The Mage guild is a base class (1-20). Prestige options for mages include Wizard, Necromancer, and Scholar guilds(planned).

Guild Location: Semanri, northern section.
Guildleader:Clyndestyne - Before you, you see the leader of the Mage's Guild, Clyndestyne. He's quite small in size, barely two feet from the ground, but his magical power is unrivaled. His short silver hair hangs in tendrils over his black skin, barely obscuring two piercing red eyes that seem to stare directly into you, burning with fire.

Mage Proficiency Feats
Armor Weapons
All simple weapons


Clyndestyne's Speech:

Clyndestyne arches his eyebrow in your direction, his red eyes staring at you as if he was penetrating deep into your soul and finding out its worth. He pushes a stack of papers away further back on the desk and leaps off of his chair to his feet, short for even a gnome standing at a little less than two feet tall.

He makes a swift motion with his hand then points at you, and you quickly kneel down to listen to the Mage's words.

"You've just made the single, most important decision of your life." his eyes glancing you over as he speaks, "You've given up your soul." Clyndestyne chortles quietly and gestures, any instance of light in the room fading out of existence as your surroundings fall into pure darkness. A powerful pale green glow surrounds Clyndestyne's body, making him the only visible thing around you.

The small gnome takes a few steps into the seemingly endless darkness and gestures upwards. The air around you shimmers as large arcane inscriptions appear on the floor, ceiling and walls, glimmering with a soft red light. "You have to give something up for power, correct?" Not even waiting for your answer he continues to speak, "The path of the Magi is no walk in the flower-filled fields. You can't just come into this guild and expect to comprehend and decipher complex incantations, it takes years, and sometimes even decades of studying magic to use any of the 'true' spells. And if you plan on using powerful magic... I do hope you have a lifetime to spare."

"A mage isn't the one to run stupidly into combat simply because he has a three foot long blade of steel. Why, this mage would be laughing at the foolhardy idiot, more than likely someone of the Fighter guild, who'd probably end up dead. To size up the opponent or situation and know how to handle it with your own mind and magic, that is a mage. To conjure power not through brute strength, but through one's own thoughts... that is a mage. In this profession, you shall learn the secret's that lie within everything in this land. You shall learn how to manipulate and master the subtle energies that inhabit this world."

Clyndestyne sets his gaze on you as his small hand strokes thoughtfully at his chin. "Though as of this moment, you are an initiate... nothing more. You are insignificant and will probably stay that way, so I suggest you go out and find some light armor to protect your hide as you attempt to become of some use." A brief smile crosses Clyndestyne's face and the room begins to brighten to its original shade, the inscriptions fading away. "For now you shall learn the most basic of magic until I feel you are ready to comprehend more. Strong spells isn't all there is to be a great mage, though." He turns away from you, walks back to his chair and climbs onto the seat, sorting through some of the papers on his desk. "A strong mind does. So I suggest you get out of here and find one. Now that you've been inducted into the ranks."

His thin fingers brush a lock of hair away from his eyes as he continues, "You can read through your spell book (type SPELLS) to estimate your remaining energy, called mana, which is required to cast spells. This will naturally regenerate over time, so even if you have exerted yourself from overcasting, in time you shall regain your power and be able to resume your magic." He pauses then adds, "Also... to use your spell, you must PREPARE it first. You can also specify a target if you wish to heal someone else, other than yourself. CAST your spell when you feel you are ready to or you may RELEASE to let the spell's energies dissipitate."

An apprentice chimes in quietly to add, "Please visit our libraries upstairs to study elemental spells. It would be wise of you to prepare yourself for the harsh world outside!"




Thanks to Dantu, Malkus, and Danli for the leveling information.

Mage Leveling Chart
Level Skill/Spell/Other
1 1 spell training point,Class Titles(Mage Novice, Mage Initiate)
2 1 spell training point,Class Title(Apprentice)
3 2 spell training points,Class Title(Prestidigitator)
4 1 spell training point, Ability Score Training point
5 3 spell training points, Class Title(Mage)
6 2 spell training points
7 1 spell training point
8 1 spell training point, Ability Score Training point, Class Title(Spellbinder)
9 2 spell training points
10 1 spell training point, Locate Person spell, Class Title (Elder Mage)
11 1 spell training point
12 2 spell training points, Ability Score Training point
13 1 spell training point
14 1 spell training point
15 2 spell training points, Class Title (Master Mage), Flash spell
16 1 spell training point, Ability Score Training point
17 1 spell training point
18 2 spell training points
19 1 spell training point
20 Ability Score Training point, Class Title (Grandmaster Mage), last possible level as a mage





Elemental Spells

Mages attain spell training points as they level within their guild. These points are used towards the learning of new spells or improving of old ones. Elemental spells are capped at level 5. Below is a breakdown of the current elemental spellbooks available, each list is in the order that you may choose them.

Once you master a spellbook, you will receive a special title indicative of your mastery of that element, one for each level of mastery. Have fun discovering the titles for yourself!

Aether
Zap
Magic Missile
Lightning Strike
Magnificent Beam


Cold
Frost
Blast of Cold
Frost Fist
Blizzard


Earth
Rock Charge
Stone Spike
Granite Swarm
Bone Shatterer


Fire
Singe
Flamestream
Fire Gouge
Lava Wrath


Wind
Sharp Gust
Pressurize
Jaws of Wind
Tornado





Arcane Spells

Thanks to Anfoleo for spell info.

Spell Name Description
Locate Person School: Divination - Level 1 - The target of the spell's location is made visible to the mage, allowing them to pinpoint the target's exact whereabouts.
Flash School: Enchantment - Level 2 - The mage manipulates the vision of his/her target, causing an explosion of light and color. While not painful, this does leave the target stunned and disoriented for a few moments.