We have being drop on the world of Fairy Tales at the begining off the Macao Arc. We get to choose only one mancer specialty. Choose one: Aeromancer: Probably the most useful of all the mancing disciplines, Aeromancers specialize in bending the air and the wind to their will. Using magic, Aeromancers can bring hurricane force winds to bear on the battlefield. They are, however, mostly peaceful. Carnomancer: This is the art of flesh magic if be by manipulation, destruction, golem making, or even healing. These people are often experts in how the body works. Cryomancer: Cryomancers are mages who specialize in ice magic, often freezing things down to the bone. They have a love of the cold and appreciate the harshness of below-zero temperatures. They are often cold, strange to outsiders, and tend to live high in the mountains where the snowing never stops. Electromancer: Electromancers are basically addicted to electricity. Their magic almost demands it as they constantly use electricity in their magic. This discipline's element is extremely hard to control but when they do, it can have devastating results. It is said the followers of this art are sometimes so fanatical that they go into lightning storms just to get hit with a bolt of lightning. Flectomancer: This particular discipline involves artifacts. Also known as "Tinker Mages", Flectomancers are indeed tinkerers and create artifacts that do just about anything. Mostly, this art involves building a rather complex artifact and using magic to bring it, quite literally, to life. They can build anything from Æther bombs to fully functioning mechanical soldiers. If given enough of their artifacts and proper materials, Flectomancers can be a force to be reckoned with. Herbomancer: This discipline closely relates to Druids of Hollow but is actually quite different. These people have a particular love for plants. These people are, more often than not, botanists and experts on plants and their very nature. Typically good willed and at peace with themselves, Herbomancers use their magic to better plant life or even use plants to attack. But there are a few that use plants for more mischievous reasons and can use certain herbs and plants for very potent poisons and antidotes. Hydromancer: Closely related to Cryomancing, Hydromancing involves magic specifically influencing water or liquid. Hydromancers can cast magic on anything liquid. From the rain to the vast oceans, they are a most formidable foe when they are with their element. If a Hydromancer is powerful enough, he or she could even start a rain storm by collecting all the water vapor in the air to form clouds. Hydromancers tend to be drifters and great seafarers, but are not always so. Lumomancer: Lumomancers are precisely the opposite of necromancers. They often practice with light and the banishment of shadows and demons. They have the well practiced art of healing and curing sickness and diseases. They are closely related to clerics. Necromancer: Necromancers are mages who specialize in the animation and manipulation of things no longer living. Common practices of the average necromancer include conjuring various skeletal parts (or in some cases, entire skeletons) for use to their advantage in a fight. It is thought that some necromancers have harnessed the ability to utilize soul magics and to also resurrect people from the dead, but these powers are only mastered by the most experienced necromancers after years of practice. Despite common belief, they can actually be of any alignment, though they will almost exclusively be neutral or evil. Pyromancer: Pyromancers are mages that specify in fire magics. Pyromancy grants the wielder varying degrees of control over that specific element, things as simple as the creation of sparks when lacking tinder and flint (Practical pyromancy) or the actual generation of wisps of flame, and other uses of a more battle oriented means: Balls of flame, Pyric columns and things which at time seem solely limited by the casters mind. Pyromancy is not to be mistaken with just a simple control of fire however, as those proficient in it's use are more than capable of invoking heat (Oft to the point of spawning a flame or burning something- but that's besides the point). One thing that seems to be quite common amongst Pyromancers is they (pardon the pun) Tend towards being hot tempered, Quite passionate and oft unstable. Terramancer: Terramancer's are mages that specialised in the manipulation of the earth. This comes in the form of rock, dirt, wood and what other parts of nature can be manipulated by their weavings. At first glance, if one is not too perceptive, the Terramancer might be mistaken for a Druid. A large difference there however is a druid is able to interact more fully with nature's aspects, not just those elements related to that which is tread upon or grows. Even still, an experienced Terramancer can be a force to reckon within, offensively or defensively- one cannot deny the power of earth tremors, the likes of which are within the earth mages grasp if enough time and study has been placed within their art. Even lacking such devastating spellcraft as that; ensnaring, crushing, blinding.. or even fleeing as a rat from a sinking ship are all things a Terramancers skill aids them in accomplishing. What will be your mancer specialty?.
Necromancer: Necromancers are mages who specialize in the animation and manipulation of things no longer living. Common practices of the average necromancer include conjuring various skeletal parts (or in some cases, entire skeletons) for use to their advantage in a fight. It is thought that some necromancers have harnessed the ability to utilize soul magics and to also resurrect people from the dead, but these powers are only mastered by the most experienced necromancers after years of practice. Despite common belief, they can actually be of any alignment, though they will almost exclusively be neutral or evil. Lulz await!
