Mage
From Rampedia
A class that completely specializes in magic, Mages use the supernatural to do their bidding. Though very weak in nature, Magi deal incredible damage with their spell-casting and their pet summoning. Mages use the most MN out of any class, so it is important for them to raise their intelligence. Mages can only wield staves, and only wear cloth armor--robes, preferably.
Mages do Direct Spell Damage, as well as Damage Over Time Spell Damage. They use four primary kinds of spell damage; Fire, Ice, Electricity, and Dark.
Mages start out at level 1 with 2 spells. After that, every odd level they pick another.
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[edit] Class Stat Modifications
[edit] Level 1 Spells
- Fireball/Iceball/Shocking Bolt I (Fire/Ice/Electricity): Hurls a ball of magic at a target, dealing 1d20 of elemental damage of the caster’s choice, along with an additional 1/8th of the Mage’s total MN added to the damage. 10 MN
- Engulfing Darkness I (Dark): Swallows your target in a drapery of shadows, blinding them for 1d6 turns. While the target is blinded, it has a -20% chance to hit its target. 15 MN
- Summon Minion I (None): Summons a creature from nearby which has 10 HP and deals 1d10 DMG. The creature will stay with the Mage until it dies. 45 MN
- Mild Poison Haze (Dark): Suffocates your target in a green mist of poison haze, dealing 1d10 DOT for the remainder of the battle. 15 MN
- Entangle I (None): Summons an angry collection of roots and weeds to trap your foe, halting his position for 1d4 turns. If your target has more than 14 strength, you must roll an intelligence save to make sure it doesn't break free. 15 MN
- Elemental Daggers I (Ice): Flings a large group of elemental daggers at your opponent, dealing 2d20 direct damage. 30 MN
[edit] Level 5 Spells
- Fireball/Iceball/Shocking Bolt II (Fire/Ice/Electricity): Hurls a ball of magic at a target, dealing 2d20 of elemental damage of the caster’s choice, along with an additional 1/8th of the Mage’s total MN added to the damage. 25 MN
- Entangle II (None): Summons an angry collection of roots and weeds to trap your foe, halting his position for 1d6 turns. If your target has more than 22 strength, you must roll an intelligence save to make sure it doesn't break free. 15 MN
- Minor Relocation (None): A spell that will relocate you and your party somewhere within the radius of a mile--this spell is especially helpful when you are trying to escape a battle. Note that this spell cannot be used indoors. 50 MN
- Moderate Poison Haze (Dark): Suffocates your target in a green mist of poison haze, dealing 2d10 DOT for the remainder of the battle. 25 MN
- Identify (None): You can attempt to identify an unidentified object, with a 50% success rate. Once you attempt to identify an item, if you fail, you cannot reattempt. 50 MN
[edit] Titles
Mages' titles must correspond to their Mage Spell Specialization.
- Flamecaller (Fire) - Grants you the ability to summon a Flame Familiar (which cannot fight, but stays with you forever) to increase both your and your group's HP regeneration by 25. The Familiar also increases your fire spells' damage by 50%. This effect stacks with Mage Spell Specialization.
- Energist (Electricity) - Grants you the ability to summon an Energy Familiar (which cannot fight, but stays with you forever) to increase both your and your group's DMG (by 1/20 of your overall MN pool) by infusing yours and their attacks with electricity. The Familiar also increases your electric spells' damage by 50%. This effect stacks with Mage Spell Specialization.
- Methedrist (Ice) - Grants you the ability to summon an Ice Familiar (which cannot fight, but stays with you forever) to increase both your and your group's MN regeneration by 25. The Familiar also increases your ice spells' damage by 50%. This effect stacks with Mage Spell Specialization.
- Seer (Dark) - Grants you the ability to summon a Shadow Familiar (which cannot fight, but stays with you forever) to increase all your and your group's Primary Stats by 5. The Familiar also increases your miscellaneous spells' damage by 50%. This effect stacks with Mage Spell Specialization.
| CLASSES (Season 2) | ||
|---|---|---|
| Bane Ghoul - Beachcomber - Bone Ghoul - Cavalier - Elemental - Evoker - Flametender - Flesh Ghoul - Gust - Herbalist - Huntress - Illuminist - Kindler - Minstrel - Mole - Pacifist - Raiser - Shadow Ghoul - Stonecrusher - Tide Crasher - Tinkerer | ||
| RACES (Season 2) | ||
| Aviat - Geron - Ghoul - Velin - Voon | ||
| CLASSES (Season 1) | ||
|---|---|---|
| Archer - Bard - Cleric - Hexist - Mage - Marcist - Rogue - Templar - Warrior | ||
| RACES (Season 1) | ||
| Balnorian - Drifter - Outcast - Woodsman - Yalekian | ||
