Conclave of sorcerers

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Introduction

The members of the Conclave are very secretive about their craft and their past. No-one seems to know much about it and those who are claimed to be part of the Conclave are dead silent about it. The location of their centre of training is unknown, but they are mostly seen in the southeastern part of the valley. Not much is know of their crafts outside the guild, the rumours say that they practise some sinister rituals and worship dead deities in their secreted chapels but there just isn't any exact information around. only the Mages of Valkor are claimed to know something about them but they are as silent as the members of the Conclave are. Maybe there is some unknown history between those two guilds?

History

The great battle between the elemental gods was over.

Water had won, and the triumph was great goddess of fire was forced to subside to minor player in the constant struggle between the powers. And even more, the god of magic was no more, he had perished in the dreadful battle.

The event caused great chaos and disorder. The strength of water had grown great, the world was filled with terrible coldness and the warm temperature and mild climate was gone. The disorder was even greater amongs the followers of the now gone god of magic, a great throng of people from almost every race had been worshipping the element of magic, most of those had been great magic-users themselves.

After a short term of mourning highest priests of lost god were gathered to cousel the future of their presence and craft. Amongst them were the most powerful magicians in the world of icesus, so powerful that never since has such a great concentration of power gathered to one place.

There were many sects represented in that meeting, varying from those whose practise of magic was considered vile and dreadful to those who were held in high esteem even amongst followers of other elements.

The debate was great, the subjects were dire, the whole existence of practice of magic was in great peril. After long, and even heated discussion those who were planning to utilize the raw magics and powers drifting around in the world of icesus got the upper hand. Amongst those who supported that plan for future were many great and wise mages, mainly ancient elven magus But their path didn't please some of those present, as in every society there were those who had plans for another way to do things. The discussion grew even more heated.

Soon two groups separate from the council, the one that was led by the elven magus' and one which contained a small number of dark elf sorcerers. Their separation had more elements than just the difference between their view of the future the Sorcerers had plans to utilize the raw energy from the plane of magic and to pursue the reborn of the god of magic, either the fallen god or elevating some other being to the status of a god. But that was not all there was behind their conflict. The eternal struggle between elves and dark elves was also evident, the Sorcerers didn't want to fall under the command of elven mages. Their sect had been quite independent when the god was still present, and while the elves dominated amongs the followers of magic they had had a secured and independent position in the society.

The struggle become more than just heated depate. Blows were struct and even magic was utilised. While the Sorcerers' powers were great their number was too little, the elves had many allies amongs other races. While the conflict was fierce it took only a short while untill the Sorcerers had to flee if they wanted to stay alive and to continue in the path they had chosen.

From those who remained in the council after the Sorcerers were forced to flee was founded the society that we know today as The Mages of Valkor.

The Sorcerers had fled and without a doubt would be open and free targets for any other magic user. They had to hide and lick their wounds somewhere safe and thus was the Conclave of Sorcerers founded. The Conclave consisted of seven master sorcerer and their journeymen and apprentices. A great fortress was build with magic on the peak of a great mountain in west, far away from civilization. No one but a Sorcerer was able to enter the fortress, or The Asylum as it was called. There the Sorcerers were able to practise their craft, ensnare spirits from the realm of magic and utilize their powers and channel raw elemental energies between the six planes of existence.

Aeon has passed from those events. The Conclave has remained almost as hidden than in the first years, the asylum remains still restricted from any but sorcerers. The time has refined their craft but their number is still little. The events are almost, but not quite forgotten, nowadays some even worship other elements in search of greater control of elemental energies. The hatred between elves and dark elves has lessened, but it is still evident somewhere, in hidden thoughts of the two races perhaps?

The time has come for Sorcerers to recruit new members. They might even take some other races, but only dark elves can access the highest positions in the Conclave. The struggle to find a new god of magic is still as fierce as ever.

