Magic Classes

## Tier 1

**Pupil** *Magic*

A Magic Student

+1 to Magic Damage.

Special Skill:
*Unstable Magic: 10%* Chance to give an enemy a random Status Effect

## Tier 2

**Animist** *Magic*

A Nature Magic Student

+2 to Magic Damage

+1 to Nature

Special Skill:

*Polymorph:* Transform someone into a beast creature (dispelled if target takes damage)

**Shaman** *Magic*

A Spirit Magic Student

+2 to Magic Damage

+1 to Perception

Special Skill:

*Ethereal:* Turn into a Spirit, increases movement speed by 30% and take no fall damage. Costs 50 mana a turn

**Mage** *Magic*

A Protection Magic Student

+2 to Magic Damage

+1 to Magic Resistance

Special Skill:

*Arcane Intellect:* Increases Intelligence by 10 points for an hour

**Monk** *Magic*

A Peace Bearing Magic Student

+2 to Magic Damage

+1 to Intelligence

Special Skill:
*Mass Dispel:* Dispels most magic within a 15 yard radius

## Tier 3

**Naturalist** *Magic*

A Nature Magic Conjurer

+4 to Magic Damage

+2 to Nature

Special Skill:

*Entangling Roots:* Trap someone in Roots for 30 seconds, damage has a 25% chance to cancel the effect

**Oracle** *Magic*

A Potion Magic Conjurer

+4 to Magic Damage

+2 to Alchemy

Special Skill:

*Today’s Special:* Creates an Unknown Potion

**Summoner** *Magic*

A Summoning Magic Conjurer

+4 to Magic Damage

+2 to Perception

Special Skill:

*Contract:* Able to summon a Familiar (once a day, limit to 1, lasts until familiar dies)

**Sorcerer** *Magic*

A Deity Magic Conjurer

+4 to Magic Damage

+2 to Intimidation

Special Skill:

*Portal:* Make Portal to a Main City once a day (you have to have been there)

**Mage Knight** *Magic*

A Protection Magic Conjurer

+4 to Magic Damage

+2 to Defense

Special Skill:

*Mage Shield:* Deflect all attacks for 1 turn but you cannot attack, usable once a day

**Sage** *Magic*

A Magic Apprentice

+4 to Magic Damage

+2 to Magic Resistance

Special Skill:

*Blink:* Teleport to any visible surface, 3 times a day

**Bishop** *Magic*

A Religion magic Conjurer

+4 to Magic Damage

+2 Medicine

Special Skill:

*Abolish Disease:* Instantly cure most Disease, once a day

**Beastmaster**    *Magic/Bow*

An Animal Magic Conjurer

+4 to Magic Damage

+2 to Animal Handling

Special Skill:
*Beast Control*: Control a beast creature for 30 seconds

## Tier 4

**Faun** *Magic*

A Nature Magic Expert

+8 Magic Damage

+4 Nature

Special Skill:

*Forecast:* Predictions of the Weather and slight weather manipulation (roll a d6, a 6 is exactly the weather you wanted, 1 is non changing, once a day)

**Apothecarist**    *Magic/Axe*

A Potion Magic Expert

+8 Magic Damage

+4 Alchemy

Special Skill:

*Master Alchemist:* Knowing what they can make with the ingredients they have

**Necromancer** *Magic*

An Undead Magic Expert

+8 Magic Damage

+4 Dark Magic

Special Ability:

*Raise Undead:* Able to bring the dead back to life, but they obey the caster until they rot away (limit 1 once a day)

**Druid** *Magic*

A Shapeshifting Magic Expert

+8 Magic Damage

+4 Stealth

Special Skill:

*Shapeshift*: Choose 3 Animals, you may shift into those animals at any time.

**Warlock/Witch** *Magic*

A Deity Magic Expert

+8 Magic Damage

+4 Intimidation

Special Skill:

*Baphomet’s Touch:* Instantly kill something by touching it, only usable once a day

**Dragon Caster** *Magic/Lance*

A Dragon Magic Expert

+8 Magic Damage

+4 Intelligence

Special Skill:

*Dragon Breath:* Use your magic to create an elemental breath that deals 2 damage per second you can hold your breath (3 times a day)

**Wizard**  *Magic*

A Protection Magic Expert

+8 Magic Damage

+4 Defense

Special Skill:

*Magic Missile: Shoot an Arcane Missile as far as 1 mile, deals 75 damage, three times a day*

**Enchanter**    *Magic/Sword*

A Magic Expert

+8 Magic Damage

+4 Magic Resistance

Special Skill:

*Enchantment:* Enchant any weapon without the use of a gem

**Saint** *Magic*

A God Magic Expert

+8 Magic Damage

+4 Charisma

Special Skill:

*God Hand:* Choose one God, you’re that god’s right hand man. The God will do you favors, but you must do favors for the God too.

**Cardinal** *Magic*

A Religion Magic Expert

+8 Magic Damage

+4 Light Magic

Special Skill:

*Regeneration*: Regenerate 15 health per turn

**Caller**    *Magic/Bow*

An Animal Magic Expert

+8 Magic Damage

+4 Animal Handling

Special Skill:

*Tame:* Tame any beast creature instantly (once a day)

**Geomancer** *Magic*

An Earth Magic Expert

+8 Magic Damage

+2 Ground Magic

+2 Bio Magic

Special Skill:

*Create Golem:* Create a golem of your magic class. (limit one)