MAGES

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

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.

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)

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:

2d, 3d & 4d
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
2d EXP
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
3d 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

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.



Mage Regulations

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.

Mage Application

What is your name (SN too)?

What is your Race?

What is your Alignment?

State Kingdom/Guild, GC and Dice:

Are you currently registered other any forums as a Mage? If so please state the forums:

What is your main purpose for becoming a Mage?

Why did you choose to first embrace magic? What drew you to it? Do you desire the power it brings, or do you have other reasons?

Are your outlooks on magic the same as when you began? If not, please state your current feelings on the subject, and what came about to make you change how you view the usages of and dealings with magic.

What types of magic do you dabble in? Do you have any specialties or preferred types? ((Also, please state any offline RPing systems, books, movies, etc. that you try to emulate online when using magic, if any are applicable))

Give an example of your magic abilities ((you may use an old mage duel or spar log here))

Create a spell:
Provide a brief description of the spell being created and the desired effects of such and how can it be used?:

Provide a list of materials or services that were/are needed in order to create such a spell and the requirements needed to maintain the spell:

List any possible permanent aftereffects from the spell: