singerofspells: A humpback whale underwater.  Image is cropped around the head. (0)
S'reee ([personal profile] singerofspells) wrote in [personal profile] eternitymods 2019-05-16 01:58 am (UTC)

Revisions


Whale Wizard

Wizardry is power granted by the Powers that Be, the ability to use the Speech to make changes to the world. Different cultures and species come at wizardry differently -- whales gain the knowledge they need from listening to the Sea. Because wizards rely so heavily on speaking their desires and having the universe answer, they are averse to lying, even when speaking their native languages. Oaths they make can be binding, up to and including the oath they make on becoming a wizard, which has a number of forms, but runs along the lines of:

"In Life's name and for Life's sake, I assert that I will employ the Art which is its gift in Life’s service alone, rejecting all other usages. I will guard growth and ease pain. I will fight to preserve what grows and lives well in its own way; and I will change no object or creature unless its growth and life, or that of the system of which it is part, are threatened. To these ends, in the practice of my Art, I will put aside fear for courage, and death for life, when it is right to do so — till Universe’s end."

If a wizard knowingly breaks their oath, they will lose all ability to do wizardries, as well as even the memories of having done so. There is a reason that wizardry is uncommon.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Unarmed
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Cloth, though whales don't normally bother with much.
sᴛʀᴇɴᴛɢʜs: The Speech, even when filtered through S'reee's memory and the Asterisk, is designed to be able to describe anything there is. Spells are modular and can be altered as easily as one can speak or write (or otherwise communicate).
ᴡᴇᴀᴋɴᴇssᴇs: Large effects come down to complexity and energy. Spells intended to work on life often require a great deal of intimate knowledge about that life to work properly, and incorrect knowledge can alter the target. A wizard will check and double-check their own name in a spell, even if copied from memory, and will be extra cautious about casting a spell on an ally that does something they normally can’t do (healing is usually safe, but a teleport might require a ten minute question and answer session to get enough information to describe the person). The wizard's oath is binding; it allows for accidents, self-defense, and predation, but wizards cannot be reckless about their use of force if they want to keep their abilities.
physical power: D
magical power: A
attack potency: C
healing potency: B
physical defense: C
magical defense: S
speed: B
EXPSKILLDESCRIPTION
0000EnactureThe wizard gains use of the Speech, the language the universe is written in. She can speak to anything and get a response, and can ask for simple things that are not against an object's purpose (her front door may unlock for her, but a jail cell is unlikely to do so). Non-combat skill.
0050 Words of Light The wizard can create light in areas that lack it, or direct light away. Can be used in combat to give a single target the Blind condition.
0100 Words of Water The wizard can control water. Can be used as single-target water attack magic. Potency scales with experience. Outside of combat, this can allow the wizard to do things like trap water next to her skin for her comfort or let the wizard treat liquid water as solid.
0200Words of Air The wizard can control air. Can be used to grant a user the Protect status, or as a single-target air attack magic. Potency scales with experience. This can allow a wizard to bring air into the vacuum of space or below the sea, or to harden air to support their weight in mid-air or walk on air.
0350Words of Energy The wizard can keep the heat in (or out) of a defined area. Cann be used as area-effect fire or ice attack magic. Potency scales with experience (but is below single-target spells). Attack strength will scale with experience. Can permit travel to inhospitable places by protecting from heat or cold.
0500Words of HealingThis spell recovers HP and resolves any physical status conditions (for instance, lowered stats due to a bruised arm, or Blind due to damaged eyes). HP recovery scales with experience. The wizard will feel the pain of the wound, reducing her attack potency stat for three rounds.
0750Words of Space-timeNon-combat skill. The wizard may teleport herself and others to a location she has already been or that she knows the coordinates to (via another wizard telling her) as long as it hasn’t substantially changed its nature. Any distance larger than ‘to the nearest city’ or groups larger than four require more energy than a single wizard usually has.
1000Spell InventionThe asterisk can hold a spell equivalent to a 750-EXP ability of another Job that the wizard has crafted in advance and can change out of combat. At this stage, the wizard's vocabulary has grown large enough that spells can be developed as needed.
EXPJOB BONUSDESCRIPTION
0000Sea’s WhispersWhale-wizards connect to the rest of wizardry via the Sea. This includes functions such as those provided by an iMog Slate. This skill allows the bearer to wirelessly connect to their slate as long as their head is dunked in open water. This also can provide common knowledge of the world, of the sort one could find on an internet search.
EXPMODIFIER SKILLDESCRIPTION
0500Blood BondWizards can change forms, but the art is difficult without a connection. S'reee's history connects her to humanity, so this skill allows the user to change from human to whale. The human form will have the active Job's default clothing, and any armor and weapon equipped if the user has them; in whale form, the equipment is stowed in inventory.
EXPMELODYDESCRIPTION
3000Song of the TwelveThis is the echo of the full ritual, which seals away the personification of Death and Entropy for some time. This memory of the Song will cause Petrification in all enemies. Bosses may be resistant..

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