Magic-users draw upon arcane powers in order to exercise their
profession. While they have mighty spells of offensive, defensive,
and informational nature, magic-users are very weak in combat.
They gain but 7 hit points per point of constitution, and
furthermore, they can wear no armour, other than magical robes,
cloaks, and bracers, and have few weapons they can use, for
martial training is so foreign to magic-users as to make the two
almost mutually exclusive.
There are many powerful items of magic which only this class
can employ. Most magic scrolls, wands, staves, and many of the
miscellaneous items of magic are usable only by this class.
Thus, while magic-users are not strong in combat with weapons,
they are possibly the more fearsome of all classes when high
levels of ability are finally attained. Survival to that point
can be a problem, however, as low level magic-users are quite
weak.
Mage Abilities
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When a magic-user reaches 20th level (Magius) or higher, he
may scribe scrolls, and at 30th enchant items. This process
requires the undivided attention of the magic-user for quite
long periods of time, and it is also costly.
To enchant an item you need any object of worth; armour, weapons,
and things like that. The spell you want to enchant into the item
requires your skills level to be 10 levels higher. The process
takes about 5 minutes to complete. If you cast a protection spell,
like protection from fire, lightning, etc, on a piece of armour,
this will make your protected from that effect every time you wear
that item. For other spells, the enchantment becomes like a single
casting like from a wand. Each time you enchant the item, it adds
charges to the item. You can also add more spells to items you, or
others have charged/enchanted. The effectiveness of the spell is
that of the min level required for the highest level spell in the
item.
When you enchant an item, only those people whose classes match
yours, can use that item. If you're a fighter/mage/thief, then any
fighter, mage or thief can use that item.
To scribe scrolls, you require to be 10 levels of school higher than
the required level to cast the spell. A scroll is a one off casting,
and anyone of the same class can use a scroll. Even if you are a 40th
level mage, you can scribe a fireball scroll to a newbie mage, and he
can cast the fireball spell from the scroll.
Brewing potions also works in the same way. You need to be 5 levels
higher than the required spell level. Spells that are only personal
effecting can be brewed into potions. Such spells include invisibility,
wraith form, potions of healing, etc.
Mage Schools
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All magic is separated into 8 schools, each distinct and seperate in
its design. With the advancement of each skill within these schools
a magic-users ability also increases. He gains the ability to cast
new spells with each new level he attains, gains more power, duration,
and the ability to cast more spells from that school. With each new
level a magic-user gains 2 more 'spell points' which measure his total
magical ability within that school. Hence, a magic-user with an
evocation level of 10 would have 20 spell points. However, this is
only a measure of the mages ability within that single school, and
not others.
Abjuration
These magics are primarily concerned with prevention and exclusion
of particular magical and non-magical effects, situations, or
individuals, and include most spells of protection, avoidance,
and repellence. E.G. - 'resist evil', 'dispel magic', 'anti-magic
shell'.
Alteration
Spells which modify existing conditions or individuals through
the infusion of magical energy are alteration spells. Spells
that give the recipient enhanced strength, the ability to
teleport, or similar effects.
Conjuration
This school part brings additional matter from elsewhere or
create a duct between the caster and some greater magical power.
Spells that summon existing animals or monsters into the area,
bring into being on this plane extra-dimensional creatures (such
as elementals) are conjuration magics.
Divination
These are those that uncover information that is otherwise hidden
under normal circumstances and includes spells that detect magical
effects, invisibility, and the like, those spells that predict
hidden of future events, and those that place the caster in
contact with powerful extradimensional creatures but do not
involve direct action by those creatures.
Charm
These spells induce emotions or ties in living targets. Spells
such as charm monster or hold monster are common practices of
this school.
Evocation
This channels magical energy, using that energy to create effects
and types of matter. These include protective spells such as fire
wall and offensive spells such as cone of cold.
Illusion
This creates a false reality. Illusions alone create the apparent
existence of items in the minds of the viewers, or creating a
shadow reality that gives illusions the power and reality to
affect the viewer as if they were REAL. Illusions are not simply
two-dimensional pictures, but can affect the aural, olfactory and
thermal senses.
Necromancy
This involves the health, hp, or normal living (or once living)
functions of objects. Spells that increase or decrease hp, cause
or cure wounds, or restore lost souls to their bodies are all
necromantic spells. Due to the nature of handling the dead most
users of this school are evil. Perhaps this is the nature of the
magic and its influence on the mortal soul, or the fact that only
the evil and twisted dare utilize this magic.
Mage Titles
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Level Titles
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1 the Utter Newbie
2 the Apprentice
3 the Prestigitator
4 the Initiate
5 the Seeker of Knowledge
6 the Mesmerizer
7 the Magician
8 the Illusionist
9 the High Illusionist
10 the Conjurer
11 the High Conjurer
12 the Occultist
13 the High Occultist
14 the Necromancer
15 the High Necromancer
16 the Pyromancer
17 the Alchemist
18 the Mage
19 the Sorcerer (Sorceress)
20 the High Sorcerer (Sorceress)
21 the Scriber of Spells
22 the Enchanter (Enchantress)
23 the Warlock (Witch)
24 the Spellbinder
25 the Weaver of Spells
26 the Master (Mistress) of the Arcane
27 the Mystic Savant
28 the Wizard
29 the High Wizard
30 the Grand Wizard