Post by Arazlam Durai on Sept 27, 2015 13:01:15 GMT -8
BLACK MAGE
Primary Weapon Types: Rod
Armor Class: Light
The path of the black mage is steeped in arcane mystery and wonder, but it is also very dangerous if treated carelessly. Those who decide to become black mages wield the power of the elements at their fingertips, but copious amounts of study and practice are needed in order to utilize them with any kind of accuracy.
Many are physically injured and host permanent scars upon their bodies as proof of their endless toil in mastering magic that is not easily tamed. It is highly unlikely that a black mage of any kind boasts a body devoid of any repercussion for tampering with powers that are better left to the gods. Many of these scars are carved so deep that no amount of healing will ever cure them of their disfigurement.
But for those who burden the punishment of wielding such raw power become rewarded in harnessing the elements against their will, unlike other classes who must be within range or ask for permission. Black mages are lauded as a necessary addition to an army’s offensive line, and they not only strike fear in the hearts of enemies but can bolster and enhance the performance of a few other military classes for those who are skilled enough.
Black mages come from noble bloodlines or wealthy merchant families who have the financial means to send them to the Magick Academy in Gariland to discover and hone in on those abilities. Unlike summoners who must be chosen, a black mage is about carving their own destiny.
LEVEL RANGES
1: Touch
2: 5 yards
3: 25 yards
4: 50 yards
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MAIN SKILLS
A black mage can cast up to 3 spells per character level unless the skill denotes otherwise.
LEVEL ONE – Touch range only / Single target -
- Fire: A quick burst of flame that lightly burns a single target. Touch range only.
- Bolt: Stuns targets with a charge of energy and can interrupt low-level spell casting. Touch range only.
- Ice: Hits a target with a dangerously large snowball reducing their hit rate by 5% on the next round. Touch range only.
- Frog: Targets are transformed into frogs. May only be used once per thread.
LEVEL TWO – 5 yard distance / Multi-target / Consumes 1 spell per target in a multi-target situation -
- Fire 2: Launches a fireball that causes splashing burn damage to targets within 3 yards of the target.
- Bolt 2: A lightning bolt strikes the target and anyone immediately next to them for splash damage. Stuns them for one round.
- Ice 2: A storm of hail, sleet, cold rain, and ice pelt the targets mercilessly. Delays any magic casters’ spells by one round, and causes -10% hit rate for melee groups.
- Poison: Targets are shot with an enchanted needle tipped with poison, gradually reducing the target’s health each round until cured. May only be cast three times per battle, or may be used once if cast against three different targets at the same time.
LEVEL THREE – 25 yard distance / Single target / Consumes 3 spells - (ALL are Master class ONLY)
- Fire 3: A huge explosion bursts up underneath the targets' feet, throwing them in any random direction and causing repeated burn damage.
- Bolt 3: A net of electricity paralyzes the targets for one round per two character levels of the black mage before a final surge of several bolts of lightning shock their nerves.
- Ice 3: A large glacier falls from the sky, crushing the targets below. Has a chance to break armor and bones of those who are struck.
- Flare: MULTI-TARGET A large fireball rains down from the sky, has a 15% additional chance of the black mage’s hit level of knocking out anyone within a 10 yard area of (and including) the main target. This spell may only be used once per battle.
LEVEL FOUR – 50 yard distance / Multi-target / Consumes 5 spells / A level 4 type spell may only be cast once in battle - (ALL are Master class ONLY)
- Fire 4: A torrent of fire pillars rise up from the ground and engulf the targets mercilessly. Has the ability to incinerate an individual if they are not careful.
- Bolt 4: A barrage of ungodly lightning bolts strikes the targets and knocks them unconscious.
- Ice 4: An enchanted wind wraps around the targets and permanently encases them in ice.
- Death: SINGLE TARGET Summons the Grim Reaper to come and claim the soul of the mage’s target. Spell can be deflected by utilizing Holy spells or items against the Grim Reaper. Those wearing holy imbued armor or talismans are also protected against the spell. Those who are not protected have 5 general post turns (meaning they have to complete their counter-active measures, when it’s their turn, before 5 posts from anyone else have taken place) before their soul is claimed and they collapse on the battlefield. Fallen character must be resurrected via spell or proper healing item in that same thread in order to not permanently die.
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OTHER SKILLS
- Counter Magic: When magically attacked, the black mage has a chance to instinctively detect and counter attack with an appropriate spell as an attack of opportunity. This skill may only be used once in a thread. (Master class ONLY)
Magic Attack Up: Allows the black mage to double either the attack power or the range on a single spell. May be utilized three times per day by master black mages, and once per day by supplemental black mages.