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Old Feb 23, 2007, 07:15 PM // 19:15   #1
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Default Magister


By Redwinter

Magister:
  • When the heroes of Cantha went to war, we saw the assassin & the ritualist. When the heroes of Elona went to war, we saw the dervish and paragon. Only one of these could be called a caster.

    The Magister stands head and shoulders above the others as a wielder of magic. Using lost powers from the days before the Bloodstones, the Magister uses magics that alter magic and sometimes follow unconventional rules.
Story:
  • Abbadon was a cruel god of secrets who kept dominion over countless lost knowledges and powers. When the Sixth god defeated him and took over his domain, all of those powers and secrets were free to be released.

    The Magister is a scholar, an acolyte sworn to the Sixth God, who wields these lost powers.
Skill and Boss Color:
  • Gray and/or floating runes like braziers in Cantha.
Followed God/ess/s:
  • The Sixth god. I won't spoil it.
Health and Energy:
  • Maximum Health 480.
  • Maximum Energy 40.
  • 4 pips of energy.
Armor:
  • Maximum: AL 60
  • Appearance: Headgear takes the form of glasses and/or lenses.
    • Lore -> Spectacles
    • Alteration -> Tinted Spectacles
    • Dragon Magic -> A curved colored lens over one eye.
    • Time Magic -> A glowing of the Magister's actual eyes.
  • Armor Types:
    • Arbiter's Robes - +5 armor for each recharging skill.
    • Academic's Robes - +15 armor while energy is over 50%.
    • Cereb's Robes - +10 armor while energy is below 50%
    • Educate's Robes - +Health
    • Scholar's Robes - + Energy
Weapon:
  • Staff.
  • Offhands:
    • Tome
    • Scrolls
    • Tablet
Attribute:
  • Lore - The Magister is a master of obtaining and holding onto the elusive, be it knowledge or magic. When a beneficial effect that the Magister initiated would end, it remains active for a short duration, waning in strength as it fades.
    (Game terms: If an enchantment, glyph, orb, signet, weapon spell or stance would end, it remains in effect for 1.5% longer per rank in Lore. During this time, it's attribute level is half normal)
  • Alteration Magic - The arts of Alteration deal with change, primarily that of magic. Alteration Magic spells include skills to strengthen allies, weaken foes and to drastically alter the nature of the spells you and your allies use.
  • Dragon Magics - Dragons are the oldest of creatures, and the first known wielders of magic. Dragon Magic is potent but clumsy in the hands of man, focusing primarily on elemental damage, defense, and drawing from the supreme strength of the Dragons.
  • Time Magic - Once forbidden because of the sheer chaos it can cause, Time Magic deals with the past, present and future, as well as changes in space and time.

Special Features
  • Orbs - These act as maintained enchantments, and are cast on yourself, appearing as glowing spheres rotating around your person.
    Orbs, unlike maintained enchantments, do not require energy pips, but have other prices/effects.
    When you are knocked down, you lose an orbitting Orb.

