MRPG Auramancer

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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.

Starting Stats

  • Main: Inteligence
  • Secondary: Stamina

Favored

  • Favored Proficiencies: Magic Proficiency: Light, Magic Proficiency: Life

Exigent Moirai

(The Auramancer may only activate this ability while dead)

  • Rank I: Return yourself to life with 10% HP and 30% MP.
    • Rank II: Return yourself to life with 50% HP and 50% MP.
      • Rank II: Return yourself to life with full HP and MP.

Auras

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.

See Also: