Ranks & Spending Points
If you've read the page about points, you may already know what rankings are. Ranks are essentially the levels of experience and power you gain over the course of the role play. Each rank costs a set amount of points, and although spells can be bought with points at any rank, the level of power you're allowed to achieve with them is dependent on what rank your character is. Gaining specific milestone ranks give you things such as free spells, and other goodies as you progress. The highest linear rank a mage can earn is the title of "High Mage", however, there are four different paths one can take upon reaching this point.
Novice = [First Post]
If you post in any of the I.C chats as your character before your paige application is approved, you are considered a novice. Any racial or spell abilities you have pitched are NOT allowed until approval. A novice has barely any magic available for them, and their mana pool is negligent. You may still role play while you await your approval (to earn points, for example), but understand that you are at the weakest point a person can be, and have access to only two abilities. Mana Weave: Mana channeling through the flesh and through mediums Mana Spark: A basic meager projection of mana which may be used offensively. You may simply wait for your character to be approved, and post afterwards, skipping this rank completely.
Paige = [Attained Upon Character Approval]
Once your application has been fully approved, your character is considered a paige, and will be added to the members page. As you know from the application, you are allowed up to 3 free spells for your primary tree based on their power. From here on out, each rank increases the size of your mana pool.
Apprentice = [30 point cost]
You may now go on adventures. See #adventures for a better description of what this is.
Beginner Mage = [50 point cost]
Mage = [80 point cost]
You are awarded up to 5 free spells based on their power. Submit them through the pitching application. Remember, all spells must be approved before you can use them!
Adept Mage = [100 point cost]
Expert Mage = [250 point cost]
Along with your primary tree, you are now able to pick a minor tree to use for your character. This tree starts at Paige and can only be ranked up to Mage, but remember you are not able to mix your magic together. You are awarded up to 3 spells for your major tree (depending on power), as well as up to 3 spells for your minor tree (the free Paige spells).
High Mage = [400 point cost]
This is the highest linear rank a mage can receive. Multiple things are unlocked once you progress a character to high mage; for instance, you are able to pitch a specific "high mage medium" (see terms if you don't know what a medium is). A high mage medium is a special, powerful medium that contains aspects of both of your trees. You are now also able to create a secondary character. To earn a third, your second character much reach high mage, and so on. The final perk of gaining high mage is the ability for your character to join the I.C Staff. This is not guaranteed, and it must be discussed with a member of staff I.C, or with the mods O.O.C
After High Mage
As stated, once you reach high mage, you have a variety of choices on how you continue to build your character. As of present, there are FOUR(4) rank paths one may take, seen below. Only one of these paths can be chosen per character. (IMPORTANT NOTE: The stereotypical "roles" and actions described in each special rank are not required for your character to follow. These roles were once forced unto a mage in the past, but has not been as important in modern magic institutions.)
Archmage = [600 point cost]
A rank path unlike any other. The mages which choose to follow this path will fuse their major and minor trees, creating an all new tree completely unique to themselves. Mages whose two trees each possess a unique mana type will now possess an entirely new mana type, which incorporates aspects of both of their previous mana types (this special tree must be pitched and approved similar to spells). Archmages will still be able to create and use spells from their individual trees. Achieving this rank grants up to 5 spells, depending on power.
High Archmage = [1200 point cost]
The mages who reach this rank have become the elite, one of the strongest mages to walk the grounds of Ulreich. Grants up to 3 spells depending on power, and access to an Epic Medium which incorporates aspects of your unique tree.
Duomancer = [600 point cost]
These mages forge their own paths in the world, often leaving the campus to pursue greater power. A student cannot attain the rank of Duomancer until their secondary tree is at Mage level, as the process instantly jumps their minor from said rank to Expert Mage. From this point forward, a purchase equal in points to buying the rank of High Mage may be made to further progress the secondary magic to Duomancer, making it equally as strong as the students primary. When achieving Duomancer, a mage gains up to 3 spells for their primary tree, and the spells given by reaching Expert Mage in their secondary. Once their secondary reaches Duomancer as well, they gain up to three more additional spells.
High Duomancer = [1200 point cost]
After obtaining true Duomancy (both trees at Duomancer level) a student may once again progress forward into the pinnacle of their power. Reaching the rank of High Duomancer ensures that the maximum level of raw strength is forced through both of the users trees, often bubbling to the surface through the process of bodily mediums. A High Duomancer may possess TWO bodily mediums -- typically either arm, though any part of the body is fair game -- one for each of their applications of magic. In addition to these post high mage mediums, further spells (up to 4 for each tree) may be developed.
Auror = [600 point cost]
Guardians of the school. These mages put the students and general well-being of the school before themselves, acting as the sentinels which keep the peace and erase any threats which may present themselves. These mages gain access to a third tree in addition to their first two, as well as up to 6 spells (for their primary only, other trees will receive rank up spell rewards as normal, and must be individually upgraded to do so), depending on power.
First tree rank cap: Auror
Second tree rank cap: Mage
Third tree rank cap: Beginner Mage
High Auror = [1500 point cost]
The sheer power of a High Auror's first tree may only be trumped by that of a Practioner. Their second and third trees also gain a boost in power, and they are allowed an Epic Medium which may possess aspects of all three of their trees. Grants up to 5 spells depending on power. First tree rank cap: High Auror. Second tree rank cap: Expert Mage. Third tree rank cap: Mage.
Practitioner = [1000 point cost]
These mages choose to hone their primary tree, neglecting their secondary to the point that it begins to fade. Their primary tree becomes incredibly powerful, trumping that of even an Auror. This rank grants up to 5 spells, depending on their power.
First tree rank cap: Practioner.
Second tree rank cap: Beginner Mage.
True Practitioner = [2000 point cost]
Once a Practioner has taken their craft so far, their secondary tree disappears all together. Their body will change, becoming a physical embodiment of their magic and allowing them to use their own form as an Epic Medium. Grants up to 5 spells, depending on their power.