Mage Archetype Mages wield powerful forms of magic to strike down their opponents. Students of all things arcane, mages study spell books and scrolls to gain mystical knowledge. They stand behind the frontlines, casting deadly attacks on enemies while bolstering the capabilities of their allies.
Classes: Enchanter , Sorcerer , Summoner Subclasses: Coercer , Conjurer , Illusionist , Necromancer , Warlock , Wizard
Knowledges: Alcohol Tolerance , Crushing , Defense , Disruption , Evocations , First Aid , Fishing , Focus , Foresting , Gathering , Magic Affinity , Medicine , Mining , Ministration , Ordination , Piercing , Riding , Skin , Spell Avoidance , Subjugation , Swimming , Trapping
Armor: Very Light Armor
Weapons: Dagger , Staff , Symbols
Professions: Enchanter ---> Illusionist ---> Coercer Sorcerer ---> Warlock ---> Wizard Summoner ---> Necromancer ---> Conjurer Abilities Name Lvl Use Time Recovery Time Reuse Time Fishing 3 3.0 0.0 0.0 Foresting 3 3.0 0.0 0.0 Gathering 3 3.0 0.0 0.0 Mining 3 3.0 0.0 0.0 Sprint 3 0.0 0.5 5.0 Allows your character to run at an increased rate for a short period of time at the cost of Power. (Can be used while in combat) Trapping 3 3.0 0.0 0.0
SpellsName Lvl Casting Time Recovery Time Recast Time Conc. Cost Health & Power Cost Arcane
Bindings 5 3.0 0.5 12.0 4 health 50 Power Prevents the target from moving.
Cure Arcane 6 1.0 0.5 8.0 12 power Cures Magic, Mental, and Divine ailments from the target group member. Curatives can fail if the relevant ailments are significantly more potent than the caster's ability.
Dispel Arcane 9 3.0 0.5 6.0 2 power Dispels beneficial Magic spells from the target. Dispels can fail if the relevant augmentations are significantly more powerful than the caster's ability.
Gift of the Magi 7 3.0 0.5 4.0 1 Increases Power pool and Magic mitigation of all party members Lightning Burst 1 2.0 0.5 2.0 4 power Does instant Magic damage to the target.
Magi's Shielding 4 5.0 0.5 5.0 4 power Increases Power pool, Health pool, and Armor Class (self only) See
Invisibility 9 4.0 0.5 5.0 21 power
Static Pulse 3 1.0 0.5 8.0 5 power Does Magic damage over a period of time to the target, and decreases Arcane (Magic/ Mental/Divine) mitigation for the duration.
Storm of Lightning 8 4.0 0.5 10.0 22 power Does instant Magic damage to the target and surrounding encounter members within the area of effect
Sorcerer: Sorcerers are experts of all forms of mystical attacks and spells that weaken the mystical abilities of their opponents. Fearsome in battle, sorcerers wield powerful arcane forces. Primary Attribute: Intelligence Armor: Very Light Key Knowledges: Thaumaturgy, Sorcery Weapons: Staff, Dagger, Sling, Thrown Weapon
Warlock: Warlocks manipulate the destructive forces of poison and disease to obliterate their foes. They are masters of death and decay who deal devastating damage and pain to their opponents. Primary Attribute: Intelligence Armor: Very Light Key Knowledges: Noctivagance, Sphere of Power Weapons: Staff, Dagger, Sling, Thrown Weapon
Wizard: Wizards are masters of the arcane arts who tap into the elemental powers of fire and ice. Wielding these powerful forces, wizards can inflict startling devastation upon their enemies. Primary Attribute: Intelligence Armor: Very Light Key Knowledges: Elemental Mastery, Sphere of Power Weapons: Staff, Dagger, Sling, Thrown Weapon
Enchanter: Enchanters use mystical forces to beguile and control their enemies. By instilling confusion and misdirection in the minds of their adversaries, enchanters give their comrades the advantage in battle. Primary Attribute: Intelligence Armor: Very Light Key Knowledges: Enchantments, Disempowerments Weapons: Staff, Dagger, Sling, Thrown Weapon
Illusionist: Illusionists use arcane power to confound and befuddle their enemies. They also are able to boost the offensive and defensive capabilities of their allies. Primary Attribute: Intelligence Armor: Very Light Key Knowledges: Hallucinations, Sphere of Power Weapons: Staff, Dagger, Sling, Thrown Weapon
Coercer: Coercers dominate the minds of the weak and hurl their foes into paralyzing states of confusion and catatonia. They can also enhance the mental abilities and combat prowess of their allies. Primary Attribute: Intelligence Armor: Very Light Key Knowledges: Protean, Sphere of Power Weapons: Staff, Dagger, Sling, Thrown Weapon
Summoner: Summoners can call forth powerful creatures of Norrath and bend them to their will. Though they command a variety of mystical forces, the summoner's foremost weapons are the monsters they control. Primary Attribute: Intelligence Armor: Very Light Key Knowledges: Sortilege, Legerdemain Weapons: Staff, Dagger, Sling, Thrown Weapon
Necromancer: Necromancers summon the dead and imbue them with unnatural life. These pitiful but powerful creatures are slaves to their masters until the grave claims them once more. Lords of death and decay, these powerful mages strike fear into the hearts of their enemies. Primary Attribute: Intelligence Armor: Very Light Key Knowledges: Sepultures Weapons: Staff, Dagger, Sling, Thrown Weapon
Conjurer: Conjurers summon forth powerful elemental beings that obey their master's every command. Ripped from domains of fire, air, soil and water, these enslaved minions make very powerful servants and bodyguards. Primary Attribute: Intelligence Armor: Very Light Key Knowledges: Conjurations
|