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<PRE><TT>
<A NAME="01"></A><A NAME="02"></A><FONT COLOR="#FF0000">=== Mages ===</FONT>
<FONT COLOR="#00FF00">Description</FONT>
A Mage must live by his wits. He cannot hope to simply hack his way
through the dungeon, and so must therefore use his magic to defeat,
deceive, confuse, and escape. A Mage is not really complete without an
assortment of magical devices to use in addition to his spells. He can
master the higher level magical devices easily and has good saving throws.
There is no reason a Mage cannot become a good fighter, but spells are
his true realm. For more information on magic schools and spell effects see
the <A HREF="magic.html#1">Magic help file</A>.
<FONT COLOR="#00FF00">Starting Stat Modifiers</FONT>
Strength -5
Intelligence +3
Wisdom +0
Dexterity +1
Constitution -2
Charisma +1
Bonus Blows 0
Hit Die +d0
Exp Penalty 30%
<FONT COLOR="#00FF00">Starting Skills:</FONT>
<FONT COLOR="#00FFFF">Skill Start Level Skill Point Gains</FONT>
Combat 1.000 [0.500]
Weaponmastery 0.700 [0.500]
Sneakiness 1.000 [0.900]
Stealth 0.000 [0.400]
Magic 1.000 [0.900]
Magic-Device 1.000 [1.200]
Spell-power 0.000 [0.600]
Sorcery 0.000 [0.200]
Mana 1.000 [0.900]
Geomancy
Fire 0.000 [0.900]
Water 0.000 [0.900]
Air 0.000 [0.900]
Earth 0.000 [0.900]
Meta 0.000 [0.900]
Conveyance 0.000 [0.900]
Divination 0.000 [0.900]
Temporal 0.000 [0.900]
Mind 0.000 [0.900]
Nature 0.000 [0.900]
Necromancy 0.000 [0.700]
Runecraft 0.000 [0.700]
Thaumaturgy 0.000 [0.700]
Spirituality 1.000 [0.550]
Prayer 0.000 [0.500]
Monster-lore 0.000 [0.500]
*A Mage cannot learn the Geomancy skill, but it is shown in his skill
screen because the elemental schools are sub-skills of it.
<FONT COLOR="#00FF00">Innate Abilities:</FONT>
<FONT COLOR="#00FFFF">Ability Character level</FONT>
Perfect casting 1
<FONT COLOR="#00FF00">Starting Equipment</FONT>
A Mage begins the game with:
a Book of Beginner Cantrips
a Dagger
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