Mage

Mages are the masters of the magical energies that permeate the world. This magic can be absorbed, stored and channeled in a pure form of energy called mana. Although mages have a tendency to be physically weak,, and have fewer skills available to them than any other class, what sets them apart is their ability to manipulate mana. 

Some cultures have different names for mages including wizard, warlock, sorcerer and witch. Often this ability to manipulate mana is viewed with awe and fear by the common people, but there is a great respect for this raw power. Mages devote their lives to the study and practice of their art, ever in pursuit of greater and more potent spells. Some mages spend their entire lives practicing a single school or type of magic, whereas others branch out into different schools. A starting mage must pick a specific school of magic from the starting list. 

All mages begin with the Light spell, the appropriate dart spell for their school (Ex- Fire mages start with flame dart), and two random starting spells from the beginning list. These beginning lists are the very basic spells of each school, but rest assured there are many more available for each school. Additionally there are “hidden” schools of magic waiting to be discovered in game. It should be noted that the wearing of armor interferes with the channeling of mana, and no arcane magic may be cast while armor is being worn. Mages buy mana at a ratio of 3 character points for 2 mana. In order to avoid fractional numbers, this must be purchased in 2 mana point increments. 

Maximum Health – 14

Mana – 2 Mana is gained per 3 character points spent

Skill

1-Handed Blunt

1-Handed Edged

Additional School of Magic

Appraisal

Arcane Scrollcraft

Bow

Brawling

Burst of Strength

Courage

Craft: Merchant

Crafting: Brewer/Vintner

Crafting: Carpenter/Woodworker

Crafting: Chef

Crafting: Engineering

Create Preservation Oil

Crossbow

Daze

Decipher Script

Detect/Attune

Disable

Disarm

First Aid

Gathering: Farmer

Gathering: Fisher

Gathering: Harvesting

Gathering: Hunter

Gathering: Logger

Gathering: Miner

Gathering: Naturalist

Gathering: Scrounger

Gemology I

Hard Headed

Hard to Kill

Health

Health (11-14)

Killing Blow

Literacy

Literacy Other

Poison Tolerance

Polearm/Spear

Refinement

Sixth Sense

Small Weapon

Staff

Sweep

Thrown Weapon

Cost

6

6

10

3

1

6

7

8

10

2

3

4

4

3

4

7

8

6

4

10

8

6

4

3

3

4

4

4

3

4

12

12

12

1

2

2

1

4

10

7

4

14

3

3

4

5

Prerequisites

None

None

One school of magic

None

None

None

None

None

None

None

None

None

None

None

Alchemy

None

Blunt Weapon, Staff, or Brawling

None

None

None

None

None

None

None

None

None 

None

None

None

None

None 

None

None

None

10 Health

None

None

Literacy

None

None

5 purchases of Alchemy

None

None

None

Staff, Spear, or Polearm

None

Self-Taught

Yes

Yes

No

Yes

Yes

Yes

Yes

Yes

Yes

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

No

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Rules of Magic

Arcane Magic & Spells

Arcane magic is the type that is practiced by Mages. Mages are the talented individuals who have the ability to channel magical energy into a usable form called mana. When a new mage character is made they will probably have a small amount of mana and spells to start with. As time goes on and the character grows they will be able to gain experience manipulating mana and will be able to purchase more points allowing him to cast a greater amount of spells as well as open the possibility to learning spells of even greater power. When a mage character is first created they must pick a specific school of magic from the starting list. All mages begin with the Light spell, the appropriate dart spell for their school (Ex- Fire mages start with flame dart), and two random starting spells from the beginning list, determined at check in. These beginning lists consist of the very basic spells of each school, but rest assured there are many more available for each school. Additionally there are “hidden” schools of magic waiting to be discovered in game.

Naturally, the most obvious way for a mage to advance is by purchasing more mana and therefore being able to cast a greater number of spells. Additionally mages may spend character points to purchase additional schools of magic. Mages may only learn and cast spells from schools they learn. Some mages choose to specialize and master a single school, whereas others diversify by learning multiple schools. The mana points a mage possesses are school specific, so your first points of mana cannot be used to power spells from your first additional school of magic. Mages may learn additional spells including the “hidden” spells by either finding a teacher in game or deciphering scrolls of knowledge.

Runic Magic & Spells

Runic magic is practiced by specialized Dwarven spellcasters called Rune Mages. Dwarven legend tells of the Dwarven people being created from the very earth and rock by the god Hafur. The early Dwarves relied upon strength to forge a mighty civilization; there was no need for magic. As other races began to use and in some cases master magic, Hafur felt that he had denied his creations of a powerful tool in their destiny on Adraveth. Hafur sought the aid of Viralee, goddess of magic, and Together they crafted Rune Magic for the Dwarves Runic magic is not fast acting or easy to cast, but it holds a great power. Only Dwarves may begin the game with Rune Magic. There is nothing physical preventing other races from learning it, but the Dwarves guard their secrets jealously. Other races learning or practicing Rune Magic are marked for death by the Dwarven race. Any Dwarven Rune Mage who breaks the sacred oath and teaches their craft to a non-Dwarf will be similarly marked.

Rune magic is a latent form of magic. Rather than the caster focusing their mana to create a desired immediate effect, they focus their mana into symbolic writing based on the ancient Dwarven alphabet. These runes lie dormant on a person or object, waiting to be activated. All Rune Mages begin with the knowledge of the “rune of light” spell and three random starting runes from the beginning list, determined at check in, as well as a reference with a picture of the runes upon them

In order to cast a rune upon a willing person, the rune must be drawn onto that person. The easiest way to achieve this is by using a makeup pencil or crayon. The rune must be done on flesh and must not be obscured though it may be covered up by clothing such as a sleeve etc. Runes should only be drawn on areas of the body where searches would be permitted. When the individual wishes to activate the rune upon them, they should say the words they were given and smear the rune, showing it was used (they may now wipe it away completely at any time as it no longer has any effect). Runes of the same type may not be stacked upon a person and no person can ever have more than two runes upon their body.

Learning Additional Schools of Magic

Mages have the opportunity to learn additional schools of magic, though the pool of mana you have for one school of magic is different from your first. When you pick up your second school of magic, your mana will convert to “air” or “earth” mana, or whatever school was your original school of magic. During your update, you will need to specify which school of magic you are purchasing mana for, and you will need sufficient mana (double the cost of the spell) to learn any spell in your new school.