The Magic Trees
When creating a character for this role play, you have to select the magic tree that your character uses. Each magic tree has its own unique strengths and weaknesses, as well as special abilities that unlock as you progress through the ranks. Certain magic trees (such as Elementalism) have sub trees; only one of these sub trees may be picked. Next to the title of each tree is a username; this is the approver for that tree. When pitching spells for your character, the aforementioned approver will message you on discord in order to discuss and approve your abilities.
Mana Manipulation
The most basic class of magic involving the direct manipulation of mana is available to all mages. Raw mana is a mundane source of magic with no special qualities, but offers some level of versatility. The amount of mana a mage is capable of replenishing or expelling is dependent on their overall rank. It is important to note that this is not a selectable tree for your primary, or secondary etc. It is a base level of control that all beings who can utilize magic posses. (Most spells taught in class are under this tree. Spells taught in class must be on your character sheet, and any alterations or upgrades to taught spells must be discussed with a professor)
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Bardism
Tree Approved By: Ulreich
Bardism mages have the ability to form a unique bond between their own magic and the sounds that they produce, often utilizing one as a source of energy to power the other. In its most common applications, Bardism can be used to convert music into powerful abilities, channeling both the emotion and technicality of the performance into intricately woven spellcrafting. Through these techniques they have a heavier focus on creating buffs and boons, as well as providing minor healing and support capabilities to themselves and fellow allies. Bards can also use their magic offensively, focusing on the act of using sound and the force it creates as a weapon; at high levels of power, this can be extremely lethal.
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FaithTree Approved By: Being
Faith mages are a completely support-oriented group of mages. Those who practice Faith hold the ability to mend wounds, lift curses and illnesses, bestow temporary magical boons to their allies, or create Holy Equipment which provide permanent boons. Faith mages are also highly skilled in defensive arts, and are capable of erecting special magical barriers unique to their craft. However, Faith Mana is completely non hostile, and no faith spell can ever cause harm to another being (unless Faith Magic specifically harms them for a reason, or special Archmage combinations are formed). Powerful Faith Mages can even unlock the ability to bring the dead back to life.
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ConjurationTree Approved By: Ulreich
A Conjurator is able to summon forth an object of any desired specification or dimension from a strange incorporeal realm that many assume houses all things that ever were or will be. These objects cannot be biological in nature, and though they can easily mimic the properties of any known material -- dependent on caster ability -- they are made entirely out of mana, and react as such against various stimuli. Retrieving an object to use is similar to crafting, as the conjuration itself must be thoroughly thought out and meticulously conceptualized in order for the spell to work; conjurated objects may possess a very wide array of special properties, and can even be summoned and controlled at a remote distance after a certain mastery has been achieved.
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CaligraphismTree Approved By: Being
Much like Enchantment and Ritualism, a Calligraphist mage can access certain aspects of other trees with their spells. All Calligraphists start with a specialized medium; an ancient tome in which they channel their magic through as they fill pages with an ancient text. Each incantation that a Calligraphist creates is written inside of the book and amplified, allowing them to wield magic higher than their actual rank. The downside to this is that the spell must be recited out loud, creating high cast times as a trade off for high damage. With each rank purchased, a Calligraphist becomes more fluent in the ancient language, allowing them to create more advanced and intricate spells.
(Note that unique aspects of trees can not be reproduced with Calligraphism. For instance, you can create flames, magic beams, and flashes of light, but you can not create specialized pyromancy flame, arcane energy, or light magic). |
DruidismTree Approved By: Theuslurper
Magic which allows the caster to transform into an animal. Whether it be for agility, dexterity, small size, raw power, or simple deception, the ability to transfigure is a skill of adaptability and creativity. Druids are attuned to the natural world through this process, and are passively capable of communicating with wildlife. Upon reaching Expert Mage, Druids gain access to Lunar Energy, a powerful mana that can inflict coldburn, freezing the innards of a person while simultaneously burning their skin. This can cause extreme necrotic damage in certain scenarios.
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DeceptionTree Approved By: Ulreich
While a false magician may play with smoke and mirrors to dazzle mortals, mages have a much more precise sense of awareness. Therefore, Deception mages take the next step and make their illusions reality. Deception mages use any manner of tricks and illusions to confuse, dazzle, or even torture their opponents. These tricksters rely solely on humble illusions at lower ranks, but may develop into such things as creating clones of themselves, or even mind control to a small extent. At a high degree of skill, Deception mages can cast trickery and illusions so realistic that many will react and commute with the fabricated experience as if it were real, often taking damage and dying to something that was nothing more than a mere lie upon the wind.
