Magi

Magi are the magic users that owe allegiance to the gods. While they possess immense power, much of it must be planned and prepared in advance. All Magi share similarities but their magic’s are as diverse as those that wield it. Any magi may use any magic, but specialists achieve ease of use unmatched by generalists. A Magi that focuses on fire magic to the exclusion of all others can summon a raging inferno with ease but not a single drop of water no matter how hard they try. As a Magi, you may gain benefits by favoring some magic over others without giving up any specific magic. As an Elementalist, you may even forswear one element to strengthen your ties to another. These pacts and more await you as you learn more of the ways of magic in the Tome of the Magi. The Tome of the Magi is a detailed look at how magic works in its many forms. If you plan to play a Magi you will need to read the Tome of the Magi.

 

Spellcraft

The Spellcraft skill allows the use of spells and increases your base mana pool by 10 for each purchase. You may copy spells into your spellbook up to 2 levels higher than you have the ability to cast but you may not cast them yet. When you purchase this skill you gain Master Tome and Spellbook spells which allow you to create a Master Tome and Spell Books respectively. You also gain access to core spells at the level you can cast. Core spells are widely available and castable by all magi.

Master Tome

A Master Tome is REQUIRED. You must create a Master Tome before you may cast any other spells and if it is lost you must remake it in order to have access to any other spells. It allows you to craft specialized spells and can store an unlimited number of spells. A Master Tome counts as a spellbook but there are a few key differences. You may only have one Master Tome at a time. Once it has been created you may place spells in it from another Magi’s’ spellbook. This requires you to physically write the spell name, duration, description, and anything needed to cast it in the book on its own page. To create a Master Tome you must cast the Master Tome spell on a large bound book. If it is destroyed you will not be able to cast any spells other than Master Tome. You will need to remake your Master Tome in order to have access to any other spells. Any spells that were solely contained in that tome are lost.

Spellbook

A spellbook is a tome that contains your available spells and may itself be a Focus or otherwise enchanted. It is also a spell used to create a spellbook. Once a spellbook has been created you may place spells in it from any Magi’s’ spellbook or Master Tome. This requires you to physically write the spell name, duration, description, and anything needed to cast it in the book on its own page. Only spells written in a book in the caster’s possession may be cast. A spellbook may contain a maximum of 20 Spells. You may create a number of spellbooks equal to the number of times you have purchased Spellcraft. It is a good idea to keep a Master Tome in a safe place in the event that the spellbook you are carrying is damaged or destroyed.

Magi skills:

Mana: All players begin each day with full mana pools with a base of 10, even if they don’t have the ability to use it. Magi may specialize in specific spells to reduce their mana cost. You may not specialize in any spell to a point that would reduce the cost of that spell below 1 mana.

Weapons of War - The Staff: There is a reason you never find a Magi without their staff. The staff of a Magi holds many of the spells they have prepared and acts as a mana storage device. Refining the magic within the staff allows the Magi to store more mana and spells within it. For the first purchase of this ability the Magi may craft a magical staff that acts as a weapon and a store of magic. The staff may store ten mana and a level 1 spell with one purchase. The mana for any spell cast into a staff is used at the time the spell was cast. The mana that may be stored in the staff is separate from the spells entirely. For each purchase of this ability the Magi may store 10 additional mana and 1 additional level 1 spell. Only spells actually cast by the Magi may be within the staff.

At tier 2 you may have 1 level 2 spell in place of the 2 level 1 spells or any other combination of spells at the appropriate level that you can cast but not to exceed the amount of purchases spent to advance your staff. For example I have purchased the staff skill 5 times at tier 1 and 2 times at tier 2. My staff can now hold 70 mana and 7 levels of spells. I can have 2 level 2 spells and 1 level 3 or any other combination that doesn’t go over 1 level 7. I also need to be able to cast the spell but I do not need to be the one who cast it, so if I can’t cast a level 7 spell it can’t be in my staff. You must have purchased this skill 5 times at Tier 1 before you can buy it the first time at tier 2. Then you must buy it 5 times at tier 2 before you can buy it at tier 3.

At tier 3 your staff can no longer be destroyed except by the gods themselves. At tier 3 it is bound to you and will travel with you even unto the river Stix. After you have purchased this skill for the 5th time at tier 3 your staff is eligible to become a full Legendary Weapon. The staff becomes a Legendary weapon and takes on a personality of its own once the Legendary quest is complete. Plot will be in touch with you at this point.

Staves begin each event fully charged but must be recharged to replace mana used during the event. A new day finds the Magi recharged but their staff maintains the magics it was last imbued with.

Weapons of War - Master Tome: The most powerful tool in the arsenal of the Magi is their command of spells. The Master Tome is essential to Magi and some chose to hide it away for fear of its destruction. The Brazen are a guild of Magi that chose to wield it as a weapon of unrivaled power, fearlessly charging into battle with their Master Tome in hand. Why would they risk the loss of something so precious? Power!

Each purchase grants the Master Tome the ability to store mana and spells as the Legendary Staff does but you also gain the following:

At Tier 1 each purchase of this skill allows you to empower one direct offensive spell of level 3 or lower as an Area Of Effect (AOE) at no additional mana cost.

At Tier 2 each purchase of this skill allows you to empower one direct offensive or defensive spell of level 6 or lower as an AOE at no additional mana cost.

At Tier 3 each purchase of this skill allows you to empower one spell of level 9 or lower as an AOE at no additional mana cost. At this point, your Master Tome is bound to you and will travel with you even unto the river Stix. Additionally, after you have purchased this skill for the 5th time at tier 3 your Master Tome is eligible to become a full Legendary Weapon. It becomes a Legendary weapon and takes on a personality of its own once the Legendary quest is complete. Plot will be in touch with you at this point.

Flavor:

Focus: This is an item that focuses your magic in a specific area such as an elemental category of Fire, Air, Water, or Earth. It could also be for healing or infernal magic. These items are created with spells that must be found in-game from a spellbook. For Drood, foci are most often in the form of tattoos.

Specialty: A specialty is an area of magic that you are particularly practiced in such as Healing, Elemental, or Summoning. You may choose to specialize without losing access to other forms of magic. Specializing in one area of magic is only a matter of preference and a way to let others know what types of magic you are interested in. This can be as general as Healing, Elemental, or Summoning and as specific as combat healer, Fire Magi, or Infernal Manifestor. You do not gain any specific advantages by saying you specialize.

Attendant/Keeper: An attendant, otherwise known as a Keeper, is one that focuses on a specific form of magic and sacrifices their ability in another (its opposite). Attendance to a specific form of magic is gained only through the loss of its opposite. Attendants of fire lose water casting ability entirely and gain access to more potent fire spells but they do not lose their ability to cast anything else like air, earth, or healing. To become an Attendant / Keeper you must complete a series of in-game objectives (Quests) appropriate for that goal.

Premier: A Premier is a Magi that chooses to pursue ONLY ONE form of magic and loses all others. A Premier of healing would gain access (at the appropriate level) to all healing spells at the cost of all offensive magic while a Premier of Fire would gain access to all fire spells at the cost of all non-fire spells. To become a Premier you must complete a series of in-game objectives (Quests) appropriate for that goal.

Empower: An Empowered spell is one that has been augmented to hit an area. Magi of The Master Tome can empower spells at no additional mana cost but all Magi can empower spells by spending mana equal to twice the spells’ normal casting cost.