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 Post subject: Mage Class
PostPosted: Mon Apr 16, 2007 1:58 am 
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Mage

Start with: Either a dagger or a walking stick and 5 gold.
3 spells (1 medium, 2 weak), 3 skills (1 medium, 2 weak) and 1 element already learned.
In order to have open usage of another element, a mage must pay 5 gold for training/studying.


Mages are the masters of elemental energy in the world of Darkness Incarnate. They are typically more physically fit than other magic-users due to the high amounts of stress that casting causes on their bodies. They focus the mana inside themselves and control/form it by using what are known as 'Humors'. Each humor has a name and corresponding element: choleric (fire) melancholic (earth), sanguine (air), and phlegmatic (water).

As mages are more physically fit, it's understandable that they are naturally better fighters. They can learn to use weapons pretty easily and can fight toe-to-toe with almost any agility class. However, this all equals out because sometimes a mage is unable to cast spells during a battle.

Mages have what is known as a 'Stress Level' or the amount of stress currently within their body. Each use of a spell (depending on the strength) adds to this, and if using a spell would bring the total to higher than 6, the mage is unable to cast. A mage can never have a negative amount of stress on their body.

Weak-------- 1 stress
Medium------ 2 stress
Strong------- 3 stress
Powerful----- 4 stress

ex1: Rick has a Stress Level of 4, meaning he can cast a weak or medium spell, but not a strong or powerful.
ex2: Brandon has a Stress Level of 6, meaning he can't cast any spells at all!


Of course, over time, a mage becomes accustomed to this stress and everything becomes easier. This comes in forms of 'Masteries', dictated by the number of spells and elements a mage can currently use.

Quote:
1 Novice (1-3 spells of a single element): These individuals are just beginning to master their magical arts. They lose 1 stress every 4 posts.

2 Standard (4-5 spells of a single element): These individuals have taken their skills to a higher level. However, they still have trouble controlling the flow of magic in their body and struggle when casting more powerful spells. They lose 2 stress every 4 posts.

3 Adept (6 of one element, 1 of another): These individuals have become accustomed to the toll that casting takes on their body and mana flows through them with less obstruction. They lose 3 stress every 4 posts.

4 Master (6 of one element, at least 1 of all others): These individuals are, no doubt, well known within the world of DI. They can control the mana in their bodies with ease and have little trouble casting some of the most powerful spells in existence. They lose 4 stress every 4 posts.
Note: The 4-post cycle does not begin until the first spell is cast.


Another interesting thing about a Mage's spells is that they tend to help each other. It is common that learning one spell gives additional effects to another.

The elemental spells:

Quote:
Mage Spells
Current: 52 (16 weak, 24 medium, 8 strong, 4 powerful)
Earth----
Current: 13 (4 weak, 6 medium, 2 strong, 1 powerful)
Sand Cloud: The mage shoots a large cloud of sand out from their palm that stings and can possibly blind an opponent. It takes a second or two to settle, obstructing both the mage's and the opponent's vision in the meantime.[Earth, Weak/Instant/Magic] 2x per battle

Metal Spike: The mage causes surrounding debris to gather before him, then compacts it to form a large metal spike. It takes 1 post to form; He can either hold onto it and use it as a clumsy weapon or blast it at an opponent dealing damage similar to a crossbow bolt.[Earth, Weak/Slow/Magic] 2x per battle

Rock Slam: The mage raises a small rock in front of them, and proceeds to blast an at their opponent. While it causes only minor blunt damage and some knockback, this spell can be used several times. [Earth, Weak/Fast/Magic] 4x per battle

Earth Jilt: By touching an opponent, the mage can then release a small tremor of power to thrown back the target. It deals minor blunt damage but provides a decent amount of distance between the caster and their opponent. [Earth, Weak/Instant/Magic] 2x per battle

Dirt Torrent: Controlling the ground beneath them, the mage fires a large column of dirt and rock at their opponent. It causes moderate blunt damage and can easily knockdown the target. [Earth, Medium/Fast/Magic] 2x per battle
--Bonus: If the mage also knows Sand Cloud, the torrent throws a wave of blinding debris as well.

