Mage - Weavers of the Anguish
Arcanists who tap into the primordial energy released when the Titans clashed.
Mage - Weavers of the Anguish
Ranged DPS / Crowd Control
When the Void Titan and Dark Titan destroyed each other, their clash released energy beyond comprehension. This energy-raw, chaotic, and infinitely powerful-became woven into the fabric of reality itself. Mages are those who learned to pull on these threads, to shape the Anguish into fire, ice, and lightning. It is dangerous work. The Anguish does not like to be controlled.
The Mage Tradition
"Every spell I cast is a negotiation with chaos. The Anguish wants to unmake reality. I convince it to burn my enemies instead. It is exhausting, terrifying, exhilarating work. Most mortals would call us mad. They're not entirely wrong."
- Archmage Thelindra, High Council of Weavers
Origin of the Weavers
Before the gods existed, there were only two Titans. When the Void Titan and Dark Titan destroyed each other in the cataclysm called The Anguish, their clash released energy that defied description-raw creative and destructive power woven into the fabric of reality itself.
This energy was dangerous. It warped flesh, twisted minds, unmade matter. Most who encountered it went mad or died.
But some learned to listen.
The first Mages were not powerful beings seeking more power. They were scholars who heard patterns in the chaos, mathematicians who found equations in the destruction. They discovered that the Anguish, though chaotic, followed rules-rules that could be learned, if you survived long enough to learn them.
They called themselves Weavers, because that's what magic felt like: pulling threads of Titan energy from the cosmic fabric and weaving them into spells. It was dangerous. Many died. Many more went mad. But those who mastered the art became forces of nature themselves.
Philosophy of the Weave
Mages understand something other classes don't: power is never given. It is taken, at terrible risk, from forces that would destroy you if they could. Their philosophy reflects this fundamental truth.
| Attribute | Value | Description |
|---|---|---|
| Knowledge Is Survival | Core Principle | Understanding the Anguish is the only defense against it |
| Risk Is Acceptable | Core Principle | Power worth having is power worth dying for |
| Control Is Illusion | Core Principle | We do not control the Anguish; we negotiate with it |
| Madness Is Near | Core Principle | Every Weaver knows the edge; the best never forget it |
Titan Madness
The greatest danger to any Mage is Titan Madness-what happens when you draw too deeply from the Anguish. The symptoms begin subtly: obsessive thoughts, paranoid certainty, the feeling that the universe is speaking directly to you.
Then comes the transformation.
Mages lost to Titan Madness become avatars of destruction-beings of pure Anguish energy who can no longer distinguish friend from enemy, reality from chaos. They must be put down by their fellow Weavers. It is the most terrible duty in the arcane tradition.
Lore Connections
| Attribute | Value | Description |
|---|---|---|
| Power Source | The Anguish | Primordial Titan energy woven into reality's fabric |
| Divine Patron | None | The Anguish predates and exceeds the gods |
| Academy | The Spire of Weaving | Central academy in Arcania City |
| Enemy | Morgathis | Hand of the Titan-raw Anguish given terrible form |
Regional Ties:
- Arcania City - The Spire of Weaving trains most Mages in the free lands
- Various Schools - Each region has smaller academies with their own specialties
- The Anguish Scars - Places where Titan energy bleeds through; dangerous but invaluable for research
Racial Affinities:
Humans - Adaptable minds can learn the complex theories required
Luminar - Their divine light filters the Anguish, making them safer but less powerful Weavers
Lilin - Some Dream-daughters have affinity for the chaotic energies
Darkan - Their Titan heritage gives them resistance; Darkan Mages are rare but terrifying
Class Relations
| Class | Relationship | How Mages View Them |
|---|---|---|
| Paladin | Necessary Alliance | Their light is... comforting, if simplistic. We use the enemy's power against them; they carry the opposite. Together, we are effective. We try not to think too hard about the irony. |
| Cleric | Complementary Force | They restore; we destroy. A Cleric's healing can save a Mage from the consequences of reaching too far. We value them more than we admit. |
| Warrior | Mutual Respect | They think we're insane for using Titan power. We think they're limiting themselves needlessly. But their discipline... we could learn from that. Many who master the Anguish have Warrior-like focus. |
| Ranger | Cautious Distance | The First World and the Anguish are... not friends. Our powers sometimes interfere with each other. Professional respect, personal distance. |
Notable Figures
Archmage Thelindra
Current head of the High Council of Weavers and the most powerful mortal Mage alive. A Luminar who has mastered the art of filtering Anguish through divine light-a technique that makes her spells less raw but far more controlled. She has outlived ten generations of students and seen countless colleagues fall to Titan Madness. Her wisdom guides the arcane tradition through its darkest age.
Morgathis, Hand of the Titan
The enemy every Mage fears most. Morgathis is what happens when the Anguish fully claims a being-an avatar of pure Titan destruction serving as one of Alassa's Five Generals. Looking upon Morgathis is to see what every Mage risks becoming.
The First Weavers
Their names are lost-most went mad before they could record them. But fragments of their research survive, scrawled warnings and half-completed theories that form the foundation of modern magical study. To complete a First Weaver's work is considered the highest achievement in arcane academia.
Arcanist Vorn
A Darkan Mage who proved that Titan heritage grants resistance to Titan Madness. His techniques for managing Anguish exposure have saved countless Weaver lives. His current project: understanding how the Anguish Stone corrupts divine power, hoping to find a way to reverse Alassa's transformation.
