Passive Abilities
Oct 11, 2018 0:12:58 GMT -8
Post by swiftyuki on Oct 11, 2018 0:12:58 GMT -8
All mages are afflicted by the domain they represent. It shows most when they actively show their skills, but can also show in a much less pronounced way. These are known as passives and apply to certain classes of mages that emphasize effects of their domain over time. These passives only apply to the character's primary element. Passives do not need to be trained as they are naturally occurring and do not take up a spell slot.
Some organisations have a special passive that can be used in place of the elemental ones. You can see those in their respective topics here.
Spell name: Plague Ridden Vessel
Spell Main Element: Plague
-Spell Sub Elements: Death
Affinity Strength: 1
Function: Plague mages are special in the domain of death in that they passively grow as sickly creatures. While that doesn’t seem to alter their physique and appearance from normal mages, it becomes apparent in battle. Because plague magic is corruptive life, healing potions hurt them and poisons heal them. They thrive in plague-ridden regions, corrupting life by touch or blood on blood contact.
Availability: Open
Spell name: Revitalise
Spell Main Element: Life
-Spell Sub Elements:
Affinity Strength: 1
Function: A passive ability for life mages, they are able to recover 2 points of health per round (after all parties have posted and it is the mage’s turn again). This ability can actively be amplified at a cost of 10 mana per an additional 5 points of health recovered.
Availability: Open
Spell name: Mana Siphon
Spell Main Element: Arcane
-Spell Sub Elements:
Affinity Strength: 1
Function: Arcane mages can draw mana out of natural energies around them passively, regaining 5 points of mana per round (after all parties have posted and it is the mage’s turn again).
Availability: Open
Spell name: Heated Vessel
Spell Main Element: Fire
-Spell Sub Elements:
Affinity Strength: 1
Function: A passive for fire mages, they naturally produce heat from their bodies at a higher temperature than the average person. Due to this, they are immune to freezing and can melt ice that comes into contact with them. The ability can be amplified to prevent ice from touching them totally at a cost of 5 mana per round (after all parties have posted and it is the mage’s turn again), increasing its range and strength. They are immune to the heat of a fire and can traverse through molten earth without issue.
Availability: Open
Spell name: Cooled Vessel
Spell Main Element: Water
-Spell Sub Elements:
Affinity Strength: 1
Function: A passive for water mages, more pronounced in those who wield ice, their bodies are much colder than average. They have an extreme tolerance to extremely cold weather, allowing them to move freely in the deepest amounts of snow and the most violent of blizzards. They are immune to cold-inflicted damages and have a much higher tolerance to heat based attacks, taking longer to burn their flesh. The ability can be amplified at a cost of 5 mana per round (after all parties have posted and it is the mage’s turn again), increasing its range and strength.
Availability: Open
Spell name: Rooted Networking
Spell Main Element: Flora
-Spell Sub Elements:
Affinity Strength: 1
Function: Upon contact with a plant, the floramancer can use the root network system of plants entwined with each other below the ground to receive information over long distances. Most rely on forest networks, as those are the most expansive systems around.
Availability: Open
Spell name: Livewire
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 1
Function: Mages can regain mana by touching naturally occurring electricity (not magically produced) and can potentially buff their lightning spells by +25% when overcharging. Sparking equipment, circuits, and raw lightning are the main power sources mages use.
Availability: Open
Spell name: Soundpoint
Spell Main Element: Sound
-Spell Sub Elements:
Affinity Strength: 1
Function: Sound magi are intimate with noise that surrounds them, their interactions with that sound, and how they alter it. In the natural state without any tampering on their part, they can tap into noise within their surroundings and figure the source of the sound within a certain range from themselves. Within short range, they can identify the source of a sound perfectly. At medium range, they can venture a fairly good guess where the sound is originating from. At long range, detection can only be in a generalised area until they move closer to get a better idea.
Availability: Open
Spell name: Corpse Sense
Spell Main Element: Undeath
-Spell Sub Elements: Life
Affinity Strength: 1
Function: The passive ability of the Undeath domain is quite a simple one if incredibly useful. In an area around them determined by their affinity, they are able to sense the presence of corpses or dead things, including other Undead that someone has created as an instinctive feeling in the back of their mind. This means they are best able to choose locations to create undead or know places to avoid if there are already dangerous roaming undead there.
