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Mage

Studying how to decipher and use magical scrolls is what mages only desire to do. Their obsession for knowledge for magic erases the prospect of learning anything else. Mages require quiet locations, as they study not only scrolls but also delve into old dusty books to learn the secrets of harnessing magical spells.

Character Sheet

Basic Information

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Screenname:

Adventurer's Name:

Class: Mage

Sub-Class: None

Gender:

Alignment: Good

Health Condition: Healthy

Level: 1

Experience Points: 0 / 500

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Private Information

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Siblings: None

Status: Single

Work: None

Business #1: None

Business #2: None

House #1: None

House #2: None

Money: 15 Gold Pieces

Bank: 0 Gold Pieces

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Attributes

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Special Combat Abilities: + 1 (already included in attributes)

Strength: 10 + 1

Stealth: 13

Mana*: 16

Hit Points: 12 / 12

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Combat Items

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1st Weapon: Superior Fine Oak Staff (100%) + 1 Strength (already added to attributes) / worth 15 gold pieces.

Ammo: None

2nd Weapon: None

Armor: None

Shield: None

Helm: None

Gauntlets: None

Bracers: None

Outfit: Red Robes (100%) / worth 6 gold pieces.

Hat: None

Shoes/Boots: Black leather boots (100%) / worth three gold pieces. 

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Inventory

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Knowledge

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Common Skills: 11 (Jumping, Swimming, Climbing, Hiding, Searching, Bashing, etc.)

Literacy: High human reading skills

Monster Identify: None

Potion Lore: None

Languages: High human tongue

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Special Abilities

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Level 01: Fireball - The Mage can cast a fireball spell at will to deduct two on each attribute the opponent has before the battle begins. The spell costs two Mana per battle round. 

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Level 05: Disintegrate - Forces the opponent to deduct 10 Strength before the battle begins. The spell costs three Mana per battle. 

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Level 10: Mage Armor - The mage’s armor subtracts four on the attack roll of the opponent. The spell costs three Mana per battle. 

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Level 15: Magic Resistance - The opponent must subtract half of his attribute before the battle begins. The spell costs six Mana per battle. 

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Level 20: Master of the Mind - The opponent must have equal or lower on its strongest attribute in comparison to the adventurer’s strongest attribute to have this spell work. The spell forces the opponent to be an ally for the next battle adding attributes to aid in battle. To determine how much attributes is added one divides the strongest attribute of the opponent by 10 to get the total. The opponent becomes a follower for as long as one battle has been accomplished. The spell costs 12 Mana if the spell is successfully cast. 

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Followers 

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Books Read

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Special Places Visited

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Benefits

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1. The hero has paid for a standard room at the Green Dragon’s Tavern for the entire year. Using the action command “Return” allows the Mage to restore full hit points.

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Special Events: None

Battles Won: 0

Battles Lost: 0

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Additional Information: 

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At level 5 the Mage can become a Wizard. 

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Class: Wizard receives seven Mana when attaining this new class. 

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Bonus: The Spell Tome of Holding, which allows the Wizard to add 10 to Mana. The Mage also gains the spell Levitate, which allows the bearer to lift off from the ground at will when needed. The Spell Tome of Holding never leaves its owner and is incorruptible of being lost in the inventory always securing a spot.