Alexander the Mage

Basic Class: None.

Evolved Classes: Ascendant Elementalist 30 / Mage 20 / Rune Mage 10 / Spirit Vessel 0

Non-Combat Class: None.

General Skills:

Frost-Lightning Mastery:

Your relentless study of two different elements has allowed them to fuse together, creating a truly new element. All of your attacks and skills are now infused with the energy of frost and lightning, dealing additional damage and slowing any that you strike. Your body is reinforced with the power of frost and lightning, and you gain increased speed and physical resistance based on your magical power attribute.

Tier II: You gain a 25% increase to all damage you deal with either frost or lightning magic, and your frost and lightning spells become 25% more efficient.

Multicasting (Tier III):

You may cast up to four spells at once without suffering any penalties to mana cost.

Tier IV: You may cast any number of spells at once, limited only by your own mental willpower and mana pool. The higher your magic control attribute, the easier it becomes to focus on multicasting more than four spells at once.

Concealment:

You and a small area around you are concealed from sight, blending into the natural world around you. The effectiveness of your stealth is increased by your Magic Power attribute. The area of effect is increased by your Magic Capacity attribute.

Mana Shield:

Activate a shield that protects you from all physical and magical attacks, but all damage received is instead taken from your mana pool at three times the cost. If you run out of mana, the shield dissipates and cannot be summoned again until your mana pool is full.

Evolution of the True Archmage Upgrade: This skill can now be used on you or another.

Tier II: The damage taken only drains two times as much mana from your mana pool, instead of three.

Tier III: Damage taken now drains your mana at a one-for-one damage-to-mana efficiency rate, instead of two.

Tier IV: While Mana Shield is active, all spell damage or physical damage you inflict on others returns a small amount of mana to your mana pool. The mana returned to you scales based on your magic power attribute.

Flight:

You may fly in the air or hover in place with ease. Your maneuverability scales with your Magical Control attribute.

Book of Curses:

This magical tome may be summoned at will and cannot be destroyed except by incredible power. Grants the bearer access to ancient troll magic. The Book of Curses is full of hexes, curses, and alchemy recipes. Use at your own risk, as these spells are powerful and may unleash more than you had planned if wielded by the unprepared.

Ascendant Elementalist Skills:

Advanced Mana Manipulation:

You gain control over raw mana itself and may manipulate your mana at will. Your control scales based on your Willpower attribute.

Elemental Focus (Tier II)—Water and Air:

Pick one primal element (fire, water, earth, or air) to specialize in. You gain + 50% damage with that element but suffer -60% damage with all other primal elements. You have chosen Water and Air.

Elemental Embodiment—Air:

You can transform into air for up to thirty seconds per day, moving smoothly between your natural body and air with no disruption or delay. While transformed, all spells of your chosen element (Air) do double damage.

Mage Skills:

Raw Magic:

Similar to classic Mana Manipulation, Raw Magic also gives the wielder better control over channeling mana directly into rune, or other devices. Can be used or enchantments, but also the skill implied may be helpful for pre-cataclysm magic as well.

Perfect Design Work:

Intended for the more crafting oriented mage, or one that works on large-scale buildings or possibly magical contraptions. May also be used to speed up how fast runes can be drawn in the air or the skill in making any drawing, drafting, outlining, or magical design work nearly flawless. 

Universal Runic Knowledge:

Your understanding of runes has advanced to the point that you can begin to draw inferences, and understanding, between different runic languages. Whenever studying a foreign system of runes, you gain an intuitive understanding of their meaning, and can begin to translate them into something comprehensible faster than normal.

Rune Mage Skills:

Runic Codex:

As you gather more runes from all over the world, you gain more power. For each rune you use in a spell that comes from a different runic language, your spell becomes 10% stronger.

Runic Fighter:

You combine the art of rune-magic and physical combat, inscribing basic combat runes directly onto your body, granting certain benefits depending on the runes used. This skill cannot be used on another person.

