Magic

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So
what is this section about?
What follows is a suggested addition to the combat rules to include
magic. There is a list
of Mage types all rooted in the 1st or 2nd "Mage
War" (link), followed by a list of basic or common spells and who
can cast them. Finally, the
last section includes spells of the highest order that are usually
forbidden.
For a history of magic and some notes on the "Mage Wars,"
just click on the Mage War link, or the Creations
War link. To see how Magical communities work go to the Major
Power section or click here.
(Back to
War) |
| So what is Magic? (coming soon!) |
| How do I cast spells? (coming soon) |

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A note on spells
I just pulled a massive update just
to get these pics and descriptions uploaded and in html format. When
all is said and done, each spell will link to a description on a
"spell" page. But that's upwards of two hundred spells and
descriptions won't come overnight. So most spell do what they say
they do, and in Totalwar its best to error on the side of "it can be
done", rather than "it can't". If you really need to know
how a spell works just e-mail at Alienman24@yahoo.com
and I'll send a description. Also I barrowed heavily from Final
Fantasy. I did this because it makes sense and it's familiar to most
people. There are a few changes but their small enough to note along
the way. |
A final note on pictures
Although my friend Jason would be more
than happy to produce a limitless supply of pictures, his schoolwork will
not allow it. Thus I've taken some pictures off the internet to aid
in the visualization of mages in Totalwar. Whenever possible I've
given credit to the artist either by leaving their signature attached or
by linking to the appropriate website/e-mail. Some of the pictures
are of course strait out of Final Fantasy (or Read or Die in the case of
the art mage.) In a few cases I took pictures off this
site which, although populated with good art, is not in English.
Also don't think a mage character hast to look like a mage. They
might where a business suit, or jeans, or even biker gear. Generally
they will have something identifying what type of mage they are. At
least a necklace or earring, at most, a full robe weighted in trinkets and
herbs. In any case if you don't like a picture, or its yours and you
didn't sign it, or the signature got erased before I got to it, just
e-mail me and I'll cast "remedy" on the situation. |
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White Mages
 

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You
might ask why a game called Totalwar would list this mage first.
Being a white mage is no cake walk, unlike most mages your spells are
unable to harm anyone or thing. You
can use only a limited selection of weapons and your physical strength
leaves something to be desired. So
why pick a white mage? Broken
arm? No problem.
Died the other day? Just
a flesh wound. Legs cut off
in battle? We’ll have
you sprinting in no time. Exhausted?
It’s better than triple espresso.
This field doctor of the group has a wide range of restorative
spells. The white mage also
come equipped with minimal arsenal of temporal spells, invisibility, the
ability to grant added defenses to himself and party members and comes
equipped with a staff or light weapon of choice.
The White Mage is the lightly armed
character with flowing white robes and glowing eyes.
Although not required to where the white robe, some white is most
always present. This is to
identify them, for better or for worse, as the unarmed medic.
Spells:
Heal: Invulnerable
Cure: Life
Fast: Quick
Image: Invisibility Float: Flight Shell: Shield
Deflect: Reflect
Slow: Stop |
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Black Mages

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This is the mage
most commonly portrayed. Dressed in black or dark blue, turning his
enemies into swine and commanding the elements at a whim. Although, like
the white mage, armed lightly, the black has offensive magic to counter
balance his physical limitations. Along with elemental and metamorphic
spells, this spell caster can poison his foes as well as cause them to
become ill.
"Oh great, elements, fire, ice, wind,
water." No this is not Captain planet, in Total War the elements far
exceed what TV thinks. Fire grows into Pure energy leveling whole
continents at a time. Ice to Absolute Zero, they can drink their oxygen.
Wind to Plasma, the solar storms of the sun its self. Earth to Gravity
blow the apple right through Newton's head. Water to Waves of all forms
sound, radiation hell the whole electro magnetic spectrum. Lightning
becomes the power of magnetism and polar opposites. Simple poisons become
deadly viruses.
Spells:
Fire: Energy Wave: Spectrum
Wind: Plasma
Earth: Gravity Ice: Absolute Zero
Lit: Magnetism Poison: Virus
Bio: Morph |
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Red Mages

