Mage Profession in Luna Somina RP | World Anvil
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Mage

Description

Supreme magic users that are defined, as well as united, by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, mages cast spells: explosive fire, subtle deception, and brute-force mind control.   As a mage, you will delve into the arcane; calling upon various destructive spells, controlling powers, and perhaps even rituals capable of raising the dead.  

Indrid's Information

Stat Priority
Primary: Authority
Secondary: Grit
Tertiary: Vitality   Perks:
  • Spellcaster
  • Aura Mastery
  • Armor Specialization
  • Swiftness
 

Roleplay Redux Information


On Luna Somnia RP, while the mechanical mage class for Indrid's is the same, you can select between Sorcerer, Warlock and Wizard in Roleplay Redux.   Sorcerer Stats:
  • +2 Charisma

  • +1 Intelligence
Warlock Stats:
  • +2 Charisma

  • +1 Constitution
Wizard Stats:
  • +2 Intelligence

  • +1 Wisdom
       

A Closer Look at Mage

 
Our Mage class is a mix of Warlock, Wizard and Sorcerer from D&D. This is the lore for all 3. You pick mage mechanically but in roleplay redux can choose between the 3.
 

Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
  Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.  

Raw Magic

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.   The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.   Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.  

Unexplained Powers

Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.   Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.  

Culture

Sorcerers are arcane artists, casting spells as a poet might write poetry, innately, rather than through regimented study. How they come by this power is not commonly known, though it is speculated that sorcerers' very flesh is, in some way, touched by arcane power. Many sorcerers claim to be the descendants of dragons, a claim that is neither wholly false nor wholly true. It is evident that many sorcerers do indeed draw upon ancient dragon blood but others appear to draw their power from other sources, such as wild magic. Regardless of the origin in question, most sorcerers view their magic through a lens of emotion rather than logic, and they are not prone to specialization in the same way many wizards are. As a result, most sorcerers do not get along very well with wizards and are usually, at best, competitive with the studied mages, with wizards viewing sorcerers as inept bunglers and sorcerers viewing wizards as obstinate and unnecessarily secretive prudes. However, many who are neither fail to see a difference between the two in practice. For similar reasons to their uneasy relationship with wizards, sorcerers do not typically get along with monks or paladins, though they often enjoy the company of druids or rogues.   Regardless of the origin of a sorcerer's power, most discover their power some time during puberty, where it begins to manifest in unpredictable and often disturbing manners, such as haunting lights or mysterious sounds. In time, most sorcerers realize they are the source of the disturbance and react accordingly, either for good or ill. Fortunate sorcerers might come under the tutelage of a more experienced arcanist but more often sorcerers are left to fend for themselves, friends and family shying away from them and their uncommon abilities. As a result, few sorcerers feel any brotherhood of any kind, and have little urge to work with one another. Most sorcerers do, however, share a common bond in their worship of gods associated with magic. However, sorcerers are drawn to the worship of many gods, favoring none in particular.   As a result of their uneasy upbringing, the ease with which power flows to them, and other factors, most sorcerers are free spirits who flinch against authority and tradition. Most seek out an adventurer's life in order to expand their own power and test its limits. Some do this in order to help others, using their power to protect the weak. Others seek to simply prove themselves, obtaining a place of respect within society. Other sorcerers have crueler ends in mind, however, intent on using their power as a means to subjugate or instill fear in those whom they consider inferior.   Sorcerers are often human or half-elven in origin, in part because of humanity's diversity and adaptability. However, there is nothing particular about humans that makes them well-suited for a sorcerer's talents, and individuals of any race can manifest sorcerers. Kobold sorcerers are particularly common, likely due to their draconic origins, of which kobolds are extremely proud. Likewise, because of their draconic heritage, dragonborn sorcerers are also common, and considered by most the iconic example of sorcerers of the draconic heritage.   Arcane spellcasters from other uncivilized races are also more likely to be sorcerers than wizards, since they lack the proper infrastructure and culture for the intellectual pursuit of arcane power. Gold dwarves, wild elves, and lightfoot halflings often also demonstrate a natural talent for sorcery.   Sorcerers are found throughout all of the world, though some realms have a greater tolerance for their talents than others.  

Abilities

Sorcerers are best in a support role, though they often put themselves at risk as a part of their job. While in combat, sorcerers are typically heavy hitters, dealing lots of damage, though many sorcerers also appreciate the utility of long-ranged, hindering spells that exchange raw power for a greater number of enemies injured or other effects. To aid them in casting these spells, sorcerers make use of daggers and staffs as implements, which empower their spells and make them more potent. And while wizards rely on their ability to learn and memorize for the purpose of spellcasting, sorcerers more typically rely on their willpower and emotional presence to focus and empower their abilities.   Because a sorcerer's power is inherent most of their abilities are dependent on their precise ancestry. Many sorcerers are descended from dragons, at least distantly, and draconic blood, with its arcane infusions, makes a potent source of power for many sorcerers, many of whom learn to tap this power in order to make themselves stronger, more resilient, or elementally gifted. Others sorcerers tap into the power of wild magic, giving them an added versatility in their powers at the cost of predictability. Because this power comes naturally, sorcerers have an opportunity to pick up training in most simplistic weapons, giving them a slight edge over wizards in non-magical combat, though still behind other arcanists. Like wizards, the vast majority of sorcerers lack training in the use of any armor.   A few sorcerers, though not all, take on familiars or magical companions who can be summoned to service. Like the familiars of wizards, sorcerer familiars can cast spells that their master is capable of using, as well as having the capacity to communicate with them on a very basic level.  

Sorcerer Origins available in Roleplay Redux

Sorcerers come from a variety of backgrounds. While sorcerers of draconic ancestry are probably among the best known, sorcerers from other origins exist as well. These origins greatly determine the abilities and characteristics of a sorcerer and most sorcerers specialize to some degree in the abilities granted by their powers' origin.
 
Blood Sorcerer
While most of the time frowned upon by the common folk and various religious orders, there is an undeniable amount of power to be found within Blood Magic. A power which the Blood Sorcerers have learned to master like none other. These Sorcerers specialize in controlling their opponents by exacting their will over their entire bodies. They also gift the precious crimson life essence to allies to keep them sustained.
 
Cosmic Sorcerer
It is sometimes rumored that the very origin of magic itself can be traced back to nothingness, creation and the cosmos. It is a belief certainly reinforced when people witness Cosmic sorcerers in action. These spellcasters draw their power upon the might of the cosmos and stars themselves. Striking their foes with beams of pure cosmic energy, raining stars from the heavens, summoning singularities or even showering allies in soothing, restorative light.
 
Cryomancer
The bitter cold of winter itself has a way to break even the most stalwart of foes. Particularly when said bitter cold is wielded by a cryomancer. Experts at unleashing icy wrath on the battlefield and controlling foes by stiffening their limbs and slowing their movement or outright making them slip and fall on treacherous pools of ice, all the while sending icy spike after icy spike. Anyone unfortunate enough to find themselves in their path will feel the bite of winter.
 
Pyromancer
It is often easy to associate spellcasting to impressive feats of fire magic. It is thus little surprise that the pyromancers are among the most common and known sorcerers to walk this world. Unleashing roaring tempests of fire at their foes all the while scorching them with a fiery blade they summon out of thin air. These sorcerers are at home in the literal heat of battle, flowing from one crackling pile of destruction to the next.
 
Storm Sorcerer
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.   Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Metamagic abilities available in Roleplay Redux

As a Sorcerer, you are inherently born with nigh limitless magical potential flowing in your blood. Said potential allows you to push magic to it's very limits, granting you abilities known as Metamagic which you can use at the cost of Sorcery Points. The ones available to use in our RR system are:
 
  • Font of Magic (Replenish some of your mana)
  • Quickening (Freely cast your cantrip as a free action alongside your spell)
  • Maximize (Dig deep into your magical blood to enhance your spells to deal devastating damage
  •      

    Wizard

    Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

    Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from a location far across Thuria.

    Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
      Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.  

    Scholars of the Arcane

    Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.   Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.  

    The Lure of Knowledge

    Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.   But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.  

    Abilities

    Wizards had a wide variety of powers called spells available to them, fueled by the arcane energy of the universe. Prior to the Spellplague, these powers flowed from the Weave, which was governed by the goddess Mystryl, followed by Mystra, and then by Midnight. Since the Spellplague, magic no longer requires a god's governance, though many gods remained associated with arcane magic.   A wizard's spells differed from those of other arcane spell-casters usually in terms of usage or scale. While a warlock's spells were primarily malevolent and a sword-mage might use defensive spells that empowered themselves, a wizard used their power to control the nature of a battle, a landscape, or even the physical makeup of the universe itself. When in combat, a wizard favored spells that hindered many enemies at once, rather than attacking one, or that empowered themselves or allies.   When casting spells, wizards often used arcane foci, or implements, such as staffs, orbs, or wands. These implements concentrated the arcane power in a spell, increasing its effectiveness. All wizards had a degree of specialization in implements, preferring one kind over another. Some took a liking to orbs, which they used to increase the duration of their spells' effects. Others preferred using wands to enhance their accuracy or staves to defend themselves. The most basic spells available to wizards were known as cantrips and required little skill on the part of the wizard in order for them to be cast. Such spells were typically small tricks of magic such as creating a light source, a sound, or moving a small object telekinetic-ally.   Wizards were also skilled in the use of rituals, powerful spells that require a significant amount of time and energy to cast, thereby making them impractical in battle but immensely useful in non-combat applications. As with their daily spells (spells which a wizard can only master once per day), wizards kept these rituals written in a spell-book, where each ritual took up at least a page, with complexity and page length directly proportional to the power inherent in a ritual.  

    Schools of Magic

    Wizards may specialize in one or more of eight schools of magic, choosing their specialty early on in their training. This specialization is sometimes required in order to join the ranks of some of the world's most prestigious wizards, such as the Red Wizards of Thay, who require all initiates to be specialized in one of the schools of magic.   Specialist wizards are treated and regarded as wizards by the world at large in spite of this specialization and many regarded themselves as such, though sometimes distinctions are made for diviners, illusionists, and necromancers. Some Elves, Half-elves, and Gnomes in the past practiced Dualism, specializing exclusively in two opposing schools to the exclusion of all others. Nonetheless, all of the following are simply considered wizard variants by the magic casting community.  
    Abjuration
    Wizards who specialize in abjuration magic, spells that deflect or interact with other spells, are known as abjurers. These wizards are usually deliberate and prudent, seeing many other wizard specialists as reckless or wasteful. Abjurers like to be prepared, be it in research or adventuring, and often devote their free time to working out strategies for confronting other arcane spell-casters.   Abjurers in battle are not as much a danger to those who forego magic for martial combat but those who use arcane or even divine spells will find abjurers deadly opponents. As aforementioned abjurers are often well-prepared for combating spell-casters of all stripes and are a valuable addition to any team intent on fighting wielders of supernatural abilities.   Because of their propensity for deliberant action more abjurers are lawful than not, though any alignment is possible. While abjurer's care and disdain for reckless action makes many good some are drawn to their talents by promises of power over other spell-casters. Abjurers only reluctantly adventure and are most often found in small villages where they enjoy the trust and good regards of friends and neighbors.
       