Earth Wave: The mage releases magic into the ground that splinters the earth as it travels. It bursts on contact causing moderate blunt damage and minor disorientation. [Earth, Medium/Medium/Magic] 1x per battle
--Bonus: If the mage also knows Earth Jilt, the 'burst' is more powerful-- enough to knock a weaker opponent to the ground.
--Bonus: If the mage also knows Metal Spike, he can charge the spell with a constant stream of magic for 1 post, then release it; If he does so, the spell affects a wider area and does more damage.

Poison Cloud: The mage creates a small cloud of poisonous gas that can be thrown and expands on contact. It causes coughing, moderate pain, and broken concentration for 2 posts. It can be cured with a common antidote. [Earth, Medium/Medium/Magic] 2x per battle
--Bonus: If the mage also knows Sand Cloud, the cloud contains some intoxified sand particles that extend the length of the poison by 1 post.
--Bonus: If the mage also knows Rock Slam, he can launch the cloud at higher speeds.

Steel Rain: Bringing up shards of metal from the earth, the mage then fires a large screen of sharp projectiles at their opponent. It's difficult to dodge and yields damage similar to thrown glass [Earth, Medium/Medium/Magic] 2x per battle
--Bonus:If the mage also knows Metal Spike, it contains a few larger shards that can shred leather, though this effect is rare.
--Bonus:If the mage also knows Rock Slam, it also contains some large chunks of earth that deal minor knockback.

Alloy: The mage enchants an item they have with the power of a strong metal for 5 posts. A robe could offer better protection, or a staff could be given a sharp edge however, the weight of the object does increase accordingly. [Earth, Medium/Medium/Magic] 1x per battle

Plateau: The mage raises a small pillar of rock in front of them, just large enough to hide behind. While it can block regular projectiles quite well, it tends to get dangerous if used against spells/specials with explosive results. [Earth, Medium/Fast/Magic] 1x per battle
--Bonus: If the mage also knows Alloy, the wall can be made with metal which increases its defensive power twofold.

Land Slide: The mage, condensing all his energy into one attack, summons up a large wave of dirt and rock to launch at their opponent, starting at the caster's feet. It covers an extremely large area and is very difficult to dodge. The spell deals MASSIVE blunt damage, however, it requires a 1 post 'charging' before use. [Earth, Strong/Slow/Magic] 1x per battle
--Bonus: If the mage also knows Steel Rain, the wave contains scattered fragments of metal that penetrate armor and slice flesh.

Earthquake: The mage causes an explosive earthquake with their body as the epicenter. The spell launches large chunks of dirt and rock in every direction for major amounts of blunt damage. Naturally, this spell can throw an opponent off their feet and is quite difficult to avoid completely. [Earth, Strong/Medium/Magic] 2x per battle
--Bonus: If the mage also knows Alloy, it also throws around fist-sized fragments of metal.

Diamond Dust: The mage fires cloud of diamond dust out from their palm. This cloud can be compared to dozens of razorblades, severely cutting skin and causing internal damage to any orifices it enters, possibly causing blindness if it enters the eyes. [Earth, Powerful/Fast/Magic] 2x per battle
--Bonus: If the mage also knows Poison Cloud, he can project the diamond dust in the same manner, so that it stays together over longer distances.

