Post by The Forgotten God on Apr 4, 2016 4:04:30 GMT
Magicians:
-Battle Mage (Any magic user)
--One magic school at 70
--Three weapon skills at 50
--May cast spells in armor, will always be last in the round
--50% chance to avoid spell failure for being struck
--If buffing an ally, may gain one third the combat benefits for him/herself
25% Health bonus (temporary)
1 extra skill at 50
1 extra skill at 40
-Academician (Human, Elf)
--one magic school at 80
--Single target spells can be turned into area of effect spells twice a day, generally forms a 10 meter circle
--May develop new spells in one third the normal time
--Immune to cantrips
--Two knowledge skills at 60, double advancement in this tree
--Base Observation score of 50
--Reduces enemy magic resistance by 5% for every prior conflict with a being of the same species (maximum 20%)
--20% resistance to magician's own school of magic, or choose one if designated focus is healing
2 extra skills at 40
-Shaman (Centaur, Giant, Dwarf, Native)
--Base Magic score of 70
--Choose a single weapon to act as totemic weapon, skill 60 (cannot be raised)
--Bestows 25% magic resistance to all allies within 50 yards
--Any enemy killed with totemic weapon restores all temporary damage inflicted to Shaman and removes all magical fear within 20 yards
--May wear and cast in leather armor
--Diplomacy skill set to 60
--Only class taught the Old Letters of the continent by tradition
One extra skill at 70
Two extra skills at 50
-Mimic (Human)
--Base Mimic score of 70
Maximum base skill in anything save Mimicry is 60
One skill may be set to 70 outside this limit
--Make an opposed roll against an ally or enemy to try mimicking their last rolled skill, if successful may keep skill for up to one day
--May mimic spells cast by enemy or ally spellcasters, may hold up to four spells in memory retention, but each spell may only be cast twice before vanishing.
-Mist Hunter (Any magic user)
--Base magic score of 70
--Pierces 10% of enemy magic resistance
--Spells deal 50% bonus damage to the mist creatures of the continent
--When on the continent 50% more buff effectiveness
--When on Innuria, spells lose 25% efficacy and have a 10% chance to simply not cast
--Spells cast on beings the same race as caster lose 50% potency outside the Mist
--Every major Entity slain allows 5% more magic resistance reduction and 10% more bonus damage
--Enchanters with Mist Hunter kit can boost mist-enchanted weapons with an extra 20% damage against other Mist Creatures
--Summoners with Mist Hunter kit's pets gain 50% damage and health in Mist and lose 33% damage and health outside it.
Survival 50
One weapon skill at 40
Knowledge of Continental geography
One skill at 50
2 extra skills at 40
-Battle Mage (Any magic user)
--One magic school at 70
--Three weapon skills at 50
--May cast spells in armor, will always be last in the round
--50% chance to avoid spell failure for being struck
--If buffing an ally, may gain one third the combat benefits for him/herself
25% Health bonus (temporary)
1 extra skill at 50
1 extra skill at 40
-Academician (Human, Elf)
--one magic school at 80
--Single target spells can be turned into area of effect spells twice a day, generally forms a 10 meter circle
--May develop new spells in one third the normal time
--Immune to cantrips
--Two knowledge skills at 60, double advancement in this tree
--Base Observation score of 50
--Reduces enemy magic resistance by 5% for every prior conflict with a being of the same species (maximum 20%)
--20% resistance to magician's own school of magic, or choose one if designated focus is healing
2 extra skills at 40
-Shaman (Centaur, Giant, Dwarf, Native)
--Base Magic score of 70
--Choose a single weapon to act as totemic weapon, skill 60 (cannot be raised)
--Bestows 25% magic resistance to all allies within 50 yards
--Any enemy killed with totemic weapon restores all temporary damage inflicted to Shaman and removes all magical fear within 20 yards
--May wear and cast in leather armor
--Diplomacy skill set to 60
--Only class taught the Old Letters of the continent by tradition
One extra skill at 70
Two extra skills at 50
-Mimic (Human)
--Base Mimic score of 70
Maximum base skill in anything save Mimicry is 60
One skill may be set to 70 outside this limit
--Make an opposed roll against an ally or enemy to try mimicking their last rolled skill, if successful may keep skill for up to one day
--May mimic spells cast by enemy or ally spellcasters, may hold up to four spells in memory retention, but each spell may only be cast twice before vanishing.
-Mist Hunter (Any magic user)
--Base magic score of 70
--Pierces 10% of enemy magic resistance
--Spells deal 50% bonus damage to the mist creatures of the continent
--When on the continent 50% more buff effectiveness
--When on Innuria, spells lose 25% efficacy and have a 10% chance to simply not cast
--Spells cast on beings the same race as caster lose 50% potency outside the Mist
--Every major Entity slain allows 5% more magic resistance reduction and 10% more bonus damage
--Enchanters with Mist Hunter kit can boost mist-enchanted weapons with an extra 20% damage against other Mist Creatures
--Summoners with Mist Hunter kit's pets gain 50% damage and health in Mist and lose 33% damage and health outside it.
Survival 50
One weapon skill at 40
Knowledge of Continental geography
One skill at 50
2 extra skills at 40