Affinity - Corpse Sense(ft Radius)
1 - 20
2 - 40
3 - 60
4 - 80
5 - 100
6 - 120
7 - 140
8 - 160
9 - 180
10 - 200
Availability: Open, Passive
Spell name: Tremor Sense
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 1
Function: Earth mages are naturally attuned to rock and soil and are most comfortable when connected to the ground. Because of this closeness, they are able to tune into the earth be it on sand, soil, or rock, and feel the tremors around them and gather information such as how many bodies are moving, how large they are, and the general direction they are as well as where they are heading.
Affinity - Tremor Sense(ft Radius)
1 - 20
2 - 40
3 - 60
4 - 80
5 - 100
6 - 120
7 - 140
8 - 160
9 - 180
10 - 200
Availability: Open
Spell name: Mending Shadow
Spell Main Element: Darkness
-Spell Sub Elements:
Affinity Strength: 1
Function: While surrounded by total darkness, shadow mages are capable of healing over wounds until they are completely healthy. They are capable of seeing in total darkness as well. Darkness mages retain a dense shadow internally that snuffs out light. This can be expanded upon at a cost of 5 mana per round, forcing itself through the skin and cloak the body in a blackened mist. At Affinity 1 this heals 1 HP per round, at Affinity 5 this enhances to 2 HP and at Affinity 9 this enhances to 3 HP.
Availability: Open
Spell name: Radiant Core
Spell Main Element: Light
-Spell Sub Elements:
Affinity Strength: 1
Function: Light mages function best in light. While surrounded in the brightest of places, they ignore burns from light and instead heal. They retain a light internally that burns away any intruding shadow. This can be expanded upon at a cost of 5 mana per round, forcing itself through the skin and making the body turn radiant.
Some organisations have a special passive that can be used in place of the elemental ones. You can see those in their respective topics here.
Spell name: Plague Ridden Vessel
Spell Main Element: Plague
-Spell Sub Elements: Death
Affinity Strength: 1
Function: Plague mages are special in the domain of death in that they passively grow as sickly creatures. While that doesn’t seem to alter their physique and appearance from normal mages, it becomes apparent in battle. Because plague magic is corruptive life, healing potions hurt them and poisons heal them. They thrive in plague-ridden regions, corrupting life by touch or blood on blood contact.
Availability: Open
Spell name: Revitalise
Spell Main Element: Life
-Spell Sub Elements:
Affinity Strength: 1
Function: A passive ability for life mages, they are able to recover 2 points of health per round (after all parties have posted and it is the mage’s turn again). This ability can actively be amplified at a cost of 10 mana per an additional 5 points of health recovered.
Availability: Open
Spell name: Mana Siphon
Spell Main Element: Arcane
-Spell Sub Elements:
Affinity Strength: 1
Function: Arcane mages can draw mana out of natural energies around them passively, regaining 5 points of mana per round (after all parties have posted and it is the mage’s turn again).
Availability: Open
Spell name: Heated Vessel
Spell Main Element: Fire
-Spell Sub Elements:
Affinity Strength: 1
Function: A passive for fire mages, they naturally produce heat from their bodies at a higher temperature than the average person. Due to this, they are immune to freezing and can melt ice that comes into contact with them. The ability can be amplified to prevent ice from touching them totally at a cost of 5 mana per round (after all parties have posted and it is the mage’s turn again), increasing its range and strength. They are immune to the heat of a fire and can traverse through molten earth without issue.
Availability: Open
Spell name: Cooled Vessel
Spell Main Element: Water
-Spell Sub Elements:
Affinity Strength: 1
Function: A passive for water mages, more pronounced in those who wield ice, their bodies are much colder than average. They have an extreme tolerance to extremely cold weather, allowing them to move freely in the deepest amounts of snow and the most violent of blizzards. They are immune to cold-inflicted damages and have a much higher tolerance to heat based attacks, taking longer to burn their flesh. The ability can be amplified at a cost of 5 mana per round (after all parties have posted and it is the mage’s turn again), increasing its range and strength.
Availability: Open
Spell name: Rooted Networking
Spell Main Element: Flora
-Spell Sub Elements:
Affinity Strength: 1
Function: Upon contact with a plant, the floramancer can use the root network system of plants entwined with each other below the ground to receive information over long distances. Most rely on forest networks, as those are the most expansive systems around.
Availability: Open
Spell name: Livewire
Spell Main Element: Lightning
-Spell Sub Elements:
Affinity Strength: 1
Function: Mages can regain mana by touching naturally occurring electricity (not magically produced) and can potentially buff their lightning spells by +25% when overcharging. Sparking equipment, circuits, and raw lightning are the main power sources mages use.
Availability: Open
Spell name: Soundpoint
Spell Main Element: Sound
-Spell Sub Elements:
Affinity Strength: 1
Function: Sound magi are intimate with noise that surrounds them, their interactions with that sound, and how they alter it. In the natural state without any tampering on their part, they can tap into noise within their surroundings and figure the source of the sound within a certain range from themselves. Within short range, they can identify the source of a sound perfectly. At medium range, they can venture a fairly good guess where the sound is originating from. At long range, detection can only be in a generalised area until they move closer to get a better idea.
Availability: Open
Spell name: Corpse Sense
Spell Main Element: Undeath
-Spell Sub Elements: Life
Affinity Strength: 1
Function: The passive ability of the Undeath domain is quite a simple one if incredibly useful. In an area around them determined by their affinity, they are able to sense the presence of corpses or dead things, including other Undead that someone has created as an instinctive feeling in the back of their mind. This means they are best able to choose locations to create undead or know places to avoid if there are already dangerous roaming undead there.
Affinity - Corpse Sense(ft Radius)
1 - 20
2 - 40
3 - 60
4 - 80
5 - 100
6 - 120
7 - 140
8 - 160
9 - 180
10 - 200
Availability: Open, Passive
Spell name: Tremor Sense
Spell Main Element: Earth
-Spell Sub Elements:
Affinity Strength: 1
Function: Earth mages are naturally attuned to rock and soil and are most comfortable when connected to the ground. Because of this closeness, they are able to tune into the earth be it on sand, soil, or rock, and feel the tremors around them and gather information such as how many bodies are moving, how large they are, and the general direction they are as well as where they are heading.
Affinity - Tremor Sense(ft Radius)
1 - 20
2 - 40
3 - 60
4 - 80
5 - 100
6 - 120
7 - 140
8 - 160
9 - 180
10 - 200
Availability: Open
Spell name: Mending Shadow
Spell Main Element: Darkness
-Spell Sub Elements:
Affinity Strength: 1
Function: While surrounded by total darkness, shadow mages are capable of healing over wounds until they are completely healthy. They are capable of seeing in total darkness as well. Darkness mages retain a dense shadow internally that snuffs out light. This can be expanded upon at a cost of 5 mana per round, forcing itself through the skin and cloak the body in a blackened mist. At Affinity 1 this heals 1 HP per round, at Affinity 5 this enhances to 2 HP and at Affinity 9 this enhances to 3 HP.
Availability: Open
Spell name: Radiant Core
Spell Main Element: Light
-Spell Sub Elements:
Affinity Strength: 1
Function: Light mages function best in light. While surrounded in the brightest of places, they ignore burns from light and instead heal. They retain a light internally that burns away any intruding shadow. This can be expanded upon at a cost of 5 mana per round, forcing itself through the skin and making the body turn radiant.
Availability: Open
Spell name: Iron Resolve
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 1
Function: Regardless of how a fight is going a War Mage fights until the end and gets all the stronger for their resolve and determination. When at or under 50% of their total HP, their attack and speed are heightened due to the adrenaline. Both of these stats are even further enhanced when operating at or under 15% of their total HP as they begin to fight like a cornered animal, inflicting wounds far greater than they should normally be able to cause.
Availability: Requires War as Primary Affinity
Spell Main Element: War
-Spell Sub Elements: N/A
Affinity Strength: 1
Function: Regardless of how a fight is going a War Mage fights until the end and gets all the stronger for their resolve and determination. When at or under 50% of their total HP, their attack and speed are heightened due to the adrenaline. Both of these stats are even further enhanced when operating at or under 15% of their total HP as they begin to fight like a cornered animal, inflicting wounds far greater than they should normally be able to cause.
Availability: Requires War as Primary Affinity
Spell name: Technomagical Mind
Spell Main Element: Technomancy
-Spell Sub Elements: /
Affinity Strength: 1
Function: The abilities of the Technomancer are formulaic and technical in nature, however this makes them easy to create and focus on. Due to this their ability to create new Programs is far easier than a Mage creating new spells, limited of course by their Deck space. Technomancers only require half the usual word count to learn a new Program(spell), this is already in place for learning Programs from others and does not stack with that bonus.
Availability: Open
Spell Main Element: Technomancy
-Spell Sub Elements: /
Affinity Strength: 1
Function: The abilities of the Technomancer are formulaic and technical in nature, however this makes them easy to create and focus on. Due to this their ability to create new Programs is far easier than a Mage creating new spells, limited of course by their Deck space. Technomancers only require half the usual word count to learn a new Program(spell), this is already in place for learning Programs from others and does not stack with that bonus.
Availability: Open