Fire-----

Current: 13 (4 weak, 6 medium, 2 strong, 1 powerful)

Napalm: The mage creates a glob of heated glue to hover above their hand and can then throw it. It's sticky and quite painful... although not nearly as much as its name would suggest. The glob takes 1 post to form. [Fire, Weak/Slow/Magic] 2x per battle

Burst Touch: Upon touching their opponent, the mage can cause a concentrated burst of fire that causes moderate burns over a small area. Essentially, a punch fueled with a lot of fire. [Fire, Weak/Instant/Magic] 2x per battle

Steam: The mage shoots a stream of super-heated vapor from their fingertips. It causes moderate pain on contact. [Fire, Weak/Medium/Magic] 2x per battle

Simple Torch: The mage creates a small orb of fire within their hand. It can moderately illuminate an area or be thrown at an opponent. If thrown, it bursts on contact to cause minor pain and burns. While only dealing minor damage, this spell can be used several times. [Weak, Fire/Fast/Magic] 4x per battle
--Bonus: If the mage also knows Fireball, the orb gives off slightly more light and deals slightly more damage when it bursts.

Fireball: The mage summons a medium-sized sphere of fire into their hand and shoots it at their opponent. It explodes on contact causing moderate pain/burns and moderate knockback. [Fire, Medium/Medium/Magic] 2x per battle
--Bonus:If the mage also knows Burst Touch, he can make the fireball explode in midair at his command.
--Bonus: If the mage also knows Steam, the explosion is slightly more powerful than normal.

Heat Wave: The mage increases the surrounding area's temperature to an almost unbearable degree for 3 posts. It works better indoors, as the spell weakens with distance. The caster is unaffected, leaving the opponent to feel dizzy and nauseous. [Fire, Medium/Medium/Magic] 1x per battle
--Bonus: If the mage also knows Steam, the area is filled with a dense steam that hinders visibility on both sides.

Swarm of Ash: The mage shoots from their fingertips a large cloud of burning cinders. They only cause minor burns/pain but can blind the opponent in the best (or worst) of situations. [Fire, Medium/Fast/Magic] 3x per battle
--Bonus: If the mage also knows Simple Torch, a small burst of fire accompanies the ash. This makes the spell a bit more damaging and a lot more suprising.

Incinerating Screen: By creating a very hot mass of air in front of them, the mage can therefore protect themselves from many projectile attacks (shuriken, knives, arrows, etc.). It only lasts for 1 post however. The burn into non-existence before contact. [Fire, Medium/Instant/Magic] 2x per battle

Firewall: The mage creates a large wall of fire in front of the opponent for 3 posts. It distorts vision, hindering ranged attacks for both sides. Any regular contact causes severe pain/burns (Specials used to cross do not gather this effect). [Fire, Medium/Medium/Magic] 2x per battle
--Bonus: If the mage also knows Heat Metal, the spell lasts 1 post longer than normal.
--Bonus: If the mage also knows Torrent of Flame, they can control the wall enough to make it move forward at a slow walk.

Heat Metal: The mage momentarily increases the temperature of a metal object that is within the vicinity. It can either increase damage (for the mage) or disarm/disarmor an opponent for a short time. The object remains untouchable until the mage's following post. [Fire, Medium/Fast/Magic] 2x per battle

Star Fire: The mage summons a MASSIVE fireball to fall from the sky. It lands explosively, causing MASSIVE pain/burns. However, it requires a 1 post 'charge'. It can only be used outdoors; the caster can also be hurt by the explosion if close enough. [Fire, Strong/Slow/Magic] 1x per battle
--Bonus: If the mage also knows Swarm of Ash, the spell lands with a large explosion of cinders, burning and obscuring the vision of anyone close.

Torrent of Flame: As opposed to shooting it in the form of a sphere, the mage can instead fire a large stream of fire out from their hands or mouth. The fire causes severe pain/burns on contact. [Fire, Strong/Medium/Magic] 2x per battle
--Bonus: If the mage also knows Napalm, the spell leaves a fiery, sticky residue in its path.

Magma Shot: The mage fires a large torrent of pure magma from their palms. This stream contains so much heat that nearly anything within it is incinerated completely. The remains of this spell last for 3 posts. [Fire, Powerful/Medium/Magic] 1x per battle
--Bonus: If the mage also knows Incinerating Screen, it's surrounded by an invisible sheath of blistering hot air that causes moderate burns over a wide area even on a near miss.

