written by Iceblade 3-4-2000
Red Mages are strange indeed, drawing upon both the dark and the good sides
of the magics. Red mages are slow to anger, but not
sissies. They can heal themselves and others, as well as dish out
damage. Though Red Mages can heal themselves, they aren't specialized
within that aspect of magic. They tend to make their attacking magics
stronger, to do more damage then they recieve. They are the second line
of warfare, backing up the
BattleMages. They heal comrades, and
decimate foes. They are a great ally to have.
Though Red Mages can be extremely powerful in magics, as they grow in magical
attack strength, their physical strength weakens. If a person chooses
this rough path, they will be deeply rewarded for what they loose.
Red Mages may choose to wield a sword or such, but most carry spears, which
could double for a staff if need be. Armor is medium guage, not too heavy,
for most have faith in their abilities of healing magics. Most Red
Mages are very strong at the start, so what they lack magically, they can
make up physically. Therefore, most have large broadswords, and thick
breast plates.
Red Mages usually start training at a very young age since they have to
learn two different kinds of magic. They spend most of their time
reading arcane books to further amplify their magical knowledge. Red Mages
are known to pick a favorite spell and stick to it, like a Black Mage,
but won't
stay strictly in that one discipline.
Due to the demands of training, They MUST
have an Intelligence, Wisdom, Dexterity, and Constitution score of
NO
LESSthen 15 each.
At Level 3
a Red mage learns how to cast spells without
their hands. This allows a mage to cast spells even though
their hands are busy, though it takes -1
away from your attack roll.
At Level 4
Red Mages get the chance to earn a weapon called Neo Neuromancer.
(explained below)
At Level 6,
Red mages learn to double their attack/defend power. This allows them to
attack any
enemy within melee range of them easier for a limited time, for they gain
a +2 to
hit/defend for 3
rounds.
At Level 7,
red mages get the chance to earn the Staff of the Fallen.
(explained below)
At Level 10,
red mages learn to cast two spells
at once, for the price of one spell. This allows a Red mage to cast
a devestating attack spell, and a much needed healing spell. Two healing
spells, or two attacking spells. Upon reaching Level
10, Red mages get the chance to earn the
right to weild the Sword of Chaos. If they gain all three of the weapons,
and master them all, they have the chance to gain a fourth weapon.
(explained below)
Four
of the most powerful weapons a Red Mage could get their greedy little hands
on are the Gauntlets of Neo Nueromancer, the Staff of the Fallen, Sword
of Chaos, and Armageddon.
The Gauntlets of Neo Neuromancer
can allow you to focus your energies to hitting the most easily destroyed
part of any opponent, the mind.
Spinal tap,
the term used to define the spell's effect, shuts off all nervous
system activity from the neck down if the spell is successful. The
power of the gauntlets is a hard
one to master, due to it's lack of complete control. The spinal tap
ability has two
forms, Stun
which only drains 3 mp,
and
paralyze,
which drains 9 mp.
Stun
merely does as it emplies. Paralyze
makes it impossible to think or move for a limited amount of time, 3
rounds.
The Staff of the Fallen
is a rare
item indeed. Given to only the most
worthy of Red Mages. The Staff of the Fallen is in fact, a power amplifier.
When used in conjunction with the Gauntlets of Neo Neuromancer, the staff
can be a truly devestating weapon indeed, to the extent that's it most
powerful attack is called Chaos Device.
Chaos
device sucks up
9mp for one massive maelstrom of energies.
The staff itself wraps itself around the mage like a symbiotic suit, then
sends out three
repetitive shockwaves, each being of a differentpower.
The first
is of pressure,
second
of fire,
third of necromatic
decay.
Each wave takes a round
to charge, so most Mages make sure they have the life to do this. When
used alone,
the staff is a completely
different weapon than if paired
with the Gauntlets. It's power is drastically
different, as in it's a highly unstable
weapon. Once it's ways are mastered, it can be even more
devestating than most Red Mages care to be. It feeds
off of your life
force to create one
large massive
explosion of energy, which will set nearly anything on fire. The drain
taps 6 Lp
each blast. Though this happens, Red mages may also
make it drain off an opponent's
life force instead, but this is risky
in as if it fails, it'll hurt the mage by 12
Lp.
