Difference between revisions of "Alothin/Regimen"

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'''Initiate Novice''': While Alothin rarely bothers with the uninitiated, if someone shows potential promise, he may induct them into the Arts. This lesson introduces a student to the very fundamentals of grasping the arcane. Once successfully completed, they will possess a MagPL between 100 and 300, where they before had none.
 
'''Initiate Novice''': While Alothin rarely bothers with the uninitiated, if someone shows potential promise, he may induct them into the Arts. This lesson introduces a student to the very fundamentals of grasping the arcane. Once successfully completed, they will possess a MagPL between 100 and 300, where they before had none.
  
'''Focus on Fundamentals''': By discussing and refining their grasp of basic magical theory, the available raw mystic power of the student is increased. {''A social RP which must demonstrate the student's enhanced knowledge of magical concepts in some manner. Student gains up to 20% of their own MagPL, depending on insight offered and debated. Using this successively becomes harder and harder.'')
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'''Focus on Fundamentals''': By discussing and refining their grasp of basic magical theory, the available raw mystic power of the student is increased. (''A social RP which must demonstrate the student's enhanced knowledge of magical concepts in some manner. Student gains up to 20% of their own MagPL, depending on insight offered and debated. Using this successively becomes harder and harder.'')
  
 
'''Combat Coaching''': By being present during a spar, but not actually as a participant, Alothin can provide feedback on the spells employed and combat tactics and strategies utilized. Those spellcasters that accept his advice and counsel find themselves benefiting far more from the spar than they otherwise would. (''Gains increased by 3% for mages, with cap increased by a matching 6%. Gain increase does not apply for other PLs if characters are multi-PLed or a participant is not a mage.'')
 
'''Combat Coaching''': By being present during a spar, but not actually as a participant, Alothin can provide feedback on the spells employed and combat tactics and strategies utilized. Those spellcasters that accept his advice and counsel find themselves benefiting far more from the spar than they otherwise would. (''Gains increased by 3% for mages, with cap increased by a matching 6%. Gain increase does not apply for other PLs if characters are multi-PLed or a participant is not a mage.'')

Latest revision as of 18:17, 26 October 2015

Since the Second Null rewrote the rules of magic, Alothin would seem to have little to offer other arcane casters in terms of magical development. Yet, his vast insight into magic permits him to assist them still, though as his focus of magic is quite different than most, his offerings are far more limited than most Official Teachers.

Training Offered

Power Level Development

Initiate Novice: While Alothin rarely bothers with the uninitiated, if someone shows potential promise, he may induct them into the Arts. This lesson introduces a student to the very fundamentals of grasping the arcane. Once successfully completed, they will possess a MagPL between 100 and 300, where they before had none.

Focus on Fundamentals: By discussing and refining their grasp of basic magical theory, the available raw mystic power of the student is increased. (A social RP which must demonstrate the student's enhanced knowledge of magical concepts in some manner. Student gains up to 20% of their own MagPL, depending on insight offered and debated. Using this successively becomes harder and harder.)

Combat Coaching: By being present during a spar, but not actually as a participant, Alothin can provide feedback on the spells employed and combat tactics and strategies utilized. Those spellcasters that accept his advice and counsel find themselves benefiting far more from the spar than they otherwise would. (Gains increased by 3% for mages, with cap increased by a matching 6%. Gain increase does not apply for other PLs if characters are multi-PLed or a participant is not a mage.)

Technique Development

Consulting Sorcerer: Once the student is at a level to develop their own techniques, ones that Alothin has not developed and mastered himself, the usefulness of the archmage is not at an end. Alothin's broad knowledge of the arcane allows him to give the student insight into techniques he has not mastered himself. A successful consultation will enhance the student's progress in mastering their techniques. Successfully teaching a student also allows Alothin to reorganize his own thoughts, and he often gains an extra insight from seeing how his students achieve their goals -- or even simply seeing what goals the student wishes to achieve. (A successful social RP will grant the student up to 7 TD in the technique, depending on its nature and their performance. Alothin gains 5 TD on a fully successful session. May not be done more often than every 7 days per student.)

Library of Unreal Arcana: Alothin took a vast library with him to his pocket of space outside reality when he escaped the second Null. The vast majority of those are arcane works that no longer exist in reality. He may create a temporary shadow-copy of the unreal book within reality, and give it to a student to study. This provides them with insight, allowing them to progress faster on developing techniques of their own design. The shadow-copy decays after one week and disappears, so it must be used within that time or it is of no benefit -- and Alothin will be unhappy if his gift of knowledge goes to waste, taking it as a sign of a lack of dedication and commitment on the part of the student. (Permits a tech training solo to produce an extra 3 TD for the successful student. Each student may gain this benefit no more often than once per week.)