    Enchanting
    Enchantment, also known as charming, is the arcane art of influencing or controlling the actions of others and enchanters are those wizards who specialize in the school. More than a few enchanters have an unusually high charisma and degree of charm about them for a wizard, possessing a naturally outgoing and attractive personality. Even if they lack charisma however, enchanters can sway the opinions or actions of others - so long as they cast a charm spell first, which draws on their intelligence.   Enchanters work with their allies more closely than some of the more single-minded wizard variants and this is one of their strengths. Enchanters use their spells to overcome social obstacles, convince enemies to lay down arms, or put foes into a daze. The most dangerous ability of an enchanter is their ability to turn an enemy into an ally, or vice versa, or to incapacitate an enemy in such a way that renders them as good as dead.   Enchanters can be good or evil and have no overall strong alignment tendencies. Overall, enchanters are chaotic over evil, though only by a slim margin. Good enchanters are defined by their restraint when it comes to using enchantments to violate another's being's free will, while evil enchanters show little such restraint. Enchanters of all kinds enjoy company and typically are found in large cities rather than small communities where their talents are put to little use.  
    Evocation
    Evocation magic is a unique blend of arcane magic with the elemental power of creation and those who specialize in it are known as evokers. Evokers are often stubbornly determined by nature and have little use for distractions of the real world, living in very often spartan conditions. Many evokers are decisive and forthright, who are sure of what they must do, be it good or evil, giving them many qualities of strong leadership.   Evokers are naturally adept at combat, making them some of the most common wizard adventurers. Most evocation spells have an immediately obvious combat application, such as magic missile or fireball and make evokers valued combatants who often serve as a form of magical artillery on the battlefield.   Evokers have no strong tendencies towards law or chaos and both good and evil evokers are common. Good evokers perceive evil as a force that must immediately be opposed by their power and evil evokers find evocation magic a fast and comparatively easy way to power. In spite of the sheer lack of subtlety in many evocation spells, or perhaps because of it, most evokers live in small and quiet homes or even as hermits. This is perhaps for the best and many, sometimes rightly, fear the power evokers can wield.  
    Illusion
    Wizards specializing in illusion magic, known as illusionists, are one of the most well-known wizard variants, valued as entertainers in the world. Many illusionists are flamboyant and outgoing, with a streak of hedonism. More creative than most other wizards or even other arcane spell-casters, illusionists as a rule enjoy art of all forms and are less interested in scholarly research and more so in a hands-on approach through experimentation.   However, illusionists are not merely clowns and can be deadly adversaries when they choose to be. Illusionists use their power to play tricks on their enemies and toy with them, casting illusive images or sounds that confuse and befuddle the mind of a foe, turning their own senses into a weapon against them. Sometimes an illusion is so powerful and realistic it actually "fools" an enemy into death and injury. Evil illusionists are therefore a very real and often frightening menace.   Illusionists are, like all skilled wizards, highly intelligent but they usually aren't very reflective. Pragmatically, most accept the impermanence of life in general and see efforts to adhere to a single strong philosophy as futile and as such have no strong alignment tendencies.  
    Necromancy
    While many who wield necrotic magic are practioners of shadow magic, necromancy is also a path open to many wizards. Often brooding and humorless these wizards are obsessed with death in a manner most other people find disturbing. Most necromantic wizards approach life with a stoic and thoughtful attitude and can, despite first impressions, be loyal and faithful companions though many prefer solitude.   Necromantic wizards, while usually not very sociable, are valued party members. This is in large part due to the sheer lethality of powers wielded by a trained necromancer. Likewise, necromantic wizards have a generally fearless attitude towards death, though not all too often to the point of recklessness, which again increases their value as allies.   Evil necromantic wizards by far outnumber good ones, as playing with the forces of death and undeath is hardly something to be done as lightly as many necromancers do. Necromantic wizards often feel an allure to order, but many chaotic examples do exist. Truly unaligned necromancers are extremely rare, since either a necromancer has a strong devotion to good or falls into evil. Most necromancers are loners by nature and when not adventuring prefer to immerse themselves in their research.  
    Transmutation
    Transmutation is the ability to shape objects' physical makeup through magic and transmuters are those who specialize in the art. Transmuters are typically more curious than other wizards, marked by a fascination with how things go together and are, likewise, torn apart. This makes many transmuters ardent collectors of magical items and artifacts, as well as clear thinkers, though they often lack an insight into why things are rather than just how.   Transmuters have many useful combat applications for their spells, since they can transform the nature of virtually any object. A transmuter might, for instance, transform an enemy into a frog or an ally into a powerful monster. Transmuters can also use their spells to increase the abilities of their allies or themselves, giving them abilities that parallel in many ways those of artificers, who likewise specialize in manipulating the physical world through magic.   Many transmuters are chaotic, since chaos is the very essence of change and transmuters specialize in making things go through such a process. However, lawful transmuters do exist. Good, neutral, and evil transmuters are all roughly equal in number, with good transmuters viewing their abilities as a way to change things for the better and evil ones tend to see morality as an inherently changing and relative concept inconsequential to their work. Transmuters are more adventuresome than other wizards and can often be found exploring the world.

