Mage Avatar

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Description

The final class for characters with a base class of mage. Mage avatars gain access to more deadly spells.

Since all mage avatars start as first class mages, both classes possess the same strengths and weaknesses.

Skills

Cleric avatars receive the same skill list as regular clerics, plus the following:

Mana costs assume the spell is trained to level 10.

Level Skill Description Effect Type Mana Cost
6 Alchemy With this skill a mage can practice the fine art of alchemy, using special commands to brew magical inks, dust, or liquids that can be used to create wands, scrolls, and potions. The mage must collect magical reagent and use a special alchemy room to use the alchemy skill. The object and effects created depend on the reagents used. Noncombat N/A
6 Mental Barrier This spell causes the caster's mind to enhance itself with magic energies. Provides a bonus to the player's resistance to magic (+10 at skill level 10). Buff 8
9 Ego Whip With this spell the caster can inflict damage on his opponent's ego. Causes the target to suffer a penalty to his/her wisdom (-1 at skill level 10). Noncombat 20
10 Energy Containment With this spell the caster can surround him/herself with a magical aura that attempts to absorb any magical energy directed at the caster. Provides a bonus to the player's resistance to magic (+10 at skill level 10). Buff 10
10 Heighten Senses Avatars that practice the skill of heighten senses have perfected their instincts with vast experience. Affects the player by Detect Invisibility, Infravision, and Sense Life. Buff N/A
13 Intellectual Fortress With this spell, a caster can cause an invisible energy field to form about all the members of the caster's group that are in the room with the caster when the spell is cast. Provides a bonus to the player's defense as long as the group members are in the same room with each other (+4% at level 10). Buff 25
16 Death Lock With this spell, the caster can temporarily drain all regenerative forces in the room. Nullifies any regenerative effects of the room, preventing players from regenerating hit points, mana, or movement points while in that room. Noncombat 75
22 Mute The caster attempts to grasp hold of the target's vocal cords, squeezing them so the target cannot speak. Prevents the target from speaking or casting any spells. Noncombat 25
24 Death Field With this devestating spell, the caster sacrifices a percentage of his/her own hitpoints, converting them into a wave of death that radiates out into the room. Deals damage based on the amount of hit points the caster has at the time of casting, potentially dealing large amounts of damage to all players and NPCs in the room. Combat 55
25 Disintegrate The caster attempts to instantly reduce the target NPC to a pile of ash. If successful, the spell will instantly destroy the NPC and any objects it possessed. Combat 100
27 Meteor Storm This spell summons forth a number of meteors that rain down from the sky. Deals a large amount of damage to a player or a player's group. Combat 25
31 Call Familiar This complex spell is used both to bond a familiar as well as to summon it either to or from the caster. A familiar can be any of a number of simple-minded creatures in the world of Necromium. Once bound, the familiar can be called to cast buffs on the caster. Noncombat 10

Class Benefits

  • Naturally have more mana than any other class
  • More powerful offensive magic
  • Can use alchemy

Class Negatives

Multiclassing

A mage avatar is the final class for any first class mage.



Necromium Classes

WarriorMercenaryRangerPaladinWarrior Avatar
ThiefAssassinRogueBardThief Avatar
MageWarlockNecromancerIllusionistMage Avatar
ClericMonkShamanDruidCleric Avatar

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