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Page name: Lemirian WarMage [Exported view] [RSS]
2007-06-08 01:58:58
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WarMage






--Basic Info--

--Other Classes--

--The Good--

--The Bad--

--The Ugly --

Skills:

Prerequisites
-> Lv 6 Warrior
-> Lv 4 Adept

Can Learn
-> Weapon Mastery
-> Critical Strike
-> Defensive Stance
-> Heroic Strength
-> Vengeance
-> Lv 1 & 2 White Magic
-> Lv 1 & 2 Black Magic
-> Lv 1 & 2 Red Magic
-> Lv 1 & 2 Blue Magic
-> Lv 1 & 2 Green Magic
-> Lv 1 & 2 Yellow Magic
-> Lv 2 Astral Magic
-> Drain Mana
-> Counterattack
-> Flank

Special Skills
Ethereal Weapon - As if casting a 1st level spell, the WarMage can summon a weapon made of pure magic for battle. The Weapon is actually an extension of the WarMage's mind, so he immediately knows how to handle it regardless of the weapon type, the weapon is also weightless and lacks any penalizers a physical weapon of that type might have. As the WarMage becomes stronger, so does the weapon. He can only have one ethereal weapon active at any given time and when unsummoned, the WarMage has to wait 5 turns before he can summon another weapon of the same type. Every turn, the weapon consumes from 2 to 5 MP to remain active depending on its attack power.
Ethereal Armor - As if casting a 1st level spell, the WarMage can summon equipment and armor made of pure magic. Any kind of accessory, shield, etc can be summoned. It is all weightless and it lacks the penalizers their real counterparts have. When they are unsummoned, however, the WarMage has to wait 5 turns before he can summon another item of the same type. Each ethereal item will consume from 1 to 10 MP every turn to remain active.

Sage's Advice
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<img500*0:http://elftown.eu/stuff/C%3ADocuments%20and%20Settingsdavid%20and%20heatherMy%20Documentssukemordi-div.jpg>
Classes in Lemire
Realms of Lemire
Races of Lemire
Rules of Lemire
Lemirian Skills


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