Perks:

Master of Your Own Magic:

For completing the Dungeon of the Ancestors, you gain greater control over your own magic. You are better able to control and direct your magic when channeling it without the use of a spell or spell form of any kind.

Titles:

First Among Equals, Dungeon of the Ancestors:

All magic damage you inflict is increased by 10% for as long as you hold this title. You have also gained exclusive access to the hidden Study of the Archmages, where the past Archmages of Chartres Academy gather and hoard their lost knowledge.

Evolutions:

Evolution of the True Archmage:

You have begun to master the art of ancient, pre-system magic. For every pre-system form of magic you master, you gain a +5% increase to all magical damage you deal, and you may select one spell or skill of your choice to remove a limitation from.

Current Mastery Levels:

Roman Pre-System Magic: 90%.

French Pre-System Magic: 65%.

Indian Pre-System Magic: 3%.

Mongolian Pre-System Magic: 18%.

Chinese Pre-System Magic: 21%.

Evolution of the Dungeon Delver:

You gain the power to modify existing dungeons, which includes allowing others to leave or enter the dungeon at will, keeping a dungeon from closing when cleared, and stopping monsters from leaving a dungeon once you have completed it. You may claim a dungeon as a lair, guiding its evolution and gaining a portion of the power of those who die within the dungeon.

Common Rune Spells:

Fire, Line, and Speed:

This spell casts a narrow beam of concentrated fire.

Power-Ice-Speed:

Instantly launches a more widespread beam of pure blue, lightning-infused cold at the target.

Ice-Beam-Speed:

A fast and effective spell. Formed by channelling an Ice or Lightning rune through a runic formation, inflicting both frost and lightning on anyone struck by the attack.

Frost-Spread-Seal:

A powerful spell used to spread frost on any surface struck. This spell clings to any object struck and then continues to spread frost even after the spell has passed.

Ice-Boulder-Destruction:

This spell creates huge, solid rocks of lightning-infused ice. These boulders manifest at high speed, slamming into their target with great force, each one carrying the extra enchantment Destruction, which causes them to do significantly more damage to things like walls and fortifications.

Frost-Area-Mist:

Summons an area of effect spell combining a cold mist that freezes enemies in place with a huge field of lightning that is almost impossible to dodge out of. Anyone who tries to run will be slowed by the frost, unable to escape the mist as they are shocked over and over again, freezing and electrocuting them at the same time. 

Frost-Orb-Growth:

Summons a spinning orb of frost into the air that moves slowly toward the enemy, and each time it spins, it grows bigger and bigger, throwing out freezing sparks with every rotation.

Fire-Purify-Bolt-Burn:

A Roman spell designed to kill hostile undead and spirits with cleansing fire. This spell creates a burst of purifying energy in the form of pure white fire that can harm even noncorporeal beings.

Strength-Weaken-Beam:

A narrow beam that weakens and saps the strength of any target hit.

Strength-Weaken-Target-Conceal:

A spell that latches on to a single target, weakening and draining the strength from them while partially concealing the location from which the spell is cast.

Magical Items:

Archmage’s Vision:

Created by runic magic, Archmage’s Vision is an artifact that enables the wearer to see the flows of magic in the world around them at all times. Those willing to make the sacrifices necessary to utilize the Archmage’s Vision also gain enhanced sight from all other eyes used in the ritual creation of this artifact.

World Quests:

Terracotta Cure:

You have discovered the origin of the Terracotta Plague, but not the cure to restore life to the millions left trapped inside their clay tombs.

If a cure is even possible, you must travel the world, delve into the very origins of magic itself, learn the truth of the human soul, and determine once and for all the fate of those transformed into terracotta statues.

Learn the Secrets of the Ancient World:

You have stumbled upon an ancient mystery, locked away by time and the fading memories of humanity at large. Travel the world and find more of these mysteries, and maybe you will discover a truth long forgotten.

Mysteries discovered: 1/42.


J.R. Mathews

Author of Jake's Magical Market and Portal to Nova Roma.

https://jrmathewsauthor.com
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Alexander the Crafter

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Alexander the Necromancer