Magic


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.
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So what is Magic? (coming soon!)

 

How do I cast spells? (coming soon)

 

Types of Magic White Black Red Blue
Conjure Summon Art Tattoo Elemental
Fire Ice Earth Wind Water
Ritual Cosmic Temporal Bio-Wizardry Techno-Wizardry
Automation Death Holy (coming soon) Demon (coming soon)

 


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.  

 

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     

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        
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


                 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

 

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

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
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)

 

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

 

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

 

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

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
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

 


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

 

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

 

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
 
Bio Wizard

       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  

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)

 

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

 

Techno Wizard

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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