Mage Designations
Meet the Mage class designations
There are many who can wield mystical powers in Verindale. Find who before you’re turned into a frog!
MAGE
Sorcerer
Blessed with talent from birth, sorcerers are gifted mages with considerable magical skill. As soon as their magical talent is discovered they are sent to a Magical Conservatorium where they are secluded and trained until they have enough of a grasp on their magic so as not to be a danger to the citizens of Verindale. Sorcerers are quick learners and spend no more than a few years training before they either join the Conservatorium as instructors, open their own Conservatorium or take up a position in a castle. Some even choose the life of an adventurer and wander the lands, taking coin for certain services they can provide.
Stats
40
Fortitude
40
Dexterity
75
Magic
80
Wisdom
50
luck
Allowances
Weapon Allowances
Staff, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes
Magic Allowances
Mage skills: All paths
Plus a choice between:
Illusion: All paths
Transformation: All paths
Mysticism: All paths
Degradation: All paths
Class Skills
Potential
Gives double the amount of magic at the beginning of the battle
Gifted
Raises damage output for a certain time based on the difficulty level of the spells cast
MAGE
Warlock
Warlocks are individuals with varying levels of magical talent who have chosen to pledge themselves to a Patron Soul in order to receive both their blessing and their power. This pledge entails that the candidate will perform ceremonies to worship their chosen deity, perform any and all tasks requested by them and to become one with their Patron Soul upon their death. There are twelve different Patron Souls to whom a Warlock may pledge themselves. Some are genuinely deferential to their Patron Soul while others lust solely for power. The penalty, however, for failing to serve a Patron Soul can be treacherous, so a contract with one should not be entered into lightly.
Stats
45
Fortitude
35
Dexterity
80
Magic
75
Wisdom
45
luck
Allowances
Weapon Allowances
Staff, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes
Magic Allowances
Mage skills: All paths
Path of Obligation
2 more skill paths dependent on the Patron
Class Skills
Power Tap
Draws forth contracted soul’s power to increase own power for a certain time
Patron
Invites contracted soul onto the battlefield as an ally for a set time period
More about Warlocks soon…
MAGE
Priest
Divine healers whose purpose is to heal and protect. Priests must undergo both magical and medical training both at a Conservatorium and at a Hospice before being permitted to venture out into the world. Priests normally fit into one of three categories: hospice workers, wandering healers or exorcists. Some of their more exciting quests involve exorcising angry spirits or skeletons using their divine magic, though this is never done without backup.
Stats
40
Fortitude
30
Dexterity
80
Magic
80
Wisdom
60
luck
Allowances
Weapon Allowances
Staff, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes
Magic Allowances
Mage skills: All paths
Rejuvenation: All paths
Class Skills
Triage
Heals the most heavily wounded by 50% health and the others in varying degrees
Safe Zone
Creates a barrier for allies that heals wounds when inside but immobilises the caster
MAGE
Elementalist
Elementalists are those who have become one with the natural elements: fire, water, electricity, earth and wind. They have become so in tune with their chosen element that they can even transform their entire body into said element and even become immune to damage from that element. The very best Elementalists have even taken their craft further, turning fire into magma, water to ice, electricity to magnetism, earth to sand or wind into complete control over the weather. The tests to attain these abilities, however, are fraught with danger and countless Elementalists have died in the pursuit.
Stats
40
Fortitude
40
Dexterity
80
Magic
75
Wisdom
55
luck
Allowances
Weapon Allowances
Staff, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes
Magic Allowances
Mage skills: All paths
Elementalism: All paths
Class Skills
Logia-type
Turns casters body into the element of choice for a certain time
Safe Zone
Grants immunity to one chosen element for the duration of the battle or for one day outside battle. (Cannot be the element the caster is weak to. Effects do not stack)
MAGE
Necromancer
Without either a desire for power or a morbid fascination with death, the path of a Necromancer is inadvisable. Though animating the dead and raising angry spirits is not an inherently evil practice, there have been cases where it has been used for less than scrupulous purposes like raising undead armies to take over kingdoms and the like. Budding Necromancers search in secret for knowledge and are mostly self taught using ancient tomes found in hidden crypts and repositories. There are, however, certain cabals who meet in secret to share their knowledge and crafts in order to avert disasters by novice Necromancers dallying with powers they can’t control.
Stats
50
Fortitude
35
Dexterity
85
Magic
70
Wisdom
40
luck
Allowances
Weapon Allowances
Staff, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes
Magic Allowances
Mage skills: All paths
Necromancy: All paths
Class Skills
Suicide Bomber
Forces all undead to latch onto the nearest enemy and explode
Protect the King
Calls all undead in the area to fight for and defend the caster
MAGE
Druid
Also known as Children of the Forests, Druids, despite their fragile bodies, have a very special bond with nature and this is reflected in their magic. Druids command both the plant and animal life of the forests, bending it to their wills and using it to attack, defend and heal. Druids live their entire lives in forests and are seldom seen in cities or settlements, developing their magic naturally from the forests themselves. It is even rumoured they can speak directly to trees.
Stats
35
Fortitude
40
Dexterity
85
Magic
70
Wisdom
60
luck
Allowances
Weapon Allowances
Staff, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes
Magic Allowances
Mage skills: All paths
Druidism: All paths
Class Skills
We Are Groot
Protects the caster and allies in a ball/barrier of plants/branches and moderately heals self and allies
Heart of the Forest
Absorbs health and magic from nearby plant life (up to 50% of health)
MAGE
Shaman
Steeped in spirituality and reverence for spirits and the departed, Shamans developed their talents in the realm of the spirits. They can summon and command spirits from other planes and use their aid during battle. There are precious few tribes of shamans left and their magic is passed purely from a Shaman to their apprentice through secret rituals to ensure the practices remain in keeping with tradition. Shamans are considered wise beings and rarely venture far from their tribe – preferring to use their knowledge and abilities for the sake of their tribesman.
