Difference between revisions of "Mage(Base)"

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===Premise===
 
===Premise===
Mages are practicioners of magical arts.  Their powers come from the magical energy that permeates the world, and as such, will lose their powerful abilities in areas devoid of magic.  Most of their abilities are in the form of [[Spells(Abilities)|Spells]].  Mages need to be able to move and speak to cast most spells.  They are not proficient with many forms of weapons, and medium and heavy armors (leathers and metals) impede their spell casting, causing them to fizzle spells.
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Mages are practitioners of magical arts.  Their powers come from the magical energy that permeates the world, and as such, will lose their powerful abilities in areas devoid of magic.  Most of their abilities are in the form of [[Spells(Abilities)|Spells]].  Mages need to be able to move and speak to cast most spells.  They are not proficient with many forms of weapons, and medium and heavy armors (leathers and metals) impede their spell casting, causing them to fizzle spells. Mages tend to start off weak in combat, with their spells costing significant amounts of their limited mana pools. As they level, the spells gradually reduce in cost and increase in power, making high level mages quite devastating. Low level mages should consider using daggers for the inherent attack bonuses (although low damage) or staffs as their primary attack, and use their spells strategically to win the fight, resting between fights to recover their mana.
  
 
===Prime Abilities===
 
===Prime Abilities===
 
Intelligence is the primary stat of mages.  This stat drives how much mana they receive each level, as well as critical strike and critical damage from spells.
 
Intelligence is the primary stat of mages.  This stat drives how much mana they receive each level, as well as critical strike and critical damage from spells.
  
===Subclasses===
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===Base Class===
*Abjurer - This specialist mage is focused on defensive magic.
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*[[Mage(Mage)|Mage]] - This is a generalist mage.  They don't have access to some of the specialists spells, but also don't suffer any spell restrictions that the specialist mages do.
*Alterer - This specialist mage warps reality to produce some spectacular results.
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====Subclasses====
*Conjurer - This specialist mage is a master of moving things around, including summoning beasts and forcing them into a brief period of servitude.
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*[[Abjurer(Mage)|Abjurer]] - This specialist mage is focused on defensive magic.  Their opposition school is Enchantment/Charm, and cannot cast any spells from this school.
*Diviner - This specialist mage thirsts for knowledge.  His spells provide lots of detailed information on a large variety of activities.  Diviners also make great spies.
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*[[Alterer(Mage)|Alterer]] - This specialist mage warps reality to produce some spectacular results.  Their opposition school is Invocation/Evocation, and cannot cast any spells from this school.
*Enchanter - This specialist mage influences emotions and binds magic to create powerful items.
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*[[Conjurer(Mage)|Conjurer]] - This specialist mage is a master of moving things around, including summoning beasts and forcing them into a brief period of servitude.  Their opposition school is Transmutation, and cannot cast any spells from this school.
*Evoker - This specialist mage deploys raw magic to produce a desired effect, often moving things or blowing them up.
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*[[Diviner(Mage)|Diviner]] - This specialist mage thirsts for knowledge.  His spells provide lots of detailed information on a large variety of activities.  Diviners also make great spies.  Their opposition school is Illusion, and cannot cast any spells from this school.
*Illusionist - This specialist mage is a master of deception.  Their powerful illusions can cause others to be easily misled.
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*[[Enchanter(Mage)|Enchanter]] - This specialist mage influences emotions and binds magic to create powerful items.  Their opposition school is Abjuration, and cannot cast any spells from this school.
*Mage - This is a generalist mage.  They don't have access to some of the specialists spells, but also don't suffer any spell restrictions that the specialist mages do.
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*[[Evoker(Mage)|Evoker]] - This specialist mage deploys raw magic to produce a desired effect, often moving things or blowing them up.  Their opposition school is Alteration, and cannot cast any spells from this school.
*Transmuter - This specialist mage is a master of changing the function of an item or creature.
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*[[Illusionist(Mage)|Illusionist]] - This specialist mage is a master of deception.  Their powerful illusions can cause others to be easily misled. Their opposition school is Divination, and cannot cast any spells from this school.
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*[[Transmuter(Mage)|Transmuter]] - This specialist mage is a master of changing the function of an item or creature.  Their opposition school is Conjuration, and cannot cast any spells from this school.
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=====Specialist Opposition Matrix=====
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{| style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="60%" <div class="Left" style="width: auto; Margin-left: auto; margin-right: auto;">
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|-
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| [[Abjurer(Mage)|Abjurer]]
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| [[Alterer(Mage)|Alterer]]
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| [[Conjurer(Mage)|Conjurer]]
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|-
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| [[Diviner(Mage)|Diviner]]
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| &nbsp; &nbsp; *
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| [[Illusionist(Mage)|Illusionist]]
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|-
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| [[Transmuter(Mage)|Transmuter]]
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| [[Evoker(Mage)|Evoker]]
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| [[Enchanter(Mage)|Enchanter]]
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|}
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===Gained Spells===
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Mages and all mage specialists may gain additional random spells as they level, depending on how many abilities they have gained at each level.
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*At levels 1 through 9, mages gain 3 spells per level, if there are enough qualifying spells available at that level.
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*At levels 10-19, mages gain 2 spells per level, if there are enough qualifying spells available at that level.
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*At levels 20-25, mages gain 1 spell per level, if there are enough qualifying spells available at that level.
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For example, a level 4 Conjurer will auto-gain the spell Acid Arrow. Since the Conjurer is in the first level range, they would gain a total of 3 spells at that level, so two more non-transmutation spells would be randomly added to the Conjurer's known level 4 spells on leveling.

