Magical Classes in Lucidea
When utilized properly; Magic can be the cure to all ailments of modern society. Rain can be created when there is drought, Fire when cold, chills your bones. You can create the tools you need, and wield them in a way so they do your work for you. Magic is the ultimate technology."
Belethore, High ArchMagi of the Astral Isle.
Often known as the most widely used and practical type of magic; an Elementalist is taught to convert the magical energies of the world into various forms of power that are already created by nature. Elementalists are also able to manipulate pre-created, natural elements in the world, and wield them as tools. The major difference between created elements and manipulated elements are their effects. Magically created flames (or any other element) for example, will cause a combination of magical and elemental damages. If you are to simply manipulate an element in your surrounding that is naturally made; it will only cause the elemental effect. The latter costs much less mana, but can prove to be sometimes ineffective or unreliable.
CLASS FEATURES
-Magical elements: When using a magical version of an element, they cause a second, magic based effect to those inflicted.
>FIRE : Movement impairment (How much you can move before damaging your body)
>WATER: Logical impairment (Can cause a distorted, panicked mind.)
>EARTH: Speed Impairment (How fast you can move before damaging your body)
>AIR: Stamina impairment
>ELECTRICITY: Energy impairment (Be that magical energy, spiritual etc.)
- The Pure: The more spells you have in one element, the stronger it becomes; but the weaker the others become. Knowing all elements will give you versatility, but sticking to one or two will make your powers much more destructive.
Central Stats: Intelligence, Soulpower, Agility
CLASS FEATURES
-Magical elements: When using a magical version of an element, they cause a second, magic based effect to those inflicted.
>FIRE : Movement impairment (How much you can move before damaging your body)
>WATER: Logical impairment (Can cause a distorted, panicked mind.)
>EARTH: Speed Impairment (How fast you can move before damaging your body)
>AIR: Stamina impairment
>ELECTRICITY: Energy impairment (Be that magical energy, spiritual etc.)
- The Pure: The more spells you have in one element, the stronger it becomes; but the weaker the others become. Knowing all elements will give you versatility, but sticking to one or two will make your powers much more destructive.
Central Stats: Intelligence, Soulpower, Agility
The oldest form of magical mastery; Arcanism is often viewed by most magi as primal and sometimes even barbaric. Despite this, it's power as a magically based form of defense has never been questioned. Pure magical energy (known as arcane energy) itself is a very destructive force, as it embodies the very concept of conversion. It is light green in color, and is very energy based in material. It's prime ability is to deconstruct anything that comes into contact with it; causing stone bricks or flowers alike to crumble upon themselves, reducing them to nothing but ash. Once an Arcanist becomes adept at utilizing this energy, they can reshape it or reform it to their will; creating any manner of effect. Perhaps the most radical version of this would be the ability to heal injuries or reconstruct objects via it's use. This happens when the very rotation of the magics energy is halted and redirected in the opposite way; a technique known as "reciprocal fluctuation".
CLASS FEATURES
-Spirit of the old ways: Because of an Arcanists ability to grasp the powers of the old, their perception of the old is heightened as well. Arcanists find grasping the ancient ideas and powers much easier; and speaking to beings of previous ages can often be much more fruitful to them.
-Magical Perception: Because of their knowledge of magic at a base form, attacks from any magic that hit cause reduced damage.
Central Stats: Intelligence, Strength, Soulpower
CLASS FEATURES
-Spirit of the old ways: Because of an Arcanists ability to grasp the powers of the old, their perception of the old is heightened as well. Arcanists find grasping the ancient ideas and powers much easier; and speaking to beings of previous ages can often be much more fruitful to them.
-Magical Perception: Because of their knowledge of magic at a base form, attacks from any magic that hit cause reduced damage.
Central Stats: Intelligence, Strength, Soulpower
Masters and Mistresses of deception; Belials use magical energies to create illusions on a purely physical level. This means that their magical energy exerts itself on an object and tricks it into physically reacting to it as if it were another stimuli. Belials can cause someone to think a simple field of mana around their body is a swarm of carnivorous locusts; or even trick them into thinking that immense amounts of bodily damaging pains are actually feelings of great pleasure. Belials can create visionary illusions as well; as long as they have a physical base. This means they can give the illusion of floating rocks or dead bodies; as long as these rocks intend to crush their opponent, or the dead bodies attempt to strangle them. Because of their darker nature, Belials are often outcast in mainstream society, and because of this; many simply hide their magical prowess away from the world. If you openly let others know you are a Belial, many will chose not to associate themselves with you, or will at least have an attitude about it.
CLASS FEATURES:
-Mind games: Many people find themselves uneasy when dealing with a Belial. This can cause them to become very paranoid about what is real and what isn't. You can use this to your advantage; mentally faking out people to believe a certain thing isn't real when it actually is, and vice versa.
-Pain resistance: Because of the ability to trick the body; Belials can avoid the negative mental effects of pain by simply causing the feeling to become something else. This can sometimes cause inexperienced or ignorant people to believe that a Belial is actually a Sadismick.
Central Stats: Intelligence, Charisma, Willpower
CLASS FEATURES:
-Mind games: Many people find themselves uneasy when dealing with a Belial. This can cause them to become very paranoid about what is real and what isn't. You can use this to your advantage; mentally faking out people to believe a certain thing isn't real when it actually is, and vice versa.
-Pain resistance: Because of the ability to trick the body; Belials can avoid the negative mental effects of pain by simply causing the feeling to become something else. This can sometimes cause inexperienced or ignorant people to believe that a Belial is actually a Sadismick.