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StigmatismTree Approved By: Being
Stigmatism is the art of utilizing powerful spirits dormant within magical artifacts to create Auras. Stigmatism Auras are generally related to an animal, and take on its properties (for example, a Hawk Aura could grant increased vision, and faster movement), but high ranking masters of this craft have found their spirit catalysts to take on the forms of legendary warriors, heroes, and beings as well. It is important to note that spirits used in Stigmatism are unlike those in Spiritualism and Necromancy, they must be attached to the physical world via items the mage holds and cannot exist separately from their specific catalyst. A Stigmatist gains access to one Aura at Paige, and an additional Aura is unlocked every other rank after (free spell slots are used to make abilities for these Auras). This consists of three regular spirits (Paige, Beginner Mage, Adept Mage), one enhanced spirit (High Mage), and one epic spirit (Post High Mage Rank 2).
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SpiritualismTree Approved By: Being
Arguably one of the most powerful trees; Spiritualists possess the ability to speak to and beseech the spirits around themselves. This often requires much time, and also requires the spirits to agree with the mage's cause. One without conviction will not do well within this study. Spiritualists gain access to a unique mana type at Mage rank, which has been deemed "Spirit Force." Spirit Force is a flexible ethereal mana type that can be used in all sorts of ways, but also has the capability to heal the soul, and even the flesh to a minor degree at higher levels.
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EnchantmentTree Approved By: Being
The art of magical augmentation. Enchanters are able to infuse objects with their magic, granting the object a temporary ability which dissipates with time. “Permanent” enchantments are possible once an enchanter reaches the rank of High Mage, but those spells must be recharged with the Enchanter's mana to keep their effects/boons active. As an Enchanter increases in power, they not only gain access to stronger enchantments, but are able to increase their durability and longevity. Only non-biological/sentient objects may be enchanted.
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NecromancyTree Approved By: Barqs
Necromancers utilize a unique type of mana known as soul fire which can be used to deliver devastating attacks against their enemies, as well as aid in the creation of artificial souls and bodies. At a base, these mages may either reanimate dead corpses as their familiars, or simply create homunculi of pseudo flesh and bone, conjuring monsters and fiends that will aid them in combat. When utilized as an offensive energy, soul fire has the capacity to damage both the body and the soul; the non physical effects of a Necromancer’s soul fire typically varies from person to person, but most often affects an opponent's willpower, bravery, or even their current mental state. Highly skilled users of the Necrotic arts may also use their magic to revive fallen comrades or enemies; this can be done via a regular revival, or by enthralling the dead in order to turn them into a personal servant bound by a contract of death.
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ElementalismTree Approved By: Multiple
Elementalism is often seen as the most primal and basic form of magic outside of regular manipulation, though this does not tarnish its reputation as an extremely powerful and adaptive tree. An Elementalist exhibits control of one of the six elements (can obtain another element by selecting it as a secondary/etc. Tree at appropriate rank) and can both manipulate its natural existence in the environment as well as create their own, magically infused variant thanks to the unique mana typing that each branch possesses. A majority of the elements exert an impressive degree of raw power, but because of the fluidity of their natural states, they can also be manipulated with extreme versatility as well.
Pyromancy: Control of fire and heat. Can tap into higher degrees of both with greater skill, such as chemically and magically altered flames. Particularly adept at energy based attacks. (Barqs) Electromancy: Control of electricity and lightning. Electromancers excel at using their craft as a pure source of energy which they manipulate, and can give their mana magnetic and plasmonic properties at higher ranks.(Being) Aquamancy: Control of water and other basic liquids. Aquamancy exists as a middle ground between construct and energy manipulation, and spells will often reflect this. Progress in this tree will also allow an increase in the complexity of the liquids one can control. (Hazel) Aeromancy: Control over wind, air, and to a lesser degree, oxygen itself. Aeromancy exists as a middle ground between construct and energy manipulation, and spells will often reflect this. A skilled aeromancer may tap into the manipulation of other gasses and smokes, and may even increase the density of the energies they control. (Barqs) Cryomancy: Control over ice, cold, and snow. Particularly adept at construct creation over pure energy based attacks; they can alter the durability and versatility of their created objects at a high level of skill. (Magicburst) Geomancy: Control of earthen components such as soil, dirt, and rock. Excels in physical forms of defending and attacking, and can utilize pressure against their own manipulated materials to gain access to certain crystalline and metallic components once adept at the craft. (Hazel) |
RitualismTree Approved By: Urleich
Ritualists cast their magic via runes, words or symbols of power in which they must carve into physical objects -- or their bodies -- in order to utilize. Runes may recreate several forms of magic, allowing a Ritualist to access an extreme variety of abilities within their spells. Though none of their emulated magics will reach the true potential of what they copy, mundane types of magic may still reach an extreme degree of power if the proper training and investment is taken. A rune may be created for singular use (such as explosions or traps) or can be created for continuous service, though in this instance the engraving will experience degradation, and must be re-carved and repaired occasionally. Single use runes may be prematurely imbued with magic in order to be used later without cost, whereas continuous runes will require the expenditure of mana in order to activate. Although this tree may start off as inherently weak, its sheer utility and flexible spell roster make it an excellent choice for a well rounded mage.
