Mage
General description
Mage is a very large classification encompassing most people who focus purely on elemental magic, which allows them to freely manipulate whatever element they are able to master. Mages, even if they don’t entirely depend on mana still heavily rely upon it, with this fact only becoming more and more noticeable as they become stronger and start to learn more powerful and mana-hungry spells, so mana management is one of the most important aspects of being a mages. Mages most often specialize in one element, however, they generally also learn one or two secondary elements, especially towards higher levels.
Unique mechanic(s)
Mages can not only use a variety of different elemental spells, but they can also freely manipulate the elements they are adept in, so, for instance, even if a low tiered ice mage ran out of mana, they could still cool down the area around themselves, create small pillars of ice, or melt real ice, while even without mana, a high-ranking wind mage could still change the direction and strength of natural winds, push items or people around with wind, and float around. Mages are also able to modify pre-existing skills and to create their own spells given enough time, intelligence, and luck.
Recommended builds
Mages should focus their magic and intelligence stats to be able to effectively use their spells, however, depending on what elements they want to learn, other stats (like intimidation for chaos, or strength for earth) shouldn’t be ignored. They should also usually wear lighter armor with a focus on enchantments instead, though some can also properly make use of heavy armor, like earth mages. As for weapons, they can use any item which allows them to better focus or channel their magic like staves, orbs, magic books, magical gloves, or elemental artifacts or weapons, but they can also alternatively decide to use none instead and simply cast bare-handed.
Social status
Can read | Yes |
Can write | Yes |
Social status | Widely varies based on used elements. |
Knowledge of the world | Varying, but generally high for magic creatures, and average for the rest. |
Political understanding | Low |
Geographical knowledge | Usually very low |
Known for | Being the backbone of most teams and usually second in command in parties. |
Starting items
Budget: 100 pts
-
50 pts
Channeling gauntlets (Allows you to safely cancel any spells as long as you still haven’t activated them yet, doing so also regenerates half the mana you used in the progress) -
25 pts
Magic staff1D4/2 * (2 * MAG + LVL * 20)
-
25 pts
Glass orb (increases spell accuracy by 10%) -
25 pts
Elemental gloves1D4/2 * (2 * STR + LVL * 20)
(Increases the statistical multiplier of the main tier one melee spells by 1) -
25 pts
Magic tome (reduces mana costs by 10%) -
25 pts
Short sword1D4/2 * (4 * Str + LVL * 25)
-
25 pts
Dagger1d4/2 * (2 * AGI + LVL * 25)
(Sneak strikes increase your statistical multiplier by 5) (Takes 1 less turn to pull out (but not to put away)) (Silent to pull out and put away) -
25 pts
Calming hood (30 defense on head) (offers 1% permanent mana regeneration) -
25 pts
Calming robe (30 defense on body) (offers 1% permanent mana regeneration) -
25 pts
Apprentice’s tome (Allows you to cast 10 tier 2 spells of the tome’s element at no cost) -
5 pts
Bandages (stops bleeding, heals for 200 HP) -
1 pts
Coins (x2)
Multi-classing
Criterions
- Magic needs to be in your top 3 highest stats.
- Have experience in use of magic tools or spells
- Be able to use magic
Process
- Study magic 10 non-consecutive turns
- Have magic catalyst (ball, wand, staff, grimoire, or other)
- If you are unable to use magic, train your mana until you can materialize it (10 non-consecutive turns with a magic user of tier 2 or higher)
- Have a book about elemental casting, and train in a specific element for 10 non-consecutive turns to learn 1 skill from the main elemental list.