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Realm of Strife
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Secondary Skill Categories
Secondary Skill List
Secondary Skill Suppliments
Alchemy & Herb Lore
Animal Training and Companions
Enchanting and Crafting
Cover and Elevation
Codex of Creation
CoC - Table of Contents
CoC - General Rules
Abomination of Creation
History & Background Info
Colleges of Magic (Gant)
Colleges of Wizardry (Gant)
Druidic Conclaves (Gant)
Systems of Faith (Gant)
Systems of Faith (Norlanin)
The Continent of Gant
The Continent of Norlanin
Stories of Stoneguard
Tales from Gant
The Broken Horn Tribe
The Exploits of Heroes Guild
Place of Interest
Broken Shield Pass
Burnt Ember Monument
Monument of the Crusader
Shards of Creation
The Forgotten Arches
The Obelisk of Surveying
The Ruined Tower of Azmindar
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Class Passives & Secondary Skill
Mages consider themselves to be the true masters of the Spiritual Powers of Magic. While this may not exactly be the truth, they are adept at wielding Spiritual forces to magnificent and deadly effect. They are often viewed with a mixture of fear, awe, and mistrust by those less gifted in the Spiritual arts. Highly prized by some,
Mages are among the most learned men and women in the Realm of Strife, spending countless hours in the pursuit of knowledge
not just of the Spiritual Arts, but also the world at large. As with all things, they tend to approach the mysteries of the Spiritual powers from a purely academic standpoint,
devoting their entire lives to its study and mastery. This is time intensive but it yields results; Mages master spells far quicker than other practitioners of the Spiritual Arts. With so much time spent training their minds, they have little time to train their bodies and tend to be weak in stature. What they lack in stamina, they make up for in raw power.
Whether a mastery of magic has given them a healthy respect for its power or a deep seated fear that others could master it too, Mages follow strict laws with regards to Spiritual Powers and enforce those laws whenever and wherever possible. One of the most basic tenants of those laws is that a Mage may only ever focus their efforts on mastering a single form of magic, also known as a School of Spiritual Powers. While this law is considered restrictive by some, most Mages
and in fact even other practitioners of the Spiritual Arts
tend to obey the law. To fail to do so would incur the attention of powerful forces best left unmentioned. Yet some choose to live outside of these laws. Known as Renegades, these mages have access to powers that are seldom seen working in concert. Some rumors say they could grow to become more powerful than any single School of Spirit Powers could ever dream. Choosing that path has its cost; few Renegade mages live long enough to challenge the laws and prove the rumors correct.
Support/Utility, Ranged Damage
Spirit (Arcane, Elemental, Natural)
varies by race
from 142.5 to 240
you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don't like the results
Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: None
Natural Weapon Proficiency: Knives, Staves, Wands
Trainable Weapon Proficiency: Whips
pages for details. When using a weapon that your class is not proficient with, see
Class Passives & Secondary Skill
Arcane/Elemental/ Natural Mastery
Class Secondary Skill:
Mages use the following chart for leveling up:
Add bonus spirit gain from intellect bonuses if applicable
Max Spirit Powers Known does not include Tier 0 powers
Leveling up only increases the capacity for known Spirit Powers, to actually learn new powers see
Learning New Spirit Powers
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see
). Mages may choose to specialize their skills in up to one weapon use and/or two spirit studies, but
can not have more than two specializations in total.
skill (choose from: Knives, Staves, Wands, Whips)
skills (choose from: Devastation, Destruction, Conjuration, Alteration, Fortification)
Mages gain titles based on the prescribed promotions of their superiors at an institution dedicated to a particular school of Spirit Powers. This system of gaining titles is referred to as
Colleges of Magic are wondrous towers or keeps, constructed to act as centers of learning where the vast majority of mages live, study, and congregate.
More than just an academic institution, Mage Colleges govern and restrict the flow of information available to practitioners of the spiritual arts. It is also the teachers and masters at the Mage Colleges that determine when a young apprentice is ready to be promoted and allowed access to increasingly potent Spirit powers.
According to their laws and regulations a Mage College may only represent a single School of Magic. However in a given region, such as a continent, there can be several Colleges representing the same School of Spiritual Power. Every College is run by a Headmaster, but placed above even the headmasters are extremely powerful Arch-mages. One Arch-Mage governs each of the Schools of Spiritual Powers present in a region. Therefore, regardless of the total number of Colleges, the maximum number of Arch-Mages that can exist in a given region is nine, one for each School of Spirit Powers. Each Mage College is largely independent of the others, though sometimes they work together to deal with threats to the strict regulations regarding their powers.
Some Mage Colleges will maintain small outposts or satellite colleges as a means of extending their influence or reach beyond the walls of the College. This often occurs when a specific area that is some distance away becomes of particular interest to a College for research projects.
based title ups for Mages are as follows:
When gaining weapon and/or armor proficiencies from titles a character must still receive training before equipping those weapons and/or armor. A proficiency unlocked from a title-up simply opens up the ability to receive the training.
Mages who willfully choose a life outside of the Colleges of Magic must follow their own path as either a
for further details).
For a list of Colleges of Magic located on the continent of Gant see
Colleges of Magic (Gant)
For information regarding Colleges of Magic located on the Continent of Norlanin see
The Continent of Norlanin, Organizations throughout, Colleges
Sarasith of the Starspire
High Elven Celestial Mage, Hero of the War of the Twin Terrors, assumed dead at the hands of the Shade of Deathlord Archibald, at the Battle of Necrodark
After drifting in and out of vague and convoluted dreams for what seems like an eternity, Sarasith awakens, sure that he has just heard someone call his name. However he is greeted only by an eerie silence and soft grey light, emanating from all around him. Observing his surroundings he finds himself in a large circular room, devoid of any windows, doors or furnishings, save for the large slab upon which he lays. The slab seems to be made of polished granite, streaked with veins of silver amethyst, matching the floor, walls, and ceiling all around him. It seems familiar, yet foreign at the same time.
As he slowly and tentatively rises from the slab he inspects his person. He is clothed in the same enchanted robes that he last remembers wearing, in what's seems like another life, one not his own. But unlike that past life his body bears none of its defects, his face is unmarred, his body unbroken, and even his missing leg seems to have return to its rightful place.
As he stands to his feet, his body seems unsure of itself, as though it no longer remembers how to stand on two legs of flesh and bone. Sarasith stumbles and suddenly finds himself wishing he had his staff to lean on. As though the very thought has conjured it into existence his staff appears in his hands and he prevents himself from falling at the last moment by leaning on its comforting presence. As the fog recedes from his thoughts and his wits return to him, he is left with a singular thought.
Where am I?"
-A excerpt from "Sarasith Reprised"
, a level 4 High Elf Mage with shadow/dark spirit powers, glass cannon build
High-Elf Shadow Mage.pdf
Note: this example character sheet does not include any updates from 2015 on
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