Perhaps if we separated professions from magic's, it might make a little more sense (unless, of course, said character is a homeless leaf wearer who knows nothing of society or its customs.)
Well, professions also grant abilities/traits/equipment, so I think it's best to leave it as is. We can't have overpowered characters after all.
I am currently searching through Imgur images, copy-pasting links for various fantasy-related stuff. I will post bios later, then do role-playing on other threads later tonight or so.
I'm wondering - does enchantment exist in your thread, Azi? I was thinking of using it as a sort of buffing class, one that could strengthen weapons and cast buffing spells while causing status effects on the enemy.
As it is, I'm not sure if it'd be overpowered, but here's a rough sketch:
Enchanter:
Enchanters utilise complex and subtle magiks to put something or someone under a spell, subjecting it to the set conditions (Ie. a sword enchanted with “fireball” may be channelled to shoot fireballs). The effectiveness of their work depends on the quality of materials they work on, and the targets willingness to accept the magic. Care must also be taken not to overload a target with enchantments, or else the stress may cause the enchantments to backfire on the target.
Acolyte: Capable of placing lasting enchantments on objects, and temporarily on the living.
First-Enchanter: Capable of placing simultaneous and stronger enchantments on objects; can cast lasting enchantments on living creatures.
Arch-Mage: Capable of casting living or evolving enchantments, and ‘edit’ curses or enchantments.