Water-----
Current: 13 (4 weak, 6 medium, 2 strong, 1 powerful)

Ray of Frost: The mage fires a small beam of frost from their fingertips, causing minor ice damage upon hitting; it's more effective if the target is wet, transforming the water into frost. [Ice, Weak/Fast/Magic] 2x per battle

Cold Shoulder: Upon touching an opponent, the mage may release a small burst of water and ice from the palms of their hand. It deals a small amount of damage and drenching the target. If the opponent is already wet, then they might find their body less responsive due to the cold. [Water and Ice, Weak/Instant/Magic] 2x per battle

Sludge: The mage creates an orb of oil-like material to hover above the palm of their hand and can then throw it. It's sticky, highly flammable, and smells pretty bad. The mage may also coat their weapon in it. [Water, Weak/Medium/Magic] 2x per battle
--Bonus: If the mage also knows Heat Metal, the sludge is hot enough to cause minor burns on contact.
--Bonus: If the mage also knows Ray of Frost, this substance can frost over just as well as water can, but it still burns when 'frosty'

Snowball: The mage shoots out a medium-size orb of compacted snow from the palm of their hand. It only causes minor water and ice damage, but provides a decent distraction and can be used several times. [Ice, Weak/Fast/Magic] 4x per battle
--Bonus: If the mage also knows Rock Slam, the snowball can have a rock at its core, increasing the blunt damage that it deals
--Bonus: If the mage also knows Ice Daggers, the snowball can contain small shards of ice.

Ice Daggers: The mage creates a pair of ice daggers to hover in front of them. There, they can launch them at the opponent or can use them as weapons in combat. However, they only last 2 posts if used this way and are roughly the same strength as steel. [Ice, Medium/Medium/Magic] 2x per battle

Water Shot: The mage manifests and shoots out a large torrent of water from their hand. It hits with moderate amount of blunt damage and knockback. Needless to say, it drenches the opponent. [Water, Medium/Medium/Magic] 3x per battle
--Bonus: If the mage also knows Cold Shoulder, the water is quite cold, with all the discomfort that implies.
--Bonus: If the mage also knows Earth Wave, the torrent of water can be made into a torrent of mud, increasing its blunt damage and knockback.

Cold Wave: The mage decreases the surrounding area's temperature to a freezing state. The spell weakens with a larger distance and is more effective if the opponent is wet. The caster is unaffected by the change in temperature, leaving the opponent's body feeling numb and unresponsive. This spell lasts 3 posts. [Ice, Medium/Medium/Magic] 1x per battle

Soothing Care: The mage, controlling the fluids inside them, flushes out any and all toxins within their body. This works similarly to an antidote and refreshes them slightly, returning a moderate amount of their stamina and reducing their stress by 1. This spell has no stress cost. [Water, Medium/Slow/Magic] 1x per battle
--Bonus: If the mage also knows Cold Wave the refreshment also provides minor pain relief.

Ooze: The mage creates an orb of sludge to hover above their hand and can then throw it. Upon contact with the skin, it is absorbed and spreads poison throughout the target's body. It causes moderate disorientation, as well as mild weakness in terms of strength and will power for 3 posts. It can be cured by a common antidote. [Water, Medium/Medium/Magic] 2x per battle
--Bonus: If the mage also knows Poison Cloud, the ooze gives off a horrible stench that causes nausea just being in its presence.

Hailstone: The mage creates a large, round ball of ice and blasts it at their opponent. If it hits a hard surface, it shatters in a wave of sharp but brittle ice shards. It does a decent amount of blunt damage on a direct hit. [Water, Medium/Medium/Magic] 2x per battle
--Bonus: If the mage also knows Ice Daggers, the shards released are tougher and, thus, are more dangerous
--Bonus: If the mage also knows Fireball, the spell can explode more forcefully, resulting in faster-moving fragments that are harder to avoid.

