Difference between revisions of "MRPG Auramancer"

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'''Order VI'''
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*The cool down on your Heal and Great Heal spells is reduced by 1.
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*You gain the '''Healing Drought''' Activated Ability.
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Revision as of 22:47, 18 January 2016

Mage Wars RPG has no priest-class (although Clerics may be added at some point), so the Auramancer is a mage focused around restoring and preserving life. While other classes have some healing ability, the strongest and most useful spells belong to the Auramancer.

Auramancers are capable in combat but are primarily a magic/support class (the consummate "glass cannon"; players wishing to take a more active role in making things explode would be better suited to an Endo-Mage).

The Auramancer's work focuses around three key areas: healing, buffing, and crowd control. The bulk of this is done through the manipulation of auras. A powerful Auramancer can make aural-copies of the party, semi-translucent specters that distract the enemy and force them to attack the wrong way. Auramancers can also produce powerful, temporary weapon enchantments. Finally, they can generate wards that hold enemies back, giving the party time to regroup.

The Auramancer's most powerful ability is the anti-magic aura, which, at full strength, can render the entire party immune to spells. See the Auramancy page for more details.

Proficiencies

  • Magic Proficiency, Effect
  • Magic Proficiency, Aura
  • Special Proficiency, Enchantment
  • Special Proficiency, Evade
  • Lore and Transcription

Exigent Moirai

(The Auramancer may only activate this ability while dead)

  • Rank I: Return yourself to life with 10% HP.
    • Rank II: Return yourself to life with 50% HP.
      • Rank III: Return yourself to life with full HP, reset all cooldowns..

Pillars

  • the auromancer pillars will help the player split focus between doing the main things the aurmancer does and being more generalized.
  • add in some effect that increases the duration of the harmony, activated ability that does it as a buff on others and a permanent one on the aurmancer, max it out at 3.

The three pillars are: Attach, Defend, Support

  • attach - basically gives mild combat proficiency, lets them sue weapons, etc.
  • defend - buffs up defensive abilities
  • increases duration of buffs, healing spells, etc.
AttackDefendSupport
Arch that spans First and Third Pillar
Arch that spans the First and Second Pillar
Arch that spans Second and Third Pillar
Order IOrder IOrder I
Order IIOrder IIOrder II
Order IIIOrder IIIOrder III
Order IVOrder IVOrder IV
Order VOrder V

Order V

  • Your Heal and Mass Heal spells now restore an additional 50%.
Order VIOrder VI

Order VI

  • The cool down on your Heal and Great Heal spells is reduced by 1.


Order VIIOrder VIIOrder VII
Order VIIIOrder VIII

Order VIII

  • You gain the Healing Drought Activated Ability.

Order XI

  • +1 Attack
    • +1 Per Order

Order XI

  • +1 Defense
    • +1 Per Order

Order XI

  • The Heal spell restores an additional 25%.

Special

The core of the Auramancer class is based around the use of Auramancy. In order to do this, the character must have both special proficiencies Aura and Enchantment. The aura has an effect, but enchantment is required to make it solid.

Auramancy allows the Auramancer to bend and change their auras around their will, changing them to suit the needs of the moment. As a situation changes, the Auramancer is allowed to change his aura accordingly.

See Also: