Archmage

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Who Are They?

Archmagi are a type of powerful caster that represent the pinnacle of magical power. Most Archmagi hail from the magical kingdom of Dalaran but can be found among other groups as well. Weaving their intricate enchantments, these mages defend humanity with all the magical powers at their disposal. The Archmagi brandish magical blades and ancient staves that serve to channel their fierce energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon any battlefield where the fate of the their people is in danger.

Archmages can come from any arcane caster class as long as they have a sufficient level of arcana and spellcraft knowledge. They must have the ability to cast arcane spells and spells from at least five of the schools of magic at a certain level of proficiency. They must also spell focus in two schools of magic. Archmages of the Kirin Tor forbid warlocks and necromancers from their ranks.

Who Likes Them?

Generally any culture that forsakes the arcane dislikes Archmages, such as Night Elves and Tauren. And most other people like them, although may perhaps consider them to be fairly aloof or too powerful for their own good.

Training

Requirements

Quite simple, one must be a Mage.

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Strengths

  • Arcane Proficiency

Needless to say, an Archmage is superior to the everyday mage. Their fireballs are better controlled. Their ice blasts are more chilly. And their blinks are more precise. An Archmage is fully expected to be proficient in most schools of magic.


  • Mastery of Schools: As mentioned in the introduction, while all Archmagi are proficient in most magics, they do specialize in two specific schools. Six of these schools with some example of what they do are...
    • Alteration, (Magical lockpicking, barriers, slow fall, levitation, breathing underwater, polymorph)
    • Conjuration, (Summoning creatures, creating food/water, creating magical weaponry)
    • Destruction, (Combat spells)
    • Illusion, (Mirror image, invisibility)
    • Mysticism, (Enchanting, moving objects, sensing life, scrying)
    • Transmutation, (Blinking, portals)


  • Respect

Archmages are generally considered to be above other mages. This garners them a great deal of respect and power amongst their people. While this won't grant them any sort of official power over the guards, it certainly does help them when a crisis arises and fingers point at them.

  • Spell Maker

So great is the skill of the Archmage that his knowledge can be used to create new spells in one of his two masteries. Mind you, these spells must be run by the GM team before being casted if they're something really major. The rule of thumb is 'if you have to ask yourself it it's too powerful or not, you bring it up with the GMs'.

Weaknesses

  • Hatred of Darkcasters

Archmage tend to be a force of good. While there are exceptions to this, their burning hatred of Necromancy is quite well known. Thus, few evil spellcasters would be inclined to trust the Archmagi. Heck, some might go out of their way to kill such an individual.

  • Non-Physical

Archmage are not renowned for being exceptionally good sword fighters. Nor are they ever expected to do any heavy lifting. Their minds have been developed at the cost of their bodies.

  • Frail

In addition to being physical weak, Archmages tend to have weak constitutions. They can't take a whole lot of damage if directly exposed to harm, and rely on their magic to keep themselves away from attacks, rather than tanking them.

Skills and abilities

  • Alteration Master

A master of alteration can do a great deal of things that would make others drop their jaws. With but a thought they can walk on water, or breathe beneath it. Their ability to levitate is so grand that one could consider it akin to flying. They can also summon greater barriers, which spread to defend a wider area than just their own being.

  • Conjuration Mastery

Due to his mastery of summoning and controlling creatures, the Archmage is able to summon greater beings. Whether this be an overpowering water elemental, or something else, he can conjure it and keep it under his will. They can also opt instead to summon two lesser beings.

  • Destruction Mastery

Being a master of bringing death to the battlefield, the Archmage is able to power up his spells. A normal mage's flamestrike is a tiny burst of fire from the ground. A master of destruction's flamestrike is an extravagant display of havoc, creating a large spiral of doom. Mind you though, it would take significantly more mana to cast more potent versions of spells.

  • Illusion Mastery

It takes a certainly unique individual to learn the arts of illusion. But the reward for mastering them is to be able to create greater illusions. Ones which are so perfectly created that they even seem real. To the untrained eye, these illusions are perfect, and there is nothing wrong with them. You can even feel them when you touch them! Though keep in mind, these illusions can not carry nor directly harm things. They are simply perfect illusions.

  • Mysticism Mastery

The mystically inclined Archmagi are indeed great at what they do. They can push and pull objects around a room on a whim. Their enchanted items are the talk of legends. And while normal mages can scry, they can not do it as precisely as a master of mysticism can. One of them can even detect other living life with a spell, or even the walking dead!

  • Transmutation Mastery

While the Archmage are not 'in tune' with the ley lines like the Ley Walkers, they have the potential to be incredibly adept at traversing them. They can teleport from one location to another with but a thought, and are quite skilled at moving others as well without opening portals. They can also summon people to them, though it takes more mana for every person. More than twelve people is really pushing it.

Training Outline

There is actually very little training to becoming an Archmage. Most of the time a powerful mage is simply approached by one who's already obtained the prestigious title, given a test, and then given the title herself. This thus makes writing the storyline for ascending to the rank of Archmage tricky, as after a point it can feel like you're just tossing in stuff for the sake of getting closer to your post mark.

It is suggested that the beginning of one's storyline begins with her garnering the attention of an Archmage. This could be simply through being a very powerful mage. Or perhaps your character has recently pulled off something particularly heroic. In any case, spend a few posts explaining why your character should be an Archmage. It may very well seem silly and what not, but you can't rush this sort of thing.

Upon getting the Archmage's attention, spend a post explaining who he is. This needs not be direct, but you should take this opportunity to introduce the trainer to those who might read your topic. What are his allegiances? His specialties? His home? Mind you these are only suggestions.

Try not to make your Archmage's trial only one test, unless you seriously have it all planned out and know it will bring you to your prestige mark. Three tests is suggested, because three is a magical number. Have each one take place over a number of posts. If necessary, subtract or add to this number in order to lengthen or shorten the storyline. These will essentially carry you to your last posts, so ensure that you do not rush them. If need be, take a break in between these tests for the Archmage to teach his pupil something new.

Finally, end with your character being granted the title of Archmage. This is, depending on your character's race and faction, probably a rather big event. Your race would probably greet your character with open arms, happy to add an Archmage to its numbers for one reason or another. Chances are the Archmage's name will become relatively well known amongst mages who live in the same settlement as her. People will potentially come to her for guidance throughout their own studies. And perhaps she might one give someone else the Archmage's test.

Active Archmagi


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Archdruid · Archmage · Beastmaster · Blademaster · Bone Crusher · Burning Legionnaire · Dark Apothecary · Dark Ranger · Demon Hunter · Diabolist · Dragonsworn · Far Seer · Graven One · Gunslinger · High Divinist · Ley Walker · Lightslayer · Mountain King · Myrmidon · Necromancer · Potion Doc · Priestess of the Moon · Primal · Pyremaster · Runemaster · Savagekin · Shadow Ascendant · Shadow Hunter · Spell Breaker · Spirit Champion · Spirit Walker · Steamwarrior · Techno-Mage · Techslayer · Templar ·Tormentor · Warden · Whisper Blade