Guild structure

                               ┌───────────────────────┐
                               │ Conclave of Sorcerers │
                               │         (5)           │
                               └───────────────────────┘
                                     /             \
                                    /               \
               ┌───────────────────────┐        ┌───────────────────────┐
               │ Energy Manipulators   │        │   Sect of Conjurers   │
               │         (7)           │        │          (7)          │
               └───────────────────────┘        └───────────────────────┘
                 
┌───────────────────────┐        ┌───────────────────────┐        ┌───────────────────────┐
│  Path of Oblivion     │        │  Path of Neutrality   │        │  Path of Destruction  │
│         (6)           ├────>───┤          (6)          ├────>───┤          (6)          │
└───────────────────────┘        └───────────────────────┘        └───────────────────────┘
                              ┌───────────────────────────┐
                              │ High Council of Sorcerers │
                              │            (12)           │
                              └───────────────────────────┘
                    Dark Elf, Mold Man, Troll, Reed, Derro, Chitine or Orc
                                ┌───────────────────────┐
                                │ Guardians in Obsidian │
                                │         (11)          │
                                └───────────────────────┘
                                     




Conclave of Sorcerers

The Conclave of Sorcerers is what is left of the master sorcerers after these difficult years in self-proclaimed exile. Those who once were faitful followers of the god of magic are gathered here to continue their practise of magic, different from any other form of magic on the plane of Aegic. The main body of the conclave consists of several ancient dark elfs and only those races close to their views of the world are welcomed to join

Maximum level: 5



Bonus Name 1 2 3 4 5

stat: wisdom - 1 - - 1
regen: ep - - - - 1
regen: sp 1 - 1 2 -
stat: constitution - - 1 - -
regen: hp - 1 - - -
stat: strength 1 - - - -

Skill Matrix

Skill Name 1 2 3 4 5

concentrated casting 5 10 15 20 30
spirit lore 15 25 35 35 35
determination 10 20 30 35 45
energy flow control 10 20 30 35 45
consider 10 15 30 35 45
command spirit 1 2 4 5 10
benevolent spirits 1 2 4 5 10

Spell Matrix

Skill Name 1 2 3 4 5

halo of energy 10 15 21 26 30
sphere of protection 10 15 23 33 35
windstorm 3 5 6 8 45
energy vortex 3 5 9 15 45
spirit link 3 5 8 12 45
sphere of warding 3 4 9 12 10
[[]] 10



Energy Manipulators

The energy manipulators are a sect focused to control energies from some plane to another, or even in one plane. Their craft origins to the energy patterns and currents a skilled manipulator can see and manipulate around them. These currents are mostly unseen to any untrained eye. Much of the sorcerer's power origin from the manipulation of energies, one can't control spirits without first ensnaring them from the plane of magic

Maximum level: 7

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7

stat: wisdom 1 - - - 2 - 1
stat: intelligence - 2 1 3 - - 2
regen: sp 1 1 - - 1 2 -

Skill Matrix

Skill Name 1 2 3 4 5 6 7

energy paradigms 3 10 19 29 45 55 70
regenerative vortex - - - 13 32 47 60
absorb energy 3 9 15 24 32 38 40
translocate object 15 28 39 51 67 82 100
energy flow control 50 55 60 65 70 77 85
recognize energy patterns 15 28 39 51 67 82 100
reversed vortex - - - 13 32 47 60

Spell Matrix

Skill Name 1 2 3 4 5 6 7

halo of energy 35 42 50 58 70 83 100
energy vortex 35 42 50 58 70 83 100



Sect of Conjurers

The sect of conjures teaches the conjuring skills and spells the sorcerers need. The conjuring skills in this case meaning the skills for a sorcerer to link and control spirits, as well as some basic skills any magic user needs. Most of these skills and spells are required for successful control and command of ones spirits and other beings from another realms.

