Elemental Mages

Elemental Mages are the primary arcane users in Terra. Currently available are Aeromancer, Geomancer, Pyromancer, and Aquamancer.

## Types

**Aeromancers** can shape the calm into a torrent. The Seekers of Secrets. Students of The Path of Air are most interested in learning for its own sake. Curious and persistent, their peers consider them flighty because they shift from one subject of study to the next, apparently leaving things unfinished.

**Geomancers** harness the power of the earth in their spells. nflinching Stability. Those who travel The Path of Earth are constant and dogged in their pursuit. The polar opposite of air, they pursue a task until its completion and are the worst kind of perfectionists.

**Pyromancers** must learn to control their fire or be themselves consumed. The Cleansing Change. Shifting and energetic, these students are powder kegs waiting to detonate. Whatever they undertake, they do so with the utmost enthusiasm, devoting all of their strength.

**Aquamancers** carefully mind the balance or order and chaos in their art. The Source of all life. Serene is the keyword that describes those of The Path of Water. They seek the deeper wisdom of the world and take the time to learn them. They are nurturing and care for the safety of others, although they are not strangers to duplicity, always hiding something beneath the surface.

## Feats

**Alchemy Science**

This Feat will grant the character knowledge of the Art of Alchemy and its uses. Upon learning this Feat, the character will receive 30 skill points in Alchemy and gain the character\'s proper Alchemy equipment.

**Arcane Enchantment**

The powers of the Arcane can be harnessed if the Mage is skilled enough and well-versed in the proper Lore. This Feat will grant access to the Magecraft system. As the Mage becomes more skilled in creating enchantments, the types of items the Mage can enchant will increase.

**Inscription**

During your years of research, you have learned to master the pen and quill, among other things. Because of this aptness, you can use your skills to work on other aspects. This Feat grants you access to the Inscription system. When this Feat is first learned, the Mage receives 30 skill points in the Inscription skill and a Scribe's Kit.

**Meditative Concentration**

Through a focused concentration on the arcane forces flowing through the world, you are able to enter a restorative trance

**Elemental Resistance**

Due to the constant exposure to the elements, your body has developed a unique ability to resist the elements, be it magical or natural. As your skill in this ability increases, so too will the resistance percent increase. Each element has its own area of resistance: Earth, Air, Fire, and Water (Water includes Acid and Poison).

**Improved Familiar**

This feat allows a mage the capacity to take on a powerful magical familiar.

**Apprenticeship**

As a youth, you took on a job working for a local merchant. Under his/her tutelage, you have learned some skill in a chosen trade. As a result, you have started your adult life with some knowledge in trade to assist you in making a living. (NOTE: Must be used at Level 1 and you will only receive 30 points in a chosen trade skill from the available list: Camping, Cooking, Healing, Fishing, Lumberjacking, or Mining)

**Rigorous Training**

As a novice, you attacked your studies with extreme dedication and passion. You studied relentlessly and honed your abilities in your chosen element to the extent that you gained more exposure to your element than most other novices. As a result, you begin your adult life with a greater understanding of your chosen element. (NOTE: Must be used at Level 1)

## Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

## Restrictions

Mages require armor with the tag [Mage Armor] to be able to wear it. Other armors restrict their ability to properly cast, as a result they can only wear Mage Armor.