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.

Proficiencies

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

Schools

Aurmancers have access to the following schools of Magic:

  • Light
  • Mind
  • Life
  • Change


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..

Activated Abilities

  • Start
    • Ward
    • Ward
  • Rank I
    • Ward
  • Rank II
    • Ward

Wards

You may notice that in place of a variety of Activated Abilities gained while leveling, the Auramancer just has "ward" four times. This is because they get 4 separate uses(with independent cool downs) of the same same activated Ability, which itself has multiple different forms, covered here.

Wards improve at level and by Pillars.

  • Wall Ward: You lay down a spectral wall, semi-transparent, about 4 feet wide and 6 feet high. This wall can stop most any advancing foe, but they can still walk around it. 7-Star Units can break the ward after three tries. Persists for 8 rounds.
    • Level 3: The party may attack through the ward
    • Level 5: Size increase to 12x12
    • Level 8: Persists for 20 rounds
    • Level 11: Size increases to 100x100
    • Level 16: Requires 10 stars to break through.
  • Circle Ward: You lay down a circle around yourself 8 feet in diameter. The wall is approximately 4 feet high. Enemies may climb over it, but smaller/weaker enemies cannot. The party can reach over the wall to attack things outside. Persists for 8 rounds.
    • Level 3: Shorter(and all) party members may now attack through the wall.
    • Level 5: Height raised to 8 feet
    • Level 8: Persists 12 rounds
    • Level 11: Height raised to 11 feet, flying/jumping enemies can still get over it.
  • Dome Ward: Works like the Circle Ward but is a complete dome. 5-Star units can break through. Persists for 8 rounds.
    • Level 3: The party may attack through the ward
    • Level 5: Persists 12 rounds
    • Level 11: Requires 7-Stars to break through
    • Level 16: If the Party moves together, the ward moves with them.
  • Personal Ward: You cloak yourself in a small, personal ward that renders you immune to all damage and invulnerable to any spells. While the Ward is active, you cannot move. You may break the Ward yourself after 3 rounds. Persists for 8 rounds.
    • Level 3: Persists 12 rounds
    • Level 5: You may cast spells while active
    • Level 8: The ward now moves with you.

Auras

The Auramancer has 5 different auras at their disposal:

  • Warding
  • Regeneration
  • Damage Over Time
  • Enchantment
  • Anti-Magic

However, they may not have all 5 active. Each Active aura consumes one Cool Down(meaning while the aura is active, they loose that cool down), and the Auramancer's level determines the number of active auras.

  • Level 3:' 1 active Aura.
  • Level 5:' 2 active Auras.
  • Level 11:' 3 active Aura.

Auras are modified by Pillars

Warding

Regeneration

Damage Over Time

Enchantments

Enchantments are powerful weave talents that the Aurmanacer gains access to when they have the Enchantment Aura active.


Anti-Magic

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 III

Order III

  • All spells in the LIFE' school get -1 Cool Down
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: