Mage's Guild
Aug 30, 2022 13:57:48 GMT -5
Post by Admin: Soul on Aug 30, 2022 13:57:48 GMT -5
Mage's Guild
The mage's guild is a collection of spell casters and individuals who either practice or respect the arcane arts. The specific type of magic does not matter, with the guild being home to a variety of spell users, from elemental mages to mind based sorcerers and even necromancers. The guild opens its doors to anyone who seeks to gain increased knowledge on the world of magic, and often involves magical based task. Those who are members of the guild will often explore Charon in search of knowledge or ancient magical artifacts, or may find themselves face to face with a dangerous beast or have to use their problem solving skills to solve a complex puzzle or riddle. You never know what you may be getting yourself into as a member of the Mage's Guild.
Requirements to Join
-Must have Exalted in one Arcane or Alchemy Skill-
-Must complete the Mage's initiation quest-
-Can not be in the fighter's guild-
-Must complete the Mage's initiation quest-
-Can not be in the fighter's guild-
Guild Members
Guild Shop
Item | Description | Price |
Mage Hand | This spell allows the caster to summon a small specteral hand the same size and shape as their hand anywhere in a 25 foot diameter. this hand can float around and interact with objects, such as turning door knobs, picking up items or carrying things. The hand deals no damage itself but can swing a weapon. Only one hand can be out at a time and will vanish when struck. The owner must focus and control the hand with their own, unable to use that hand for other things. | 25 Solars (+1 guild quest completed) |
Mage Armor | This spell causes arcane energy to coat the users body, protecting them from attacks. Their entire body will be covered in this energy which will act as a cuirass from the armor shop. This will block and ignore the first physical attack that strikes your torso. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it will vanish. The spell does not stack with other armor and will not double the amount of protection you wear. Can only be used twice per topic. | 40 Solars (+2 guild quests completed) |
Spell Shield | By waving their hands in the air the caster can throw up an invisible force of magical energy five feet in front of themselves which is extremely effective against other spells. This shield will absorb the next physical spell that would strike against it, such as a fire ball or lightning bolt. The spell shield does nothing against non magical attacks like swords or bows and can not absorb non physical spells, like mental attacks. This spell has a cooldown of two post. | 40 Solars (+2 guild quests completed) |
Arcane Familiar | By snapping your fingers you can summon a magical, ethereal animal, such as a cat, dog, mouse or bird to assist you with daily life. The animal itself has no real combat ability and will vanish if struck by an attack. But the animal can carry small items or even deliver messages for you and can speak to you in whatever language you know. Once unsummoned a new animal can be summoned after two post. | 20 Solars (+1 guild quest completed) |
Mind Ward | You place an aura of protective energy around yourself by touching your hands to your head. this arura will defend your mind from altering effects such as fear or calming of emotions. For two post you can not be influenced, charmed or mentally effected by spells or abilities. Once this spell has been used it can not be used again for three post. | 30 Solars (+2 guild quests completed) |
Wizard's Eye | You create a magical eye that mimics your normal eye. This eye can be stuck to solid surfaces or even left to float in an area. While this eye is active you can see through it as if it was your normal eye. You retain all information gained by the eye. However you also experience all side effects that may happen to the eye, such as blinding light or darkness (you will not suffer damage if the eye is struck). If the eye is damaged it ceases to exist instantly. You can have up to two of these eyes out at any time, however a new eye can not be used for the rest of the topic. | 30 Solars (+2 guild quests completed) |
Arcane Glasses | When wearing these special glasses, one can easily see magic in effect. By focusing their gaze and concentration on an object they can discern permanent enchantments from temporary enchantments, and even one wholly unskilled in magic can discern magic effects. While looking at a spell or enchanted weapon, you learn everything about that spell or enchantment. You can also identify what kind of magical effect or enchantment is placed on a weapon or item. | 35 Solars (+1 guild quest completed) |
Energy Transformation | By waving your hands across your body you can create a magical aura that is specific to one elemental damage type, such as fire, earth, water or ice. The next spell you cast, regardless of its normal damage type, will consume this aura and have the elemental damage type chosen by the aura instead. So if you choose fire, an ice spell you cast will now deal fire damage instead. Can only be used once every three post. | 30 Solars (+3 guild quests completed) |
Dual Cast | By completing a hand motion you cast an enchantment on yourself that allows you to dual cast your next spell after this one. Once this spell is active on you, the next spell you cast will have a second version of the same spell cast right after it. The copy will be the same exact spell, under the same exact conditions as the first one and must follow the same path or target the same target as the first one. This can only be used twice per topic. | 35 Solars (+3 guild quests completed) |
Magic Missiles | You cause three charges of arcane energy to swirl around each of your three middle fingers on a single hand. These charges take a single post to charge, not allowing you to use them until next post, but can be charged while doing other things or even holding items. Once charged you can, at will, fire one of these magical energies from your finger, much like a bullet. These charges can fly up to 50 feet and deal blunt damage equal to a Master level weapon. The spell will stay active until all charges have been used, at which the spell has a two post cool down. You can fire all three blast at once or spread them out over several post. | 45 Solars (+3 guild quests completed) |
Arcanatek Researcher
150 Solars or 1 Mystical Archive Ticket
Arcanatek Researchers typically are members of or have some sort of affiliation with the Arcane Academy. These researchers have been recruited by the guild to lend their expertise to the ongoing research into Arcanatek. It is thanks to these researchers that breakthroughs have occurred specifically around the construction of Arcane Golems. These newly rediscovered guardians can assist Researchers in delving into the depths of dungeons and caverns long forgotten or erased from the history books. Arcanatek researchers are forever in pursuit for new knowledge and materials.
(You can only have two subclasses active at once. In order to purchase the Researcher subclass you must have completed 3 Mage Guild quest. If Arcanatek Researcher is sold, removed or deactivated, you lose access to all class features.)
Arcanatek Researchers typically are members of or have some sort of affiliation with the Arcane Academy. These researchers have been recruited by the guild to lend their expertise to the ongoing research into Arcanatek. It is thanks to these researchers that breakthroughs have occurred specifically around the construction of Arcane Golems. These newly rediscovered guardians can assist Researchers in delving into the depths of dungeons and caverns long forgotten or erased from the history books. Arcanatek researchers are forever in pursuit for new knowledge and materials.
(You can only have two subclasses active at once. In order to purchase the Researcher subclass you must have completed 3 Mage Guild quest. If Arcanatek Researcher is sold, removed or deactivated, you lose access to all class features.)
Name | Description |
Golemancy | You have formed a magical Arcane Golem, an up to eight foot tall stone, wooden, or metal construct held together and given the ability to move and follow orders by the Formulae Arcanum engraved across the pieces that make up its body. This Golem does not count against your NPC cap. While in its docile state, the Golem cannot attack or take defensive actions and can only preform menial task such as lifting objects or opening doors. It can also carry or move things around but will not to do so in a violent or defensive way. If destroyed, the Golem can be rebuilt between topics. |
Arcane Activation | Twice per topic you can activate the Golem's combatant state. For four posts your Golem can attack or block with its body. A Golem's attacks are equal to it having Master level in the Blunt Skill. These attacks are considered magical. |
Mana Bulwark | While Arcane Activation is active, the Golem shares a portion of your magic thanks to the Formulae Arcanum used in its construction. This allows the Golem to cast spells of its own. The Golem can use any of the listed spells in the Golem Spell Table, but can only cast two spells per Arcane Activation. |
Ancient Arcanatek | Your travels or your cooperation with other guild members have led to the discovery of one of three Ancient Arcanatek held deep within ruins from the Age of Wonder itself. While such fascinating and sometimes world altering discoveries are usually kept by the Crown or the Academy-- due to your involvement with the guild and contributions to the ongoing Arcanatek research effects-- you have been allowed to keep your findings for your own use. This functions as a permanent upgrade to your Golem, that you must make when you choose this subclass. Long Range Casting Platform Mages of old from the Golden Era could use their golems in such a way that they became platforms and conduits for their spell casting. Your Golem now acts as a spell focus for you, allowing you to cast spells through the Golem, letting it be the origin of your ranged or touch spells. Ancient Arcanatek Core This ancient and seemingly infinite capacity core allows for you to store more of your magic in the Golem, giving it the ability to cast one extra spell per Arcane Activation of the Golem. Ancient Sundial This Ancient Sundial was discovered in one of the older temples to the gods, specifically to Lunala and Solaria. It seems that it was used in many a ritual and has absorbed both light and dark magic so much so that it is now suffused with it and can alter spells cast while using it as a catalyst. All of your Golems spells deal both Light and Dark damage in addition to their normal damage types. |
Golem Spell Table
Name | Description |
Flame Breath | The Golem spews out a medium range cone of flames. The flames blow out in a small cone, and while it does not reach very far, the heat radiating off of the cone is still enough to be uncomfortable. The flames are scorching and can burn most things caught inside the fire. -Deals fire damage- |
Crumbling Touch | The Golem's appendages become coated in a sand like material, giving it the ability to nullify items or weapons by simply touching them. The Golem can touch an item and cause the surface of the item, weapon or armor to also turn to sand. This removes the item's effectiveness, causing it to lose any of its effects or uses for the duration. The item will remain useless for two posts until it returns back to normal and can be used. |
Lightning Armor | Lightning begins to course around the Golem's body, slightly illuminating its form in crackling energy. This armor will shock anyone who touches the Golem for three posts. The shock numbs the body part that was used in the attack for their next post. -Deals lightning damage- |
Blinding Clasp | The Golem gives off a blinding flash that effects anyone with in a couple of feet of it. If anyone happens to be looking at the Golem, they will be blinded by this flash for their next post. |
Water Whip | The Golem forms a medium sized whip of pure water. This whip can be used to lash out at enemies, dealing damage or breaking small objects. This whip can also be used to bind an enemies limb, restricting movement. -Deals water damage- |
Frost Web | Ice forms across the surface of the Golem's body which can then peel off to form a sticking, cold web like substance. This can be used for several things, such as climbing or sticking to objects, binding enemies or creating a full web to sit in. Anything caught in this web will find themselves stuck to it and will begin to take cold damage will bound. They can free themselves with enough force or outside help. -Deals ice damage- |
Armor Of Faith | By touching a target the Golem cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor the target will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting the Golem protect multiple targets a topic. |
Zone of Shadows | A large dome of darkness forms centered on the Golem. This dome will consume the immediate area, enveloping it in magical darkness. Anyone inside of this dome will considered blinded unless they have the means to see through magical darkness. Anyone looking from the outside will just see a giant dome of darkness. |
Counter Spell | When a spell is cast, the Golem can use this spell to counter that one, completely negating the spell and any effects. This spell must be used in the post immediately after the target spell was used. This spell can only target other spells and can only be used twice per topic. |