Magical Specialisations

At Chronicles of Thedas we have something called specialisations. Now, contrary to what you may or may not know from the game the meaning of a spec here translates slightly differently. We focus on learning and combination of talents, rather than loading up your mage with as many spells and specs as possible.

This means that our view of how each spec works in this setting is not going to be the same as how you may have experienced it in the game, nor at any other forum or post RP. We believe in learning and adding abilities in character as well as outlining how one comes to learn one's magic. On top of this some specs are rare and limited to certain character types (Keeper is only for Elvhen, for instance. Or Windtalker for those raised on ships. Arcane Warrior must have an elf tutor or elf teaching a human at some point).

This article is just going to outline what we expect from each magical specialisation and how we want it to be represented in game.

The CoT staff reserve the right to add to the definitions below as a result of feedback, questions, IC actions as well as lore additions and releases from Bioware.

Arcane Warrior

 * Very rare specialisation
 * Must be taught by an elf, or the tutor taught by an elf.
 * The type of armour worn is either light or medium. No heavy armour.
 * One handed swords, duel daggers, hand axes and staves only please.
 * Try and stay true to the spirit of the spec, take into account the Fade and complexities of the magic used, how they use their weapon and combine it with the particular arcane abilities. This is not just an excuse to be able to wield a sword as a mage, this is a very powerful and very specific specialisation, one that works especially well against creatures from the Fade.

Battlemage

 * Only light armour can be worn.
 * Cannot wield weapons, their staff being used as a quarterstaff is the only exception. Their staff can be a stave.
 * Usually physically fit, may have some hand to hand combat.
 * Must be taught by a mentor.
 * Very common amongst the Libertarians. Common spec taught in their Circles.
 * The focus is on offensive magic, so school of Creation is not something we expect a battlemage to have learned, not until they are much older at least if at all.
 * They tire quickly, their concentration has to be strong and they use their mana VERY quickly.
 * They can be used in close combat but they are more effective at mid range since they use their mana quickly so they would be stranded and weak if they were in the midst of battle for too long.

Blood Mage

 * If learned from the Fade the player must cover their deal with a demon (usually Desire, rarely Pride) in the history of the character.
 * If learned from a mentor the player must cover the characters training in detail.
 * Unique spells and use of blood magic is encouraged.
 * Take into account the culture they are in when dealing with a demon and account for the risks involved when making a profile and posting IC.
 * Be aware of the restrictions of blood magic, of the sacrifice and challenge of being so closely connected to a demon.
 * Similar to a spirit healer this mage would be at risk of becoming an abomination and very attractive to other demons. Strong mental defences and power are a must.

Cleric

 * To qualify for this spec your character must be a member of Primoris Incendia or another religious group that is approved lore.
 * They must also be a blood mage.
 * Blood magic in this cult is different. Please read the associated lore for the cult.
 * There are limits on other schools of magic when this spec is added. Be aware that your character cannot be too well versed or master other trees and specs if they are a Cleric of the Old Gods.

Force Mage

 * Unique force mage abilities originate in Kirkwall. They produce the "best" Force Mages.
 * Various interpretations of this exist, some hand to hand martial art focused force magic is taught in Rivain for instance.
 * Telekinesis is a typically associated talent.
 * Quite often a the mage may take well to earth magic as well.

Keeper

 * Restricted to Dalish elves only.
 * This spec is being adjusted in the wake of the Ostagar Arlathvhen.
 * Usually only the leader of a clan is called a Keeper but the spec is taught to all Firsts.
 * Nature and Creation magic is associated with this spec and is expected to be a strong part of your character. If it is not, then tell us why, since we like to explore the unusual.

Seer

 * Mainly taught in Rivian, prominent spec in Dairsmuid.
 * Not often found in Circles outside of Rivian.
 * Usually taught by a hedge witch.
 * Do not assume this means foresight or detailed and accurate premonitions.

Shapeshifter

 * Not taught in Circles. AT ALL.
 * Must be learned alongside animals.
 * Very hard to master.
 * Very rare to know more than two forms.
 * There are rare and specific add-ons to this specialisation. Ask the Cadmin for more information.
 * A common spec for member of Nueda.

Spellbreaker

 * Very rare
 * Must learn from the Montsimmard Circle.
 * Requires admin approval if the Spellbreaker can use a sword.
 * Sword use is basic, nowhere near that of an Arcane Warrior.
 * Cannot learn any other specialisation.
 * There is a risk of becoming a Tranquil is not properly trained or if they over reach with their magic.
 * Will die in the Fade if they are there for too long. Length depends on ability as a Spellbreaker.

Spirit Healer

 * Rare. Very rare.
 * The Dalish have no teaching of it, but it is being "revived".
 * Only learned in Circles, unless you have a good explanation for another route of training (i.e the mentor was taught in the Circle - see Uruvar)
 * This spec will not be accepted alongside another spec unless the character is aged and well trained. You cannot have your character learn much else alongside this specialisation, so you must account for this.

Water Weaver

 * Only for mages who live on ships.
 * Rare spec but useful.
 * Employed by both merchants and pirates.

Windtalker

 * Only for mages who live on ships.
 * Rare spec but useful.
 * Employed by both merchants and pirates.