Mage
Spellcasting, fireballs, and magical utility.
Impact: Medium
Best for: Players who want strong spell statistics, magical utility, and a ranged explosive ability.
Mages are powerful spellcasters with extra mana and spell power. They resist several harmful effects and can walk on water with a special focus item, but have low health and reduced conventional damage.
Abilities
- Spell Power: Grants compatible Iron's Spells 'n Spellbooks bonuses:
- +250 maximum mana.
- +40% total spell power.
- +25% mana regeneration.
- +1 Holy spell power.
- +1 Ice spell power.
- +1 Evocation spell power.
- Evocation: Adds another +1 Evocation spell power, for +2 Evocation spell power in total when both Mage powers load.
- Fireball: Press Primary Active to launch a fireball with explosion power 2. Cooldown: 75 seconds.
- Fast Cure: Immune to Poison, Weakness, and Slowness.
- Water Walk: Hold a Heart of the Sea in the main hand to stand and walk on water.
- Unwieldly: All ordinary damage dealt is reduced by 25%.
- Untrained: Maximum health is reduced to 7 hearts before other modifiers.
Common Questions
Bind and press Primary Active while facing the intended direction. The fireball can damage terrain if explosions and mob-griefing rules allow it.
The Heart of the Sea must be held in the main hand. Holding it in the offhand does not satisfy the power condition.
It modifies damage dealt generally, while the spell attributes separately increase compatible spell power. The final result can depend on how the spell mod calculates its damage source.
The origin includes Evocation in the main Spell Power group and also adds a second standalone Evocation modifier.
No. The referenced attributes must exist for the powers to load and function correctly.