Latest revision as of 17:20, 31 July 2024

CoffeeMUD
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=CoffeeMUD Player Information=
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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Mage Classes===
Abjurer        Alterer        Conjurer        Diviner        Enchanter        Evoker        Illusionist        Mage        Transmuter       


Premise

Mages are practitioners of magical arts. Their powers come from the magical energy that permeates the world, and as such, will lose their powerful abilities in areas devoid of magic. Most of their abilities are in the form of Spells. Mages need to be able to move and speak to cast most spells. They are not proficient with many forms of weapons, and medium and heavy armors (leathers and metals) impede their spell casting, causing them to fizzle spells. Mages tend to start off weak in combat, with their spells costing significant amounts of their limited mana pools. As they level, the spells gradually reduce in cost and increase in power, making high level mages quite devastating. Low level mages should consider using daggers for the inherent attack bonuses (although low damage) or staffs as their primary attack, and use their spells strategically to win the fight, resting between fights to recover their mana.

Prime Abilities

Intelligence is the primary stat of mages. This stat drives how much mana they receive each level, as well as critical strike and critical damage from spells.

Base Class

  • Mage - This is a generalist mage. They don't have access to some of the specialists spells, but also don't suffer any spell restrictions that the specialist mages do.

Subclasses

  • Abjurer - This specialist mage is focused on defensive magic. Their opposition school is Enchantment/Charm, and cannot cast any spells from this school.
  • Alterer - This specialist mage warps reality to produce some spectacular results. Their opposition school is Invocation/Evocation, and cannot cast any spells from this school.
  • Conjurer - This specialist mage is a master of moving things around, including summoning beasts and forcing them into a brief period of servitude. Their opposition school is Transmutation, and cannot cast any spells from this school.
  • Diviner - This specialist mage thirsts for knowledge. His spells provide lots of detailed information on a large variety of activities. Diviners also make great spies. Their opposition school is Illusion, and cannot cast any spells from this school.
  • Enchanter - This specialist mage influences emotions and binds magic to create powerful items. Their opposition school is Abjuration, and cannot cast any spells from this school.
  • Evoker - This specialist mage deploys raw magic to produce a desired effect, often moving things or blowing them up. Their opposition school is Alteration, and cannot cast any spells from this school.
  • Illusionist - This specialist mage is a master of deception. Their powerful illusions can cause others to be easily misled. Their opposition school is Divination, and cannot cast any spells from this school.
  • Transmuter - This specialist mage is a master of changing the function of an item or creature. Their opposition school is Conjuration, and cannot cast any spells from this school.
Specialist Opposition Matrix
Abjurer Alterer Conjurer
Diviner     * Illusionist
Transmuter Evoker Enchanter

Gained Spells

Mages and all mage specialists may gain additional random spells as they level, depending on how many abilities they have gained at each level.

  • At levels 1 through 9, mages gain 3 spells per level, if there are enough qualifying spells available at that level.
  • At levels 10-19, mages gain 2 spells per level, if there are enough qualifying spells available at that level.
  • At levels 20-25, mages gain 1 spell per level, if there are enough qualifying spells available at that level.

For example, a level 4 Conjurer will auto-gain the spell Acid Arrow. Since the Conjurer is in the first level range, they would gain a total of 3 spells at that level, so two more non-transmutation spells would be randomly added to the Conjurer's known level 4 spells on leveling.