Mage
Some casters work to entwine themselves in the forces of nature, while others instead seek power through devotion to a god. The members of the Mage guild instead know that true magic is simply understanding the fundamental system that binds all things: the Dark Wind. These practicioners, or more commonly known as Magi, exploit this connection to accomplish any number of reality bending feats: from summoning crushing walls of force to creating portals between distant locations.
Though outsiders tend to see the Magi as a secretive lot, in truth, the Guild's members are simply busy with their studies.
If you are interested in joining the ranks of the Magi and wielding phenominal power, see Merlin directions
of COT.
The guild requires some knowledge of the Arcane - some of the tomes in the nearby library might be of use to get you started.
The path of the Magi
The main trait that a Mage relies on is Arcane
. As a Mage uses their spells, they will
learn more of the Arcane arts. At certain thresholds, the Mage will be able to comprehend new spells inscribed in the
guild hall's library. By studying these spells, the Mage can transcribe them into their own spellbook and then cast them.
In terms of attributes, a Mage receives:
9 HP
per point ofCON
5 SP
perINT
,3 SP
perWIS
,2 SP
perCHR
, and1 SP
perCON
Spellbook
Each cover of a Mage's spellbook is made from hardened obsidian plates bound in ash-enchanted leather. Between the plates, the pages are not parchment, but wisps of condensed spell power. Each spell is a masterwork of detailed inscriptions, runes and sigils that bind the ability to the Mage's power.
Runes
The Magi are known to enhance their spells using "runes". These runes are bindings that the Magi community have discovered through countless years of experimentation and study. Hence, the patterns are generally referred to by the Mage that discovered it. These designs can by acquired in the guild hall using experience, though multiple runes of the same type become increasingly more expensive to purchase. Once acquired, the runes can be transferred between spells, though only under the precise environment of the guild hall. Some runes may require acquiring them directly from the Mage or somewhere in the world. These are runes that the Mage guild has confirmed exist and a description of their impact:
- Ashkenazy: Exaltation
- Falx: Alacrity
- Marsellus: Augmentation
- Mezari: Amity
- Saloman: Bastion
- Talek: Boreal
There are others that are rumored to exist, but cannot be confirmed:
- Arcanarton: Entropy
- Bodach: Demise
- Ravidel: Igneous
Spells
An overview of some of the common magical powers available to the Magi
Mana Shard
Summon a fragment of pure, raw magical energy then hurl it towards a target. As an incarnation of one of the most basic principles of magic, the spell is both elegant in its simplicity and effective in its execution. Over time, as the spellcaster's knowledge and prowess grow, so too does the potency of their Mana Shard. Its brilliance intensifies, its speed accelerates, and its impact becomes ever more devastating, proving that even the simplest spells can grow alongside their masters.
- Arcane Needed: 1
- Syntax:
mshard <target>
- Rune augments
- Ashkenazy: Increased damage significantly
- Falx: Increased chance to overcome resists
- Marsellus: Increase attack speed and chance to sunder
- Mezari: If spell is resisted, restore SP
- Saloman: Shield self for part of damage done
- Talek: High chance to chill
- Arcanarton: Chance to enfeeble
- Bodach: Increased damage with a chance to instantly kill weaker enemies
- Ravidel: High chance to burn
Blaze
Blaze is a spell mostly for show. It's a colorful and neat-o way to leave the room. The process requires channeling energy for a few seconds and then releasing that into a controlled burst, launching yourself. Be warned: those in the area where you land might be momentarily stunned or set ablaze.
-
Arcane Needed: 1
-
Syntax:
mblaze <direction>
-
Rune augments
- Ashkenazy: Stunning and burning effects are significantly increased
- Falx: Decrease channeling time significantly
- Marsellus: Add a delayed shockwave that produces a sundering effect
- Mezari: Now works for all party members
- Saloman: On landing, create a shield against elemental damage.
- Talek: Replaces fire with freezing energy, potentially slowing or freezing those around the landing area
- Arcanarton: Destroys the terrain, causing damage over time for an extended duration
- Bodach: Chance to fear weaker enemies
- Ravidel: Increase burn chance and damage
Detect
Detect is an intuitive spell often used to sense the presence of magic around you. With a soft chant, the caster sends out a pulse of their own mana, which reacts subtly to the magical resonances around them. This response paints a mental picture of the magical energies at play, allowing the caster to feel the ebb and flow of the Dark Wind in their vicinity.