Healing Waters: A much more powerful version of soothing care; the mage absorbs moisture from the surrounding area to help heal their body. This spell, like its weaker version, removes poisons from the caster's body and replenishes a moderate amount of stamina while reducing their stress by 2. Additionally, it also heals the user slightly. Smaller cuts are regenerated completely, while moderate wounds are lessened. Larger wounds, like a lost arm or hand, are too extensive to be effected directly, but bleeding slows for the rest of the battle. The downside to this spell is that it takes 1 post 'charging' before use. [Water, Strong/Slow/Magic] 1x per battle
--Bonus: If the mage also knows Water Shot, this spell can be applied to others instead of themselves.

Blizzard: The mage summons a powerful ice storm to blanket the surrounding area. This pelts the opponent with large amounts of ice and snow. It worsens if the opponent is already wet. The caster remains unharmed by this spell, however both sides have decreased visibility while it is active. This spell lasts 4 posts. [Ice, Strong/Medium/Magic] 1x per battle
--Bonus: If the mage also knows Hailstone, this spell lasts 1 post longer.
--Bonus: If the mage also knows Ice Daggers, a small amount of ice shards will be hailed by this spell as well. These shards are sharp enough to cut cloth and skin

Tsunami: The mage unleashes a large amount of water from their hands. It comes in a massive wave of about 3 meters in height, traveling at a high speed. It connects with a MASSIVE blunt force. Lower levels of ground are submerged under water. [Water, Powerful/Medium/Magic] 1x per battle
--Bonus: If the mage also knows Lightning Strike, the water from this spell has a moderate electric charge to it.
--Bonus: If the mage also knows Diamond Dust, small, slashing shards of metal can be found in the wave.

Wind-----
Current: 13 (4 weak, 6 medium, 2 strong, 1 powerful)

Buffet: The mage throws a strong gust of wind to possibly knock an opponent off balance. It deals no real damage. Weaker, lighter classes are more vulnerable to this. [Wind, Weak/Fast/Magic] 2x per battle
--Bonus: If the mage also knows Aerobeam, the gust of wind is moderately more powerful-- enough to lift a 200-pound man off his feet for a moment.

Zephyr Cloak: By enchanting themselves with the power of wind, the mage can increase their movement speed. This effect lasts for 3 posts. [Wind, Weak/Medium/Magic] 1x per battle

Air Burst: Upon touching an opponent, the mage may release a strong gust of wind from the palms of their hand. The spell, itself, deals virtually no damage, but it throws the opponent back several feet... which upon landing might cause a problem. [Wind, Weak/Instant/Magic] 2x per battle
--Bonus: If the mage also knows Air Cutter, the winds nip and scratch at the opponent's clothing.

Mach Gust: The mage fires a stream of wind that travels at a very fast speed toward their opponent. While low in damage (about that of a mild punch), this spell can be used several times. [Wind, Weak/Fast/Magic] 4x per battle

Bolt Touch: Upon touching an opponent, the mage can let loose a mild wave of electric energy from their hands. It causes moderate pain that worsens when wet. With success, it will leave the target with a mild tingling sensation. [Wind, Medium/Instant/Magic] 2x per battle

Whirlwind: The mage creates a small vortex of wind that surrounds their body for 2 posts. It partially weakens and slows all physical attacks made against the caster, as well as throws small objects (pebbles, twigs, ect) in random directions to irritate and possibly harm the opponent. [Wind, Medium/Medium/Magic] 2x per battle
--Bonus: If the mage also knows Lightning Strike, the gathered wind generates static electricity strong enough to shock anyone upon the first time they enter it.

