will be stunlocked for one rotation. This spell cannot be used for at least 2 rotations after being cast initially.
Archmage
Pugnator Resonare: The caster focuses tremendously, charging for two rotations, although they are still able to cast other abilities simultaneously. On the third post, their entire body vanishes, dispelled into another dimension of being for a brief period while a shell of magic becomes a pseudo-host for the casters soul. The bodily shell’s appearance and abilities are dependent on the caster and their other magic, but at a base they are typically titanium toughness and contain x4 human strength and speed. Acting as constructs, these bodies can take damage without being “killed” and must have either a specific part of their frame, or a large chunk of their surface area destroyed to lose function. They will exist for up to 8 rotations, although dispelling them early requires an entire post of doing so (meaning they cannot be dispelled at the last second before death). If the caster can successfully survive for the full eight rotations or manages to dispel their body without dying, a cooldown of 4 rotations must pass before this spell can be charged again. If the body is destroyed however, this increases to 8. These bodies have no access to the controllers full magical toolkit, and may only attack based on their martial prowess on top of a small handful of pitched abilities.
High Archmage
Imperium: The caster creates a banner-like construct of mana, appearing as a pole or lightning rod that digs into the earth directly in front of their standing location. Immediately after being planted, a circular radius of 50 feet is created with the construct at its center. Within this 50 foot radius, the caster exerts and extreme and absolute level of control over the natural environment, and may shape and change it's conditions entirely based on their own magic, as it varies from person to person. The radius of effect may remain for up to 8 post rotations, or until the construct at the center is destroyed. If all eight rotations pass, eight rotations must pass again before it can be reused. If the construct is destroyed, this increases to 10 rotations.
Paige
Aleam Armis: A thin layer of flesh around the entire body is concentrated with Militaris energy, and then enhanced via the users other mana typing. At a base level, this spell provides the caster with an increase to their ability to survive within hostile environments. Although useless against direct strikes, the primary strength of this armor is it's effectiveness against AoE attacks of any kind, including things such as explosions or contained radius' of magical influence. Whenever a caster of this spell steps into an AoE radius of hostile energy of THEIR rank or below, the speed at which they are effected is moderately decreased. If the spell in question is meant to create instantaneous death upon entrance, the caster may survive within for at least 2 post rotations, with another rotation added for every rank below the attacking magic is compared to this ability. If the spell has different stages of effects the longer a person remains inside, one extra rotation of immunity will be added before the effects begin, and another rotation will be added for every additional rank above the spell is in compared to the offending magic.
Mage
Sanctus: This technique requires an excessive amount of willpower energy and pure mana to seep out from the casters body and into the immediate area around them. Although this energy has no effect on the world, it immediately begins to transform the spells user, sometimes even causing them to grow in size (up to twice their original height, unless this would exceed 12 feet tall, which is the maximum). Their outer bodies become extremely hard and stone-like, gaining a defensive quality of Iron, scaling to Cobalt by expert mage. In addition to this, the afflicted being’s strength is increased by two stages (high cap of x4) and they gain an additional defensive aura around them. This defensive aura is mage level toughness, scaling to expert mage, and if a projectile spell or AoE attack of equal ranking strikes it, one of the two strength advancements on the casters body can be forfeited in order to dispel it. This essentially leaves users with a shield that can absorb two equal ranking spells before disappearing, reducing the users strength by one stage for every time struck. The only drawback to this impressive defensive ability is the fact that those under it's protection cannot move faster than what would be considered traditional walking speed, and may not be buffed in any form. Movements that would require great dexterity and speed -- such as dodging -- can also not be completed.
Expert Mage
Tempus: The caster may select an area within 20 feet of their current position and “phase” towards it, causing them to seemingly teleport to their desired spot instantly, and leave a trail of mana from their original location to where they ended up. Locations can only be “phased” to if they are not obstructed by any solid objects or magical energies; essentially, if the caster could theoretically hover from their standing position to where they wish to land without touching any disturbances, it is possible. Phasing takes less than a second to complete, but within that bare fraction of time, the casters body is reduced to a wall of energy equal to their height and width, and shot towards their target location at massive speeds. If this wall of energy comes in contact with a hostile force (meaning if the caster accidentally shifts to a non-safe location, or if an attack managed to strike them in the window between jumps), they will instantly reappear back in their starting location and will be stunlocked for one rotation. This spell cannot be used for at least 2 rotations after being cast initially.
Archmage
Pugnator Resonare: The caster focuses tremendously, charging for two rotations, although they are still able to cast other abilities simultaneously. On the third post, their entire body vanishes, dispelled into another dimension of being for a brief period while a shell of magic becomes a pseudo-host for the casters soul. The bodily shell’s appearance and abilities are dependent on the caster and their other magic, but at a base they are typically titanium toughness and contain x4 human strength and speed. Acting as constructs, these bodies can take damage without being “killed” and must have either a specific part of their frame, or a large chunk of their surface area destroyed to lose function. They will exist for up to 8 rotations, although dispelling them early requires an entire post of doing so (meaning they cannot be dispelled at the last second before death). If the caster can successfully survive for the full eight rotations or manages to dispel their body without dying, a cooldown of 4 rotations must pass before this spell can be charged again. If the body is destroyed however, this increases to 8. These bodies have no access to the controllers full magical toolkit, and may only attack based on their martial prowess on top of a small handful of pitched abilities.
High Archmage
Imperium: The caster creates a banner-like construct of mana, appearing as a pole or lightning rod that digs into the earth directly in front of their standing location. Immediately after being planted, a circular radius of 50 feet is created with the construct at its center. Within this 50 foot radius, the caster exerts and extreme and absolute level of control over the natural environment, and may shape and change it's conditions entirely based on their own magic, as it varies from person to person. The radius of effect may remain for up to 8 post rotations, or until the construct at the center is destroyed. If all eight rotations pass, eight rotations must pass again before it can be reused. If the construct is destroyed, this increases to 10 rotations.