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PaganismTree Approved By: Being
The Pagans are mages who wield destructive forces of nature and even creation in some cases. A Pagan may begin with simple abilities, such as talking to animals, making plants grow, or creating small rain clouds. However, as these mages practice and hone their craft, powerful storms will accumulate at their command, and charging beasts will follow their every word. Such mages even possess the ability to cultivate and assault others with deadly diseases and viruses, and can manipulate natural disasters, or even create beasts from their own imagination after attaining highly skilled control with their magic. Upon reaching the rank of Mage, Pagans gain access to a unique mana type known as “Life Force.” Life Force is a magical energy found within all natural living things that Pagans can tap into, or produce themselves, in order to apply boons or special nature-related effects to their spells and/or creations.
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Magus ManatismTree Approved By: Primum
The epitome of mana manipulation, and an enhanced version of the base technique that allows a greater degree of control. Those that take this tree end up taking their skills in the art of manipulation to levels so ridiculous they can solidify their mana into all shapes and sizes. Their base talents are expressed via the creation of constructs, physical manifestations of their magic which -- while basic in shape and autonomy at low ranks -- can grow to become extremely intricate and complex in the actions and skills they perform. Upon reaching expert mage, they unlock a technique that allows them to convert this physical magic into pure -- arcane -- energy, sacrificing the complexity of their spells in order to achieve raw power. While a manatist may utilize both aspects of the tree, they will find that focusing on one over the other will increase their potential in that regard, and mixing both together will limit their ability to excel in either. Note: Their innate ability with mana manipulation allows them to learn universal spells one rank above what they currently possess.
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Unity SummoningTree Approved By: Magicburst
Mages of this class enjoy a special irony; although casters are often powerful beings who devastate the battlefield with their raw power, Unity summoners instead control powerful beings. Upon reaching the rank of Paige, a Unity mage obtains control over a familiar. Familiars are almost always biological creatures, but may take the form of animated objects, mechanical menaces, or even metaphysical spirits. Another familiar will be received at Beginner Mage, Adept Mage, High Mage, Post High Mage, and Post High Mage Class 2. These summoned creatures act as mediums for the caster controlling them, meaning that any spells or universals the mage is able to cast may be channeled through their pets. As an added bonus, each familiar grants its controller some form of boon; an aspect of the creature’s power is most common. A bear may bolster one's strength, or a majestic steed may increase its owner's natural movement speed, as these aspects are most commonly passive abilities. When unlocking free spells via rank progression, Unity mages may use these to give their naturally unlocked familiars extra abilities.
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WizardryTree Approved By: Hazel
It's debatable that Wizardry offers more utility than any other tree. They provide a number of banes and boons through the use of artifacts, curses, hexes and potions, but lack a lot of fire power when in comparison to most of the other branches of magic. Artifacts are -- for lack of a better word -- enchanted objects that can provide passive or temporary/activated buffs to the wielder, or affect a given area upon being activated. Curses are banes to be cast on other people that can inflict a number of status effects on them. They're capable of doing damage, but only to a limited extent, and can not actually have the capacity to kill until High Mage. A hex is a spell that places an effect on a given item, and can be placed on multiple items. Potions are, as you might have guessed, a concoction of different ingredients that must be gathered prior to making the potion that might provide a desired effect when consumed, or act as a poison. Wizards are also -- outside of Faith Mages -- the only mages that can remove curses.
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ForcientTree Approved By: Primum
Forcient is a tree which specializes in manipulating the natural laws and constants of the universe itself, manifesting in one of three ways: control over magnetism, control over the forces which make up and hold together matter, or control over a variety of other forces. Each of these manifestations is its own tree, as shown below.
