Post by Omniscient on Feb 25, 2006 16:36:47 GMT -5
Characters in Katreh may have a few types of magic, or none at all.
Afareet - Elemental Magic
A fully-trained afareet has the greatest strength of any trained magic-user, but is highly susceptible to being defeated by an opposing element, e.g. a fire afareet against a water afareet. The powers of an afareet depend greatly on their element, although most of them will have keen eyesight and heightened alertness. Before receiving training, afareet will probably only have one or two skills or power, just enough so that they can be recognized by a teacher and brought for further teaching. If undiscovered, the powers may gradually disappear, until the former afareet is just another human being. If an afareet's powers aren't discovered by the end of adolescence, the risk of losing all of them increases. Afareet rarely used spoken spells in their magic, instead using their minds.
The most important thing to remember in making an afareet character is that they are not all powerful. A wind afareet will have control over the winds, and may be able to make him/herself hover, but they will not be able to do teleportation, or make the air turn into anything else.
At the moment, we're using 'elemental' loosely, to mean include just about all forms of mental magic that do not use spells. Afareet of the four-element (earth, air, fire, water) variety are most common, but other types are not uncommon either.
Change from original game: afareet do not live much longer than other humans, unless they are willing to undertake the extremely painful and complicated process of stretching their years out, a process granted only to the very wise. Generally, afareet live to about 105 or so.
Sorcerer
Sorcerers are just very powerful magicians or wizards. They use their magic through spoken spells and do not have any particular link to an element. They carry staffs or magic wands with them, although the stronger the sorcerer, the less likely it will be for him to need to use his staff. Sorcerers also live to roughly 100 years, unless killed in battle or through a magical accident. Although unlimited by the constraints of an element, a fully trained afareet can usually overpower a sorcerer.
Magician/Wizard
Magician and wizard are just terms for sorcerers who haven't completed their training as sorcerers yet. They tend to stick by an experienced sorcerer until they feel comfortable on their own. Even a half-trained afareet can overpower a wizard or magician, given a fair fight.
Hedgewitch
The magic hedgewitches do is mostly herbal remedies and spells. Hedgewitches have no magic of their own, instead using that of plants and animals. They cannot fight with their magic, only poison or heal. If trained before they reach 10 years, anyone can become a hedgewitch.
-Sorcerers/wizards/magicians and afareet are all born with their powers.
-It is not possible for a person to have more than one kind of magic, even if they have mixed parents.
Afareet - Elemental Magic
A fully-trained afareet has the greatest strength of any trained magic-user, but is highly susceptible to being defeated by an opposing element, e.g. a fire afareet against a water afareet. The powers of an afareet depend greatly on their element, although most of them will have keen eyesight and heightened alertness. Before receiving training, afareet will probably only have one or two skills or power, just enough so that they can be recognized by a teacher and brought for further teaching. If undiscovered, the powers may gradually disappear, until the former afareet is just another human being. If an afareet's powers aren't discovered by the end of adolescence, the risk of losing all of them increases. Afareet rarely used spoken spells in their magic, instead using their minds.
The most important thing to remember in making an afareet character is that they are not all powerful. A wind afareet will have control over the winds, and may be able to make him/herself hover, but they will not be able to do teleportation, or make the air turn into anything else.
At the moment, we're using 'elemental' loosely, to mean include just about all forms of mental magic that do not use spells. Afareet of the four-element (earth, air, fire, water) variety are most common, but other types are not uncommon either.
Change from original game: afareet do not live much longer than other humans, unless they are willing to undertake the extremely painful and complicated process of stretching their years out, a process granted only to the very wise. Generally, afareet live to about 105 or so.
Sorcerer
Sorcerers are just very powerful magicians or wizards. They use their magic through spoken spells and do not have any particular link to an element. They carry staffs or magic wands with them, although the stronger the sorcerer, the less likely it will be for him to need to use his staff. Sorcerers also live to roughly 100 years, unless killed in battle or through a magical accident. Although unlimited by the constraints of an element, a fully trained afareet can usually overpower a sorcerer.
Magician/Wizard
Magician and wizard are just terms for sorcerers who haven't completed their training as sorcerers yet. They tend to stick by an experienced sorcerer until they feel comfortable on their own. Even a half-trained afareet can overpower a wizard or magician, given a fair fight.
Hedgewitch
The magic hedgewitches do is mostly herbal remedies and spells. Hedgewitches have no magic of their own, instead using that of plants and animals. They cannot fight with their magic, only poison or heal. If trained before they reach 10 years, anyone can become a hedgewitch.
-Sorcerers/wizards/magicians and afareet are all born with their powers.
-It is not possible for a person to have more than one kind of magic, even if they have mixed parents.