Mage Spells

Mage Classes & Mage Schools

A Mage can specialise as an Arcanist, Alchemist, or Summoner from Level 1, or any time thereafter. An Arcanist has 5 basic level 1 specialisations choices from the beginning: Artisan, Augur, Evoker, Mesmer, and Psion. An Alchemist has two principle specialisations: Enchanter and Golemancer (both not until at level 60). A Summoner has three: Necromancer, Summoner, and Warlock, all at level 1. In addition there are a number of advanced and hybrid specialisations, called: Bard, Battle-Mage, Demon-Prince, Enchanter, Golemancer, Lich, Mentat, Oracle, Shadow-Master.

One of the greatest benefits that mages have is time. Note only does the prolonged use of mana and mage class spells increase the life span, the increase to intellect over the years allows the best of the archmages to keep learning – and thus they tend to have more spells and abilities in the long run than any other class. But it takes time. Core skills include lore, spellcraft, combat casting, alchemy, runes and history.

Mages gain one bonus spell point per 5 base Intellect over 70. For example a High Elf Mage with +10 Bonus to starting Intellect, who also takes Intellect as the trained attribute can reach 120 base Intellect = 10 extra ability points.

For every 5 Levels of Arcanist specialisation (over level 60) the mage also gains 1 extra active ability point within that specialisation = 8 Bonus points by level 100.

Arcanists also have the greatest number of Tier IV abilities to choose from or create, compared to other classes.

Seven Schools of Magic

Alteration & Telekinesis “Psion”

Stun, Haste, Slow, Levitate, Telekineses, Teleport

Conjuration & Necromancy “Necromancer / Summoner / Warlock “

Demonic Pacts, Undead Creation, Creature Summoning, Ability Drain, Life-Leech

Divination & Dispel “Augur”

Identify, Find Object, Clairvoyance, Dispel, Time Stop

Evocation & Elemental “Evoker”

Fire / Shock / Cold Damage, Summon Elementals, Elemental Shields

Illusion & Psyche “Mesmer”

Fade, Shadows, Disguise, Charm and Confusion

Creation & Alchemy “Alchemist / Enchanter / Golemancer”

Elixirs, Runes, Craft Magic Items, Golems, Lore

Restoration and Fae “Priest / Druid”

Healing, Remove Debuffs, Buffs, Debuffs, Commune, Cleansing

Mage/Arcanist [ Augur, Evoker, Mesmer, Psion ]

  • no initial bonuses
  • Limited to Level 2 Weapon Specialisation
    can choose Spells from Primary, Secondary and Tertiary Schools (see below)
  • can gain Tier IV Spells if the Mage stays within the requirements of the Primary School and doesn’t cross-class hybridize.

Summoner [ Necromancer, Summoner, Warlock ]

  • Can only acquire a Primary and Secondary School of Magic (see below)
  • Can summon or craft creature(s) that help with both attack and defence
  • Limited to Level 2 Weapon and Armour Specialisation
  • Cannot wear Heavy Armour
  • can gain Tier IV Spells if the Mage stays within the requirements of the Primary School and doesn’t cross-class hybridize.

Artisan [ Alchemist, Maker ]

  • Limited to Level 2 Weapon and Armour Specialisation
  • Cannot wear Medium or Heavy Armour
  • Cannot only acquire one Tier III Spell from each school, but can acquire from all schools other than Restoration
  • Can craft basic magic items and potions from startup, given the right ingredients

General

A Mage can have up to 3 Spell Schools chosen and scribed in the spellbook. Two class of spells will be off limits: Restoration and an opposing school – see list below.

1 Primary, 1 Secondary and 1 Tertiary School are possible within a single spell book. Mages gain +1 Active Ability to Primary School per level upgrade, and -1 Ability to the Tertiary School. Level 4 Abilities are possible in the Primary School if the requirements are met, and each one requires either a minor or major quest.

Evokers can hybridize with Summoner, Psion and Augur (Mesmer unavailable)
Summoners can hybridize with Mesmer, Evoker and Augur (Psion unavailable)
Mesmers can hybridize with Psion, Summoner and Augur (Evoker unavailable)
Psions can hybridize with Mesmer, Evoker and Augur (Summoner unavailable)
Diviners can hybridize with any

Mage Class Specialisations:
Battle Mage – an Evoker’s explosive power with a melee fighter’s mettle
Death Knight – the powers of the Necromancer combined with the unholy Knight
Commander – combines the aegis spells of an Evoker with an Archer’s battle command
Corrupted Master – the unholy power of the Necro with the bodily control of the Monk
Enchanter – the research of the Alchemist combined with the power and craft of a full mage
Golemancer – craft golems and gargoyles and discover the power of the elements
Mentat – Psion telekinesis with a Warrior or Monk melee skills, cannot use armour
Oracle – an Augur’s insight with a Priests divine power, influenced by Lunar phases
Shadow Master – combines Rogue skills with Mesmer spells, the master of stealth
Unholy Blight – an unseelie Priests abilities combined with summoning undead

Note: Necromancers and Demonologists have two additional class specialisations: Lich transformation and Demon transformation. As these two options are permanent and wholly evil, they would take the player out of the game, transforming the character into an NPC. Tread lightly.

