Goddammit, you changed the summoner class I was going to use with something else instead.

Back to the drawing board I suppose.
Heh. Also, basic spells are essentially done. If you want to requisition an alternate spell for your type, send me what you got and I'll see if it works. Remember, your spells will upgrade over time and you'll learn new spells later on.
 
So, can you make one thing clear? Are Mages those who use existing spells to force their will on the world but can't make more while Thaumaturges are those who can make spells but have to find a way to get them?
 
So, can you make one thing clear? Are Mages those who use existing spells to force their will on the world but can't make more while Thaumaturges are those who can make spells but have to find a way to get them?
Pretty much :p
To expand further, Mages have the largest preexisting base, including spells of all kinds, but almost all on-person based. However, large scale static ritual and such generally are not known, and Mages generally can't make any new spells.

Ritualists are charm and ritual based. They can't really cast spells on the fly, and have to use preexisting combinations of catalysts to enchant items for later use. On the other hand, with sufficient setup, they can do some crazy things, and their enchantments are nothing to scoff at.

Sanguine Magi are similar to Ritualists in the way that they can do large rituals, but their magic is based around self augmentation and manipulating life, or more precisely, blood essence. They can make rituals to enchant themselves with energy, cast curses, drain life, etc, but it comes at a hefty cost of self harm and a psychopathic mindset generally .

Finally, Thaumaturges are magi that have found Tomes of Knowledge, generally called Tomes, that provide them with information. They actually start mostly blank, but fill with knowledge if a Thaumaturge find a Node, something essential to their work and magic. Nodes write knowledge into a Tome, and have aspects. Some are dark and sinister, others somewhat like black holes, and some pure. No matter what, the Node determines the magic the Thaumaturge finds fragments of within the pages of their Tome, and by extent, what magic they can use. Also, Thaumaturges cannot cast from their own Mana pools. Nodes are at the base, rips in reality providing a path to Akasha. Thaumaturges learn to tap nodes for primal forms of Mana, which they have to store within wands and other such tools for later use. This mana can be shaped via Foci, or cast as unrestrained power. Of course, foci are far more efficient and percise.
 
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I know, but generally it's not first come first serve, which is why I specifically asked after a class with no submissions.
Good point. Is the Nasu Rule of Cool in effect?
@LegacySC Is the standard Nasu Rule in effect?
IE: You get to break one rule of the universe.

If appropriate and in character, perhaps. Of course, nothing too game breaking.

If I remember correctly, Archer has one application from someone who already has several accepted Heroes. Caster has none IIRC, as does Champion at the moment and Rider. Can't remember any others that have no applications.
 
Pretty much :p
To expand further, Mages have the largest preexisting base, including spells of all kinds, but almost all on-person based. However, large scale static ritual and such generally are not known, and Mages generally can't make any new spells.

Ritualists are charm and ritual based. They can't really cast spells on the fly, and have to use preexisting combinations of catalysts to enchant items for later use. On the other hand, with sufficient setup, they can do some crazy things, and their enchantments are nothing to scoff at.

Sanguine Magi are similar to Ritualists in the way that they can do large rituals, but their magic is based around self augmentation and manipulating life, or more precisely, blood essence. They can make rituals to enchant themselves with energy, cast curses, drain life, etc, but it comes at a hefty cost of self harm and a psychopathic mindset generally .

Finally, Thaumaturges are magi that have found Tomes of Knowledge, generally called Tomes, that provide them with information. They actually start mostly blank, but fill with knowledge if a Thaumaturge find a Node, something essential to their work and magic. Nodes write knowledge into a Tome, and have aspects. Some are dark and sinister, others somewhat like black holes, and some pure. No matter what, the Node determines the magic the Thaumaturge finds fragments of within the pages of their Tome, and by extent, what magic they can use. Also, Thaumaturges cannot cast from their own Mana pools. Nodes are at the base, rips in reality providing a path to Akasha. Thaumaturges learn to tap nodes for primal forms of Mana, which they have to store within wands and other such tools for later use. This mana can be shaped via Foci, or cast as unrestrained power. Of course, foci are far more efficient and percise.

...Annnnd now I'm stuck between choosing Mages and Thaumaturges. Probably going to flip a coin or something.
 
So if Thaums cant cast from their own Mana, what does the mana stat do for them?
Just because they can't cast from mana doesn't mean it won't have uses :V I'll provide a general example:
Thaumaturges often have to use their own mana to augment the creation of foci and/or other magic devices. Wands are usually used for that purpose, but to upgrade to a higher capacity, etc, a thaumaturge uses their own mana. Additionally, their own mana determines the ease with which they can research, and the rate that the Tomes reveal knowledge to them.
 
Can you tell us the location of where the Grail War will take place?
The location is nothing like what you'd expect. In fact, the location is one of the most AU properties of this RP. I can also give you guys a choice of vote though, if wanted. If not, the location will be randomly picked via personal dice roll.
 
Just got an idea for a possible caster/rider, but it's 4 in the morning, so it'll have to wait.
 
Well, got a rough rider sheet typed out, now I'll just wait for the GM to wake up, and I can correct all the things surely wrong with it, and fix my way too broken Noble Phantasms.
 
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