Central Stats: Intelligence, Charisma, Willpower
The abilities of the Abbadon's were first founded upon error. It is said when the first users of magical energy experimented with it's properties, they found that mixing of certain subsets of this power would cause horribly volatile explosions, killing many of them. Eventually however, they began to learn the intricacies of just how much of each set could be mixed to create explosive abilities that could be controlled. This was the birth of the Abbadons. Modern Abbadons can now create their destructive forces in various ways; such as pulsating waves or even projectile based attacks. Their magic focuses around the mixture of opposites to create explosive type bursts of magic, and use them in countless situations. An Abbadon may use his force to move his body swiftly, defend against enemy attacks, or even simply create intense explosions of magic that almost stack up to pure arcane energy. They are known to be the mages most closely related to the laws of natural physics.
CLASS FEATURES:
- World Comprehension: Because of an Abbadons natural understanding of mixtures and world laws; they are very articulate and precise with their movements. When it comes to a battle of precise action; an Abbadon will almost never lose. They are also naturally intelligent with the laws of movements, meaning that it is a little easier for them to predict oncoming attacks.
- Last Ditch Effort: Because of the constant use of their core energy to create explosive concoctions of mana; their very heartbeat acts as a diffusion for the excess energy built up in their cores. Because of this, upon death (or stoppage of the heart), a massive explosion will rip through the area directly from the core of an Abbadons body. The size of this explosion depends on the power level of the creator.
Central Stats: Intelligence, Soulpower, Willpower
CLASS FEATURES:
- World Comprehension: Because of an Abbadons natural understanding of mixtures and world laws; they are very articulate and precise with their movements. When it comes to a battle of precise action; an Abbadon will almost never lose. They are also naturally intelligent with the laws of movements, meaning that it is a little easier for them to predict oncoming attacks.
- Last Ditch Effort: Because of the constant use of their core energy to create explosive concoctions of mana; their very heartbeat acts as a diffusion for the excess energy built up in their cores. Because of this, upon death (or stoppage of the heart), a massive explosion will rip through the area directly from the core of an Abbadons body. The size of this explosion depends on the power level of the creator.
Central Stats: Intelligence, Soulpower, Willpower
Channelers are a magical class devoted to the ability to create life from energy. They create living, breathing, and sentient creatures to do their bidding, and allow them to return to the "spirit world" after their use has concluded. Low level Channelers will only be able to summon basic forms of spirits that have the bodies of already existing creatures, however with power comes freedom. They will soon be able to create spirits that mix various parts of their mortal shell; able to create almost anything they could imagine. Channelers can also communicate with beasts of the modern land (evolutionary creatures do not count) and sometimes persuade them to help them, without the use of their mana. They can use their magic to create other types of attacks aside from just conjurations; but their true strength lies in their "children".
CLASS FEATURES:
-Core Regeneration: Whenever a Channelers conjuration is destroyed in battle, the amount of mana used to create them is drawn back into their systems. This sometimes makes killing their creations a poor choice.
-Anatomy Understanding: Because a Channeler spends their training learning how to create the shells of animals and beings, they have a great knowledge of anatomy. Fighting regular creatures (and humans/evolutionary creatures at a higher level) will be much easier for them in some senses.
Central Stats: Intelligence, Charisma, Soulpower
CLASS FEATURES:
-Core Regeneration: Whenever a Channelers conjuration is destroyed in battle, the amount of mana used to create them is drawn back into their systems. This sometimes makes killing their creations a poor choice.
-Anatomy Understanding: Because a Channeler spends their training learning how to create the shells of animals and beings, they have a great knowledge of anatomy. Fighting regular creatures (and humans/evolutionary creatures at a higher level) will be much easier for them in some senses.
Central Stats: Intelligence, Charisma, Soulpower
Molochs are a magical class devoted to the ability to create death from energy. They are the polar opposites of Channelers, and often disagree on almost every moral topic when it comes to their reciprocal class. Molochs gain their power via the death of various things in the world to create a domino effect of their power. For instance, a Moloch can use their magic to kill the grass at their feet, which provides enough power to create an undead demon in front of them. They can also kill this demon to create an even bigger construct and so on. Once their power increases, they are able to skip steps entirely, and conjure even more powerful creations. They can use their magic to create other types of attacks aside from just conjurations; but their true strength lies in their "children". Molochs are often shunned in most societies, but there are a few rare settlements that see fit to have Molochs as the towns "pastor of the dead". They see Moloch's as those who have a peaceful connection to the deceased, and are the best to send them off into the spirit world.
CLASS FEATURES:
-What is dead...: If a Moloch is to die (but the core of the body is still tangible, and they are passed level 30), they have the option to become a Lich. If one is to become a Lich, they lose all abilities, but are able to keep their power level. They must re-purchase all of their abilities, but their physical and energy-based parameters are extremely increased.
-Spirit Absorption: Molochs get a much higher experience gain from killing player characters and sentient NPC's.
Central Stats: Constitution, Intelligence, Soulpower
CLASS FEATURES:
-What is dead...: If a Moloch is to die (but the core of the body is still tangible, and they are passed level 30), they have the option to become a Lich. If one is to become a Lich, they lose all abilities, but are able to keep their power level. They must re-purchase all of their abilities, but their physical and energy-based parameters are extremely increased.
-Spirit Absorption: Molochs get a much higher experience gain from killing player characters and sentient NPC's.
Central Stats: Constitution, Intelligence, Soulpower