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So, I have some questions about Conjurers/White Mages and their relationship with the elements.  I'm mainly looking for ideas, theories and how you do it.

First during one of the Conjurer quests Sylphie finally asks for help from the elements she explained the ground feeling warmer and so on after the battle.  Would this sensation be restricted to Sylphie or does every Conjure/White Mage feel this sensation?  If so does skill influence the magnitude of the sensation or maybe how trusted said person is could increase the magnitude?  I'm thinking it isn't restricted and and skill and amount of trust influence the sensation.  What do you guys think?

Next is a simple one.  How do you fight with your Conjurer/White Mage?  I'm strictly looking at fighting through text.  So how do you go about this?
Now I will say that I am not very versed in White Mages, beyond the very RP unfriendly nature of the job as it is stated that there are no WM in the world other then the player character.

Now the conjurer I know a bit more about through research for an NPC in my character's storyline. As I understand it, conjurers take on a symbiotic relationship with the Elementals, and nature itself. Now the intensity of this relationship varies from conjurer to conjurer. Some may be mediocre and feel next to nothing beyond a light sense, while others would be attuned to all life in the vain of a Jedi or Zen Roshi.

As for combat I once knew a guy that ran that way and he played like he did not fight at all, but rather nature itself rose to defend him. That was his way and I thought it wonderful, but you could play it anyway really.

As harsh as it is to play a white mage lore-wise, it is very flexible to play a conjurer.
(03-07-2014, 05:17 PM)Erik Mynhier Wrote: [ -> ]Now I will say that I am not very versed in White Mages, beyond the very RP unfriendly nature of the job as it is stated that there are no WM in the world other then the player character.

Now the conjurer I know a bit more about through research for an NPC in my character's storyline. As I understand it, conjurers take on a symbiotic relationship with the Elementals, and nature itself. Now the intensity of this relationship varies from conjurer to conjurer. Some may be mediocre and feel next to nothing beyond a light sense, while others would be attuned to all life in the vain of a Jedi or Zen Roshi.

As for combat I once knew a guy that ran that way and he played like he did not fight at all, but rather nature itself rose to defend him. That was his way and I thought it wonderful, but you could play it anyway really.

As harsh as it is to play a white mage lore-wise, it is very flexible to play a conjurer.

I'm not entirely sure my character will become a White Mage.  The character I have in mind is still in the planning stage.  He/she will be a healer who of course is a Conjurer with a strong connection to the Elements and so forth.  when the limits of skill becomes an issue(someone dies or can't heal a corrupted area, he/she will seek out means to become better prepared.  That is when the thought of becoming a White Mage came to mind.  The method I decide to gain said skill if at all is still up in the air.
I think generally Conjurers just get a basic sense of things, aware of disruptions and the 'harmony' of nature, particularly in the Twelveswood. But I also think that chances are only Hearers get the more 'intense' feelings that Sylphie seems to display, as the game says she's a Hearer-in-the-making
As someone who has struggled with understanding conjury and white magic, I've actually found a lot of useful information (and plausible explanations) in this thread. I haven't played 1.0 myself, and some (unfortunately lost) lore was brought up there.

I pretty much agree with Erik that it ultimately depends on the player how sensitively attuned their character is to nature. I'd personally be terrified of playing a conjurer myself, a Hearer more so, since no one but SE truly knows what the elementals want. There's nary any lore on them that I could find, besides NPCs' interpretations.

As for fights, I think that too depends entirely on you. The only exception I can think of is something like tearing a chunk of earth from the ground when casting Stone. Anything wholesomely disruptive (in terms of nature) would likely not mesh with conjury that well, unless the conjurer in question knowingly tears up the place.
Conjurer's who do not want to disrupt the enviorment have a very cheap and pretty useful resource: air. You can use it for anything: throw dirt into someone's eyes, deflect arrows, knock people back with a sudden burst, create a tiny tornado, etc.

You could also have them restore the land after the battle, which seems like a thing they would do. That means you can be more wild with the elements.

However, let me point out that, besides the general philosophy of Conjury, there's nothing stopping a Conjurer from destroying the land for a battle. That's really up to each individual. Though being destructive -will- be frowned upon by Gridanians and other denizens of the Black Shroud.