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 -------------- 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 ------------ 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 ----------- --------------------------------- Level Titles --------------------------------- --------------------------------- 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