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Magics and Jobs
Hey, everyone needs a job! And life without magic in Crystalin isn't a very long life....


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Okay, so, here's the deal: normally, this would be two different categories, but they are interconnected. For example, you can't be a Zyn monk if you arn't a mage. Hence, here is the list of jobs and thier required magics, the list of jobs that have no requirements, and the magics....

Jobs


Zyn Monk: A secretive sect of monks; they practice the healing arts. But don't count one out in a fight, either. Required magics: witch, wizard, sorcerer, or sorceress.

Theif: Oh, please. It's self explanitory. Required magics: none.

Mercinary: If you can pay it, they can do it. Some have more morals than others. Required magics: none.

Wanderer: They've been there, done that. Guarenteed. Required magics: none.

Dragoon: Dragoons serve the dragons as knights. They run errands, fight, and do things that the dragon will not or can not do. In becoming a dragoon, you are given the magic of the dragon you serve (on a smaller scale, of course). So if you choose to be a dragoon, you MUST list your magic as dragoon also.

Magics


Mage: Very good battle magic; very very bad at healing. Doesn't matter what gender you are, though.

Sorcerer: Good healing, good battle magic, but not near as good at battling as mages. Males only.

Sorceress: Same as a sorcerer, except female.

Witch: Good at potions, mind control, etc. Not so good for too much else. As if mind tricks wern't enough. They also do illusions.

Wizard: Male witch, duh.

Shape Shifter: They change forms. They're the ONLY ones who change forms, with the exception of halflings. But shape shifters can change into ANYTHING. Male or female, makes no difference. Shape shifters usually, unless aided by an artifact or rune, have a time limit on how long they can retain a shape.

Elemental: They use the powers of the elements to do battle, and to heal. Very powerful, but limited to their own energy, and that of the elements around them. Get them exausted and in a anit-elemental area, and they can't do much anymore.

Artificiary: Has the magic needed to unlock the power in artifacts and runes. They commonly carry many charmed weapons and "bottled" spells. They can also alter or magnify the power of spells, to a point, but like elementals that part of their ability is limited to their own life force.

Bard: Their magic is tied in with music. They excell at illusions and mind probings. They often carry a charmed instrument that amplifies their powers. They can also alter spells that the enemy sends at them with music. But they can't do much in the way of attacking on thier own.

Spellshaper: You throw some magic at a spellshaper, and they'll throw it right back at you...with some inprovements. They can also make energy sheilds that are the envy of every other magic user. But they, too, are limited to their own energy.

Dragoon: Dragoons posses the abilites of dragons, usually semi-elemental. They can also call their patron dragon to them, though only in emergancies, because dragons can be rather touchy.


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