Cyclone: The mage summons up a medium sized tornado and unleashes it upon their foe. Anything that isn't bolted or tied down (including the opponent) is thrown about wildly. The spell itself doesn't do any real damage; it is the objects within, as well as the landing that hurts. [Wind, Medium/Slow/Magic] 1x per battle
--Bonus: If the mage also knows Buffet, the tornado's strength is increased, picking up more debris and even causing a bit of blunt damage from the wind itself.

Aerobeam: The mage launches from their fingertips a narrow rush of wind. It travels at a fast speed and hits for moderate blunt damage and knockback. [Wind, Medium/Fast/Magic] 2x per battle
--Bonus: If the mage also knows Mach Gust, the beam moves slightly faster and strikes harder than it would nromally.
--Bonus: If the mage also knows Whirlwind, the beam is followed by a wave of dirt, small rocks, and other small debris.

Air Cutter: The mage throws a circular disk made of compressed air that cuts skin as opposed to bruise it. [Wind, Medium/Medium/Magic] 2x per battle
--Bonus: If the mage also knows Razor Gale, this spell can be 'charged' for a post to add power and size to the disk.

Cloudburst: The mage launches an 'explosion' of wind with their body at the center. It's a magical draft that can knock projectiles (shuriken, arrows, knives) off-course as well as dissipate medium-strength (or lower) spells. [Wind, Medium/Fast/Magic] 2x per battle
--Bonus: If the mage also knows Lightning Strike, the 'explosion' is accompanied by a slight static charge.
--Bonus: If the mage also knows Lightning Bolt, the 'explosion' is accompanied by a slight static charge. (If both are known, the charge is 'moderate')

Lightning Bolt: The mage fires out a typical lightning bolt from the palm of their hand. It travels at a blinding speed to cause severe amounts of shock pain/damage. It amplifies when the target is wet, leaving them numb, tingling, and fighting for conciousness. [Wind, Strong/Fast/Magic] 2x per battle

Razor Gale: The mage invokes the wrath of the four winds onto their opponent. This spell comes from all four, major directions (N,S,E,W) and is very difficult to dodge. Each 'gust' is powerful enough to tear/cut skin and has the potential to throw lighter classes into the air. However, the caster must spend 1 post 'charging' before use. [Wind, Strong/Slow/Magic] 2x per battle
--Bonus: If the mage knows Lightning Bolt, the tearing winds of this spell all have a slight static shock to them.

Lightning Strike: The mage summons from the sky a large lightning bolt to strike him. For the next 5 posts, he is completely electrified. Anything he touches or is touched by that conducts will suffer a severe electric shock. [Wind, Powerful/Slow/Magic] 1x per battle
--Bonus: If the mage also knows Zephyr Cloak, this spell gives a moderate increase to movement speed while in effect.
Quote:
Custom Spells
Spellcasters, after much practice and learning in their craft, often hit moments of sheer brilliance and find themselves able to create something that resides in no spellbook; only through learning the basics and standard can a spell caster be in the position to make custom spells. By earning new spells and skills and adding them to their sheet a caster gains points on their spell gauge as shown below.

Weak : 1 point
Medium : 2 points
Strong : 4 points
Powerful : 8 points

Every spell caster should start with 8 points, as racial skills aren't included. The 8 points come from your 2 weak skills, 2 weak spells, 1 medium skill and 1 medium spell.

So a spell caster can create a custom spell for the price of a normal spell whenever their used and completed skills reach a certain milestone, as shown below.

1st milestone -15-allows you to create your first custom weak
2nd milestone -18- allows you to create your first custom medium
3rd milestone -21-allows you to create your first custom strong
4th milestone -24- allows you to create your second custom weak
5th milestone -27- allows you to create your second custom medium
6th milestone -30- allows you to create your second custom strong

Then continuing in this same pattern every 3 points (weak, medium, strong)

You do not have to use the customs immediately. They can be used at a later date as long as you keep track of which milestones you have used.


Last edited by Dreadclaw on Sun Apr 22, 2007 4:22 am, edited 4 times in total.

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