Maximum level: 7

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7

stat: wisdom - 2 - 1 2 - 1
stat: strength - - - - - 1 1
regen: sp 1 - 1 - 1 2 -
regen: ep - - 1 - 1 - -
regen: hp - 2 - 1 - - -
stat: charisma 1 - - - - - -


Skill Matrix

Skill Name 1 2 3 4 5 6 7

concentrated casting 40 47 52 57 61 66 75
spirit lore 36 45 54 65 71 82 100
essence of true ritual 10 19 24 30 38 43 50
ensnare spirits 10 19 27 37 49 64 70
command spirit 20 26 32 40 51 57 70



Spell Matrix

Skill Name 1 2 3 4 5 6 7

sphere of protection 45 53 61 72 81 94 100
spirit link 26 34 42 50 57 62 70
sphere of warding 26 34 42 50 57 62 70



Path of Oblivion

.

Maximum level: 6

Bonus Matrix

Bonus Name 1 2 3 4 5 6

stat: wisdom - 1 - 1 1 2
regen: sp - 2 1 - 1 2
regen: hp - - 1 1 1 -
stat: charisma 1 - - - - -
stat: intelligence 1 - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6

benevolent spirits 17 25 33 60 80 100

Spell Matrix

Spell Name 1 2 3 4 5 6

sandstorm 20 30 40 60 75 100
howling tempest 10 20 40 60 75 100
untamed twister 5 10 15 25 35 55
witherstorm 20 30 40 60 75 100
thunderstorm 20 30 40 60 75 100
firestorm 20 30 40 60 75 100
windstorm 20 30 40 60 75 100
manastorm 20 30 40 60 75 100



Path of Neutrality

.

Maximum level: 6

Bonus Matrix

Bonus Name 1 2 3 4 5 6

stat: wisdom - - - - - 1
regen: sp - - 1 1 1 2
regen: hp - 2 - - 1 -
stat: constitution 1 2 - - 2 -
stat: strength - - - 1 - -
regen: ep - - 1 - - -
stat: charisma 1 - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6

neutral spirits 17 25 33 60 80 100

Spell Matrix

Spell Name 1 2 3 4 5 6

share blood 22 44 66 77 88 100
kaleidoscopic shield 33 44 66 77 88 100
ethereal form 1 11 22 33 44 55



Path of Destruction

.

Maximum level: 6

Bonus Matrix

Bonus Name 1 2 3 4 5 6

stat: wisdom - 2 - - - 1
regen: sp - - 1 1 1 1
stat: strength 1 - - 1 - -
regen: hp - 2 - - - -
stat: constitution 1 - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6

malevolent spirits 17 25 33 60 80 100

Spell Matrix

Spell Name 1 2 3 4 5 6

unleash the soulreaver 1 5 11 22 33 55
wail of the tormented 11 22 33 44 66 100
bloodlust 5 11 33 44 66 100



High Council of Sorcerers

The head honchos.

Maximum level: 12

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11

regen: sp 1 - 1 1 1 1 - - - - -
stat: strength - - - 1 - - - - - - 1
stat: wisdom - 1 - - - 1 1 - - 2 -
stat: intelligence - - - - - - - - 2 - -
stat: constitution - - - - - - - 1 - - -
stat: charisma - - - - - - 2 - - - -
regen: hp - 2 - - 1 - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11

mastery of command 10 19 27 36 44 49 54 62 70 77 85
pain threshold 10 19 27 36 44 49 54 62 70 77 85
regenerative vortex 65 73 77 81 84 87 92 100 100 100 100
energy flow control 100 100 100 100 100 100 100 100 100 100 100
pierce air ward - - - 20 32 40 47 56 64 71 88
ensnare spirits 76 81 84 89 91 94 100 100 100 100 100
command spirit 76 81 84 89 91 94 100 100 100 100 100
reversed vortex 65 73 77 81 84 87 92 100 100 100 100
pierce fire ward - - - 20 32 40 47 56 64 71 88
energy paradigms 76 81 84 89 91 94 100 100 100 100 100
absorb energy 50 60 70 80 90 100 100 100 100 100 100
pierce earth ward - - - 20 32 40 47 56 64 71 88
pierce water ward - - - 20 32 40 47 56 64 71 88

