Mage(Base)
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
==CoffeeMUD Classes== |
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Bard Cleric Commoner Druid Fighter Mage Thief |
===CoffeeMUD Mage Classes=== |
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Abjurer Alterer Conjurer Diviner Enchanter Evoker Illusionist Mage Transmuter |
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. 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.
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.
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.