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Can’t decide? Why
not have best of both worlds. Well
not quite the best but a good start.
A Red Mage may heal, or Harm at his leisure.
He can weald a sword or even an ax and is not limited to the whip,
staff, or bow that white and black mages must endure. This flexibility comes at a price however in that he is
unable to wield powerful magic’s like the high level mages. Indeed even a red mage’s forbidden magic is the less
then devastating comet spell. However,
in situations where there is a limited amount of space or resources this
one man can fill the position of two or even three others
Spells:
Heal Cure
Fast Slow
Image Float
Shell Deflect
Fire Wave Wind Earth
Ice Lit
Bio Poison |
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Blue Mage
Ever
see some one do something really well?
Ever wish you could do that? Well
if so the blue mage is for you. Blue
Mages, draw from the talents of those around them.
Need another warrior in the group?
Now you got a guy who can not only do most every thing your warrior
can but also your red mage and your pet dragon!
There
are several ways a blue mage can achieve mimicked abilities for varying
amounts of time. If a blue
mage witnesses a type of attack, defense or skill, the mage can repeat
that same skill as long as they remain focused on that individual.
If attacked or distracted they must re-witness the action and
retain focus to continue mimicking. When
some attacks, defenses, or skills, are used directly on the blue
mage, he gains that ability forever!
Permanent abilities may also be acquired through consumption or
travel with certain creatures. Unfortunately, a master blue mage, becomes entirely dependent
on his surroundings and the sum of all his permanent skills (including
blue mage) may not exceed 100%
Spells:
Mimic
Eat: Cook
Learn from exposure
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Conjuror

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“Hey
Rocky, watch me pull a rabbit out of my hat.”
The Conjuror is the ultimate boy scout.
He is seemingly able to pull objects out of thin air.
In fact, simple conjuror’s, are reaching into another dimension.
Merely retrieving an item they have hidden there.
More
powerful conjurors can really create items out of thin air!
Real items that will not disappear or fall apart some time later.
Granted, the conjurer must have detailed knowledge of the item, but
in general, if he could make it himself, he can summon it.
“Oh
great, how is a rabbit or a chair going to help me win a war?”
Well maybe not a rabbit or a chair but how about having the
conjuror spend an hour or so with the black smith and then give all your
men, his finest sword? Don’t like that lake to your south? Have the conjurer fill it in with simple rocks and sand.
Or how about that pesky giant that lives on top of the mountain?
How about putting a mountain on top of him?
Spells:
Bag of holding
Conjure inorganic
Conjure organic
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Summoner

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Aren't bunnies, swords, and sand good enough for
you? You want to summon Gods!?! Well ok. There are several ways a summoner
may gain access to energy beings. One is to know their true name. This is
the name of their soul and not just names given to them by mortals. If the
soul of a creature, god or mortal is spoken, then they are summoned to
this plain however they retain their free will so be nice:-) Another is
through study of an object created buy that god. Study of the hammer of
Thor would result in the ability to summon Thor and so on. The final way
is to gain the respect of the god. This may be done through combat with
the god, in one form or another, or may invoke some sort of cruel puzzle
that must be solved to be deemed worthy. Unless the true name of the god
is spoken the god does have the option to ignore the call, however most
gods see occasional summoning as an honor and will repeatedly come to the
aid of kind summoners. If a god becomes trapped within an item, crystal or
the like, a summoner may also force a god to come forth. The god retains
fee will, but the summoner may threaten to banish the creature back to the
cell if orders are not obeyed. The summoner retain the item.
Spells
Bag of holding
Conjure
organic
Summon
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Art Mage


