Description: Magic is work the like of which no guild has ever seen. A well-trained mage, firm in purpose and strong in skill, will stand his ground in the face of appalling danger. Nothing is unexpected of him; his arsenal of lore was assembled on the premise that all things are likely to befall. A mage may have to cut and run, but he will do so judiciously, effectively, and to advantage. Mages are not fond of working with their hands, but of necessity they search out magic articles if they cannot borrow or barter for them from others, or if they have no such tools handed down to them by older mages of yore. They tend to be poor fighters with little knowledge of weaponry. However, they command powerful and dangerous energies with a few simple gestures and mystical words. The very skills and arts which a mage uses for the benefit of others and for his own benevolent projects are fell weapons to match when turned to evil ends. After centuries of straightening out, adjusting, rescuing, and setting to rights the affairs of the world, a mage may begin to think he is better equipped to run the world than anyone else. If he succumbs to this urge he is a formidable opponent to put down. A good mage is forced to hold himself and his magic in check a bit—ride a little less swiftly, blast a little less blitseringly, smite less shatteringly than he is able in order not to slay idle bystanders. But where the welfare of others is no longer his concern, the full force of his power may be felt and much woe unleashed into the world.
Leader bonus: 5 Spr
Champion bonus: 5 Spr. Gains extra power from mage combat spells.
Guild choices for: Mage
Primary Guilds: Alchemist, Bard, Biomancer, Cultist, Druid, Merchant, Necromancer
Secondary Guilds: Asphyxiamancer, Corrosionist, Cryomancer, Discordian, Electromancer, Enochian, Geomancer. Hekau, Illusionist, Pyromancer, Telemancer, Toximancer
Stat potential:
Str: none (0/7)
Agi: little (2/7)
Dex: little (2/7)
Con: none (0/7)
Int: little (2/7)
Wis: little (2/7)
Per: little (2/7)
Cha: none (0/7)
Point Potential:
HP: little (2/7) HPR: little (2/7)
SP: average (4/7) SPR: average (4/7)
EP: little (2/7) EPR: little (2/7)
Category Bonuses:
Arcane skill: small (3/7)
Earth hermetic spell: little (2/7)
Air hermetic spell: little (2/7)
Fire hermetic spell: little (2/7)
Water hermetic spell: little (2/7)
Race Matches:
Good: Arcanus, Argus, Atomy, Boelir, Changeling, Drensieqi, Elf, Gnome, Goblin, Gremlin, Hephestian, Human, Jinn, Kanku, Kreen, Leprechaun, Mummy, Myconoid, Saytr, Tottle, Vampire and Vulpin.
Average: Centaur, Dragon, Gargoyle and Titan.