The Sword of Chaos,
a rare
weapon indeed. It's very nature is dark.
It's power is held
within the runes
in it's blood
groove. Its long 6 foot
length makes it a formidable weapon. For Red Mages, the sword is light
as a feather, no matter what the physical strength of the mage. Its blade
always
glows in a faint red mist, which is necromatic in nature. Being cut
with the blade causes intense
pain as the flesh around the damaged area, slowly dies. Its power
can be channeled
into a large wave called "Rift of Rage".
It taxes 9 mp,
and 9 strength
points, the SP
returns after 3
rounds. It's a physically taxing
attack, but extremely powerful. The sword's blade
explodes into a brilliant light....a large
red blade of light remains...which turns
into a large beam
of necromatic energy. The attack can only
be used when at a high
power level, such as when the mage is in the beginning
of
the fight, or has
fully healed
his or her self. Some may call this a waste of time to get. But the
Sword of Chaos cuts
damage received by 1/2.
Though it taps magic
when it does. It uses 3 mp
each sucessful damage reduction. Power comes at a price
with this weapon.
Armageddon is a strange weapon. Very
few have been able to gain this prized weapon, yet once obtained
it can never be
taken, not even
from the dead
corpse of a mage, unless
through a ceremony (described alittle below).
This weapon remains
with the mage forever.
It allows the wearer to carry all three
of
the weapons at once. Armageddon consists of a wrist brace, a chest plate,
and a collar. The brace will lock
the Sword of Chaos into grasp. It removes
the physical strain of Rift of Rage, at the cost of 6
mp. If all three weapons are locked
into place, Armageddon creates a shield
of mist
around the mage, cutting damage
down further by 1/2,
at the price
of 6mp per successful
block. The collar allows spells to be enhanced by +9
damage if cast successfully without any modifiers. The chest plate is just
armor. The Staff of the Fallen is absorbed
by Armageddon, though it's powers are not,
they are enhanced
by two
times with Armageddon. The guantlets of Neo Nueromancer are forged into
one gauntlet, doubling
it's power, and making it easier
to have. As the mage sustains damage, Armageddon charges
a little bit with the energy of the attack. Upon reaching critical
life, the mage can forfeit
Armageddon (for the rest ofthe battle)
for full
life, but not full
magic. Helpful
in those dire situations. The cost
of doing so is 9 mp.
Armageddon is transferred
from a dead mage to the living through a ceremony, the details
of the ceremony are confidential,
only
the Guildmaster
knows the ceremony.
Armageddon's origins
have been lost
through the course of history, lost
in the Tomb of Power.
Red Mages are very strange
in that they seem to have infinite
patience for ignorance. But they have a wrath
that would ill
need be set upon anyone. Red Mages are generally mild mannered,
supportive persons. They uplift spirits, make people smile. They
are everyone's best friend.
Red mages will try
their best to keep their friends out of trouble, while watching
their
backs
at the same time.
Red Mages are sought after for advice, since Red Mages spend most of their
time reading. Red mages are usually the ones who systematically break
things down, even in war. They break down the plans of the
Battlemages for other soldiers, so no one knows everything in battle. They
keep written records of battles, in order to find their own faults.
Red Mages are very
critical about themselves, always trying to do everything better, but do
not obsess about things.
Seasoned
Red Mages are known to be able to take on powerful creatures that other
mages couldn't, because of their ability to heal
themselves and
fight at the same time. This ability is a lifesaver sometimes. Though
being a Red Mage is demanding both mentally and physically, they are very
powerful.
Race restrictions are: dragons (too powerful) and Unicorns (need hands,
not hooves).
Spells include : Rage, Hell Razor (Restricted to 6th level and above),
Hell Raiser (restricted to Experts only) Heal Critical wounds, Heal Mild
wounds, Heal Moderate wounds, Detect magic, Rift of Rage, Spinal Tap, Chaos
Device.