-
Arcane Needed: 1
-
Syntax:
mdetect
-
Rune augments
- Ashkenazy: Extends the range to nearby rooms as well
- Falx: Channel time is reduced
- Marsellus: Greater information about magic affecting creatures around you
- Mezari: Detect will work across party members
- Saloman: Detect becomes a buff over time, allowing detection of trap objects
- Talek: Increase channel time, but more details about magics detected
- Arcanarton: Detect magical resistances of creatures around you
- Bodach: Detect becomes a buff over time, allowing detection of alignments
- Ravidel: Detect becomes a buff over time, revealing heat signatures
Analyze
Analyze delves deeper into the mysteries of magic, peering into the underlying structures of your subject. As your mastery of the Arcane increases, you can pick up on more subtle influences.
-
Arcane Needed: 1
-
Syntax:
manalyze <object>
-
Rune augments
- Ashkenazy:
- Falx:
- Marsellus:
- Mezari:
- Saloman:
- Talek:
- Arcanarton:
- Bodach:
- Ravidel:
Illuminate
Illuminate is a fundamental spell that calls forth a soft orb of magical light. With a gentle wave of the hand and a whispered word, summon a sphere that hovers above your palm. It cuts through darkness to provide clear vision in the blackest of nights.
-
Arcane Needed: 1
-
Syntax:
milluminate
-
Rune augments
- Ashkenazy:
- Falx:
- Marsellus:
- Mezari:
- Saloman:
- Talek:
- Arcanarton:
- Bodach:
- Ravidel:
Magic Armour
Weave the forces of the Dark Wind around your body, forming an extra layer of protection.
-
Arcane Needed: 50
-
Syntax:
marmour
-
Rune augments
- Ashkenazy: Increase cost and protection
- Falx: Increase attack speed
- Marsellus: Chance to restore SP when hit
- Mezari: Add ability to cast on others
- Saloman: Change from aura to a shield against a fixed amount of damage
- Talek: Increase resists to warm weather
- Arcanarton: Constant SP drain for constant effect
- Bodach: Chance to damage attacker
- Ravidel: Increase resists to cold weather
Enhance
- Arcane Needed: 75
- Syntax:
menhance <target>
Enhance is a buff spell that temporarily augments the physical or magical abilities of the target. A touch binds the target to a glowing aura, visibly reinforcing their strength, agility, or magical aptitude. Whether to bolster allies in combat, amplify the effects of another spell, or boost one's own capabilities, Enhance is a staple in the toolkit of a versatile mage.
- Rune augments
- Ashkenazy:
- Falx:
- Marsellus:
- Mezari:
- Saloman:
- Talek:
- Arcanarton:
- Bodach:
- Ravidel:
Magic Barrage
Magic Barrage is an offensive spell that conjures a torrent of magical projectiles. Channel magical power for a few seconds, then bring forth a cascade of mana shards, each one gleaming with destructive potential. With a final word and a directional thrust, the caster sends the barrage towards their enemies, unleashing a storm of magical energy. While each individual shard may not be as potent as a singular, focused attack, the sheer number of projectiles creates an overwhelming onslaught that can break through defenses and pummel foes into submission.
-
Arcane Needed: 100
-
Syntax:
mbarrage <target>
-
Rune augments
- Ashkenazy:
- Falx:
- Marsellus:
- Mezari:
- Saloman:
- Talek:
- Arcanarton:
- Bodach:
- Ravidel:
Insane
Wrap your target's mind in a layer of magical energy that distorts their reality and drives them insane. High chance to inflict the Confuse status.
-
Arcane Needed: 125
-
Syntax:
minsane <target>
-
Rune augments
- Ashkenazy:
- Falx:
- Marsellus:
- Mezari:
- Saloman:
- Talek:
- Arcanarton:
- Bodach:
- Ravidel:
Levitate
Levitate causes the binding forces of the Dark Wind to temporarily reverse around the caster. With an outstretched hand and a word of power, the spell leaps from the Mage's book, surrounding the caster in an imperceivable layer of magic. Whether to ascend to high places, traverse difficult terrain, or simply to move around in style, Levitate provides the mage with a level of freedom and versatility that is hard to match.
