Post by Nifredil on Apr 10, 2017 16:40:08 GMT
Guild Masters - Archmage
The Archmage is the highest mage of a realm. He or she is the most educated in the art, and often the leader and trainer of the other magi. They can use and control arcane magic.
An Archmage is one who has devoted themselves completely to the art. They tend to fill their time consulting, conjuring or controlling lesser other planar beings. They delve into the depths of the arcane and work out ways to utilize the forces at their control to manipulate the world around them.
An Archmage often has acquired a great degree of skill shaping arcane bolts to cause damage to an opponent; summoning fireballs to send hurling through the air; ripping holes in the fabric of reality and sending tendrils of energy coursing through an enemy line; or perhaps riddling all around them with bolts of lightning. Many movement impairing spells also fall under their control such as webs, entangling roots, and fog.
In addition to the aforementioned abilities, an Archmage has attained a level of awareness that allows them to see around themselves in all directions for a brief period of time.
Shield spells are also in their arsenal, some of which can be quite deadly to touch. This can be of importance use because of the fact that an Archmage CANNOT wear armor.
They are allowed D2 on the meter so long as they have enchanted their robes or clothing. They get magic resistance of M3 on the meter.
Teleportation is one of the masteries an Archmage has attained. They are limited only by the constraint their physical bodies possess. To that end an Archmage has honed their body to its peak and is able to sustain the teleportation of up to 30 people as long as they do it 5 at a time. After that their bodies collapse from the strain.
Many an Archmage that has attuned their body to its peak performance has done so training with a particular weapon or weapon type. As such they are able to use any Single weapon type (as long as it does less than 8 damage).
Most Magi and Archmagi will choose to train with a Staff as there are many available Magical Staves but they are not restricted to doing so.
Another art an Archmage has acquired is the ability to link the minds of all friendly minds on a battlefield. This ability allows them to communicate with any individual on a field, and indeed grants a network of minds to allow each of those minds to communicate with one another for as long as the Archmage is conscious.
Flying takes too much concentration, even if assisted by being carried, for mindlink to work properly, so an Archmage with mindlink CANNOT fly. They can, however, hover up to 100 feet off the ground if they have the means to do so.
Due to the potential strain upon the mental web only one Archmage per side per battle can tap into this resource. Should that Archmage fall, then the network is lost, and CANNOT be regained unless that Archmage again becomes conscious. No other Archmage may attempt to pick up the network without causing themselves, and the unconscious fellow Archmage irreparable mental damage.
As the Archmage is a master of arcane arts, they can often use, and sometimes create, items and artifacts of intense power. Most staves, wands, rods, spellbooks, and scrolls fall within their touch. These items do drain mana, and/or stamina in order to use, however. These Items CANNOT be used in conjunction with another.
(You can use your Archmage HUD and any SINGLE book, staff, wand, rod, or scroll.)
Potions are also within the possible reach of an Archmage, and many have chosen to add alchemy to their resume of power.
(They can bring 5 potions into battle, using the Unity pouch system.)
The Archmage is the highest mage of a realm. He or she is the most educated in the art, and often the leader and trainer of the other magi. They can use and control arcane magic.
An Archmage is one who has devoted themselves completely to the art. They tend to fill their time consulting, conjuring or controlling lesser other planar beings. They delve into the depths of the arcane and work out ways to utilize the forces at their control to manipulate the world around them.
An Archmage often has acquired a great degree of skill shaping arcane bolts to cause damage to an opponent; summoning fireballs to send hurling through the air; ripping holes in the fabric of reality and sending tendrils of energy coursing through an enemy line; or perhaps riddling all around them with bolts of lightning. Many movement impairing spells also fall under their control such as webs, entangling roots, and fog.
In addition to the aforementioned abilities, an Archmage has attained a level of awareness that allows them to see around themselves in all directions for a brief period of time.
Shield spells are also in their arsenal, some of which can be quite deadly to touch. This can be of importance use because of the fact that an Archmage CANNOT wear armor.
They are allowed D2 on the meter so long as they have enchanted their robes or clothing. They get magic resistance of M3 on the meter.
Teleportation is one of the masteries an Archmage has attained. They are limited only by the constraint their physical bodies possess. To that end an Archmage has honed their body to its peak and is able to sustain the teleportation of up to 30 people as long as they do it 5 at a time. After that their bodies collapse from the strain.
Many an Archmage that has attuned their body to its peak performance has done so training with a particular weapon or weapon type. As such they are able to use any Single weapon type (as long as it does less than 8 damage).
Most Magi and Archmagi will choose to train with a Staff as there are many available Magical Staves but they are not restricted to doing so.
Another art an Archmage has acquired is the ability to link the minds of all friendly minds on a battlefield. This ability allows them to communicate with any individual on a field, and indeed grants a network of minds to allow each of those minds to communicate with one another for as long as the Archmage is conscious.
Flying takes too much concentration, even if assisted by being carried, for mindlink to work properly, so an Archmage with mindlink CANNOT fly. They can, however, hover up to 100 feet off the ground if they have the means to do so.
Due to the potential strain upon the mental web only one Archmage per side per battle can tap into this resource. Should that Archmage fall, then the network is lost, and CANNOT be regained unless that Archmage again becomes conscious. No other Archmage may attempt to pick up the network without causing themselves, and the unconscious fellow Archmage irreparable mental damage.
As the Archmage is a master of arcane arts, they can often use, and sometimes create, items and artifacts of intense power. Most staves, wands, rods, spellbooks, and scrolls fall within their touch. These items do drain mana, and/or stamina in order to use, however. These Items CANNOT be used in conjunction with another.
(You can use your Archmage HUD and any SINGLE book, staff, wand, rod, or scroll.)
Potions are also within the possible reach of an Archmage, and many have chosen to add alchemy to their resume of power.
(They can bring 5 potions into battle, using the Unity pouch system.)