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[[Spell slot progressions|Warrior Mage spell slots]]
[[Spell slot progressions|Warrior Mage spell slots]]
====3.0 Spell Tree====
====3.0 Spell Tree====
: Planned spells: MAB, frost scythe, rimefang, and maybe FOS.
: Currently Sun Lance (hylomorphic), MAB, Frost Scythe, and Rimefang spells are planned.
: Planned [[Hylomorphic Sorcery Spellbook]]: Sun Lance, [[Incinerate]], and Dark Heart of Disintigration.

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Image:WMspelltree3.0.PNG
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Revision as of 15:00, 11 January 2013

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 Runecrafting 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

Aethereal Pathways

Warrior Mages can utilize mystical pathways of aether to aid their Targeted Magic.

Summoning

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.

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.

IncinerateBlufmor GaraenAir BubbleZephyrPaeldryth's WrathGar ZengArc LightFist of StoneSure FootingAether LanceEthereal ShieldFrost ScytheFrostbiteRising MistsFire ShardTailwindSwirling WindsTingleStatic DischargeStone StrikeTremorEarth SenseAether LashAether CloakIce PatchFire BallThunderclapShockwaveY'ntrel SechraVertigoLightning BoltMagnetic BallistaRing of SpearsAnther's CallAegis of GraniteEthereal FissureVeil of IceRimefangMantle of FlameDragon's BreathBall LightningChain LightningFortress of IceMark of ArhatFire RainCategory:Air Manipulation SpellbookCategory:Aether Manipulation SpellbookCategory:Earth Manipulation SpellbookCategory:Electricity Manipulation SpellbookCategory:Fire Manipulation SpellbookCategory:Water Manipulation SpellbookCategory:Blackfire Sorcery SpellbookWarrior-mage-spells.png

Warrior Mage spell slots

3.0 Spell Tree

Planned spells: MAB, frost scythe, rimefang, and maybe FOS.
Planned Hylomorphic Sorcery Spellbook: Sun Lance, Incinerate, and Dark Heart of Disintigration.
Air LashWMspelltree3.0.PNG
About this image

Warrior Mage 3.0 spell slot progression

Circle Requirements

Circle TM Total Magic 1st Weapon 2nd Weapon 3rd Weapon Parry MO Armor Shield 1st-6th Surv. 7th-8th Surv. 1st-3rd Lore 4th Lore
1-10 4 20 3 0 0 2 2 2 1 1 0 1 1
11-30 4 20 3 2 0 3 2 2 0 1 0 2 0
31-70 4 28 4 3 0 3 2 2 0 1 0 2 2
71-100 5 33 4 3 2 4 2 3 0 2 0 3 0
101+ 6 38 5 4 3 4 4 4 0 2 2 3 3
  • Valid Lore skills are Strings, Vocals, Appraisal, Mechanical Lore, Scholarship and Teaching. (Presumably, all lore skills are now viable - the ones shown are tested)

Miscellaneous Information

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