So,I'm pretty sure I've done a post about this before, a decent enough time ago that I don't want to use post necromancy to find it again, and I'd love new input.. but despite my setting being mostly DC oriented, I wanted to bring the various flavors of mage from Final Fantasy to life, even if I may not use them in the current setting, and I wanted to brainstorm. And since I don't want to reveal too much to my players, I'd love for your input!
So, the basic concept is that they are Legacies, potentially dating back to Atlantis or even before. I've got good ideas for each of the five legacies, I've merged a few final fantasy classes into one Legacy, and I'm really looking to help design them based on what should be an Attainment, what should be a Rote, what Artifacts or Imbued Items they use, and even just how to name the spells.
The two easiest and most obvious were Black Mage and White Mage. I kinda went in a sort of Jedi/Warcraft route with both, but the naming conventions of spells and the actual mechanics of the relatively nerfed Attainments have me hung up.
White Mages come from the Obrimos, with their third primary arcanum being Life. They have moved beyond the specifics of a given divinity or law of order in the cosmos, and instead believe in the Light, a cosmic unity of all beings that is perpetuated when someone does something for someone else or helps someone. They are priests and healers broken down to the very basic, but can also çall upon the strength of the Light in other ways. The attainments I am looking at are Cure (Healing wounds), Esuna (healing diseases and poisons, and maybe other tilts), Protect (helping defend against damage or add health levels), Shell (protect against magic and possibly other supernatural attacks) and Holy (a raw attack using Prime).
Black Mages are Moros, focused on Forces, Matter, and Death. They believe instead in the Shadow, the idea that because the universe is nihilistically balanced, they cast a shadow over all things with their own ideas if they have the power to enforce them. Their attainments would be Fire, Blizzard, Thunder, Storm (a heavy environmental tilt), and Doom (yeah, out right killing avada Kadavra style).
The other three mage types are far less clear in my head, and I'd love some interpretations from people.
Red Mages are Mastigoi. They don't believe in Light or Shadow, only themselves and their own destiny. They focus on Fate, Mind, and Space. I imagine their attainments to include self buffs and enemy debuffs, but as per final fantasy they are known for Rotes and Praxii and Improvised Magic mimicking other spells. I'd love it if there were ways to give them stuff like double cast or triggered as or delayed magic etc.
Green mages are the geomancers and beastmasters,with control over the environment and wilderness, focused on Matter, Life, and Spirit. Almost all of them end up with a familiar,and they are well known to turn their current environment against people. Philosophically, they believe that light, Shadow etc are complications that shouldn't really matter, and instead of focusing inward, they focus groundward, and hope to build things up from scratch. No idea on their attainments beyond the ability to get a familiar and the ability to get the environmental spirits to help them and maybe manifest.
The Gray Mages are the time space mages, with control over the cosmic forces. They are Acanthi, specializing in Space, Time, and Fate. They believe in destiny and karma as separate from Light and Shadow and other ideas, and manipulate causality and the spacetime continuum for their own benefits. They curse and bless people, and their attainments would be Haste, Slow, Stop, Teleport, and Meteor/Comet.
I'm still working on final fantasy naming schemes for spells.. right now, the -ara spells are improvised or praxis spells that are flexible, the original spell names are attainments, and the -aga spells are Rotes,but I'm not sure. Im so considering using Artifacts or Imbued Items to represent each job class's traditional outfit, but have no idea on how to do that and have it a benefit considering that most Mages of a given legacy will be able to at least improvise all the spells they need. Maybe the White Mage Robes give them access to Death magic so they can ressurect people using Raise? Maybe Black Mages get Space spells to use X-zone/Black hole? Not sure.
I'd love to hear ideas and stuff, regarding naming,balancing the attainments, ideas to give the legacies some flavor, etc. I'm trying to flesh them out, and I hate to say it but 2e legacies are a bit lack luster, hence why I may relegate the most "basic" spells as their innate attainments and use Rotes to represent the peak of their power. But any input is welcome.
