HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 ...MAGE...

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Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

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PostSubject: ...MAGE...   ...MAGE... Icon_minitimeSat Aug 08, 2009 4:39 am

While Mage’s aren’t trained in the use of weapons and armour, their magic can be just as devastating to opponents. Starting Mage’s have gone through their apprenticeship in the use of magic and begin the game about to take their first steps in the paths of true magic. Players choose one school of magic to begin learning – this is their primary school of magic.

Enchantments: Items or Guardian
Elemental: Fire, Earth, Water or Air
Illusionist: Masquerade or Conjurer
Necromancy: Hunter or Defiler
Planar: Hunter or Traveller
Sorcery: Damage or Tactics

Characters will gain bonuses if they continue to learn from their original primary school. They are entitled to leave their primary school of magic at any point, but they are never allowed to return to their original primary school and will lose the rights to any of the inherent bonuses.

Magic Level Cost in Skill Points Bonuses

Level 1 3
Level 2 4
Level 3 5
Level 4 5
Level 5 6
Level 6 7 +10 Power Points
Level 7 9
Level 8 11 + 10 Power Points
Level 9 13
Level 10 16 +1 Master Ability


Upon reaching level 10 in their primary school, players may choose a Master Ability. These are: Undefyable, Undismissable, and Undetectable. These may be added to any spells that the player can cast.

Every time a player raises their magic level, they will gain power points equal to their new level. They may only raise their magic level if they have learnt at least 2 spells from all of the levels beneath. Upon reaching level 6, they must choose a specialisation in their school of magic. They will be unable to learn spells of the opposite specialisation, although they are entitled to use scrolls of these spells. When they have reached level 10 in a school of magic, they may freely begin learning a new school of magic whilst still retaining previous benefits.

Mage’s must keep their spell book safe at all times as without it, they cannot cast any spells. If their spell book is lost or stolen, they must buy a new one in order to be able to cast spells on the next adventure.

If a Mage has no power points and attempts to cast a spell, they have “Overburned”. The penalties for “Overburning” are varied, ranging from permanent power point loss, spell loss and even inability to use magic.


Starting Kit
Read / Write Magic
16 Power Points
5 Spells of their choice from the Apprentice Level of Magic

One Point Skills
Recognise Magic Recognise Un-dead
Recognise Demons Gain Power Point*

Two Point Skills
Discern Poison Discern Potion
Recognise Wounds

Three Point Skills
Short Weapons Use Bind Wounds
Recognise Plants

Four Point Skills
Evaluate Treasure Pole-arm use
Projectile Magic# Projectile Magic Mastery#

Six Point Skills
Dexterity Training Polyglot#
Scholar#

Seven Point Skills
Long Weapons Use Quick Learner (level 1) #
Quick Learner (level 2) #


# Projectile Magic – You may now cast spells that cause direct damage to the chest on targets.

# Projectile Magic Mastery – You may now choose any location for you direct damage spells to take effect (requires Projectile Magic).

# Polyglot – This allows you to speak in every common language (see language list for more information).

# Scholar – This allows you to read and write in every common language (see language list for more information).

# Quick Learner (level 1) – Skill point cost for speak/read and write Uncommon Languages is reduced by 2 points and they are considered common for the ease of learning.

# Quick Learner (level 2) – Skill point cost for speak/read and write Rare Languages is reduced by 2 points and they are considered uncommon for ease of learning.
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