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11

seize the day - - - 20 32 40 47 56 64 71 88
ethereal form 60 66 75 82 90 100 100 100 100 100 100
untamed twister 60 66 75 82 90 100 100 100 100 100 100
unleash the soulreaver 60 66 75 82 90 100 100 100 100 100 100
spirit link 80 90 100 100 100 100 100 100 100 100 100
sphere of warding 80 90 100 100 100 100 100 100 100 100 100


Guardians in Obsidian

The guardians in obsidian are the martial sect of the conclave. They provide basic skills everyone needs for their own survival: basic defensive skills and very basic melee skills. They no longer teach their most powerful offensive skills. They were once formed from the remains of the dark elf king's personal guard, and their leader, Ariaxum C'haracour has gained great valor during the dawn years of the word of Aegic. Nowadays they just serve under the command of the conclave's elders.

Maximum level: 11

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11

regen: hp - 2 2 1 - - - 1 - - 2
stat: constitution - 2 - - - 2 - - - 1 -
stat: dexterity 3 - - - 3 - - - 1 - -
regen: ep 3 - 3 - - - 3 - - - -
stat: strength - - - 3 - - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11

medium armours - - - - - - - 5 10 15 55
hammers - - - - - - - - - - 85
offensive battle strategy - - - - - - - - - - 80
continuous assault - - - - - - - - - - 70
warding - - - - 5 10 20 25 32 35 40
melee 5 15 20 30 40 50 60 70 80 90 95
flails - - - - - - - - - - 85
berserk - - - - - - - - - - 90
enhance criticals - - - - - - - - - - 80
concentrated attack - - - - - - - - - - 50
staves - 5 10 15 25 30 40 50 60 70 85
crush - - - - - - - - - - 85
maces - - - - - - - - - - 85
weapon parry - - - - - - - - - - 50
concentrated defence - - - - - 5 10 20 30 40 50
block - - - - 5 10 20 30 40 45 50
bludgeoning weapons - 5 10 15 25 30 40 50 60 70 90
find weakness - - - - - - - - - - 100
contact reflexes - - - - - - - - - - 50
light armours - - - - - - - - 5 10 40
combat sense - - - - - - - - - - 70
heavy armours - - - - - - 5 15 30 40 70
avoid hits - - - - 5 10 20 30 40 45 50
dodge - - 3 7 11 15 20 30 40 45 50

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10 11

burn's torment 1 +7 +7 +7 +7 +7 +7 +7 +7 +7 100
eventide's torment 1 +7 +7 +7 +7 +7 +7 +7 +7 +7 100
nascent's torment 1 +7 +7 +7 +7 +7 +7 +7 +7 +7 100
soul's sacrifice 1 +7 +7 +7 +7 +7 +7 +7 +7 +7 100
tainted's torment 1 +7 +7 +7 +7 +7 +7 +7 +7 +7 100

Guild magic

The Sorcerer's own magics are quite weak. Their most destructive powers come from other beings which are controlled by the Sorcerer. These beings are mostly spirits, captured from the plane of magic. The Sorcerer is able to manipulate energy around him, these manipulation skills allow him to open pathways to other elemental planes and even use the energy pathways in between of two different places in the same plane.

Spirits

Spirits habitate other planes of existence. The spirits which the Sorcerers are able to command and force to obey are mainly from the plane of magic, but there are other spells for the sorcerers to use beings from the four other elemental planes.

Ensnaring

The Sorcerer must capture a suitable spirit from another plane by using the spell 'energy vortex The process ensnares a spirit with corporeal form, but the caster is unable to force the spirit to obey if it is in such control of itself. The Sorcerer must break the spirit's form and bind it to some item, in this case the Sorcerer's scepter which is specially prepared to this purpose. This binding, or linking, is done with the spell 'spirit link The remaining presence of the spirit is tied to the scepter in most cases and the Sorcerer is able to use its powers for his own uses. If the spirit gains too much freedom the link may break and the spirit is able to regain its corporeal form.

