Alright so rather than having directly offensive Pyromancers they have more enigmatic Warlocks, rather than hurl fireballs they use more subtle hexes, A Warlock hex may confuse an enemy or make them trip up.
Witches replace clerics, they are less capable in direct combat, lacking "quick" healing, instead they stay back and before battle charm the allied soldiers, Charmed soldiers are harder to kill and tend to have greater luck. The process of Charming takes enough time that only some soldiers in each battle are charmed. The witches can also do healing magic but these take hours and concentration.
Basically more "subtle" but versatile magic, I was planning on having my village ruled by a Witch/Warlock coven
Okay. So. I finished my character. She's a little unconventional as I said, and well. My people's magic kinda breaks your system a bit. If she's not acceptable I completely understand but I would ask that you either accept her in this form or outright reject her -- the Free Mages are a little egg I've nurtured for my novel and I'm hyped that I might get to use them in an RP, but I wouldn't want to have to butcher my magic system to make it conform.
Though she stands a mere four feet, six inches, the iron of Aymiria’s will is clear to all in her blue-violet gaze. The former princess maintains her inky hair in a short, disheveled bob, claiming anything else is impractical. Sources cite that she has always been seen wearing the gold circlet that is the symbol of her former status. Description of Miry as given by Tekte, the spymaster and historian of the Violet Court.
Name: Aymiria Morewen of Elenath and Ilumire, first of her name, heir to the Violet Throne of the Aesirian Pentarchy. Doesn’t expect anyone to remember the titles, introduces herself as “Miry.”
Age: Sixteen
Skill: Despite her relatively-few years of existence, Miry is already a skilled tactician and player in the game of politics. She was royalty in the past, after all. She also is graced with charisma and an absolutely iron determination, and quick thinking. She can seemingly just glance at a problem and have a solution formed in the back of her mind.
Personality: Miry can seem rather intimidating if you catch her in action mode. Intense, multitasking, barking orders and seemingly flying around in circles, and yet never losing track of anything. When you get her in her “resting” phase she’s much softer, more gentle. Friendly, even. Asking, instead of ordering – though everyone knows that to refuse to do as she asks is nearly worse than disobeying an order. She commands a certain respect, and she knows it, and isn’t afraid to force someone to back down.
Ruling Style: Miry holds a vaguely-Republican style of government, but a loosely controlling one at that. She expects more discipline from the combative portion of her group of rogues, but still, she seldom intervenes, letting her panel of commanders do mostly as they see fit. When Miry does speak up, everyone knows to shut the heck up and listen.
Something interesting:See description of her magic below.
As told by Sairina Ingole, overseer of the Aesirian Young Mages Society. Aymiria’s magic seemed to have manifested a B-class type 4. Further testing revealed her to be Type C, subtype ii. It is a rare occurrence to start with, 4c-ii being almost unheard of, but what is extremely remarkable is her power level. She did not seem even the least worn out from extensive testing, so we assigned her a previously-unused power classification of Level Six.
In layman’s terms: Aymiria is an extremely, extremely powerful “concrete” empath – that is to say, her empathy allows her to pinpoint specific emotions, and she is very good at it, to the point of seemingly being able to interpolate people’s thoughts. She is very sensitive to changes in emotion, even so far as to be affected by musical melodies. Thus far she has not learned how to shield herself. It is thought that even glimpsing a battlefield would be enough to incapacitate her.
Size: 267 wanderers. Makeup: All mages. See hider below. Ages range from 8 to 19, with most clustered between 13 and 17. It should be noted that the gender balance is about 75% to 25% males to females—it seems that in Aesiria males are more likely to manifest magic, but females, when they do manifest tend to have more power.
160 elemental mages. Of these, about 120 specialize in combat and 40 in support. 20 each of the “primary” types—15 combative and 5 support (Class A, type 1a) 16 each of the “secondary” types.—12 combative and 4 support (Class A, type 1b) 15 “dark” mages – all combative (Class A, type 2b) 15 “light” mages – all support (Class A, type 2a) 10 “kinetic” mages – can function in either role just as well (Class A, type 3. 5 of each) 10 assorted – all support (Class A or B, 4a, 4b, and 4d) 27 soldier-types – these folks are usually secondary elementals who have low power levels (most are 1s, and a few are 2s) but have learned to use these elements to boost their physical prowess. They do not fight with their elements as the combative mages do, but with their bodies, which are honed by their elements. (Class A, usually type 1 or 3.)
Allegiance: Themselves – and their Queen. They followed her across the Silversea when she was exiled and they’ll follow her to the end of the earth. Notable Individuals: (Will be updated.)
Aesiria is a vast network of kingdoms to the west, spanning an entire continent. There are five kingdoms that attend to their own affairs, more or less, but agreed to keep a cohesive front in diplomatic relations with other nations, as well as a pact of mutual aid amongst themselves. They have become known as the Aesirian Pentarchy.
The continent of Aesiria is divided into five sections. Northern, eastern, southern, western, and central. In the very center is a massive lake (more of a small freshwater sea, really) that is claimed by no one, and in the center of this is the island on which Elenath, the pentarchy’s capital, lies. Due to the way the layout falls, many consider the central “Violet” territory to be the most powerful, though if asked the kings and queens will all deny it.
Each territory is renowned for having its own particular school and brand of magic. The northern "Turquoise" territory specializes in water magic, including ice. The eastern "Saffron" in air and weather. The southern "Crimson" in fire. The western "Jade" in earth.
It is the central region, again, that gets complicated. It’s academy, in its capital Ilumire, /officially/ deals with light and dark magicks but is a melting pot of all other regions, and thus magicks, most of which are sent to the city of Elenath itself.
There are hundreds of different subtypes of magic, all of which are (at least attempted) to be taught at the main magic academy in Elenath. There are “lava” types, often (though not always) offspring of fire and earth types. Similarly ‘storm’ types, from water and air, and multitudes of other combinations, or random things (such as truthsayers and silvertongues) have also been reported. Magic is still fairly rare, and the vast majority of people with magic have it rather mundanely – in the entire population of the Aesirian Pentarchy (which no one has come up with a definitive number on – estimates range from 100,000 to 500,000) there are approximately 4,000 individuals who have sufficient raw power to be worth training in one of the magic institutions.
A. Active Class – Active class mages have to /think/ to apply their powers. Usually theirs are the ones that have outwardly visible effects. Most elemental and otherworldly mages, also kinetic mages (types 1, 2, and 3) are Class A. B. Passive Class – Passive class mages have powers that are ingrained in their senses and perception. Seldom are they visible. A lot of type 4 mages are class B.
Note on “Power Level” – Typically after the subtype classification, there will be another number indicated. This number is somewhat subjective and refers to the theoretical “amount” of power that an individual can expend before they become too exhausted to continue. Usually this number is rendered on a scale of 1 to 5.
1. Elemental a. Primary i. Earth ii. Water iii. Air iv. Fire b. Secondary i. Life (earth and water) ii. Dust (earth and air) iii. Lava (earth and fire) iv. Storm (water and air) v. Mist (water and fire) vi. Lightning (air and fire)
2. Otherworldly a. Divine i. Healer ii. Medium iii. Summoner b. Cursed i. Enchanter ii. Conjurer iii. Necromancer
3. Kinetic a. Motion i. Mover ii. Teleporter b. Shielding i. Tangible ii. Intangible
4. Unclassified
a. Illusionary i. Aural ii. Visual ii. Tactile b. Fatal i. Chance ii. Time c. Empathic i. Abstract ii. Concrete d. Other
You can tell this was made for something else... Im going to have to reject it