While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers' veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, bloodragers can cast some arcane spells instinctively. The bloodrager's magic is as fast, violent, and seemingly unstoppable as their physical prowess.
Role:Â Masters of the battlefield, bloodragers unleash fearful carnage on their enemies using their bloodlines and combat prowess. The bloodrager's place is on the front lines, right in his enemies' faces, supplying tremendous martial force bolstered by a trace of arcane magic.
Bloodlines: Typically you would choose a bloodline, but for Guild Wars setting it would automatically default to Arcane. For the setting that will mean that powerful magic runs in your family.
Brief Explanation: In Guild Wars this would be the hybrid between Berserker and Elementalist. In blurts you essentially hulk out on magic steroids. The reason its not solely the Berserker is due to the fact that you can use spells (in moderation) from the list below that fit to the lore of the game. Â
[ List of Bloodrager Spells ]
Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.
Role:Â Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.
Brief Explanation: In Guild Wars this would be a Mesmer. Typically the curses or boons they grant have to be done through a performance. With the illusion magic of the Mesmer this could be absolutely hilarious. (DANCING QUEEN)
Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.
Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.
Brief Explanation: In Guild Wars this would be a Guardian. Theyâre the martial and magical battle tanks and capable of healing the party. Like the Bloodrager they have a list of spells their capable of doing so long as it fits to the lore of the game.
[ List of Paladin Spells ]
Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.
Role:Â While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches' spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.
Brief Explanation: In Guild Wars this would primarily be a Necromancer (hexes), but it would have sub-usages of Elementalist (healing). In place of Seer abilities for the setting it would be replaced with mediumship (ghost summoning) which has its other uses.
[ List of Witch Spells ]Â
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.
Role:Â Fighters excel at combatâdefeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.
Brief Explanation: In Guild Wars this would be a Warrior (weapon master), and a little bit of all the martial classes (Ranger, Guardian, Thief, Engineer, etc). However, theyâre magical abilities are so unrefined theyâve dedicated their entire life to combat without it. Where others would use magic as a crutch the Fighter does the extraordinary with martial prowess, tactic, equipment mastery.
Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.
Role:Â Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.
Brief Explanation: In Guild Wars this would be the Thief with sub-usages in Engineer (trap dismantle, basic understanding of bombs) and Ranger (trap dismantle, basic understanding of makeshift traps).Â
Hunters are warriors of the wilds that have forged close bonds with trusted animal companions. They focus their tactics on fighting alongside their companion animals as a formidable team of two. Able to cast a wide variety of nature spells and take on the abilities and attributes of beasts, hunters magically improve both themselves and their animal companions.
Role:Â Hunters can adapt their tactics to many kinds of opponents, and cherish their highly trained animal companions. As a team, the hunter and her companion can react to danger with incredible speed, making them excellent scouts, explorers, and saboteurs.
Role Explanation: In Guild Wars this is the Ranger.
[ List of Ranger Spells ] [ List of Druid Spells ]
The listing of spells for the classes donât all transfer over, obviously, as weâre not using a dice system nor does everything fit to lore. However, the resource is there for you to look at to find fun and creative ways to incorporate the spells that make sense. Iâd limit yourself to Lv. 1 spells for now, maybe a gain a level with the completion of a long term quest (if completed successfully). Hopefully this clears things up.
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