Skill Listing:
  • Lore
    .
    • Anamnesis - 15-2-20
      Spell. Target foe takes 10...60 damage. If you or any adjacent allies have the same skills as the target foe, recharge those skills. (Lore)
    .
    • Crystallized Memory – 5-2-20
      Orb. While you maintain this Orb, your skills take 4…2 seconds longer to recharge, but you gain 1 energy whenever you use a skill. When this orb ceases, a random skill on your bar is recharged. (Lore)
    .
    • Memory Blast - 10-1-15
      Spell. Target foe takes 5...40 damage. For each recharging skill that foe has, foes adjacent to the target take 1...20 damage. (Lore)
    .
    • Orb of Greater Wisdom – 5-4-45
      Elite Orb. For 5...20 seconds, a selected skill on your skillbar is replaced by a skill of your choice, from among skills this character knows. The replaced skill is disabled for 60 seconds. (Lore)
    .
    • Orb of Insight – 5-1-15
      Orb. While you maintain this Orb, you lose 10 maximum energy, and gain 1 energy every 10…5 seconds. When this orb ceases, you gain 3…6 energy. (Lore)
    .
    • Prudent Incantation – 5-0-20
      Stance. You lose an orb. Your next spell takes half the time to recharge. If you didn’t lose an orb, your next spell also takes 200…100% as long to cast. (Lore)
    .
    • Remembrance - 10-3-20
      Spell. For target other ally, a random skill recharges. (Lore)
    .
    • Signet of Eternity – 0-.75-1
      Elite Signet. Upon use, each skill on your bar has it’s recharge reduced by 1 second and disabled skills are disabled for 1 second less. This skill cannot take more than 2 seconds to recharge and cannot be disabled. (Lore)
    .
    • Sphere of Lost Knowledge – 25-1-10
      Orb. Attributes for your primary class are reduced by 1 each. Attributes for your secondary class are increased by 1 each. You may maintain only 1…4 Orbs of Lost Knowledge. When this ends, your secondary class skills are disabled for 1...5 seconds. (Lore)
    .
    • Study Weaknesses - 10-0-40
      Stance. Your spells and attacks deal damage as though your target had 10...30 less armor. If you select a different target while under the effects of this stance, Study Weaknesses ends. (Lore)
    .
    Alteration Magic
    .
    • Arcane Mark - 5-1-10
      Enchantment. For 1...16 seconds, target ally is enchanted with Arcane Marker. While under the effects of this spell, that ally may target allies, foes or objects with area of effect spells. These spells still only affect the intended target types.
    .
    • Arcane Uniformity - 10-1-20
      Enchantment. For 1...10 seconds, all of your enchantments are also hexes, and all of your hexes are also enchantments.
    .
    • Brash Casting – 5-0-20
      Stance. You lose an orb. For 1...25 seconds, your next spell casts twice as fast. If you didn’t lose an orb, your next spell also costs 33% more energy. (Lore)
    .
    • Chaos Mark - 10-1-20
      Enchantment. Target ally is enchanted with Chaos Mark for 3...16 seconds.
      While enchanted with Chaos Mark, that ally's spells deal 50...20% less damage, but ignore armor.
    .
    • Orb of Polarities - 25-1-30
      Elite orb. Your skills are altered while you are under the effect of this orb. Change all instances of 'ally' to 'foe' and vice versa. Skills that heal instead do 30...75% as much damage. Skills that would deal damage instead heal for 30...75% as much life, reduced by the target's armor.
    .
    • Reverberation Charm - 25-1-10
      Enchantment. For 20 seconds, target ally is enchanted with Reverberation Charm. Every 19...10 seconds, double the remaining duration of a random enchantment on that ally.
    .
    • Wild Magic Signet - 0-1-10
      Signet. For 1...60 seconds, all instances of fire, earth, water and air on your skills are replaced with one elemental damage type, chosen at random.

