Warrior Mage: Difference between revisions

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: Planned spells: MAB, frost scythe, rimefang, and maybe FOS.
: Planned spells: MAB, frost scythe, rimefang, and maybe FOS.
: Planned [[Hylomorphic Sorcery Spellbook]]: Sun Lance, [[Incinerate]], and Dark Heart of Disintigration.
: Planned [[Hylomorphic Sorcery Spellbook]]: Sun Lance, [[Incinerate]], and Dark Heart of Disintigration.
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rect 204 1062 584 1142 [[Geyser]]

Revision as of 03:57, 22 January 2015

Returning players may want to read the page for Returning Players before continuing.
Warrior Mage Guild
Warrior Mage

Image copyright of Simutronics Corporation

Primary Skillset: Magic
Secondary Skillsets: Weapon, Lore
Tertiary Skillsets: Armor, Survival
Special Abilities: Familiars, Aethereal Pathways
Mana Type: Elemental
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage

Necromancer - Paladin - Ranger - Thief - Trader - Warrior Mage


Wielding both blade and arcane evocation, Warrior Mages are masters of combat wizardry whose origins are shrouded in the mists of an ancient past. The "Guild of Elemental Mages" traces its roots to the Age of Myths.

Despite the severe temperament often attributed to practitioners of elemental magic, down through the ages Warrior Mages have stood guard over Elanthia, protecting her towns and cities from the scourge of invaders and the forces of darkness. From this noble tradition rose perhaps the greatest hero of these realms: Lanival the Redeemer, whose roguish youth was marked by apparent impertinence that ultimately gave way to a grave and selfless sense of duty.

Official Information

Guild crest: A wolf's head shrouded by an aura of flame over twin crossed swords

Information courtesy of Dragonrealms Website.

Guild Hall Locations

The Crossing
The largest of the Warrior Mage Guild halls is presided by the stern Guildleader Gauthus, who oversees the training of young mages as they take the first steps along the Path of Duty. (You can type DIR WARRIOR MAGE for directions.)
Riverhaven
In this historic trading town stands another of the Guild's halls, where Guildmistress Karazhil keeps constant vigil.
Shard
From atop the battlements of Stormwill Tower, Guildmistress Melear holds at bay the unceasing tempest conjured long ago by the nefarious Mage of Storms.
Chyolvea Tayeu'a
This long-abandoned fortress in the Dragon Spine Mountains, the seat of an early predecessor of the Guild, has been recently reoccupied and its secrets mined by Guildmaster Augrym.
Ratha
Guildmaster Tyrsan leads the Reshalia Guild contingent with an iron grip, overseeing its contributions to defense of the island.
Hibarnhvidar
Guildmaster Jorent handles Guild affairs in Forfedhdar.
Mer'Kresh
Guildmistress Margathe provides her progressive views from her small island Guild hall.
Muspar'i
Guildmaster Jharlan leads the wonderous Guild Hall of Musrap'i.

Skillsets and Common Races

A Warrior Mage's primary skillset is Magic. Lore and Weapon are secondary skillsets. Finally, the Survival and Armor skillsets are tertiary.

According to the DragonRealms website, Warrior Mages tend to be:

Human 31%
Elf 25%
S'Kra Mur 10%
Elothean 8%
Prydaen 7%
Kaldar 5%
Dwarven 3%
Rakash 2%
Halfling 2%
Gor'Tog <1%
Gnomish <1%

Crafting Affiliation

Guilded warrior mages receive one free technique slot in the Artificing discipline of the Enchanting skill, one free technique slot in the Binding discipline of the Enchanting skill and one free technique slot in the Invoking discipline of the Enchanting skill.

See: Crafting

Guild Abilities

Summoning

Warrior Mages can ALIGN themselves to an element. When spells of that element are cast, Elemental Charge is gained, and if opposing elemental spells are cast, charge is lost.

