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Elemental MageElemental Mages specialize in one of the four elemental provinces: sand, sea, flame, or wind. They gain great power and control within that province, but lose their ability to cast spells from any of the remaining three. A great deal of mystery and suspicion accompanies Elemental Mages. Upon encountering sorcerers, most folk assume them to be standard saher, or perhaps even the more unpredictable sha'irs. Once a caster is known to be one of the purely elemental wizards, distrust and suspicion grow. Natives assume that all Elemental Mages are gathered in brotherhoods committed to a given province and not necessarily for the betterment of those around them. The reason behind these impressions is the Brotherhood of the True Flame. The "Brotherhood" is an organization of flame wizards who make no bones about their aims. They believe that the only true magery is that of fire. Further, they believe that all wizards who are not Elemental Mages in flame must convert that is, come under their control or die. The Brotherhood maintains chapters and related bodies in all major cities of the land. The organization also maintains close ties with several holy slayer organizations. Despite common belief to the contrary, mages devoted to sand, wind, or sea do not have this circle of organization, nor do they have similar aims. But the known existence of the Brotherhood brings suspicion on all Elemental Mages. LimitationsAn elemental mage needs access to his element to cast spells, calling upon it's power. Unlike a normal mage, he needs no other props, though he must still speak his incantations aloud. He also needs to explain all his effects in terms of his chosen element. This might limit some of his schticks. Melisende the Flame Mage is trying to heal a friend. She could use Healing to burn out the poison. She could draw the residue of fire out of a burn. But she would be hard pressed to come up with a cure for dehydration. A Flame Mage can only use Summoning to call fire creatures. He can still use Purification effects on other genies, however, using the power of flame to scare them away. Wind MagesBase SchticksCommon SchticksBlast (Lightning, Quills, Telekinesis), Divination, Movement, Summoning, Weather. Forbidden SchticksSand MagesBase SchticksFlame, Sand, Sea or Wind, as appropriate. Common SchticksBlast (Animate Object, Bullet, Chi, Conjured Weapons, Disintegration, Quills, Transmutation, Wizard's Staff), Conjuration, Divination, Enhanceent, Fertility, Summoning Forbidden SchticksSea MagesBase SchticksSea. Common SchticksBlast (Acid, Blood Gout, Chi, Paralysis, Wave), Divination, Fertility, Healing, Summoning. Forbidden SchticksFlame MagesBase SchticksCommon SchticksBlast (Fire, Specter), Divination, Illusion, Summoning. Forbidden Schticks
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