**BEING REVISED AND WORKED ON!!
Check out these other ranks too. Bodyguards....Spies....Thieves....Trackers/Hunters....Assassins....Priests/Clergy**

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Firstly, a new magical practice must be introduced in the form of spells currently available to the mages and wizards of Zartenoth. This new system allows for great flexibility with the magic used, and is offset by a particular hindrance that makes using magic more dangerous.**

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As with Assassins and Priests, mages also have two sets of dice. However, these dice may evolve into 3d then 4d, but they start at 2d.
The regular dice and the chart are found HERE...this is for normal everyday things such as hand to hand sparring, recruiting, and physical movement (if you strike someone out of anger and decide to roll you use your normal dice)**

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Your mage dice are used to cast spells, have a mage duel (no hand to hand combat), make an enhancer or perhaps make a brand new spell. These dice follow a different chart:
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d21

d22

d23

d24

d25

d26

d27

d28

d29

d30

d31

d32

d33

d34

d35

d36

d37

d38

d39

d40

d41

d42

d43

d44

d45

d46

d47

d48

d49

d50

d51

d52

d53

d54

d55

d56

d57

d58

d59

d60

d61

d62

d63

d64

d65

d66

d67

d68

d69

d70

d71

d72

d73

d74

d75

d76

d77

d78

d79

d80

d81

d82

d83

d84

d85

d86

d87

d88

d89

d90

d91

d92

d93

d94

d95

d96

d97

d98

d99

d100

15 EXP

30 EXP

60 EXP

120 EXP

180 EXP

240 EXP

300 EXP

330 EXP

390 EXP

450 EXP

475 EXP

510 EXP

580 EXP

600 EXP

660 EXP

700 EXP

800 EXP

820 EXP

880 EXP

900 EXP

915 EXP

930 EXP

960 EXP

1020 EXP

1130 EXP

1340 EXP

1550 EXP

1760 EXP

1970 EXP

2180 EXP

2390 EXP

2600 EXP

2810 EXP

3020 EXP

3230 EXP

3440 EXP

3650 EXP

3860 EXP

4070 EXP

4280 EXP

4490 EXP

4700 EXP

4910 EXP

5120 EXP

5330 EXP

5540 EXP

5750 EXP

5960 EXP

6170 EXP

6380 EXP

6590 EXP

6800 EXP

7010 EXP

7220 EXP

7430 EXP

7640 EXP

7850 EXP

8060 EXP

8270 EXP

8480 EXP

8690 EXP

8910 EXP

9120 EXP

9330 EXP

9540 EXP

9750 EXP

9960 EXP

11,070 EXP

13,080 EXP

15,090 EXP

16,010 EXP

17,220 EXP

18,330 EXP

19,440 EXP

20,550 EXP

21,660 EXP

22,770 EXP

23,880 EXP

24,990 EXP

26,000 EXP

27,000 EXP

27,300 EXP

27,900 EXP

28,100 EXP

28,400 EXP

28,700 EXP

29,000 EXP

29,300 EXP

29,600 EXP

29,900 EXP

32,100 EXP

32,400 EXP

32,700 EXP

33,000 EXP

33,300 EXP

33,600 EXP

33,900 EXP

35,100 EXP

35,400 EXP

35,700 EXP

36,000 EXP

36,300 EXP

36,600 EXP

36,900 EXP

37,100 EXP

37,400 EXP

37,700 EXP

38,000 EXP

38,300 EXP

38,600 EXP

38,900 EXP

41,100 EXP

41,400 EXP

41,700 EXP

42,000 EXP

42,300 EXP

42,600 EXP

42,900 EXP

44,100 EXP

44,400 EXP

44,700 EXP

45,000 EXP

45,300 EXP

45,600 EXP

45,900 EXP

47,100 EXP

47,400 EXP

47,700 EXP

48,000 EXP

48,300 EXP

48,600 EXP

48,900 EXP

51,100 EXP

51,400 EXP

51,700 EXP

52,000 EXP

52,300 EXP

52,600 EXP

52,900 EXP

54,100 EXP

54,400 EXP

54,700 EXP

55,000 EXP

55,300 EXP

55,600 EXP

55,900 EXP

56,100 EXP

56,400 EXP

56,700 EXP

58,000 EXP

58,300 EXP

58,600 EXP

58,900 EXP

59,100 EXP

59,400 EXP

59,700 EXP

60,000 EXP

60,300 EXP

60,600 EXP

60,900 EXP

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1. Spells:
Mages and wizards employ the use of spells with which to practice their craft. Spells enable the magic-user to harness the incumbent magical energies around the spellcaster and channel it into visible and useful effects. There are many spells that cover a very broad spectrum of magical uses, but typically fall into one of three categories:
Offensive Spells: Spells that harness the raw destructive energies of the universe fit into the offensive category. Spells such as lightning bolt and fireball find themselves in this listing. Offensive spells, like all magic, are very versatile depending on the imagination of the caster, and the situation currently at hand.
Defensive Spells: Spells utilized for the protection and benefit to the caster or others fall into the category of defense. Incantations that summon spells such as shield and wall spells provide the defense necessary to fend off any variety of things from direct attacks to magical onslaughts.
Miscellaneous Spells: Many are the spells available to the mages and wizards today that do not fit into either the offensive, or defensive categories. These spells tend to do odd and productive effects that offer a wide variety of results. Spells such as negate magic and bank of fog are two such magics found in this category.**

To become a mage you must take the mage test and pass. You will then be given your reg#. Place that in your profile and at the beginning of any mage duel you take part in. To move up in rank as a mage you must increase your mage dice. Your normal dice do not decided that. Why should someone strong in physical combat but weak in magical combat move up in a mage division?

Mage dice are used to determine how many spells and of what class can one us. The sides are used to determine what level. EX. 2d20 can use spells from the first level and the second level 2d30 can use them up to the third level. If one looks at the page you will see that the levels go past 10. You must get 3d to use past that level. The system doesn't start over. 3d20 can use level 11 and 3d30 can use level 12 and so on.

The second number is used to determine how many spells a mage can remember. Every mage starts out with one spell they can remember and for each 5 sides they go up they can remember another spell so at 2d25 they can remember 2 spells and at 2d30 3 spells. When one gets to 3d they still keep going in adding a number to their spells.

For memorization a mage must pick what spells they wish to remember at the beginning of the day and put them in their spell book (an e-mail is fine). The spellbook is used just as reference in case someone questions a mage as to what spells they memorized. Once they pick they cannot go back and forget some to learn new ones till the next day, but if they didn't memorize all their spells they can learn a new one.

1. One must fill out the Application Form first, which can be found below, and receive a Registration Number BEFORE even considering filling out any New Spell or Magic Items contracts.

2. Must have some knowledge of spells and how to create them.

3. All Spell Casters, once they are accepted, are to write a spell once a week with all details on the name , what the spell does, the effects and what is needed to create and maintain that spell and send it to the the Forum Leader to show you are learning.

4. All start out as Apprentices until you meet the requirements of the ranking system.