Necromancer: Necromancers are mages who specialize in the animation and manipulation of things no longer living. Common practices of the average necromancer include conjuring various skeletal parts (or in some cases, entire skeletons) for use to their advantage in a fight. It is thought that some necromancers have harnessed the ability to utilize soul magics and to also resurrect people from the dead, but these powers are only mastered by the most experienced necromancers after years of practice. Despite common belief, they can actually be of any alignment, though they will almost exclusively be neutral or evil.
Lumomancer: Lumomancers are precisely the opposite of necromancers. They often practice with light and the banishment of shadows and demons. They have the well practiced art of healing and curing sickness and diseases. They are closely related to clerics.
Electromancer: Electromancers are basically addicted to electricity. Their magic almost demands it as they constantly use electricity in their magic. This discipline's element is extremely hard to control but when they do, it can have devastating results. It is said the followers of this art are sometimes so fanatical that they go into lightning storms just to get hit with a bolt of lightning. I now have UNLIMINTED POWAH!!!!!!
Flectomancer: This particular discipline involves artifacts. Also known as "Tinker Mages", Flectomancers are indeed tinkerers and create artifacts that do just about anything. Mostly, this art involves building a rather complex artifact and using magic to bring it, quite literally, to life. They can build anything from Æther bombs to fully functioning mechanical soldiers. If given enough of their artifacts and proper materials, Flectomancers can be a force to be reckoned with.
Aeromancer and I have the ultimate that deals damage to how much magic one has while depleting all of it at the same time. So if you are a magical nuclear plant you will fear me or blow yourself up.
Lumomancer: Lumomancers are precisely the opposite of necromancers. They often practice with light and the banishment of shadows and demons. They have the well practiced art of healing and curing sickness and diseases. They are closely related to clerics.
Aeromancer: Probably the most useful of all the mancing disciplines, Aeromancers specialize in bending the air and the wind to their will. Using magic, Aeromancers can bring hurricane force winds to bear on the battlefield. They are, however, mostly peaceful. High and low air pressure attacks, possible flight/gliding with a cloak/cape when I get good enough. Minor replication of other elements depending on how one manipulates air. I'm not seeing much I don't like, well unless Arthas constantly bugs me to try and manipulate the upper air currents to make him a lightning storm.
Giant floting fortress sounds nice. But I can't keep constantly powering it, there will have to be more electromancers. I mean I need a break to eat, use the bathroom, sleep, and have fun. And what could be more fun than shooting lighting out of my hands like a sith.
To those picking aeromancer just look at this guy's page. Flight, invisibility/intangibility and if anyone is messing with you can get their lungs ripped out or suffocate from the vacuum you just created besides the 'I just stole all your mana and caused damage directly proportional to the amount you have.' spell.
Yup. Though our work might be hampered by lightning crazy and the two necromancers in this here guild of ours.
Depend do these necromancers have the ability to talk with the dead, as that ability would be usefull in solving crime and helping love one get over the death of there family and friends. So the necromancers would than also be usefull for public support.
Carnomancer: This is the art of flesh magic if be by manipulation, destruction, golem making, or even healing. These people are often experts in how the body works.
Hydromancer: Closely related to Cryomancing, Hydromancing involves magic specifically influencing water or liquid. Hydromancers can cast magic on anything liquid. From the rain to the vast oceans, they are a most formidable foe when they are with their element. If a Hydromancer is powerful enough, he or she could even start a rain storm by collecting all the water vapor in the air to form clouds. Hydromancers tend to be drifters and great seafarers, but are not always so.
We need to make ourselves at least somewhat accessible, otherwise we won't be able to take jobs. I mean if the guild hall transformed into said floating fortress for battle that's fine and dandy. But we need to be able to make money.
Lumomancer because healing is very lucrative, as well as to prepare myself for the coming age. Though, I'm seriously tempted to choose carnomancer so I could make a golem army to nom the Tower of Heaven with. That's a lot of lacrima all up for grabs. Just make sure to pull them out before things start exploding.
Nah, leaves us too open for attack. Maybe we should just place an extension on the ground and have a messenger ferry requests to the actual guild house?
Flectomancer is the only real Esbee choice in my mind. This quaint fantasy setting must be introduced to powered armor and the glorious concept of Moar Dakka, ASAP.