Mage
MAGE
MAGES
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Reality is up for grabs.
Magick is the key; Ascension is the goal. Magick is
not dead, no
matter what we may think. It slumbers beneath the
weight of disbelief,
but it is not dead. In the mists of spirit worlds and
the shadows of
hidden sanctums, in the laboratories of the Awakened
and the sacred places
of the Dreamers, magick is alive.
--Phil Brucato, Mage: The Ascension
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SPHERES- The nine divisions that provide Mages with
powers far above
that of mortal man.
RUNES- Runes allow a mage to imbue a spell into
paper, allowing
that spell to be cast for free.
in the realm.
CHANT- This allows the mage to chant mystical spells
created by the
mage.
EXTRA SPELLS- The mage's superior knowledge of Magick
allows him or her to
use several advanced spells.
MARMOR- Command for mages to buy class eq.
UPKEEP- View what powers are affecting you.
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See 'Help Spheres' for more information about the
Mage's Spheres
See 'Help Runes' for more information about the
Mage's Runes
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SPHERE
SPHERES
=-=-=-=-=-=-=-=-=-=-=-=-=[**] SPHERES
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
[CORRESPONDENCE] Understanding of Space and
Relationships with it.
[ ENTROPY ] Mastery of the Downward Spiral.
[ FORCES ] Command over the Natural elements, from
fire to radiation.
[ LIFE ] Insight into the makeup of living things.
[ MATTER ] A grasp of non-living structures--And how
they can be changed.
[ MIND ] An insight to the inner workings of the
mind.
[ PRIME ] Command over Quintessence, The cornerstone
of the universe.
[ SPIRIT ] Insight into the spiritual World.
[ TIME ] Mastery of Time and Avoiding its affects.
[*] Spheres
Shows you a list of all the spheres and what levels
you have acquired.
Sphere <name of sphere> learn [eg: sphere
correspondence learn ]
Acquires a new skill in that sphere.
Costing (in primal) in each sphere :
1st [10] 2nd [20] 3rd [30] 4th [40] 5th [50]
Sphere <name of sphere> [eg: sphere
correspondence]
Shows you the skills you have acquired and their
names.
Help files are available for each sphere help:
<name sphere> Example: 'help timesphere'
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Rune
Runes
These are the magical runes, glyphs, and sigils one
must use in order to
create rune spells.
Runes | Sigils | Potential Spells
Mind | Object | Fix (equipment)
Life | Self | Create Spring
Death | Area | Double Gas Breath
Dark | Targeting | Triple Mana Spell
Light | | Triple Harm
Air | | Frenzy
Fire | | Global Darkblessing
Water | | Global Poison
Earth | | Sleep
| | Continual Light
Glyphs | Potential Spells | Triple Colour Spray
Transportation | Double Fireball | Sanctuary
Transformation | Resistance Spell | Global Bless
Protection | Global Chill Touch | Protection
Enhancement | Double Call Lightning| Armour
Reduction | Fly | Global Shield
Summoning | Spellproof Spell | Triple Create Food
Information | Double Earthquake | Global Double
Dispel Evil
Control | Stone Skin | Triple Guardian
Destruction | Global Giant | Triple Refresh
Creation | Strength | Triple Heal
Also see help runes2
Runes2
Potential Spells
Global Heal
Enchant Armour
Double Energy Drain
Global Know Alignment
Preserve
Weaken
Global Dispel Magic
Global Identify
Double Soulblade
Summon
Teleport
Passdoor
Enchant Weapon
Global Faerie Fire
Faerie Fog
CORRESPONDENCESPHERE
=-=-=-=-=-=-=-=-=-=-=-=-=[**] CORRESPONDENCE
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
The Sphere of Correspondence involves an
understanding of locations spatial
relativity and the interrelation between people and
objects. The main specialties
of this sphere are Conjuration, Scrying, Warding and
Teleportation.
[*] Perception
This power allows the mage to sense things far above
a mortal's
view.
Syntax: Perception
[**] Objectgate
This power enables the mage to open a magical rift to
an object
anywhere in the realm.
Syntax: Ogate <object>
[***] Mgate
This power enables the mage to open a magical rift to
a being
anywhere in the realm.
Syntax: Mgate <victim>
[****] Permanancy
This level of mastery in the Correspondence
discipline allows the
mage to make the rift permanent.
Syntax: ogate\mgate <object\victim> permanent'
[****] Pull
The mage is able to grasp his victim and pull them
through the
tear in the tapestry.
Syntax: mgate <victim> pull
Syntax: ogate <object> grab
[*****] PolyAppear
A mage with a full mastery of Correspondence is able
to appear
in more than one location at once, greatly improving
his or her
combat ability.
Syntax: Poly
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ENTROPYSPHERE
=-=-=-=-=-=-=-=-=-=-=-=-=[**] ENTROPY
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
The Sphere of Entropy involves an understanding of
the mage body and how much
damage he/she can take or how much damage he/she can
do. It also provides the
mage with the ability to gain a higher rank in their
spell colours.
[ ENTROPY ] This sphere grants you the ability to
increase your damcap and
resistance to damage. The more you train it the
greater the effect.
You also gain on the max level of spells.
[*] Dimmak
Alows the mage to focus his attacks on his opponent's
weakness.
Syntax: dimmak
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PRIMESPHERE
=-=-=-=-=-=-=-=-=-=-=-=-=[**] PRIME
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
The Prime Sphere provides the mage with the knowledge
of Quintessence.