Spellbook

A Mage’s personalised spellbook can have any spell crafted into it, but only spells from the Primary, Secondary and Tertiary Schools can be cast. The secondary and tertiary schools can be chosen at character creation or later, as desired. Spells cast from Spellbooks are all at Level 1, and cost 15% more mana to cast and 25/50% greater chance to interrupt, if from the secondary and tertiary schools. Only Spells that are trained and learned from memory can be cast with no penalties. Spells cats from the spellbook can only be cast 1 / day (24 hours).

All Mages:

Pentagram (Aura): Grants Immunity to Possession, +3/6/9/12% Resistance to All Attacks and Damage from Summoned and Crafted Creatures – applies before standard resistance check, does not apply to undead, or to the summoners of the above mentioned creatures, automatically increases power at Level 1/20/40/60, Radius of 1m per 10 Charisma, Reserves 10% Mana

[ The ground at your feet becomes protected, all Demonic and other Summoned beings (and their summoners) have weakened capacity and will be reluctant to attack you – also providing you with +1/2/3/4% Mental Resistance Cap (the latter applies to the mage only), these effects can occur only once in the case of multiple Auras, (See Crusader’s Aura) but will combine and double in radius per Aura, effectively covering the size of an army with but a few aligned Mages – the Aura type will show the main colour and sigil of the presiding deity or racial group ]

General Passive Abilities for all Mages

Tier I

Weapon Specialisation +10 skill points per level, plus 1 special ability per level, can choose one only (cannot gain level 4)

Armour Specialisation +10 skill points per level, plus 1 special ability per level, can choose one only

Meditate +100/200/300% Mana Renewal when resting, +33/66/100% when in combat, Level 3/4 increases Stamina Renewal by 33/66%, Level 4: +33% Health Renewal

Combat Casting Decreases Interrupt Chance by 20/40/60% plus 1% per Charisma, if damage is greater than 10% of Health total then reduce chance by 1% for each point over 10, Increases Spell Accuracy (when appropriate) by 10/20/30/40%, Level 4: Reduces Cast Time of all Spells by 1 second

(For Weapon and Armour Specialisation details, see Warrior Abilities)

Tier II Passive Abilities

Light Efficiency – Reduces Mana cost and increases power of all Translocation and Divination abilities by 10/15/20/25%, Level 4: Reduces Cast Time by 25%

Dark Efficiency – Reduces Mana cost and increases power of Attack, Debuff and Poison Spells by 10/15/20/25%, Level 4: Reduces Cast Time by 25%

Grey Efficiency – Increases power of Protection, Shield / Aura Spells by 10/15/20/25%, Level 4: Reduces Mana Reservation by 25%

Snake-Blood +5/10/15/20% Poison and Disease Resistance, Level 4: 5% PDR Cap

Spell Power +5/10/15/20% Mana Bonus, Level 4: -5% Mana Cost of all Spells

Willpower +5/10/15/20% Mental Resistance, Level 4: +5% Mental Resistance Cap

Fleetness +4/8/12/16% Movement Speed, Level 4: +20% Dodge Chance

Tier III Passive Abilities

Silent Casting Spells have 30/60/90% Chance of being cast through Silence Spells or Debuffs, adjusted by +/- 1% per Charisma difference of Priest and Antagonist, Level 4: +20% Resistance to KIR, includes any interrupt chance to Spells

Athlete +5/10/15/20% Stamina bonus and +20/30/40/50% Stamina Renewal rate, Level 4: +5% Reduced Stamina Cost of Abilities and Activities

Toughness 5/10/15% health bonus (cannot gain Level 4)

Specialist Mage Level 3 Passive Ability (acquired at Level 60)

Cross-Crafting: May Learn 1/2/3 non AOE Spell Abilities from any other Mage or Priest Class, if an available trainer is found, May replace any currently unwanted Spells directly, Requires 90 Intellect and 2 x Tier 3 Spells trained to Level 3, Level 4: +15% Duration and Effectiveness of select Spell

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