The Invoker
[Summon the Arcane]
At the realms conception, before anything even began, Denadlyr planned the
introduction of the class of wonders. Known as the
mage, its guildhalls
were filled with scholars, the most intelligent of Serin's inhabitants, a
group that shunned the use of physical force to master the potential of the
mind. Their spells were versatile, and once a mage reached his pinnacle,
were powerful enough that even the warrior
feared them. Magic became the
most influential force in battle, and mages were later integrated into each
army in the grand conflicts, proving indispensable with their both harmful
and beneficial spells.
The Great War
which scarred Serin pitted mage against mage, and resulted in
much bloodshed and weakening of the arcane. After the war was burned out,
and the weakened magi retreated to rest, Denadlyr stepped into their council
to punish their foolishness, for his gift was intended to unify, to enrich
and amuse, and for defence, not to harm, maim and kill. He split their
guild into two new halls, and cast out the ones that disgusted him. Of the
two new guildhalls, one was granted the ability to channel the sphere of
elemental magic, the most volatile of the arcane.
Known as the invokers, for their ability to invoke the elements, these magi
learn to produce streams of damaging elemental magic, ranging from flame
arrows to storms of ice. They also may manipulate and create matter, making
swarms of meteors and imbueing weaponry with magical enhancements. They are
also the pioneers of the famed sanctuary spell, one of the many kinds of
protective shields an invoker learns to invoke. At their peak, an invoker
learns to tap into the arcane, creating a vast beam of light capable of
devastating anything in its path.
An invoker is able to specialize in an element. This changes their
abilities somewhat.
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