Abilities
All Mage abilities can be leveled from 1 to 10. Higher levels increase effectiveness and reduce cooldowns.
Fireball
Type: Single Target / Fire
Hurl a ball of fire at an enemy, dealing fire damage.
| Level | Damage | Mana | Cooldown |
|---|---|---|---|
| 1 | 90 + (Magic Attack × 1.0) | 30 | 5s |
| 2 | 110 + (Magic Attack × 1.1) | 30 | 4.5s |
| 3 | 130 + (Magic Attack × 1.2) | 35 | 4s |
| 4 | 155 + (Magic Attack × 1.3) | 35 | 3.5s |
| 5 | 180 + (Magic Attack × 1.4) | 40 | 3s |
| 6 | 210 + (Magic Attack × 1.5) | 40 | 2.8s |
| 7 | 245 + (Magic Attack × 1.6) | 45 | 2.5s |
| 8 | 280 + (Magic Attack × 1.7) | 45 | 2.2s |
| 9 | 320 + (Magic Attack × 1.8) | 50 | 2s |
| 10 | 370 + (Magic Attack × 2.0) | 50 | 1.5s |
Frost Nova
Type: Area / Ice / Control
Release a burst of frost around yourself, damaging and freezing nearby enemies.
| Level | Damage | Freeze | Radius | Mana | Cooldown |
|---|---|---|---|---|---|
| 1 | 50 + (Magic Attack × 0.5) | 1.5s | 6m | 40 | 18s |
| 2 | 60 + (Magic Attack × 0.55) | 1.7s | 6m | 40 | 17s |
| 3 | 70 + (Magic Attack × 0.6) | 1.9s | 7m | 45 | 16s |
| 4 | 85 + (Magic Attack × 0.65) | 2.1s | 7m | 45 | 15s |
| 5 | 100 + (Magic Attack × 0.7) | 2.3s | 8m | 50 | 14s |
| 6 | 115 + (Magic Attack × 0.75) | 2.5s | 8m | 50 | 13s |
| 7 | 135 + (Magic Attack × 0.8) | 2.7s | 9m | 55 | 12s |
| 8 | 155 + (Magic Attack × 0.85) | 2.9s | 9m | 55 | 11s |
| 9 | 180 + (Magic Attack × 0.9) | 3.1s | 10m | 60 | 10s |
| 10 | 210 + (Magic Attack × 1.0) | 3.5s | 10m | 60 | 8s |
Chain Lightning
Type: Multi-Target / Lightning
Strike an enemy with lightning that bounces to nearby targets. Each bounce deals 80% of previous hit damage.
| Level | Damage | Bounces | Mana | Cooldown |
|---|---|---|---|---|
| 1 | 70 + (Magic Attack × 0.75) | 3 | 35 | 10s |
| 2 | 85 + (Magic Attack × 0.8) | 3 | 35 | 9.5s |
| 3 | 100 + (Magic Attack × 0.85) | 4 | 40 | 9s |
| 4 | 115 + (Magic Attack × 0.9) | 4 | 40 | 8.5s |
| 5 | 135 + (Magic Attack × 0.95) | 5 | 45 | 8s |
| 6 | 155 + (Magic Attack × 1.0) | 5 | 45 | 7.5s |
| 7 | 180 + (Magic Attack × 1.05) | 6 | 50 | 7s |
| 8 | 205 + (Magic Attack × 1.1) | 6 | 50 | 6.5s |
| 9 | 235 + (Magic Attack × 1.15) | 7 | 55 | 6s |
| 10 | 270 + (Magic Attack × 1.25) | 8 | 55 | 5s |
Meteor Storm (Ultimate)
Type: Area Attack / Ultimate
Call down meteors on a target area, dealing massive fire damage.
| Level | Damage | Meteors | Radius | Mana | Cooldown |
|---|---|---|---|---|---|
| 1 | 200 + (Magic Attack × 1.25) | 3 | 10m | 120 | 180s |
| 2 | 240 + (Magic Attack × 1.35) | 3 | 10m | 120 | 170s |
| 3 | 280 + (Magic Attack × 1.45) | 4 | 11m | 120 | 160s |
| 4 | 330 + (Magic Attack × 1.55) | 4 | 11m | 120 | 150s |
| 5 | 380 + (Magic Attack × 1.65) | 5 | 12m | 120 | 140s |
| 6 | 440 + (Magic Attack × 1.75) | 5 | 12m | 120 | 130s |
| 7 | 500 + (Magic Attack × 1.85) | 6 | 13m | 120 | 120s |
| 8 | 570 + (Magic Attack × 1.95) | 6 | 13m | 120 | 110s |
| 9 | 650 + (Magic Attack × 2.05) | 7 | 14m | 120 | 100s |
| 10 | 750 + (Magic Attack × 2.25) | 8 | 15m | 120 | 90s |
Playstyle
Mages are glass cannons-devastating damage, fragile bodies. Position is everything.
Combat Flow
Position at Range → Cast Opener → Build Charges → Manage Threat → Devastate with Ultimate
Mages must constantly balance damage output against survival. The most powerful spell means nothing if you die before casting it.
Starting Stats
| Attribute | Value | Description |
|---|---|---|
| Strength | 4 | The body matters little |
| Intelligence | 18 | Primary power source |
| Vitality | 8 | Fragile but focused |
| Agility | 10 | Survival through mobility |
| Spirit | 10 | Connection to the Anguish |
Base HP: 100 | Base Mana: 200