Magnetics: Mages specializing in the creation, manipulation, and destruction of magnetic charges follow this path. Greater control and higher ranks allow those of this practice to increase their control over the electromagnetic spectrum, allowing for some creation and/or manipulation of electricity and light. Transmutation: Transmutors are granted the ability to influence, and in later ranks outright control, the forces which determine matter’s shape, size, density, and other qualities. Skilled practitioners, particularly those of Mage level and above, can even change matter into other forms of matter. Kinetics: Those practicing the path of Kinetics are generally brawlers or speedsters, given the most direct application of the tree is simple: generate or influence both potential and kinetic energy. More skilled individuals, such as those of Adept Mage or greater, find they are also capable of controlling various other forces/phenomena, such as pressure, inertia, etc.. Kinetics cannot reach into the mysteries of gravity however, nor can it influence the forces controlled by the other two branches of Forcient. |
RadianceTree Approved By: Hazel/Theuslurper
Users of Radiance must choose between the ultimate duality; to manipulate the light itself, or manifest their power through the darkness of shadows. Light Radiance, or Photokinesis (Hazel) is primarily concerned with creating bright and powerful energy based attacks. Dark Radiance, also known as Umbrakinesis (Theuslurper), focuses more on creating solid shadows and manipulating the darkness itself to one's advantage. Although light radiance is primarily focused on energy, a Photokinetics mage who reaches the rank of expert mage may utilize hardlight, a physical representation of light mana that can create hard hitting weaponry or solid barriers of defense. The reverse is true with Umbrakinetic mages, who unlock Darkness Energy at Expert mage, a power that allows them to destroy mana within a target creature who becomes exposed to its negative properties. The Radiance trees can be influenced in a number of ways to provide a boon or nerf to its magic, such as bright days increasing the power of Photokinetics, and Dark nights increasing the power of Umbrakinetics. It is said that evil intent bolsters the strength of an Umbrakinetic mage, and pure devotion does the same for Photokinetics, but it has yet to be proven. Perhaps they are just common tools of Holy Warriors and Dark Beasts.
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AlumniTree Approved By: Ulreich/Primum
Long ago, many mysterious objects were scattered throughout the Esmeralda Isles. These objects radiate magical power, and are always found at certain locations. Each of these Relic Weapons contains a mystic power unique to that weapon; the only trait each of these weapons share is that they are entirely indestructible. Very few are able to free these powerful tools, but those that can are known as the Alumni. Alongside their affinity for ancient weaponry, the Alumni boast another unique trait: The ability to negate a mage's spells.
(See the Extra Alumni Information tab for a list of weapons and a more in depth explanation of the tree) |
PsionicsTree Approved By: Ulreich
A tree of magic that amplifies the power of one’s mind. Psionic mages can achieve sensory feats such as telekinetics, mental communication, as well as high level detection and hyper awareness spells that allow them to gain extra information about people and the environment around them. Highly skilled users of the Psionic tree can achieve (EXTREMELY LIMITED) future vision, small scale possession and bodily control of others. Upon reaching Expert Mage, Psionic mages achieve the ability to spirit walk, a technique that allows them to astral project their consciousness and leave their bodies behind. Spirit walking mages can pass through most physical objects (unless infused with magic etc.) and remain undetected (unless spotted by certain sensory spells) as they roam. The physical body stays in one place as this happens, but once the spirit walker wishes to reconnect with their form, the body will transport to wherever the consciousness may be.
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Advanced Trees
While not particularly more powerful or at an advantage against other branches of magic, the advanced trees are often a tad more complicated for people to understand. It is recommended -- though not required -- that a new member of Ulreich save these trees for their second and subsequent characters, as it may be prudent for them to spend some time learning the meta before attempting to utilize these more intricate classes of magic.
SomaturgeyTree Approved By: Theuslurper
Somaturgey is the most modern application of summoning magic, created via the study of techniques found in Necromancy, Unity, and Spiritualism, as well as utility trees such as Enchantment. Those who pick this tree will be unable to access any other trees, and must choose the practitioner rank path. It revolves around the use of their unique mana type, “Pseudomatter”, which allows them to create mana based constructs that form an outer shell of mundane, non magical material. These constructs are used to create “frames’ as well as “augments”, the two staple techniques of their tree. Frames are unique summons that are unlocked at paige, beginner mage, adept mage, high mage, and practitioner, and exist similar to Unity summons in the fact that they are independent creations that possess their own abilities and racials. Frames also posess the ability to undergo a “primary link” with their creators, providing unique effects both to themselves and their masters while active. Augments are specialized tools that can be fitted to frames, providing them with a multitude of offensive, defensive, or utility abilities. At higher ranks, Augments can even be used independently of frames. While Frames are capable of being fixed or healed, Augments are specific objects that must be crafted, and require recrafting upon breaking. Combining both of these types of magic into a singular style allows a Somaturge to command their Frames in battle and utilize special equipment to control the battlefield, going as far as even creating combined attack patterns or transformations to their troops at higher ranks.
