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White Mage

White Mage OCC
	The White Mage specializes in White Magic (duh).  White magic is generally very defensive in 
nature, having spells that range from wards and light generation to the occaisional anti evil
spell, such as Holy and Pearl.  White Mages are generally seen as supportive mages, having
magic that can aid the party in times of need, be it healing, shielding, warding, or 
annihilating the undead.  White Mages draw their power from gods and celestial beings such
as angels, so none are evil, although some are known to consort with evil forces from time
to time.
Attribute Requirements:  IQ 14, ME 12.  A high MA is generally preffered, but not a
requirement (envision the White Mage in his flowing white robes as a 98lb weakling, 
suddenly raiseing his defeated freinds from their untimely deaths.  Obviously, the friends 
are pretty miffed at this whole business of having been killed and quickly extract their 
vengeance on the surprised to death foes).






























OCC Skills
Literacy:  Native Language and 1 other (+30%)
Language:  Native (98%) and 2 others (+25%)
Demon Lore (+10%)
Magic Lore (+15%)
Religious Lore (+25%)
2 Domestic skills of choice (+10%)
WP Staff
Note-Hand to Hand combat must be purchased as an ‘other’ skill under the normal conditions.

Other Skills:  The Mage also gets 6 other skills with the bonuses listed in parenthesis.
Select 2 more other skills at lvl 4.
Comm-Any (+5%)
Domestic-Any
Espionage-None.  Mages are from the heart people.
Horsemanship-General and Exotic ONLY.
Medical-Any
Military-None to start, but may be learned later.
Physical-Any, except boxing, wrestling, Body Building, and Forced March.
Rogue-Any
Science-Any (+10%)
Technical-Any (+10%)
WP-Any, except large weapons (such as Axes, pole arms, and 2 handed swords).
Wilderness-Any
Secondary skills:  Limited as above.  The charecter gets 4 at 1st lvl, and 2
 at lvls 3, 6, 8, and 12.

PPE:  As a man of magic, the White Mage has a lot of PPE.  Roll 3D4x10+30 
and add the PE number.  Add 5D6/lvl.

Spells:  At level 1, the chareceter selects any four spells from White Magic up to lvl 6
and two wizard spells from up to 3rd level.  At level 6 and 9, the PPE of the mage doubles.

Learning New Spells:  Same as the Wizard, only learns 2 spells per level that can be chosen 
from White Magic or Spell Magic from any level up to the mages own, except for White Magic 
which the mage is allowed any spell from any level up to his own +1.  Can also learn new 
spells by 'buying' them under the same conditions as the Wizard.

Special White Mage Skills:
Recognize Enchantment:  Same as the Wizard skill.
Dispel Enchantment:  The White Mage has
the power to dispel enchantments, so long as they know what that enchantment is and have double
the PPE of the casting cost of the enchantment.  That might sound pretty steep, but honestly-
would you rather suck it up and pay the PPE, or would you rather set off the three dozen death
wards?

White Magic Healing:  Starting at lvl 5, the White Mage has adapted his/her powers so well
that he/she can heal 2D6 HP and SDC for 4 PPE up to 60ft away, as many times as they have
PPE and attacks per melee.  Also, this healing damages undead with 'holy power', inflicting
the normally healed damage x2.

Spell Power:  Spell power is +1 at levels 2, 3, 5, 7, 9, and 12.
Magic Save:  Is +1 at levels 2, 3, 5, 7, 9, and 12.