Telemancers specialize in the very essence of magic across distance. More metaphysicians than anything else, they are always seeking new ideas, new spells and new horizons. For this reason, and the fact that telemancers tend to talk readily (and unceasingly) to anyone who will listen, their spells are well known and mages of all types (even merchants) have access to them. They aren't generally prone to profound philosophic insights, as their minds are more attuned to how things work than how a society functions. To a telemancer, a person is essentially a complicated, difficult-to-understand machine. Eager to explore the world around them, telemancers are willing members of adventuring parties. They are loyal followers but reluctant leaders, since they have trouble making decisions based on instinct alone. Their greatest passion, of course, is travel, and it is a rare telemancer who stays in one place for very long. This guild uses Hermetic magic.
Guild choices for: Telemancer
Primary Secondary Tertiary
------- --------- --------
+-Astute wanderer
+-Elementalist
+-Elite wanderer
+-Kon black
+-Kon blue
+-Kon brown
+-Kon purple
+-Kon white
+-Kon yellow
+-Master wanderer
+-Wanderer
+-Wandering defender
Stat Potential | many intelligence and little wisdom |
Point Max Potential | tiny endurance points, little hit points and more spell points |
Regen Potential | more spell point regeneration, tiny hit point regeneration and little endurance point regeneration |
Category Potential | huge bonus to the teleportation hermetic spell category |
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