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MAGIC GROUP

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Copy and paste the following in-world to join the Magic Wielder's Group: secondlife:///app/group/09abd242-e9ed-0ac4-2da1-27511611c2fb/about




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HISTORY OF WIZARDS IN ASCENSION

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Mages throughout the centuries have taken advantage of the inherent power contained in the world around them to perform magnificent feats of spellcasting. They were considered commonplace in the 11th and 12th centuries, when warring kingdoms called upon their battlemages to help turn the tides. The most well known mage of that time is probably Merlin, who used the power of a stone similar to the Ascension Stone in order to fuel his gifts above and beyond many of the other wizards of that time. 


Following the "golden age" of wizardry, there is not much on record for magic users. Here and there, history carries accounts of an individual performing amazing feats, but mages on the whole seemed to have disappeared. They were not gone, of course, but in hiding much like the supernaturals who hid their faces until the change in circumstances bid them step from the shadows. When the War of the Races broke out, human mages resurfaced in order to turn the tide for the humans. 


When the ashes settled and the supernaturals were all unmasked, there was a second Golden Age of Wizardry. Where individuals had been learning and training on their own, now they could share in information and potential, find apprentices to teach and train, and elevate their craft through this shared knowledge. New schools arose in areas of an axis mundi, where magic swirled stronger than anywhere else. One of the most powerful axis mundi is located at Ascension City, Oregon. The mystical stone on the hill, allegedly of the same constitution as Merlin's stone that held Excalibur, calls to mages and fuels their gifts. But it is indiscriminate in who it calls, and in this Golden Age of Wizardry, the dark mages have also risen. 


Which side will you be on?


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SPELLCASTING

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Wizards are generally more than just spellcasters. They are philosophers, inventors, scientists, and more. They study natural law and seek out new and intriguing ways of manipulating the natural world to their advantage in spellcasting. 


Because of the large amount of energy expended during spellcasting, wizards must either sleep or meditate prior to casting. If they are not well rested and go on a casting binge, they grow very weary and can even experience delusions or comas. Each wizard has a spellbook they prepare from. When they prepare spells, they need quiet areas to study the material. The spell is read, spoken, or memorized up until the trigger that will actually cast the spell. When the need arises to cast the spell, they will only need to perform the trigger element using any material components. Mages cannot cast an arcane spell that they have not prepared before, so they must anticipate which spells will be most useful depending on their personal circumstances.


When the time comes to cast a spell, wizards must reflect on their consciousness and retrieve the necessary information up to the trigger. They can sometimes appear almost in a trance, though they are still in tune to the world around them, including any immediate danger. The trigger sequence usually includes spoken words and a material component, and must be performed exactly for the spell to be cast correctly. If rushed or if an error is made, the spell can be miscast, misfired, or be a complete dud.


To aid in greater facility in casting, many mages carry a staff or wand. They can "charge" the staff with up to three spells that can be immediately be cast upon uttering the trigger and using the material component if needed. 


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HUMAN MAGE SKILLS

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These are passive character class traits carried by human mages in addition to their ability to do magic. Supernatural mages do NOT get to choose any of these, since they have racial abilities in addition to magic. 

Human mages choose THREE of the following:


⊱✦§Prescience§✦⊰

Able to dodge blows almost as though seeing them beforehand. Note this does NOT increase speed, but allows the mage to start reacting to a blow, bullet, or other attack seconds before it is launched. This is a defensive ability and does not offer any advantage to the mage's own attack.  


⊱✦§Sense Magic§✦⊰

The mage can tell what spell an item has been imbued with, or what spell has been cast in the area, though not who did it.


⊱✦§ Energy Healing §✦⊰

Able to manipulate life energy to engage in healing. Read the healing guidelines


⊱✦§Beautiful Mind§✦⊰

These mages read at twice the speed of normal, and therefore can memorize/prepare spells quicker, as well as retrieve them faster from their memory when they need to cast. 


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TOOLS OF THE TRADE

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⊱✦§The Spellbook§✦⊰ 

The spellbook is the personal repository of knowledge for each wizard, containing all of their spells, findings, musings, and general ideas. They are highly individual and often guarded with spells innate to the book itself that make it so only the mage who owns it can read it. All useable spells are recorded in the book and read in order to ready the spells or charge a staff. 


⊱✦§Staff§✦⊰ 

Staves may hold up to three "charged" spells at a time which make them more ideal for combat situations where immediate action is needed. The mage must still read the trigger for the spell and use the material component to activate that spell, but they do not have to draw the stored knowledge of a spell from their consciousness. Once the three charges are used, the staff must be recharged. Each staff is unique to the individual mage, and they spend a good amount of time creating it, decorating it, and imbuing it with their natural energy such that it recognizes only them. 


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SCHOOL SPECIALIZATION

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Many mages are, as the saying goes, "jacks-of-all-trades, masters of none." They can pull their spells from any of the schools of magic, though spells tend to be strongest and most successful if they stick to 2-3 schools to focus on for their spellbooks. However, some mages choose to "specialize" in a specific school, pouring all of their energy into becoming experts in their chosen type of magic. The downside is they can ONLY use spells from that school, but the upside is they get more spells overall. The limitations are listed for each level under the Wizard Hierarchy section. 