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CombineTree Approved By: Ulreich
The Combine are an interesting lot. Much like other utility trees, Combine's can access small portions of practically any tree. However, instead of unlocking them as base spells, Combines pitch bodily transformations that they can use to aid them in battle. At first, a Combine may only have one of each transformation active at a time, but as they increase in rank, they may use multiple transformations simultaneously. Each transformation is broken down into a specific class; head transformations, arm transformations, leg transformations, body transformations, and accessory transformations (such as wings, or extra appendages). By High Mage, a Combine may access one of each type simultaneously. Combines are locked specifically to the Duomancer rank path, but gain an extra ability with their bodily mediums upon receiving them. A Duomancer combine may allow their bodily mediums to detach from their frames and telekinetically float around them. By High Duomancer, a Combine may have one specific spell for all four limbs, creating a terrifying beast with seven distinct parts, and two mediums active at the same time.
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CultismTree Approved By: Primum
A powerful and formidable form of magic undertaken by Mages who draw their strength from the Gods. In return for sacrifices, be it the burning of food, the spilling of wine, or the taking of your enemies head, a Cultist is granted powers associated with their respective deity. Some of these Gods inhabit temples long forgotten, some lie chained in the underworld, and yet others linger in the vastness of the cosmos. A powerful Cultist can command devastating or miraculous magic in their name of their master. *Magic associated with this tree is cast through an Effigy resembling the individual's god/goddess and counts as a high mage medium. If the Effigy is destroyed, the user loses its connection to their god and can't call upon its power until the item is repaired. This can be done by the deity itself by directly encountering them via an adventure/event, or summoning by a spiritualist (Requires a spiritualist of at least high mage rank to summon). Be sure to check out the extra information found under the "Magic" tab if you wish to choose this tree.
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Corrupted Fiend
Tree Approval Based On Original Tree
With the rising problem of mana corruption plaguing certain areas of the Esmeralda Isles, a new breed of creature has been birthed in the darkest recesses of the land. Corrupted Fiends were once normal beings that were either killed in a highly volatile environment, or sacrificed in a ritual by the Deliverers Of The Eldritch. These creatures take on the grotesque properties of mana corruption, a distinct taint covering their entirety, and influencing their bodies and minds. Most creatures lack the mental willpower to fully transition into a corrupted fiend; they will typically go mad from the transition, and die shortly after. However, any magic user that has reached the rank of High Mage will be able to fully transition without losing any mental faculties. If a magic user is at the rank of High Mage or above, they may survive, and find their entire being has completely changed. Fiends lose all spells for both their trees, and must pitch and buy more to rebuild their arsenal from scratch. Despite the difficult task of re-stacking your deck with bought spells, the upside to this decay is the sheer power that fiends can attain; their former trees now become a disgusting hybrid between normal magic and corruption, and their spells may be pitched with additional power, effects and abilities far outpacing that of a mage at the same rank (to some degrees, at least). Unfortunately, this increase in power comes with a catch; although fiends may attempt to mask their decay with magic, most sensory spells with the appropriate power can detect their putrefaction, and expose them to the public. Corrupted fiends are not tolerated in any advanced form of society, including some tribes in the Free Lands, as well as Kre'Nnath and the University itself. Although a fiend may gain immense power, they are constantly on the run from other mages, as it is required by law to kill such creatures on sight. One must be incredibly careful when roleplaying in highly populated areas; if you are exposed, you will have to run or fight your way out of danger...Although such beings typically enjoy slaughtering anyone they can get their hands on. It should also be noted that -- while mostly maintaining free will -- fiends are extremely susceptible to Eldritch creatures, and may have to fight off their control if they do not wish to show allegiance to them. (Your character may become a corrupted being by being the appropriate rank and dying in a corrupted zone. If you would like your character to transition in another way, pm Ulreich to discuss and pitch the event. Once the transition is complete, you may pitch additional racials that compliment your old ones based on the corruption that has taken control of your character's body. Spell approvals will be handled by both Ulreich and the original approver of your trees.)
Magus Militaris
Tree Approval Based On Other Tree + Ulreich
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 user's 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 one's 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. For more information about ranking up as a Magus Militaris, please check it's info page under the “Magic" tab.
Bannercraft
Tree Approved By: Ulreich
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. Be sure to check the extra information for this tree under the “Magic” tab if you are interested.
Bannercraft αAlpha 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.
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Bannercraft βBeta 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 detriment 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.
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Bannercraft γGamma 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.
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