World of Equinox


Mage

Mage

Mages and magi of Equinox work the magics weaving through the world. Some are the pleasant cleric and others the rumored necromancer, regardless magi are often misunderstood. Their powers and strange tongue border on the supernatural and not all are open-minded enough to receive them.

They are a people unto themselves who felt the draw to power from a higher plain or claim it was “the stone” that bid them come forward and seal their fate. There are five circles of magic within Equinox that all share the tome of sorcery as a foundation. They are the circles of clerics, druids, summoners, shamans, and necromancers. Each has their own tome of magic that contains the words of power for their chosen path.

Throughout Equinox tales can be heard of strange stones whose purpose is unknown and words illegible. It is only the mage that knows the truth of these ancient relics, for without freely given allegiance to “the stone” magic may forever die within Equinox.

            AR Cap                                  15

Specialty: 110 skill
            Healing, Magery, Inscription

Primaries: 100 skill
            Alchemy, Invocation, Meditation, Anatomy, Magic Resistance

Secondaries: 80 skill
            Swordsmanship, Macefighting, Fencing, Wrestling, Leadership, Archery, Poisoning,             Camping, Lockpicking

All trade skills placed in the trade slot will reach 80.

 

Mages are able to learn one skill through experience.

Ability Name
Dot Command for Useage
Base Skill
Description
Aura of Water
.ability aurawater[1/2/3]
None
Creates an aura around the character that regenerates mana for all players in range. This aura consumes stamina.

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