[*] Quintessence
Allows the mage to check upon his/her Quintessence.
Syntax: quint
[**] Enchant
Allows the mage to grant his/her weapons a higher
average at the cost
of Quintessence.
Syntax: enchantweapon <object>
[***] Rubbing of the Bones
A damaging rote that uses the power of Quintessence.
Syntax: rub <victim>
[****] Flames of Purification
A stronger form of Rubbing of the Bones.
Syntax: purify <victim>
[*****] Quintessence Blast
A damaging blast using the power of Quintessence.
Syntax: qblast <victim>
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LIFESPHERE
=-=-=-=-=-=-=-=-=-=-=-=-=[**] LIFE
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
The Sphere of Life provides the mage with the powers
of the body, shape
and healing.
[*] Ho Tien Chi
Heals yourself for 1000 hp/mana/and move
Can only be used on yourself
Syntax: hot
[**] Little Good Death
Destroys small monsters, although no experience is
gained
Syntax: littledeath <victim>
[***] Better Body
Provides the mage with enhanced physical abilities
Syntax: betterbody
[****] Shape Change
Allows the mage to take the form of certain animals
Syntax: shapechange <number from 0-8>
[*****] Lay Hands
Heals anyone for 1000 hp/mana/ and move
Syntax: layhands <victim>
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MINDSPHERE
=-=-=-=-=-=-=-=-=-=-=-=-=[**] MIND
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
The Mind Sphere provides the mage to take better
control of his/her mind
and the minds of others.
[*] Shield
Denies the power of readaura and consider being used
on the mage
Syntax: mindshield
[**] Subliminal Impulse
Allows the mage to command the person forcing them to
obey them
Syntax: impulse <victim> <command>
[***] Probe Thoughts
Allows the Mage to see what the victim is doing in a
certain range
which is limited
Syntax: probe <victim>
[****] Possession
Grants the mage to claim unclaimed items
Syntax: posses <item>
[*****] Untether
Allows the mage to enter the plane of shadows
Syntax: mshadow
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TIMESPHERE
=-=-=-=-=-=-=-=-=-=-=-=-=[**] TIME
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
The Time Sphere grants the mage to control the time
around him or her.
[ TIME ] This sphere grants you immunity to time, the
more you train it
the greater the immunity, at level 5 you have the
ability to
cast near lagless spells.
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FORCESSPHERE
=-=-=-=-=-=-=-=-=-=-=-=-=[**] FORCES
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
The Sphere of Forces involves controlling of the raw
power of the elements:
earth, air, fire and water.
[*] Discharge Static
This power allows the mage to gather the static
electricity in the
room and redirect it in a forceful bolt at an
opponent.
Syntax: Discharge <victim>
[**] Telekinetics
This power allows the mage to redirect his or her
mental energy
into their attacks, causing them to do much more
damage.
Syntax: Telekinetics
[***] Call Lightning
This power enables the mage to Summon a bolt of
lightning to
smite a foe. This power may only be used while it is
stormy.
Syntax: Calllightning <victim>
[***] Control Weather
A mage with a level three mastery of the Forces may
change the
weather at their whim.
Syntax: controlweather <rain,lightning,clear>
[****] Embracing the Earth Mother
This power enables the mage to speak directly to the
Earth. The
mage can call upon the ground beneath his feet to
embrace an
opponent, lowering the opponent's combat ability and
preventing
him or her from fleeing.
Syntax: earth <victim>
[*****] Tempest
A master of the Forces is incredibly powerful. This
power lets the
mage conjure a vicious ice storm and unleash it on
anyone in his
or her immediate area, causing widespread damage.
Syntax: Tempest <victim>
Note: the victim may be anywhere in the same area as
the mage.
Everyone in the victim's room is affected by the ice
storm.
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SPIRITSPHERE
=-=-=-=-=-=-=-=-=-=-=-=-=[**] SPIRIT
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
The Spirit Sphere allows the mage to acknowledge the
spirits around him/her
giving them power among the spirits of the realm.
[*] Call Spirit
Allows the mage to summon forth a spirit to protect
them.
Syntax: callspirit
[**] Spirit Kiss
Grants the Mage the power of the spirits around
him/her
+25 hit and dam bonus.
Syntax: spiritkiss
[***] Awaken the Inanimate
Allows the mage to reincarnate a corpse.
Syntax: awaken <corpse>
[****] Spirit Blast
The Mage calls forth the spirits to weaken their
enemy.
Syntax: spiritblast <victim>
[*****] Breach the Gauntlet
Tears the room apart throwing everything in the plane
of shadows
but items.
Syntax: breach
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MATTERSPHERE
=-=-=-=-=-=-=-=-=-=-=-=-=[**] MATTER
[**]=-=-=-=-=-=-=-=-=-=-=-=-=
The Sphere of Matter provides the mage the power to
alter items and people.
[*] Analyze Substance
Allows the mage to identify something in his/her
inventory
Syntax: analyze <object>
[**] Alter State
Allows the mage to disarm his/her victim
Syntax: alterstate <victim>
[***] Alter Weight
Alters the object to a weight of 1 kg
Syntax: alterweight <object>
[****] Enchant Armor
Gives pieces of armor a hit/dam bonus depending on
their
level of the yellow spell circle for the price of
quintessence
Syntax: enchantarmor <object>
[*****] Hover
Allows the mage to permanently fly
Syntax: hover
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