-
Arcane Needed: 150
-
Syntax:
levitate
-
Rune augments
- Ashkenazy:
- Falx:
- Marsellus:
- Mezari:
- Saloman:
- Talek:
- Arcanarton:
- Bodach:
- Ravidel:
Mana Well
- Arcane Needed: 250
- Syntax:
mwell
Mana Well is a spell that allows the mage to tap into the deep reservoirs of magical energy permeating the world. The spell draws forth a wellspring of raw mana, though temporarily devoids the area of energy. This shimmering pool of magical energy rejuvenates anyone that consumes it, rapidly replenishing their magical reserves. It is an invaluable spell for long battles, allowing mages to keep their mind sharp and energy full.
- Rune augments
- Ashkenazy:
- Falx:
- Marsellus:
- Mezari:
- Saloman:
- Talek:
- Arcanarton:
- Bodach:
- Ravidel:
Find
Find is an advanced form of magic that enables the caster to locate specific entities or magical resonances. With the proper focus and incantation, the mage's mind extends beyond the confines of their immediate environment, using the Dark Wind that binds all things to reveal the location they seek. This is particularly useful when searching for magical artifacts, hidden places of power, or even elusive individuals.
-
Arcane Needed: 500
-
Syntax:
mfind <target>
-
Rune augments
- Ashkenazy:
- Falx:
- Marsellus:
- Mezari:
- Saloman:
- Talek:
- Arcanarton:
- Bodach:
- Ravidel:
Teleport
With a whisper and a focused intent, the caster channels energy into a swirling rift in space. The portal links two locations, allowing instantaneous traversal of vast distances. After a short period, the energy will disperse.
- Rune augments
- Ashkenazy: Increase the portals duration
- Falx: Reduce the spell's channel time
- Marsellus: Grant a health regeneration effect on portal exit
- Mezari: Can specify a party member and create a portal at their location
- Saloman: Gain a shield on portal exit
- Talek: Reduce the cost of teleport. Your portals take on a frosty appearance. While in a room with a portal, increase the chance your other spells chill/freeze.
- Arcanarton: Instant cast, but also instantly dissolves, only teleporting yourself.
- Bodach: Greatly increase the number of remembered locations
- Ravidel: Learn the command
tport inferni
, which creates a portal that gushes fire
Summon Familiar
With an incantation born of heart and soul, the caster calls forth their familiar - a creature bound by magic and loyalty. This being, a manifestation of the caster's spirit and will, aids them in various tasks, from gathering magical energies to assisting in battle. While each summoning might result in a creature similar in essence, the familiar's form and abilities can vary, shaped by the caster's experiences and the runes invoked.
- Rune augments
- Ashkenazy: The familiar is stronger, but also drains SP from the caster over time
- Falx: Increase the speed of your familiar, allowing it to more easily dodge attacks; can use
unleash
with familiar now - Marsellus: Your familiar is imbued with battlemage energy, allowing it to occasionally cast minor spells in sync with your own
- Mezari: Your bond is strong enough that you can
transfer
a summoned familiar to another player. - Saloman: Your familiar will try to intercept incoming magic damage
- Talek: The familiar can chill targets with its attacks
- Arcanarton: Over time, your familar decays; as it does, it releases bursts of entropic energy that can harm and hamper enemies
- Bodach: While your familar is active, it can siphon the life force of defeated foes, slightly healing you or itself; can use
reap
with familiar now - Ravidel: Your familiar burns with the fiery essence of igneous magic, potentially setting foes ablaze with its attacks
Phase
Phase allows you to partially phase yourself or someone else out to another dimension, making the body somewhat incorporeal. This generally leads to a subject that's unable to be hit by physical means effectively for a period of time. You may also find that phased targets have a harder time interacting with the physical world.
- Rune augments
- Ashkenazy: The potency of phase increases, causing the target to become almost entirely incorporeal
- Falx: Reduces the cost and removes the timer, allowing the caster to
phase [on|off]
in quick succession - Marsellus: Phase can no longer target others. Reduces the physical potency of phase, but the caster's hits become magical
- Mezari: Your bond with the phased dimension causes it to lash out in retribution to attackers.
- Saloman: Phasing envelops the target in a protective shield which provides dditional protection against magical attacks while phased
- Talek: Allows caster to
phase [on|off]
. Every few seconds while phased, unleash a chilling cloud - Arcanarton: Phase can no longer target others. Chance to leech life from attackers. The effect reduces in potency over time
- Bodach: The shadows of the other dimension cling to the phased target, giving them a ghostly appearance which can instill fear on attackers
- Ravidel:Allows caster to
phase [on|off]
. Every few seconds while phased, unleash a roaring inferno