Home

Information
About DR
FAQ
Help Files
- General
- Commands
- Communication
- Rules
- Eternal
Quests
Guilds
- Alchemists
- Barbarians
- Cybertechs
- Dragons
- Paladins
- Mages
- Shape Shifters
Games
Maps
Screenshots

Resources
Connect
- Telnet
- Local Java Client
Who's On (18:12)
Finger
News (Oct 25, 07)
Notices (Jul 03, 07)
Top Players (17:42)
Logs
Mail Admin

Players
Pictures/Pages
DR Inquirer (Fall 99)

Web Site
Changes (Apr 29, 03)
Other Links
Mail Webmaster

Mages

Before the hordes of barbarian cretins wandered out of their caves, and long before the first paladins, shifters and so forth arrived, there was magic within the Realms and powerful mages to wield it.

Members of this order can achieve great power after mastering their spellcasting abilities. To achieve spell mastery, a mage must complete arduous mental training covering a great number of verbal commands and somatic gestures required to cast spells effectively, along with learning when and what type of item components may be required for any given spell.

Most mages are very versatile and have a large number of spells to choose from with their selection increasing with intelligence and levels. With their spells, mages can create magical armor to protect themselves, teleport themselves (and others) about the Realms and, of course, blast to cinders with magical energy any who oppose them. That's just a few of the things they can do with magic. To be able to cast such spells, all mages have access to more spell points than the average adventurer with their total spell points increasing greatly as they improve their intelligence and raise their level of mastery in the Art.

There are, however, a number of drawbacks to being a mage. Mages typically have a lower-than-average constitution; therefore, as a mage, you would find your hit points dramatically reduced. Mages also tend to be physically weaker than most and find they can't carry quite as much as other adventurers. They must also work to never let themselves become encumbered or they risk finding their defenses weakened. Since mages focus so much of their time and energy on learning how to properly cast spells, they are also not very well-trained when it comes to using weapons. They are not able to wield overly cumbersome weapons, although their ability to do so effectively increases with their dexterity. Heavier weapons tend to prevent a mage from using proper somatic gestures while spellcasting. Mages are also limited in what types of armor they can wear. Valid armor types include rings, amulets, boots and cloaks. Other types of armor tend to be too heavy and prevent a mage from effectively casting their spells.

If you wish to dedicate yourself to the study of the Art, then you should seek out Fizban in Newland.

Note: The location of the mage guild hall is a secret and you must locate it on your own. Please do not ask another player to tell you or show you where the guild hall is located.


These pages can be made dark, light, or plain.
Site created and maintained by Jeremy Blosser (Emrys) for Darker Realms LPMud.
This page last modified Thursday, 01-Mar-2001 17:22:31 CST.
Copyright © 1998-2006 Darker Realms LPMud.