Description: 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
Tertiary Guilds: Elementalist, Kon black, Kon blue, Kon brown, Kon purple, Kon white, Kon yellow, Wanderer, Wandering defender, Astute wanderer, Elite wanderer, Master wanderer
Potentials:
Stat | Str: none (0/7) |
Agi: none (0/7) |
Con: none (0/7) |
Dex: none (0/7) |
Int: many (6/7) |
Wis: little (2/7) |
Per: none (0/7) |
Cha: none (0/7) |
---|---|---|---|---|---|---|---|---|
Point | HP: little (2/7) HPR: tiny (1/7) |
SP: more (5/7) SPR: more (5/7) |
EP: tiny (1/7) EPR: little (2/7) |
Category | Teleportation: huge (7/7) |