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 ¤ Overview
 ¤ Paradigm 
 ¤ Resonance and Surges

TALENTS:

 Mentalism:
 ¤ Animism
 ¤ Transferance
 ¤ Sentient
 ¤ Spirit

 Sorcery:
 ¤ Alchemy
 ¤ Elemental
 ¤ Force
 ¤ Form
 ¤ Time

 ¤ Templates

 

 

 

 

 

 

 

 

These templates are OPTIONAL. They are for character use and may be adjusted as needed or desired; in no way are you expected to use these exactly as written or even at all if you do not want to. Use of these templates is strictly voluntary and is intended as an aid for the use of Paradigms and for advancement of Talents.

These templates are for OOC purposes only. Only the Paradigm should come into play In Character.

BATTLEMAGE

The Battlemage is adept at using his powers for battle; everything he does can be used as a weapon. A battlemage's paradigm usually involves visual perception, because it is easier to picture your enemies falling like blades of grass than writing a mathematical formula about it.

Talents: A Battlemage's primary talent is usually Elemental, as it can be the most destructive...however, any talent can be used for battle if you have the right mindset. In addition, he favours Force for its use in directing missle weapons and illusions, and Form for its ability to heal wounds or create weaknesses in a structure. A Battlemage with four talents may choose just about any other talent for his fourth; they are all equally useful, though at low levels this is usually a mentalist talent because one can do more than simply 'sense.'

Advancement: A battlemage usually advances as follows:

ADEPT: Elemental
MAGE: Elemental, Force
JOURNEYMAN: Elemental, Force, Form
APPRENTICE: Elemental, Force, Form, Transferance

DRUID

A Druid is one whose primary concern is for the balance of nature and the interaction of humanoids with their surroundings. Her paradigm is usually one of 'tapping life-forces' and most of her skills are mentalist in nature.

Talents: A Druid's primary talent is usually Animism due to its ability to communicate with plants and animals, though some prefer Form for the ability to shapeshift. In addition, she favours Elemental for its weather-and-nature abilities, Form (if it is not her primary ability) to heal and shift her shape, and Transferance to gauge the health and general 'feel' for a place.

Advancement: A Druid usually advances as follows:

ADEPT: Animism (or Form)
MAGE: Animism, Form
JOURNEYMAN: Animism, Form, Elemental
APPRENTICE: Animism, Form, Elemental, Transferance

HERMETIC

A Hermetic mage is one who seeks the correspondances between all things and the way to manipulate those connections. His paradigm is almost always one of equation and ritual; he sees magic as a series of symbols and mystic connections that he can manipulate through a series of precise actions.

Talents: A Hermetic is often best with Alchemy, as his paradigm helps him discern the best focuses for casting and binding spells. Force, Elemental and Time are all equally useful to him, as he makes predictions and connections between all these forces that he can manipulate and these have the most obvious 'connections.'

Advancement: A Hermetic usually advances as follows:

ADEPT: Alchemy
MAGE: Alchemy, Force
JOURNEYMAN: Alchemy, Force, Elemental
APPRENTICE: Alchemy, Force, Elemental, Time

MEDIUM

A Medium is often the subject of fear and rage; her ability to allow herself to be possessed or to command spirits has caused people to become enraged at her for disturbing the dead or fearful for her control over demons. Her paradigm is often one of a contest of wills against her target, or of absorbing spiritual energies.

Talents: Obviously, Spirit is a Medium's primary talent. A pure Medium often doesn't bother with other talents, but when she does, ones she finds useful are Alchemy (for its ability to bind), Time (to help ghosts that have lost their way) and Transferance (to alert her to a hidden spirit or help her discover a spirit's feelings if it is incommunicative.)

Advancement: A Medium usually advances as follows:

ADEPT: Spirit
MAGE: Spirit, Alchemy
JOURNEYMAN: Spirit, Alchemy, Transferance
APPRENTICE: Spirit, Alchemy, Transferance, Time

MYSTIC

A Mystic is one who desires to strengthen his mind as much as possible; despite his focus on the mind, Sentient Thought is not often his primary focus, because controlling others is not his goal. His paradigm is often a use of internal energies or an act of will.

Talents: A Mystic's primary talent is usually Force; he believes he flies or turns invisible as an exercise of will. In addition, he finds Sentient Thought, Spirit, and Form to be useful talents, for communication, spirituality and healing, respectively.

Advancement: A Mystic usually advances as follows:

ADEPT: Force
MAGE: Force, Form
JOURNEYMAN: Force, Form, Sentient Thought
APPRENTICE: Force, Form, Sentient Thought, Spirit

NECROMANCER

Feared and loathed, the Necromancer spends a good deal of her time in graveyards or haunted areas, for good or for ill. Her abilities to control the dead enable her to create minions to do her bidding...or to put the dead to rest. Her paradigm is similar to the Medium's...a contest of wills and exercise of spiritual energies.

Talents: The Necromancer's primary ability is Spirit; it is essential that she communicate with the dead spirits she wishes to command or cajole. Depending on her intentions, Form is the other important ability; if she wishes to command, Form must take second place; if she wishes to heal or request, Form allows her to form a better host for the spirit. After these two, Transferance and Alchemy allow her to control the energies in binding and summoning the dead.

Advancement: A Necromancer usually advances as follows:

ADEPT: Spirit (or Form)
MAGE: Spirit, Form
JOURNEYMAN: Spirit, Form, Alchemy
APPRENTICE: Spirit, Form, Alchemy, Transferance

PRIEST

The Priest is the servant of the people, their tie to the Gods that aids them in their daily lives. His paradigm is almost always one of 'miracles' and of invoking his deity, and often he believes that he can't do anything that opposes the interest of his deity.

Talents: The Priest will usually choose Spirit as his primary talent, as the spiritual welfare of his flock and the ability to converse with gods and the spiritual servants of the gods is his most important task. Transferance allows him to consecrate areas to his deity's interests...note, however, that the ability to CREATE resonance makes some few priests choose this talent as their primary ability in order to further spread their god's influence. Form is often his third choice, as the ability to heal is also very important. Alchemy is sometimes useful as well in order to determine the extent of a curse.

Advancement: A Priest usually advances as follows:

ADEPT: Spirit (or Transferance)
MAGE: Spirit, Transferance
JOURNEYMAN: Spirit, Transferance, Form
APPRENTICE: Spirit, Transferance, Form, Alchemy

SHAMAN

A Shaman's primary concern is the well-being of his tribe; he believes that all ills come from curses and spiritual powers, and his paradigm involves effigies and spirits.

Talents: A Shaman's primary ability is either Alchemy or Spirit; the ability to curse or revoke curses is equally as useful as the ability to speak or command spirits. After these two, Elemental is a common choice due to its ties to nature, and so is Form for its ability to diagnose and heal illnesses (though he will still see it as the influence of a spirit.)

Advancement: A Shaman usually advances as follows:

ADEPT: Spirit (or Alchemy)
MAGE: Spirit, Alchemy
JOURNEYMAN: Spirit, Alchemy, Elemental (or Form)
APPRENTICE: Spirit, Alchemy, Elemental, Form


 

 

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