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INTRINSIC SPELLS

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Non-specialized wizards have two of what are known as "intrinsic spells." These can be cast by even beginning apprentices and require little to no preparation or material components. Specialized wizards do NOT get to use intrinsic spells, as they consider them not worth their time in keeping when their focus is so rapt on their own school. 

These do NOT apply to specialized wizards, but do NOT count against spell limitations for non-specialized wizards. 

PRESTIDIGITATIONS
These are minor tricks that novice spellcasters use for practice. A prestidigitation can slowly lift one pound of material in the area. It can color, clean, or soil items in the immediate area. It can chill, warm, or flavor one pound of nonliving material in the area. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. A prestidigitation lacks the power to duplicate any other spell effects. Changes to any objects only persist for a maximum of one hour. 

ARCANE MARK
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.


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WIZARD HIERARCHY

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The Ascension Stone affects magic in the area, making it something different than what many magic users are used to, and also making it more powerful. Therefore, even if your character has had "previous training," they might find their powers work differently here. For non-human characters, make sure you have chosen the magic skill for that race. For characters who wish to become trained mages but are just starting their journey, we recommend starting out as an apprentice magus and learning the craft ICly. 


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Apprentice Magus


Users start out with natural ability and undergo rigorous training to develop their skills. They should be spending time learning, failing, growing in their craft. Apprentices may *dabble* in all schools of magic without expertise in any. Fail rate should vary from 50-75% as the apprentice is just beginning their journey. If your character is just starting in magic, this is a good role to choose to allow growth and exploration. 


Spell Limits: 3 low level spells, 2 high level spells. 50-75% fail rate on all spells cast during learning. 


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Magus


If your character received previous training before coming to the city, this is where they start. They are responsible for then continuing their own learning by teaching the craft to the apprentices. A Magus may have more than one apprentice. Magi choose their own apprentices. Remember, a Magus can be good or evil. Magi may pull spells from all schools of magic, but generally have a maximum of 2-3 "preferred" schools. 


Spell Limits: 5 low level spells, and 4 high level spells. 

Specialization: Spells may only come from ONE school of magic, and they get 2 extra low level spells, and 2 extra high level spells in addition to the default spell limits. 


You do not have to seek any further training than this. The Magus class is fairly powerful and should satisfy most roleplay needs. However, if you wish to advance to a Grand Magus, you will need to satisfy the following requirements. You should start a training record on the forum to keep track of the requirements and allow staff to quickly and easily view and approve your training. 


Requirements for advancement to Grand Magus:

  • Roleplay actively as a Magus in Ascension for a minimum of one month
  • Successfully train an apprentice to become a Magus. 
  • Submit two teaching records (demonstrating training of the apprentice)
  • Submit one instance of magic use during combat
  • Choose a second school of magic (if specializing)
  • Submit proof of studying/learning in the second school of magic (if specializing)
  • Write a single custom spell of your own. If accepted, the spell will carry your name and be added to the list of pre-approved magic. The spell does not have to be accepted to advance as long as the other conditions are filled. 

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Grand Magus


A grand magus has been training nearly all their life. Players are given this title after demonstration of fair, even use of magic in roleplay. This is never a guaranteed title and those clearly just looking for an impressive title will never achieve it. They are responsible for continuing to train apprentices, as well as assisting Magi in further learning. If you are dedicated to the magic roleplay in Ascension and become a standout character on sim, you may be invited to apply to become an Archmagus, the most powerful magic user in our lore. Becoming an Archmagus requires IC and OOC participation.  Magi may pull spells from all schools of magic, but generally have a maximum of 2-3 "preferred" schools. 


Spell Limits: 7 low level spells, and 6 high level spells. 

Specialization: Spells may only come from TWO school of magic, and they get 1 extra low level spell, and 1 extra high level spell from each school in addition to the default spell limits


Requirements for advancement to Archmagus:

(Please note this is an appointed position, and candidates will be specifically invited to apply)

  • Roleplay actively as a Grand Magus in Ascension
  • Successfully train at least two apprentices to become Magi
  • Submit two teaching records (training any level of magic users)
  • Submit records of magic use during combat showing both schools of magic. If no combat is entered, non-combat use of magic is acceptable.
  • Choose a third school of magic (if specializing)
  • Submit proof of studying/learning in the third school of magic (if specializing)
  • Demonstrate continued support and presence at the magical locations on sim


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Archmagus


An archmagus is at the pinnacle of their craft. Archmagi are very rare. It requires the highest level of dedication. Very few ever make it this far. This title will be appointed on a case-by-case basis and is generally reserved for those who are dedicated, fair, balanced roleplayers who are willing to 'lose' on occasion for the good of the sim. After being appointed to this position, the Archmagus is expected to continue supporting the magical teaching on sim (either good or evil), and may be removed from their position (demoted to Grand Magus) if they do not fulfill their obligations. 


Spell Limits: 10 low level spells, and 8 high level spells. 

Specialization: Spells may come from THREE school of magic, and they get 2 extra low level spells, and 2 extra high level spells from each school in addition to the default spell limits

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