Overview

To become a Mage, you must first put a Character Point (CP) into Mana.

Mana (1 CP)

This ability gives you a Mana pool of 3. In addition, you gain the Quantum Channeling attribute with a starting value of 1. This allows you to participate in Rituals (please see Rituals for more information). To gain additional Mana and Quantum Channeling, each subsequent character point you put into Mana gives you 3 more Mana points and adds 1 to your Quantum Channeling attribute.

After putting a CP into Mana, you now have four Skill Tree Options to choose from: Druid, Banebinder, Battlemage, and Ritualist. You can multiclass if you so chose but you must chose the abilities in the order they are presented on the tree. After you have completed a full Skill Tree, you have the option of choosing one of two Capstone abilities available. Of note, each Capstone ability costs 2 CP.


Image

Druid Overview

A Druid is a mage type who specializes in the magic of the natural environment. Their signature ability, Root, uses magic to conjurer a bundle of roots to entangle enemies with. They also can uniquely speak with plants and animals using their druidic techniques. In the mind of a Druid, our best chances to defeat this evil cursing the land is working with the world the gods gave us.

Druid Skill Tree

Level 1 ability: Nature Speak 

You can spend 1 point of Mana to speak to any plant or animal-based creature designated to be spoken with (creatures that can be spoken to will have a visible pin or button to let you know). You can speak to this creature for as long as you want, but you must spend another point of Mana if you want to talk to a different creature.

Level 2 ability: Root 

You can spend 1 point of Mana to call Root on any enemy.

Level 3 ability: Gatherer 

Any time you harvest a resource from the natural world (such as harvesting, fishing, mining, etc.) you gain double resources from that harvested item.

Druid Capstone Abilities (Choose One)

Animal Aspect (2CP)

Once per day you can elect to channel the essence of one of three options of animal: Bear, wolf, or turtle. Depending on what you pick, you will gain the following effect:

  • Bear: Your HP is temporarily increased by 5. This lasts until the end of the day or until the HP is lost.

  • Wolf: You can use the Cleave call three times per day at no cost.

  • Turtle: The first time you drop to zero HP, you can call Unstoppable for free, which brings you back up from zero HP to your full base HP.

Geomancer (2 CP)*

You can now lead and participate in rituals without needing the Ritualist ability and automatically gain the School of Magic: Transmutation specialization without needing the School of Ritual Magic ability. Your Quantum Channeling is 3 and your ritual fatigue is 2. In addition, any forest resources you transmute into another resource create double that resource. (Example: With normal transmutation, you may be able to change 2 forest resources into 2 ore. This ability would allow you to transmute 2 forest resources into 4 ore).

  • Note: If you are multiclassing in Ritualist, you gain nothing from the first level in ritualist, however once you get to the second level of Ritualist, you may pick a second School of Ritual magic to specialize in


Banebinder Overview

A Banebinder is a mage type who specializes in cursing their enemies on the battlefield. Their signature abilities revolve around inflicting negative status effects, such as Weaken, which prevents the enemy target from making any calls of their own. This ability is especially adept at combating enemy mages, which is where the Banebinder name originates from: those who bind those who would bane. In the mind of a Banebinder, the battlefield is a puzzle that can be solved if you have the right tools.

Banebinder Skill Tree

Level 1 ability: Repel 

You can spend 1 point of Mana to call Repel on any enemy.

Level 2 ability: Weaken 

You can spend 2 points of Mana to call Weaken on any enemy.

Level 3 ability: Stun 

You can spend 3 points of Mana to call Stun on any enemy,

Banebinder Capstone Abilities (Choose One)

Hex (2 CP)

Once per day, you can Hex a specific enemy (Note: this can be a boss type enemy). When you are fighting this Hexed enemy, you may make 3 calls (that you know) on that enemy at no Mana or Prowess cost.

Life Drain (2 CP)

Each time you inflict a status effect (repel, weaken, stun, etc.) on an enemy, you regain 1 HP, up to your base max HP.


Battlemage Overview

A Battlemage is a mage type who specializes in magical ranged combat. Their signature ability, Force Bolt, allows them to do damage from afar with the use of spell packets. In addition, they are capable of wide spread AOE attacks that can change the tides of battle. In the mind of a Battlemage, I didn't ask how big the room was.

Battlemage Skill Tree

Level 1 ability: Mage’s Warding 

You can spend 1 mana to provide a ward to yourself or another character. This ward allows the recipient to ignore the first two hits received in the next combat. (*Note: This does not let the recipient ignore calls such as Cleave which reduce your HP to zero)

Level 2 ability: Force Bolt 

You can wield spell packets in combat, doing 1 point of ranged damage to enemies hit with the spell packet.

Level 3 ability: Fireball 

You can spend 5 mana to cast Fireball.

Battlemage Capstone Abilities (Choose One)

Abjurer (2 CP)

Once per day, you can become invulnerable for 10 seconds, similar to the Reaver ability Relentless. In addition, you add +1 HP to your base HP.

  • Note: If you have multiclassed in to Reaver and already have the Relentless ability, this is a separate instance of invulnerability (without the Rage ability).

Evoker (2 CP)

You can spend 5 Mana to cast Meteor Swarm.


Ritualist Overview

A Ritualist is a mage type that specializes in ritual magic, a special type of magic that can affect all the aspects of the world, even the future. Their signature abilities revolve around leading and contributing to the completion of this ritual magic. Every ritual needs to be led and Ritualists are the only ones who can do so, so they are absolutely vital to the fate of Tellus and the Realm of Liminalis. In the mind of a Ritualist, the fate of the world hangs on the knowledge and resources provided by this magic.

Ritualist Skill Tree

Level 1 ability: Ritual Magic 

You gain ability to lead Rituals, as well as gain the Ritual Fatigue attribute with a starting Ritual Fatigue of 2. Each ritual you lead spends 1 Ritual Fatigue. Once your Ritual Fatigue hits 0, you can no longer lead rituals (but you can still participate in them). Your Ritual Fatigue resets at the start of each day. In addition, your Quantum Channeling attribute is increased to 3.

Level 2 ability: School of Ritual Magic 

You can choose which School of Ritual Magic you would like to specialize in: Divination, Enhancement, Weaving, and Transmutation. When participating or leading a ritual of a type in which you have specialized, each Quantum Crystal you spend counts double towards your ritual power contribution. Please see the Rituals rules for more information.

Level 3 ability: Sage 

Your Quantum Channeling attribute is increased to 6 and your Ritual Fatigue is increased to 4. In addition, once per Convergence you can propose the creation of a new ritual.

Ritualist Capstone Abilities (Choose One)

Battlefield Ritualist (2 CP)

You gain the knowledge of one offensive spell of your choice that can be used in combat (options are Repel, Weaken, or Stun). If you already know all three of these spells due to a multiclass into Banebinder, you may gain the ability to call one of these three calls for free once per day (no Mana or Prowess cost). In addition, if you lead a ritual in battle, the ritual time required is reduced by half.

Savant (2 CP)

For each other participant in a ritual you are leading, add +1 to your Quantum channeling attribute (this is in addition to their individual Quantum channeling contributions). In addition, once per day you can specialize in one ritual that is not from your School of Ritual Magic, thus doubling your Quantum channeling for that ritual.