Commands

The Sorcerers' spells are mostly commands for the spirits. There are four different kinds of a command: command for benevolent spirit, command for neutral spirit, command for malevolent spirit and command for multiple spirits. You can check your commands with 'sorc_cmd status Benevolent spirits are able to control the environment around them, therefore most of their powers come from controlling winds, if the caster is inside the strength of the spells effect is naturally smaller: there just isn't so much wind around to move. The neutral spirits' commands and spells effect mostly the caster, these allow the Sorcerer to move the spirit's presence inside the caster's body and therefore enhancing the abilities the caster is possessing. These mostly help in resistancing different attacks. The malevolent spirit's commands force the spirit to take partially corporeal form which is forced to attack every living in the room. These spells deal great amounts of physical damage, the power of the effect depends of the amount of freedom the spirit has gained. If it gains to much freedom the link will break. The multispirit commands force the spirits to work in unison, in this case only the benevolent and the neutral can do so.

Upkeep

If you have a spirit linked it has an upkeep which drains some spellpoints from you in small intervals. You can negate this effect with allocating your spirit upkeep links with command 'sorc_cmd allocate If the amount of allocated link points is enough the spirit will not take sp's with the upkeep. If the caster commands the spirit to do something, the raised link drain will require higher link allocation and it will drain sp's from the caster if one can't get one's links high enough. The fiercer the command is the more it will drain. Malevolent spirits also drain hp's from caster, keeping their links intact is more strenuous for body than with other spirits. The Sorcerer may lower and even remove the hp drain with skill 'pain threshold The Sorcerer must allocate the links again every time the scepter is removed, the scepter is the channel between the caster and the spirits and removing it will break the concentration

Energy type spells

Vortex

The Sorcerer is able to use the energy manipulation skills in many different ways. The most usual way is to ensnare spirits, but one can summon regenerative vortexes, vortexes which identify the living beings' energy traces, vortexes which open in the wrong direction and may confuse the enemies and even translocate small objects to other players.

Seize the day

Seize the day is the ultimate command for Sorcerers. It is more like an energy type spell than any normal command, it opens pathways to other planes and from the pathways come beings which habitate those planes. They are unable to move their complete powers to this plane and they will drain some spellpower from the upkeeper of the vortex when they take more corporeal form to hit any opponents around.

Masteries

Word of command

This is the most powerful mastery the sorcerer may possess, it allows the sorcerer to perform his commands with stonger effect, the effect will last 'till the spell ends. Along with that the mastery has several hidden effects.

Pressure control

This mastery helps the Sorcerer to maintain spirit links and raises the amount of link points, along with several other effects.

Power over type spirits

These masteries enhances the Sorcerers control over single spirit type, they have huge role when commanding spirits. They are also main factor of critical effects on the spells.

Mysteries of energy manipulation

This mastery has a great role in every energy based spell, as well as with many spirit - based spell.

Dominate realm of element

These masteries affect mainly the spell 'seize the day They have a huge role when determinating the power of the monster the caster is able to conjure from another realms through the portals. They are also the main factor in critical effects the monster may acquire.

Secondary Guild

General information

All the things sorcerous, of the lesser path.

Stats

Sorcery Annexe

All the things sorcerous, of the lesser path.

Maximum level: 15

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

stat: wisdom 1 - - - - - - - - - - - - - 1
regen: sp - 1 - 1 - - - 1 - 1 - - - 1 -
stat: strength - - - - 1 - - - - - 1 - 1 - -
regen: hp - - - - - 1 - - - - - 1 - - -
stat: intelligence - - - - - - - - 1 - - - - - -
stat: constitution - - 1 - - - 1 - - - - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

block 5 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2
medium armours 5 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2
pierce air ward 13 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
command spirit 14 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4
pierce fire ward 13 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
heavy armours 5 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2
spirit lore 14 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 +4
avoid hits 5 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2 +2
pierce earth ward 13 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
pierce water ward 13 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3 +3

Spell Matrix

Spells Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

burn's torment 5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5
mirror's visage 14 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6
nascent's torment 5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5
eventide's torment 5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5
tainted's torment 5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5 +5

Requirements

  • At least at level 50.
  • Not member of guild:
* Conclave of Sorcerers

Location

Adjacent island to the main guild.