SUMMON ADMITTANCE can be used to add Elemental Charge, and SUMMON IMPEDANCE can be used to reduce it.

Prior to roughly 500 ranks of Summoning, users will be tied to the typical element oppositions such as fire/water, air/earth. Afterward, warrior mages can freely pair.

Aethereal Pathways

Warrior Mages can utilize mystical pathways of aether to aid their Targeted Magic. Aethereal Pathways consume Elemental Charge. Each pathway is aligned with an element, and those that match the current charge have their costs halved, and opposing ones have cost doubled.

Familiars

As Warrior Mages grow in skill and prowess, they learn to create talismans which are employed to summon aether spirits. These summoned spirits are called familiars, and they take the forms of animals. By commanding the familiar with its talisman, a Warrior Mage can see through the familiar's eyes, send a familiar to find someone, speak through the familiar, move the familiar around the area it is in, pick up items, and do other things. Each familiar has its own talisman.

There are four levels of familiar: Small familiars, Large familiars, Dark familiars, and Fir familiars. Each level contains a different set of animals, and the type of talisman created determines the level of familiar created.

Summoning familiars costs Elemental Charge and is considered to be aligned with Aether element. More powerful familiars cost more charge.

Elemental Magic

Warrior Mages channel Elemental mana streams to fuel their spells. They have access to spells from the Aether, Air, Earth, Electricity, Fire, and Water spellbooks.

Planned spells: MAB, frost scythe, rimefang, and maybe FOS.
Planned Hylomorphic Sorcery Spellbook: Sun Lance, Incinerate, and Dark Heart of Disintigration.
Air LashGeyserStone StrikeGar ZengFire ShardsEthereal ShieldElementalismFire BallZephyrTailwindPaeldryth's WrathFrostbiteIce PatchSure FootingAnther's CallArc LightTingleSubstratumWard BreakIgniteAir BubbleSwirling WindsY'ntrel SechraVertigoThunderclapRising MistsVeil of IceRimefangTremorLightning BoltEthereal FissureMark of ArhatBlufmor GaraenShockwaveFortress of IceMagnetic BallistaChain LightningGrounding FieldAether CloakDragon's BreathFlame ShockwaveRing of SpearsAegis of GraniteMantle of FlameFire RainWarrior Mage Spells.png
About this image

Sortable table: Warrior Mage Spells 3.0

Spell Slots

Spell slot progressions

The Warrior Mage spell tree requires 89 spell slots to master. Warrior Mages earn 91 spell slots at 150. Magic Techniques or Analogous Patterns spells also have their own spell slot costs. All magic guilds get a free magical feat at circle 2, and Warrior Mages get Faster Targeting and Targeted Mastery as theirs.

Circle Requirements

Circle 1st magic 2nd magic 3rd magic 4th magic 5th magic TM Summon 1st weapon 2nd weapon 3rd weapon Parry 1st lore 2nd lore 3rd lore Scholarship armor defend 1st, 2nd surviv 3rd, 4th surviv
1-10 4 4 3 0 0 4 3 3 0 0 2 2 2 1 1 2 1 1 1
11-30 4 4 3 3 0 4 4 4 3 0 3 2 2 2 1 2 1 1 1
31-70 5 4 4 3 3 4 5 4 3 2 3 3 2 2 2 3 2 2 1
71-100 5 5 4 4 4 5 5 5 4 3 4 3 3 3 2 3 2 2 2
101-150 6 6 5 5 5 6 5 5 4 4 4 4 3 3 3 4 3 3 2
151-200 15 15 13 13 13 15 13 13 10 10 10 10 8 8 8 10 8 8 5

Summoning is a hard requirement (does not count toward Nth magic requirements).
Targeted Magic and Scholarship are soft requirement (can be used toward Nth skill requirements).<br\> Sorcery and Thievery are restricted skills (do not count toward Nth skill requirements).<br\>

Miscellaneous Information

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