    In our Roleplay Redux system, Wizards are the only class that posesses no subclass whatsoever. Instead, you have the ability to switch between chapters of different magical schools and adapt to any situation. Those chapters being Abjuration, Enchantment, Evocation, Illusion, Necromancy and Transmutation.
     

    Wizard Generalist Traditions

    Some wizards, occasionally known as generalists, are less inclined to specialize in the various schools of magic. These individuals instead prefer to use a wide variety of spells, with no limitations on which spells they can or cannot cast other than lack of knowledge. These wizards tend to fall into a number of sub-categories, which are listed below.  
    Control Wizard
    Favoring battle from as great of a distance as reasonable, control wizards prefer spells that hinder or restrict their enemies rather than those that are particularly deadly. Like all wizards, control wizards are highly intelligent, but they also put a high value upon possessing strong judgment and willpower, which can help control wizards to maintain their spells' effects for longer periods of time, particularly if they happen to adept at using orbs as implements. Some control wizards prefer to use staffs for the purpose of defense and put an emphasis on their physical fortitude in addition to their mental faculties, so as to make them more durable against their enemies. Many of the spells used by control wizards are from the conjuration or enchantment schools, though not all.  
    War Wizard
    War wizards, not to be confused with the well known War Wizards of Cormyr, are those non-specialized wizards who prefer power to delicacy. War wizards prefer to use spells that deal damage in large amounts. Many of their spells hail from the evocation school, though others are from the conjuration or transmutation schools. Like their fellow mages, war wizards are highly intelligent but dexterity follows very shortly thereafter in importance, particularly since many war wizards choose to use wands to enhance their accuracy. Other use staffs for the purpose of defense and put a high emphasis on their constitution.


    Warlock

    With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

    As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

    Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.
      Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.  

    Sworn and Beholden

    A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.   The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.  

    Delvers into Secrets

    Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.   Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.   Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

    Otherwordly Patrons available in Roleplay Redux
    The Patrons a Warlock may have pledged themselves to come in many shapes, forms, sizes and motives. Whether a devil or a fey, they all share one thing in common, however, they have struck a deal with the Warlock and gifted them magical powers which correspond to their natural abilities.
     
    The Archfey
    Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
     
    The Celestial
    Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.   Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
     
    The Fiend
    You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
     
    The Great Old One
    Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.   Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings
     
    The Undying
    Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.   In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.
     
    The Raven Queen
    Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.   The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.


    The Hexblade

    You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.   Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

    Pact Boon
    Once you have selected your patron, you will be able to select between the following Pact Boons:
  • Pact of the Blade (Granting you a magical weapon which strikes with your spellcasting modifier and can alter its shape)
  • Pact of the Chain (Granting you a small familiar, the size of a housecat that can obey simple commands and remotely speak with you
  • Pact of the Tome (Granting you a magical book which grants you increased magical prowess when offered a blood sacrifice)
  • Mages
    A mage casting a spell
     

    MAGE


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