by vulture, » Sat Nov 21, 2020 4:37 am
The Three Schools of Thought
Every adventurer and soldier called upon to face the Darkness has a specialty. At a young age, individuals are chosen based on their natural abilities to pursue skills in many different fields such as restoration, destruction, and weapon skills. While some may choose to attend one of the realm's Guilds to master their craft and many have simply learned from mentors within their kingdoms.
While any race is able to practice any art, some thrive in certain disciplines more than others. Elves, for example, are more inclined to the magical craft, whereas orcs are built for strength and combat. Humans tend to be balanced across the board.
Below you will find the classes, as well as their advanced lines. If you have an idea for a class that isn't on the list, please PM me! Characters will start with at least a basic class, but are free to choose an advanced role at the start, or work to earn it throughout the roleplay. If you want to reserve an advanced role, please pm me! Even if you don't want your character to start with it, let me know so I can make sure to set it aside for you.
The Schools of Magic
Mage (3/5)- Specializes in destruction magic and weaving spells of either fire, frost, or arcane. They are devastatingly powerful, but can become burnt out from using too many spells and suffer from a lack of constitution. Every spell they cast was studied endlessly at one point, with more advanced spells taking years to master.
Conjurer (1/1)- Calls upon an elemental or familiar to aid the caster in battle. Can also learn to conjure magical weapons.
Bard (0/1)- Has traded a staff for an instrument and performs musical ballads to support allies and aid them in battle. Still able to practice basic offensive abilities (though a lute to the head may be more effective) with a strong focus on support.
Illusionist (1/1)- Casts spells of deceit and illusion. Can make the caster and allies invisible, create false images, and eventually create more complex illusions such as buildings.
Necromancer (1/1) - Studies a forbidden art. The practice of necromancer is outlawed across the realm. They are said to be able to commune with the Dark Gods and raise the dead from their graves. They cast spells of darkness and must carry out rituals to summon the dead. Necromancer's are arrested on sight, if they are not cut down where they stand first.
Cleric (2/5) - A master of holy magic and strongest against the Darkness. They are able to wield the power of the light against their foes, as well as bend it to heal their allies. Most clerics stick to the back lines as they have a weak constitution, however, some may train to comfortably wear heavy armor.
Priest (1/1) - Specializes in restorative magic to heal allies in and after battle. Maybe knows one offensive skill.
Crusader (0/1) - A cleric who has trained in armor and weaponry. They use holy energy to empower their weapons and take the heat from their enemies. Not able to efficiently cast spells.
Confessor (1/1) - Has learned to use holy magic offensively against the Darkness. Not powerful healers, but still able to fix minor scrapes. Extremely effective against Darkspawn.
The Schools of Arms
Warrior (3/5) - Trained in the art of combat, these fighters are skilled in many different weapons. They don't use magic and rely on their increased strength and fortitude to cut down their foes. Often seen practicing, they must be prepared to stand on the front lines of any battle. Warriors generally wear heavy armor.
Knight (1/1) - Once a member of a royal army, the knight favors a one-handed weapon and shield. They wear heavy armor to divert enemy attention to themselves. Many are trained on mounted combat.
Berserker (1/1) - A master of all weapons, though generally prefers to run into combat with as big of a blade as they can find. Some berserkers may wear lighter armor to leave them more mobile in battle.
Ranger (1/1) - These warriors traded their sword for a bow and some choose to study enchanctment magic to enhance their arrows. They are masters of archery and ranged attacks. May be just as effective on the back of a horse.
Scoundrel (0/1) - A warrior who favors easily concealable weapons and stealth. They wear medium armor to flank the enemy and go undetected, landing surprise blows at key targets.
The Schools of Nature
Warden (3/5) - Wardens are focused on the protection of the natural world and have gained a strong bond to it. They favor traditional weapons, but are able to cast spells that empower their attacks.
Tamer (1/1) - These Wardens are chosen early on in their training to learn to communicate with and befriend the world's various fauna. Some may choose a single companion early on that they raise and train with, while others may foster relationships with multiple creatures throughout their life. Tamers utilize weapons of their choice to assault their foes and nature magic to mend their animal companions.
Witch (1/1) - With a focus on the more dangerous flora, Witches are able to manifest poison to coat their weapons and strike their foes ill. They are also able to hex and curse their foes to inhibit their abilities.
Earthwarden (1/1) - Blurring the line between Wardens, Druids, and Mages are the Earthwardens. This group has a deep connection with all flora and are able to cast offensive magics utilizing its power.
Druid (4/5) - Druids are masters of nature and greatly in tune with the powers of the Earth. With a connection to nature, they are able to harness the power of plants to heal the wounds of allies and ensnare their enemies.
Claw (1/1) - These druids have forgone their ability to call upon the powers of the earth in order to connect with the fauna of the world instead. They are able to learn to morph their shape into up to three different creatures.
Leaf (1/1) - Druids of the Leaf are masters of restorative magic and support their allies with both protective spells that can cover their skin in an armor of bark, as well as heal their wounds.
Spore (1/1) - Druids of the Spore have changed their focus from solely living matter to that which is lifeless. They are able to transform fungi and mold into amalgamations or animate the dead.
Fruit (1/1) - Taking on the attributes of a fruit tree, these druids are able to manifest fruits with various powers and channel their inner tree.
Last edited by
vulture, on Sat Jan 09, 2021 4:05 am, edited 12 times in total.