Stats
35
Fortitude
40
Dexterity
85
Magic
70
Wisdom
60
luck
Allowances
Weapon Allowances
Staff, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes
Magic Allowances
Mage skills: All paths
Shamanism: All paths
Class Skills
Friend of a Friend
Allows a caster to attach their summoned creature to an ally
Epitome
Turns caster into the summoned creature for a certain time
MAGE
Scholar
Words, phrases and runes are the crafts of the Scholar. These mages are most at home in a library with a book in hand. Unlike other mages, Scholars generally enjoy their confinement in the Conservatorium and often remain there long after mastering their magical talents. As a result, the only Scholars who ever see combat are those delving through dungeons for ancient texts, the rest enjoy lives of research and reading, curating libraries and acting as historical experts.
Stats
30
Fortitude
40
Dexterity
70
Magic
90
Wisdom
50
luck
Allowances
Weapon Allowances
Staff, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes
Magic Allowances
Mage skills: All paths
Runism: All paths
Class Skills
Ogma Infinium
Calls the words of the book the caster holds to cause the exact damage listed on the page but also damages the caster
Bookworm
The caster dives into a book to absorb knowledge and to hide/protect themself
MAGE
Red Mage
A Red Mage is to mages what a Mercenary is to warriors. Whether a sorcerer tired of the bureaucracy of Conservatories or a self-taught prodigy who never settled on one school, Red Mages rely on contracts or quests for their gold. By nature, Red Mages are curious dabblers and will learn many different schools of magic, often combining and creating new spells in the process. Some Red Mages become renowned for their developments, however, most are simply adventures or magical hirelings.
Stats
50
Fortitude
50
Dexterity
75
Magic
75
Wisdom
65
luck
Allowances
Weapon Allowances
Staff, Bladed Staff, Wand, Orb, Amulet, Token
Armour Allowances
Mage Robes
Magic Allowances
All
Class Skills
Jack of all Spells
Allows three spells to be cast at once, one at 75%, 50% and 25% power respectively
Eggs in Many Baskets
Grants power for each different type of spell cast in battle
MAGE + Warrior
Battlemage
Battlemages and Spellblades are two sides of the same coin. A warrior who has been formally disciplined in the arts of both physical and magical combat. Battlemages are mages with exceptional skill for physical combat arts, while Spellblades begin as knights with an exceptional ability with magic. There are a small number of exchange programmes developed between Castle Militia and Magical Conservatories to accommodate the needs of these exceptional individuals, however, the training is arduous and very few ever truly become masters of both arts.
Stats
65
Fortitude
70
Dexterity
75
Magic
75
Wisdom
50
luck
Allowances
Weapon Allowances
Long sword, Spear, Lance, Mace, Morning Star, Halberd, Bladed Staff, Staff
Armour Allowances
Mage Robes, Reinforced Light Mail
Magic Allowances
Mage skills: All paths
Plus a choice of:
Elementalism: All paths
Mysticism: All paths
Degradation: All paths
Class Skills
What Doesn’t Kill Me
Any hits taken in this mode will transform lost health to magical power
Momentum
After building a concession of hits a ground strike will loose a blast of energy, hitting all foes
MAGE + Rogue
Spellbow
A skilled archer with magical aptitude may be trained in a similar way to a Spellblade in conjunction with a Conservatorium, or similarly, a mage with an aptitude for archery may be apprenticed to a Hunter or Ranger to enhance their combat ability. Spellbows specialise in disrupting or disabling enemies with either elemental or poison arrows as well as shutting down enemy mages with magic disrupting arrows. They also have their own special spells to increase accuracy of shots not only for themselves, but allied archers as well, making them the centre-piece of a castle’s ranged division.
Stats
60
Fortitude
75
Dexterity
70
Magic
70
Wisdom
50
luck
Allowances
Weapon Allowances
Long sword, Spear, Lance, Mace, Morning Star, Halberd, Bladed Staff, Staff
Armour Allowances
Mage Robes, Reinforced Light Mail
Magic Allowances
Mage skills: All paths
Plus a choice of:
Elementalism: All paths
Mysticism: All paths
Degradation: All paths
Class Skills
Kickback
Upon completion of a successful shot, magical energy will be restored
Shh I’m Aiming
Creates a protective around caster until the shot is successfully fired
MAGE + Rogue
Shadow
Shadows are magical assassins with great magical talent and a penchant for subterfuge. They learn shadow magic from the shadows themselves and acquire their other skills through less-than-scrupulous means.
Stats
55
Fortitude
85
Dexterity
70
Magic
60
Wisdom
60
luck
Allowances
Weapon Allowances
Katana, Daggers, Hidden Blades, Knives, Throwing Knives, Throwing Stars, Darts, Needles, Sickle, Chain and Sickle, Ball and Chain, Nunchucks, Powder Bombs, Grenades, Scrolls, Amulet
Armour Allowances
Mage Robes, Reinforced Light Mail, Leather Armour
Magic Allowances
Mage skills: All paths
Shadow specialisation: All paths
Plus a choice of:
Runism: Limited
Illusionism: Choice of one path
Class Skills
Now You See Me
Disappears into shadow in front of the enemy and teleports to safety
The Blade You Never See
Creates a blade out of thin air when attacking a vital point