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 Wizard: Tothian Mages

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Join date : 2009-03-02

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PostSubject: Wizard: Tothian Mages   Wizard: Tothian Mages EmptyTue Jul 13, 2010 5:01 pm

*Tothian Mage Guild*

The Tothian Mage Guild is located in the Ruins of the Arcane Sanctuary in Nerin Toth, with a second headquarters in Peregren, and a third in Greyshore.

The Tothtian Mage Guild was founded in over 150 years before the zombie plague struck, by Oswald Topleboc, a powerful wizard who married the Duchess Evina Powtre of Greyshore. 11 years later the Tothian Mage Guild was had become the most powerful guild for arcane studies in the world. Since that time, it's members have remained as the foremost experts on all arcana studies.

Commandments

The Tothtian Mage Guild follows the following three commandments, and all guild members are expected to follow those commandments.

I. The Arcane is All. Every member of the guild shall be, at any time, willing to sacrifice everything for the guild's goal of reaching new heights in arcane studies. Even their own lives.

II. The Blood is Nothing. Every member of the guild shall refuse to learn, participate in, and accept the magics used by those who would learn from the School of Blood. Furthermore, all guild members are ordered to kill any and all Blood Wizards they meet on sight. Any guild member caught assisting a Blood Wizard is to be counted as a fugitive and put to death as well.

III. The Guild is Everything. Every member of the guild shall cooperate with all higher ranking officials in the guild. Furthermore they shall show respect as well to higher ranking officials, and will dedicate their lives to the guild.

Within these commandments are laws the guild lives by.

1. A guild member shall never use a weapon, as weapons are for the barbaric and uncouth.
*Note Guild members are allowed the use of the quarterstaff and dagger as a last means of survival.

2. A guild member shall apprentice a younger member, only if the younger member is first approved by the Cardinal.

The following are the officers and the rankings they hold within the guild:

Cardinal - Jacques' deFlores of Greyshore
Arch-Bishop - Frederick Chonsellten of The Arcane Sanctuary
Bishop - Zebediah Hull of Peregren
Bishop - Naomi Messer of Port Io

Members of the guild receive two of the following abilities:

ARCANE

When increasing in level in Arcane, the player may choose to go to the next
level or may choose to learn a another spell from their current level (for example a player who already knows "Quickness" could choose to learn when taught by someone, the spell "Slick" or move to the next level. They may not however do both.)

The player may NOT learn the next level until taught through role-playing by one who knows the next level. Additionally Tothian Mages must seek permission from a Bishop to advance to the next level.


* Level 1 - Beginner - (the user may choose one of the following abilities:
Quickness (able to move at fast speeds up to 30 miles per hour for ten seconds game time); Slick (able to make black oil appear under the target
causing them to slip and fall for 1 turn).


* Level 2 - Learned - (the user may choose one of the following abilities:
Metamorph (able to shape change an inanimate object into a different
inanimate object. The object may be no larger than 1 foot by 1 foot and reverts to its original form after thirty minutes of game time); Pyromaniac (able to manipulate fire, by causing it to move. The fire may not be anymore than what would cover a 3 square foot area by a 3 square foot area. This may only be none with natural fire and not supernatural fire. Additionally the user may shoot small fireballs that do moderate damage); Clairvoyance (able to glance into the future to see a hint of things that MIGHT happen. This does not necessarily mean these events will. The user of the spell must be given the information privately by the DM of the thread).


* Level 3 - Intermediate - (the user may choose one of the following abilities:
Spider-Walk (able to walk on walls and ceiling as easily as a spider. Spell lasts 10 minutes game time); Telekenisis (able to move up to 50 pounds with the power of the mind. Spell lasts 3 minutes game time); Ice Armor (able to create armor made of ice that is as strong as chainmail. The armor lasts for one hour game time.)


* Level 4 - Advanced - (the user may choose one of the following abilities:
Teleport (may teleport anywhere within 100 yards. Target location MUST
be visible to the user before teleporting.); Flight (able to fly at the
same speed as running on the ground for up to 1 hour game time); Wall of Element (able to createa wall of fire, ice, earth or water that is 50 feet high and 10 feet thick and 100 feet wide. Any attacker must take 3 turns to break
through the wall. The wall exists for one hour game time.)


* Level 5 - Master - (the user may choose one of the following abilities: Greater Teleport (this spell is just like Teleport but line of sight in not needed and can be used for a range of up to one mile); Greater Flight (this spell is just like Flight but there is no length of time on how long it lasts. The user
may use Flight as often or as little as they wish) Greater Metamorph
(able to polymorph any inanimate object regardless of size, as long as
it is changed into an object of similar size. The transormation is permanent but can have unpredictable results as determined by the DM); Elemental Blast (able to blast an opponent with fire, ice, water, or lightning dealing potentially deadly damage).

ALL spells may be used once per day game time.

ALL Blood Wizards may choose to replace the Ability of Arcane with the first level ability of Childlike, Agility, at character creation and be immune to the normal weapons restrictions of the Blood Mage faction. Blood Mages who do this do NOT know the other aspects of the Childlike ability, other than Agility.


DAEMON


Hellfire (able to shoot blasts of hellfire from the hands dealing major damage. Can only be used once per day (game time).

Shadow Control (able to control shadows using them as 4 black inky
tendrils to grapple opponents. Breaking the grasp of the tendrils is a simple action, but only one tendril's grasp may be broken per turn). Can only be used once per day (game time).

Hellhound (able to summon a 6 foot tall, 1000 pound hound of hell
from hell itself as a mount. The mount can travel up to 50 miles per
hour and stays summoned for 4 hours (game time). The mount may only be
summoned once per week (game time) and will not fight, nor defend it's master. It is only a mount. If attacked, the hellhound vanishes back to hell.)

Tothian Mages have learned the arts of Elves and may replace Daemon with Solitudious.

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