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Some say the
worlds a stag; for the art mage, the world is a canvas. Using ordinary
paints and brushes, when finished, the art mage may infuse their work with
the chi of their surroundings. Thus bringing the painted item, real or
unreal, into this world.
Weaker Art mages paintings will
disintegrate shortly after creation, however as skill increases, so does
duration. When painting a unique object, the resulting creation will look
identical to the artist's intentions, its abilities however are decided by
the GM. It is possible to create devises in this manner however blue
prints must be painted as well.
When painting a real object or creature, a
clone or double of sorts may be created. This clone does possess the
abilities of the subject but is really just a mindless creature that
follows orders. For added defense and even offence, Art mages have been
granted additional powers over their medium. Generally, but not limited
to, paper the art mage can infuse added durability and manipulate their
medium as if it were alive. A index card for example could block bullets,
a paper crane could take flight. With a fair amount of balance, the art
mage can add a spot of color to any group.
Spells:
Create
double
Harden medium
Paint
Animate
Paper
Paint door (open rift)
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Tattoo Mage

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Want
to throw fireballs but not born with the gift? Want to make it through a
"back of the teeth cavity" search with an oozy? A tattoo mage is
your new best friend. Once a tattoo mage studies a spell, he is able to
harness its power and literally burn it into the body of himself or his
customer. The tattoo permanently takes away its spells cost from the
recipients power level and requires ten times that much chi to create. If
the tattoo draws all of the chi from a person's body in the process they
die. Once created however the tattoo costs no chi to activate and to all
inspection looks to be a normal tattoo. Along with most spells, weapons
may also be infused with in a tattoo at a temporary cost of ten times the
weapons natural damage and the permanent cost of its armor. Tattoos may
not overlap, nor can they be removed and must be large enough to touch
though contact is not needed for activation.
Spells:
Create Magic
Tattoo
Create Conjure Tattoo
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Elemental Mage


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The Elemental
mage prerequisites further elemental pursuits and represents and
intermediate stage between black mage and mage of a specific element. The
main difference between the Black mage and the Elemental mage is loss of
and biological manipulation in favor of additional summoning powers. The
goal of an elemental mage is to gain enough power to summon and control an
extra dimensional being known as an Elemental. Elementals, detailed in the
bestiary, are essentially a living organism with bodies constructed out of
an element of influence. Once summoned the elemental is asked or forced
into the body of the mage. Thus transforming the elemental mage into a
much more powerful and specialized warrior. Its should be noted that post
transformation the elemental mage looses the ability to cast the spells
below and instead must learn those of his element.
Spells:
Fire:
Energy
Wave: Spectrum Wind:
Plasma
Ice: Absolute Zero Lit:
Magnetism Earth:
Gravity
Blue
Flame
Solar
Wind Shock Wave
Summon Elemental
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Fire Mage

Picture by: Paulo Ítalo pauloitalo@uol.com.br
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Once an elemental mage achieves the ability to
summon elementals, he may choose to summon a fire elemental. The more
powerful the elemental the greater strength and spell knowledge gained
however elementals dislike each other so unlike the demonic mage, only one
elemental will ever enter a body. In addition if the mage becomes to
ambitions and summons an elemental of too great a power, the elemental may
destroy the mage. If the summoning is successful however the elemental
mage bonds with the elemental and looses all previous spells, gaining
those below. Although not possessing the weakness of the elemental to
water and ice, the mage retains a discomfort when exposed to adverse
elements. In times of great distress, the mage may also bring fourth the
elemental within him and while unable to cast his flame magic's, he
temporarily regains his Elemental mage spells until the two are rejoined.
Spells:
Fire: Energy Blinding
Flash
Smoke Read Fire
Light Target Fast:
Quick See
Heat
Lightning Solid
Fire Fuel
Flame
Bring Fourth Elemental
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Picture by: Ben
Redant |
Ice Mage

Picture by:
Andrew
Muth
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If an Ice
elemental is summoned successfully then once again the mage losses
previous spells, gaining those below. As with the Fire mage, he takes no
damage from his opposing elements however finds discomfort when exposed to
heat, flame, or sun light. Also able to separate the elemental within, the
Ice mage can bring fourth the near god like entity within his own body.
While temporarily loosing his Ice mage specific spells, he is once again
able to cast the wide range of spells that where available to him as an
elemental mage.
While human fire mages take on no
noticeable change due to their natural skin tones, Ice mages will take on
a pale almost blue skin tone. This change causes no adverse affects and
may be covered with make up or simple imagery spells.
Spells:
Ice: Absolute Zero Snow:
Blizzard Read
Ice Summon
Water Slow: Stop
Sculpt
Ice
Wave
Bring Fourth
Elemental |
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Earth Mage

Picture by:
Pat
Loboyko |
While unable to draw spells from rocks and gems
like the stone mage (see page 127), the Earth chosen elemental mage gains
a much greater control over the earth itself and even gains limited
control over soil bound life forms and the rivers of life flowing over
most planets. To spite its namesake, the earth mages abilities work well
in any environment however he dislikes being distanced from earthly bodies
for long amounts of time and as a result rarely flies in space ships or
conventional air craft.
Also able to bring fourth the elemental bound within, like his cousins,
the earth mage temporarily looses his earthly abilities while separated
from his elemental however he regains the ability to cast spells known as
an elemental mage and retains any power increases gained since his bonding
with the elemental.
Spells:
Earth: Gravity Throwing
Stones Shadow
Meld
Size Wind Feather Light
Sculpt
Stone
Create Gem Growth
Summon
Plants
Read
Plant
Create Golem Bring Fourth Elemental
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Wind Mage

Picture by:
Jennifer Kim
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Able to kiss the clouds
and ride the winds, the air bound elemental mage not only gains such
damaging spells as "plasma" and "weak" she also gains
invisibility and flight making any wind mage a stealthy assassin. Unable
to tolerate enclosed spaces for long, the wind mage yearns to see the sky
and touch it.
Also able to draw out the elemental bound within, the wind mage
temporarily looses her specific abilities and must once again rely on her
skills as an elemental mage until she is reunited with her elemental.
Spells:
Wind: Plasma
Storm Bring Fourth
Elemental
Tornado
Weak Breath
without Air
Invisibility
Fire
Float: Flight
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Picture by:
Nick
Christolis |
Water Mage
The bonding of a water elemental and an elemental mage results in a water
mage able to flood deserts and raise water levels enough to engulf
mountains. He rules the cold heartless soul of the sea and bends the
clouds to his will. Always thirsty and disliking dry places, the water
mage feels at home in swamps and beaches when not able to live in the
sea. Able to draw out the living water bound to him in the form of
an elemental.
Spells:
Wave: Spectrum Create
Water Purify
Water
Rain:
Flood
Draw Water Walk on Water
Earth
Breath Without Air
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Ritual Mage

Picture by:
Pat
Loboyko
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All things come in time
and with patience their only real virtue ritual mages continue to be both
rare and powerful. Like the stone mage, the ritual mage requires objects
to cast his spells. In return the resulting spell is of a much higher potency
and will have increased range and effect. Objects required may very in
availability and may not even be consistent between mages. Objects
required will always relate to the spell being cast (wood, air, and
sunlight for a fire spell for example) and MAY NOT BE SYNTHESIZED. Some
powerful spells may also require a unique planetary alignment or may only
be cast during a certain celebration or date.
Spells:
ANY
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Cosmic Mage

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Astrology has always
gone hand in hand with magic due to the unique relation between gravity
and the ley lines. It is no surprise then that after the second mage war
attempts were made to harness and control the very planets themselves.
Cosmic Mages are the result.
By simply looking at a clear night sky, a
cosmic mage may call down a meteor large enough to rob the planet of its
life. Using his gravity spell he could speed up the earth's rotation and
avoid the very meteorite he summoned. Great forces of destiny are also
revealed to the sky turned cosmic mage and the ability to see the future
of large scale events allows him to prepare and contact those who are
involved.
Spells:
Earth:
Gravity Breath without Air
Meteor
Open
Rift
Close
Rift See Future
Tap
Planets Power
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Temporal Mage

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Time is always on the side of a temporal mage
for he is its protector. Few mages are ever taught the art of time magic
beyond the basics. Temporal mages keep no documentation and only a
temporal mage can teach temporal magic. The reasoning is simple, once
you're a temporal mage you can go back in time and refer to any temporal
mage about anything rather than simply read ancient texts written by them.
Though the exact number of temporal mages is unknown it is believed that
only after a temporal mage dies that another is trained to replace him.
Spells:
Fast:
Quick
Slow:
Stop
Undo
Time
Travel
Time
Slip
Fire: Ice
Open
Rift
Close
Rift
Teleport
See
Future
See
Past
Wall of time
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Bio Wizard

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For thousands of years civilizations have spoken of the aura. Some
cultures have mapped the aura and found specific knots of energy called chakras.
It was late, during the First Mage War, that black mages developed a spell
called morph. By studying the human chakra system along with the
chakra's of another animal, like a pig, they could use their magic's to
change an opponents chakras into those of a pig. As a result their
opponents body would altar to match their new chakra system and the once
mighty warrior would be reduced to an easily dispatched pig. During
the closing years of the First Mage War, these mages broke off from their
fellow black mages and became bio-wizards. Although not exclusively
loyal to any specific side, these Bio-wizards would would have, arguably,
the most lasting effect on the multiverse. Individual Bio-wizards
developed new races for both sides. Dark Bio-wizards created trolls,
orcs, ogres, Cyclops's and even claim responsibility for Vampires.
On the opposing side, Bio-wizards were contracted to create elves,
dwarves, hobbits, mermaids and even claim to have created Dragons.
Although specific records of these accounts are rare, Bio-wizards played
an even greater role during the Second Mage War and are responsible for
some of the most powerful races in the multiverse including Kherubim,
Kryptonians and, Saiyans.
Spells:
Heal
Sleep
Morph
Bio
Death
Trance
Transform
Calm Beasts Conjure
Organic
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Automator

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Armies, They’ve been used in
every war, including the First Mage War, but armies need to come from somewhere, and they need food and
water, right? Wrong, where there’s clay, sand, or any other hard
substance, there’s an army…if you have an automator that is. By infusing the chi of her surroundings into a sculpture, the
Automator is able to create a golem like creature. What makes the Automator unique from other types of mages is
that the more time she spends on a sculpture, the more chi she channels
into it. The more chi she
channels into it, the more powerful it will become once it is given life.
Intelligence may also be granted along with abilities.
Gargoyles for example are the result of talented Automators.
In addition to their durability, they have flight and possess the
ability to revert to a stone form to regenerate chi. While Gargoyles are
the masterpiece of the Automators of the First Mage War, huge fighting
statues made of granite and sometimes even metal, were highly effective
and resembled the more recent development of mecha.
Spells:
Sculpt
Harden medium
Give life
Float
(inorganic) Conjure (inorganic)
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Death Mage

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As battles rage on, ammo is depleted, chi
exhausted, and only one thing remains…death. Death mages do not draw on
the chi from their surroundings, instead they draw the death energy from
their victims and re-channel it to cause more death, which only provides
them with more energy, and thus the perfect weapon. To spite their ability
on the battlefield, outside the contexts of death, these magic users are
unable to draw chi to feed their spells.
Beyond his ability to draw on the death energy, the corpses themselves may
rise to his command and give him an army of the dead. Used extensively in
the first and second mage wars, this sect has lost some of its power to
increased use of robots however as long as there are lives on the line,
the death mage will flourish.
Spells:
Death rite Death
trance Turn dead
Fire
Ice
Lightning
Wind
Wave
Earth
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Techno Wizard

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Although
most doctrines of magic shun technology, it was during the Second Mage War
that a Paladin found a little known group of red mages who were fascinated
by the technological. Looking
for an advantage in the war, the Paladin instructed these mages to infuse
what magic they could into the technology they understood.
The result was techno-wizardry.
As the war raged on, a new generation of mages embraced these
techno-wizard devices fully. Losing
their red magic, they gained much greater powers over the technological
and were able to produce red magic effects by using machines fueled by
magic. More importantly these
devises could be used by anyone. Unfortunately
their red like magic devises came too late in the Mage War to be of much
use. Their greatest
contribution to the war effort was a “robot” named Alexander.
It was presented to the Paladin as a gift for his trust in them.
Spells:
Mystic Alarm Magic Net
Conjure Tool
Hack
Tech Fail Repair
Intercept Communication
Work with out Fail
Create Magic Devise
Sense Technology |
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