And yeah,I skipped Summoners, because that's a whole other ballgame, and I've used both the Summoners book and Wyrdhamster's ideas to try to translate them into 2e but that's a much bigger fish to fry than this post alone.
Thank you for your ideas and input, if you give them!
So, the basic concept is that they are Legacies, potentially dating back to Atlantis or even before. I've got good ideas for each of the five legacies, I've merged a few final fantasy classes into one Legacy, and I'm really looking to help design them based on what should be an Attainment, what should be a Rote, what Artifacts or Imbued Items they use, and even just how to name the spells.
The two easiest and most obvious were Black Mage and White Mage. I kinda went in a sort of Jedi/Warcraft route with both, but the naming conventions of spells and the actual mechanics of the relatively nerfed Attainments have me hung up.
White Mages come from the Obrimos, with their third primary arcanum being Life. They have moved beyond the specifics of a given divinity or law of order in the cosmos, and instead believe in the Light, a cosmic unity of all beings that is perpetuated when someone does something for someone else or helps someone. They are priests and healers broken down to the very basic, but can also çall upon the strength of the Light in other ways. The attainments I am looking at are Cure (Healing wounds), Esuna (healing diseases and poisons, and maybe other tilts), Protect (helping defend against damage or add health levels), Shell (protect against magic and possibly other supernatural attacks) and Holy (a raw attack using Prime).
Black Mages are Moros, focused on Forces, Matter, and Death. They believe instead in the Shadow, the idea that because the universe is nihilistically balanced, they cast a shadow over all things with their own ideas if they have the power to enforce them. Their attainments would be Fire, Blizzard, Thunder, Storm (a heavy environmental tilt), and Doom (yeah, out right killing avada Kadavra style).
The other three mage types are far less clear in my head, and I'd love some interpretations from people.
Red Mages are Mastigoi. They don't believe in Light or Shadow, only themselves and their own destiny. They focus on Fate, Mind, and Space. I imagine their attainments to include self buffs and enemy debuffs, but as per final fantasy they are known for Rotes and Praxii and Improvised Magic mimicking other spells. I'd love it if there were ways to give them stuff like double cast or triggered as or delayed magic etc.
Green mages are the geomancers and beastmasters,with control over the environment and wilderness, focused on Matter, Life, and Spirit. Almost all of them end up with a familiar,and they are well known to turn their current environment against people. Philosophically, they believe that light, Shadow etc are complications that shouldn't really matter, and instead of focusing inward, they focus groundward, and hope to build things up from scratch. No idea on their attainments beyond the ability to get a familiar and the ability to get the environmental spirits to help them and maybe manifest.
The Gray Mages are the time space mages, with control over the cosmic forces. They are Acanthi, specializing in Space, Time, and Fate. They believe in destiny and karma as separate from Light and Shadow and other ideas, and manipulate causality and the spacetime continuum for their own benefits. They curse and bless people, and their attainments would be Haste, Slow, Stop, Teleport, and Meteor/Comet.
I'm still working on final fantasy naming schemes for spells.. right now, the -ara spells are improvised or praxis spells that are flexible, the original spell names are attainments, and the -aga spells are Rotes,but I'm not sure. Im so considering using Artifacts or Imbued Items to represent each job class's traditional outfit, but have no idea on how to do that and have it a benefit considering that most Mages of a given legacy will be able to at least improvise all the spells they need. Maybe the White Mage Robes give them access to Death magic so they can ressurect people using Raise? Maybe Black Mages get Space spells to use X-zone/Black hole? Not sure.
I'd love to hear ideas and stuff, regarding naming,balancing the attainments, ideas to give the legacies some flavor, etc. I'm trying to flesh them out, and I hate to say it but 2e legacies are a bit lack luster, hence why I may relegate the most "basic" spells as their innate attainments and use Rotes to represent the peak of their power. But any input is welcome.
And yeah,I skipped Summoners, because that's a whole other ballgame, and I've used both the Summoners book and Wyrdhamster's ideas to try to translate them into 2e but that's a much bigger fish to fry than this post alone.
Thank you for your ideas and input, if you give them!
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