    Dragon Magic
    .
    • Dragon’s Wings - 15-1-20
      Enchantment. For 1...10 seconds, target other ally cannot be knocked down and has a minimum movement speed of 50...100%.
    .
    • Cruel Talons - 25-3-8
      Enchantment. For 20 seconds, target ally has his weapons replaced with a melee weapon that deals between 5…20 and 10…30 damage. This weapon uses enchanted ally’s highest attribute to decide critical and double strike chances, and counts as every weapon type for the use of attack skills.
    .
    • Dragonsong 5-1-5
      Spell. Target ally has all enchantments on him extended by 1…4 seconds. Enchantments from the ‘Dragon Magic’ attribute get double this benefit.
    .
    • Crystal Scales – 15-1-8
      Enchantment. For 20 seconds, damage taken by target ally is reduced by 3…15. For each second that ally spends moving, this spell ends 1 second sooner.
    .
    • Heart of Fire – 10-3-12
      Orb. While you maintain this orb, all damage you inflict and all damage done to you is fire damage. Whenever you deal damage with a skill or attack, you deal +1…10 damage against foes with 80 or more armor, and -10…5 damage against foes with 70 or less armor.
    .
    • Crystal Breath – 10-5-25
      Spell. You deal an amount of earth damage to target foe equal to the amount of damage that foe has taken. This skill has half range and deals 100…50 less damage if that foe is outside of your skill range when this skill activates.
    .
    Time Magic
    .
    • Abate - 15-2-20
      Elite Hex. Target foe is hexed with Abate for 4…20 seconds. For the first 1...10 seconds, target foe moves 25% slower and inflicts this hex on any adjacent allies for 4...20 seconds. For the remaining duration, this hex has no effect.
    .
    • Step Back – 10-2-30
      Spell. All effects with a duration on the target are removed if they were applied in the last 1…5 seconds. (Time Magic)
    .
    • Step Forward – 10-1-4
      Spell. All effects on the target have their durations moved ahead by 1…5 seconds. (Time Magic)
    .
    .
    • Jump to Conclusions – 5-1/4-20
      Spell. If target foe is using a skill, then that skill instantly activates and target foe loses energy equal to 1…3 times the cost of that skill.
    .
    • Relapse – 5-.25-10
      Spell. If target foe is using a skill, then the activation time for that skill resets, and that foe pays any non-energy costs a second time.
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Old Feb 23, 2007, 08:23 PM // 20:23   #2
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Very nice ideas. The orbs sound like very interesting and new. Could you maintain multiple orbs? are they held in the hands or do they float around you while you maintain?

Sounds very similar to RO's Monk, but then again, I still think every MMO rips things off from that game.

I'll say it again: sweet ideas! Keep them comming!
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Old Feb 23, 2007, 08:47 PM // 20:47   #3
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They'd float around you.

Basically, the Magister is everything I hoped the mez would be, before chapters 2 & 3 came out. Now I'm resigned to the fact that the mez portfolio doesn't have serious magic manipulation, so I designed a concept class around it.

I've got about 6 concept classes I'm thinking about. Thanks for the positive response, it's much appreciated. You'll probably see some of my other concept works in the near future.
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Old Feb 23, 2007, 10:18 PM // 22:18   #4
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Did you copy my style of my layout^^?
There are some similarities.
And your Idea sounds great^^.
But I don't like the name " Magister" Why not "Mage" or "Sage".

Last edited by [M]agna_[C]arta; Feb 24, 2007 at 12:49 AM // 00:49..
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Old Feb 23, 2007, 11:15 PM // 23:15   #5
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Hmm.

To give credit:
80% of the layout was borrowed from Magna Carta, because it was convenient. :wink:


I drew the name Magister because I figure:
  • The title implies knowledge and power
  • The name has elements of the word 'magi'.
  • \Ma*gis"ter\, n. [L. See Master.] Master; sir; -- a title of the Middle Ages, given to a person in authority, or to one having a license from a university to teach
  • Thus, it fits the scholarly nature as well.
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Old Feb 24, 2007, 12:05 AM // 00:05   #6
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me like the picture
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Old Feb 24, 2007, 12:49 AM // 00:49   #7
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Found I nicer pic. you might wan't this

and thanks^^.

Last edited by [M]agna_[C]arta; Feb 24, 2007 at 12:58 AM // 00:58..
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Old Feb 24, 2007, 01:19 AM // 01:19   #8
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Ah, yeah. That's pretty stylized, as far as armors go. GW tends to find a middle ground between typical medieval armors/clothing and a stylized sort. That's what I was aiming for with my sketch.

Thanks to Actionjack for the compliment.
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Old Feb 24, 2007, 01:22 AM // 01:22   #9
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Well done. But my opinion doesn't matter much because I've only just started Guru!
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Old Feb 24, 2007, 01:25 AM // 01:25   #10
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I know who is the Sixth God can I tell^^?
It's (waiting for the Approval^^)......

Last edited by [M]agna_[C]arta; Feb 24, 2007 at 01:30 AM // 01:30..
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Old Feb 24, 2007, 01:47 AM // 01:47   #11
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No approval. No spoilers. If they want to know, they'll look it up elsewhere, or play the game.
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