ATTENTION ALL! These are Freeshooter's suggestions/goals for cleaning up the mage bloods. Well, first thing that should be done is making sure every segment is fully fleshed. Some segments [i]*Cough*Pyromancy*cough*Herbamancy*Cough*[/i] are really... crap. Putting it bluntly. So those need to get fixed. Anyway, different classes all need to have... goals. A niche to really differentiate them, both in and out of combat. So, let's go through some sample design goals. Vitamancy: Provides utility and defense while not skimping on combat effectiveness: Offensive spells are risky to pull off but devastating and difficult to resist, while also being terrifying to behold. Though ultimately its defensive aspects are the main draw. Also, the standard all things will be balanced against. Pyromancy: Provides the best long range offense available, akin to living artillery. Though fireballs require decent aim. Gouts of flame provide close-range power as well, and Pyromancers absolutely MURDER armored opponents. Unfortunately, Pyromancy is not quite as potent outside of content. Useful, but not overwhelmingly so. (I would drop the Arcanite thing altogether: Only masters could do it it seems, and it doesn't seem to make much sense despite being a cool idea. I see that it's intended to give a pyromancer support options, but Pyromancers can learn a little vitamancy on the side, so they shouldn't need to worry. Perhaps make creating light a high-level subtype? Stuff like simple light to lasers? Just a thought.) Hydromancy and Cryomancy: The two are comparatively weak alone, however quite potent when combined. Hydromancy lacks offensive power and has little in the way of variety: You can move liquids. Now, only an idiot will tell you that you can't do much, but it all boils down to moving liquid in some manner. Balance is an issue thanks to controlling blood: I advise that blood is excessively difficult to manipulate if it's... you know, in someone. And Cryomancy can do arguably less, as your only power is to drain heat from things... Combine the two, and you can create, shape, and manipulate ice to your will, in addition to the other things. Hydromancy primarily offers mostly defense and utility, while Cryomancy can be used to lethally chill someone at a somewhat short distance given time and line of sight. Which doesn't require aim, but still puts you at risk while you perform it. Aeromancy: Provides extreme mobility, as well as large area effects, though somewhat lacking in raw killing power until you get to the good stuff. Attacks (wind blasts and tornadoes, not movement stuff like high jumps) are taxing, however. Electromancy: Fast death-dealing and oddball utility. While shorter ranged than most Pyromancy spells (With weakening effects the further you go) Electromancy travels faster than Pyromancy and is thus more accurate at those short ranges. Attacks are much more taxing than Pyromancy however, and it can be unpredictable: There's not always a guarantee that the lightning won't be drawn to something else before it reaches its target. Master Electromancers have access to Plasma or 'hand-lightning', which can be described as 'Turbo-fire' Said energy is hazardous to the health of anyone nearby, and horrific backfires can occur if care is not taken or the attack is disrupted. Geomancy: Incredibly versatile and potent magic... most of the time. Geomancy varies depending on the terrain in question. In general, Geomancy offers brute force in combat, and a great amount of creative potential as well: Art, construction, etc. Attacks are slow, but potent. Geomancy is always limited by materials on hand, however, and it relies on the creativity of its user to become truly effective. Herbamancy: Provides survival and oddball combat. A weird magic with weird spells, never fights in any way one would call conventional. However like Geomancy they too are limited by what is physically available to them. Necromancy: Necromancers make their own damn friends, and their specialty is minions. However, while not defenseless a necromancer is far weaker on his own. Necromancers can exert their will on inanimate objects, but unless said object has been ritually prepared it is not easy to do so. Demonomancy: Demonomancy offers potentially more powerful minions, but also considerably less loyal and far more dangerous ones. It also lacks flexibility comparatively, as you can't simply have demons custom made. One may also take on demonic aspects. (I also believe the 'Inferno magic' section should be removed: Demonomancy is already rife with opportunities for abuse, giving people hell-flavored spells from other bloods is not a particularly good idea, or an easy to balance one) Psychomancy: Provides incredible opportunities for manipulation, misdirection, and all manner of sneaky bastard things. However, It is either one of two things: Easy to resist yet cheap to cast, or difficult to resist and very dangerous and taxing to cast. It either works all the time at great cost, or is very cheap in terms of blood even though it fails on occasion. I'm not sure which one would be best to go with. Noxomancy: This requires more in-depth retooling, which we should cover later. Anyone else have any suggestions?