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Guild · Aurin & Morrigan

Mages

Elemental spells, wards and travel magic.

Mages study how to produce and control magical effects. Their training includes destructive spells, but also wards, transport and the preparation of spells.

Training and role

Learning to cast

Aurin's arcane tradition supports research and teaching as well as fieldwork. A mage might seek a new technique, work for clients or pursue a question that a teacher left unanswered. Competence does not settle how the knowledge should be used.

Spells can damage, interrupt or restrain enemies, and utility magic helps with travel and preparation. Casting requires attention to spell points and recovery times; a useful spell can fail to help if its caster has already spent the resources it needs.

Mage training takes place within a guild of teachers and researchers. Records, equipment and rival explanations can be as much a part of its daily business as spellcasting.

Strengths

  • Elemental damage and control spells
  • Wards and travel utility
  • Several ways to prepare for an encounter

Risks

  • Limited armour access
  • Spell points and cooldowns restrict sustained casting

Begin

Joining a guild

Each class has its own entry requirements. The wiki gives more detail on training, skills and equipment.

Join the Mage guild after Explorer training. Every new character begins as an Explorer and completes the introductory levels before joining a guild.

Read the class guide