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'''Class Name:''' Chromatic Lumomancer
 
'''Class Name:''' Chromatic Lumomancer
  
'''Strengths:''' Highly adaptive magic style that is good in most any situation.
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'''Strengths:''' Highly adaptive magic style that is good in many situations
  
'''Weakness:''' The more A drafter uses their abilities the closer they become to "breaking their ring" or going insane from their magic use. The ring is referring to the iris of the eye, which acts like a meter, as it fills up with the mages used colors, and once the color breaks into the white of the eye, is when the mage is referred to as a "color lich" while in fact the only thing a lich and a broken ringed lumomancer is that they both are considered  and usually the mage starts a process in which they slowly start converting their body into brightwater. Normally they are hunted down by others and killed. As well as a drafter is unable to draft from other colors. Ie: If a bi chromatic blue green can only see red they are useless. While bright water itself  is unstable and degrades over time and more so in direct sunlight when not connected to the drafter. The color also influences the mage over time affecting their emotions and mentality.
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'''Weakness:''' The more a mage of this type uses their abilities, the closer they become to "breaking the iris" or going insane from their magic use. The iris of the eye acts much like a "meter", changing slightly each time the mage uses a color; once the color breaks into the white of the eye, the mage will go color blind and is referred to as "color mad" due to the severe mental break which accompanies this condition. Often, these color mad individuals are hunted down by others and killed. Also, the choice of colors a chromatic lumomancer uses will influences the mage over time, affecting their emotions and mentality.
  
 
'''Races that can be this class:''' Any race with the access to magic, and can perceive the light required  to create brightwater.  
 
'''Races that can be this class:''' Any race with the access to magic, and can perceive the light required  to create brightwater.  

Revision as of 16:31, 2 February 2014

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Class Name: Chromatic Lumomancer

Strengths: Highly adaptive magic style that is good in many situations

Weakness: The more a mage of this type uses their abilities, the closer they become to "breaking the iris" or going insane from their magic use. The iris of the eye acts much like a "meter", changing slightly each time the mage uses a color; once the color breaks into the white of the eye, the mage will go color blind and is referred to as "color mad" due to the severe mental break which accompanies this condition. Often, these color mad individuals are hunted down by others and killed. Also, the choice of colors a chromatic lumomancer uses will influences the mage over time, affecting their emotions and mentality.

Races that can be this class: Any race with the access to magic, and can perceive the light required to create brightwater.

Description: A drafting lunamancer is a lunamancer who takes light in from colors from colors he or she sees to produce Brightwater,purely a magical substance. Brightwater varies from color to color

Superviolet: A type of Brightwater that is formed from light with wave lengths too short for most races to see, while the mage herself can only see this when concentrating. it is the thinnest and the most subtle of Brightwater variants.
Blue: Blue brightwater is hard, strong, and smooth. It tends to follow a crystalline pattern and is most comparable to glass as a substance. Structure, rules, and hierarchy are important to blues.
Green: Green Brightwater is springy and flexible. Easily one of the most adaptive of the Brightwater. They don't so much disrespect authority as not even recognize it. Making it a natural choice for ex-druids and the more bestial races.
Yellow: Yellow Brightwater is most often a liquid that releases its energy back into light quickly, allowing its use as a torch or a trigger to ignite flammable materials or explosives. And it was the first of the Brightwaters to be discovered and is often referred to as the first color. Yellow nourishes other Brightwaters being used as a fuel to make them last longer when exposed to light, extending the durability of Brightwater structures or tools. But when created perfectly it's the hardest of the Brightwaters, and last the longest when exposed to direct light. Yellows tend to be clear thinkers, intellect and emotion in perfect balance, and favored most by the elves.
Orange: Orange brightwater is slick, lubricative, and heavy. It often used with other brightwaters, magic, and weapons. Oranges are often Ex-bards, brilliant in understanding other people’s emotions and motivations, making lumomancers of this color a favorite of hobbits and gnomes
Red: Red Luxin is sticky, gooey, and extremely flammable. Reds normally work with yellows and sub-reds to make bombs and traps . Their skills are used to catastrophic effect in war. Thus they are called, "weapons-for-rent," By their peers. Reds are quick tempered, impulsive, lusty, and love destruction, making them a natural choice in their corner stone of war.
Sub-Red: Sub-Red brightwater is made from heat, and thus is favored by drow and other races that easily can see heat. human and other less endowed sub-reds see heat by dilating their eyes fully allowing them to see (to an extent) in the dark, they can use the heat from their surroundings to survive intense heat and create flame orbs which explode when exposed to air. Sub-reds are passionate in all ways, the most purely emotional of all the mages making them of little use in the more diplomatic missions.