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Varian Wrynn
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Number of posts: 51
Registration date: 2009-03-16

PostSubject: Information   Wed Apr 01, 2009 6:13 am

Information

Magic is divided into three separate paths per an archetype. When creating a character template you are permitted to select one path out of one archetype. For example; one archetype would be Hydromancy and one path would be Null. The selected path will be the one in which your character excels in beyond the other two. You will not be restricted from using abilities present in the other paths, but you should not be using powerful abilities that fall under those not of your selection. By choosing the path of the Null, you may find yourself capable of stealing summoned beasts from their masters, but in turn you will probably not be capable of summoning water elementals, water elemental that one who has chosen the path of The Grace of the Sea would be capable of creating.

Because of the free-form of magic it should be noted that just how draining a process this is. One would not be capable of spamming fireballs or constantly calling down blasts of arcane magic. Magic is an incredibly difficult art that taxes the body almost as much as the mind. While refining ones technique and practicing magic will allow oneself to better use the mystical arts, in the end there is only so much one can do before the undeniable burden of conjuring fire or summoning elemental servants weighs upon ones being.
In turn many powerful spells require regents for use. Summoning elemental beings always requires a medium in which to call forth a servant. Technically this can be done in any basic form such as using water or the candle of a fire, but in general it is best to find some sort of enchanted or otherwise magical device to ease the process. In turn regents would be required for any greater form of interplanar travel or for simply creating a massive blast of ice.

Experience Requirements:

Myriad (35 Years)

Ice Heart (10 Years)
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