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Mage Picture

The Mage Profession

What is a Mage?

Mages are the mighty brains of this world. They are not good at hand-to-hand combat, but their large assortment of spells more than makes up for this. Mages in Ancient Anguish, once they attain the tenth level of experience, can choose to enter a specialized school of magic. The three schools of specialization include:

Alteration: Transmuters study the art of changing and mutating objects.
Conjuration: Conjurers study the art of calling things into existence.
Invocation: Invokers study the art of initiating natural actions.

You can join and leave schools at the Tower. Leaving a school may cause you to forget some of the spells from that school.

The main factor in learning spells is your STUDY HOURS. These study hours are based upon your stats and experience, and will increase as you advance. You can then spend these study hours on spells, using the 'study' command in the mage hall.

NEWBIE MAGES will not have _any_ study hours, and thus cannot learn any spells. You will have to go out and gain some experience before you can learn some basic spells. The Flame Dart spell is the first offensive spell, and should be your primary goal in the beginning.

Magical reagents are used to give more power to advanced spells. These reagents are rumoured to be sold somewhere in the Tower of the Magi, and a low-level spell might give you 'lift' enough to get there. Some of the most rare reagents can occasionally be purchased from other players who have found them in their travels.

The Mage's Spellbook

Every mage carries a book of spells (complete with a secret compartment to carry spell components) in which he or she inscribes the spells that have been studied. The presense of the spellbook is necessary to the art of spellcraft - the mage who loses a spellbook is up the proverbial creek indeed!

The following spells are available in the basic school of magic:
  • Light
  • Cantrip
  • Identify
  • Mark
  • Flame Dart
  • Know Alignment
  • Blur
  • Knock
  • Rope Trick
  • Charm
  • Comprehend Languages
  • Scry
  • Magic Missile
  • Locate Object
  • Protection from Elements
  • Fear
  • Ice Flurry
The School of Alteration provides the following spells:
  • Uglify
  • StoneSkin
  • Burning Hands
  • Lock Portal
  • Tongues
  • Enhance Magic
  • Strength
  • Dispel Magic
  • Power Word: Harm
  • DeepPockets
  • Teleport
  • Haste
  • Permanency
  • Enhance Skill
  • FrostTouch
The School of Conjuration embraces the following spells:
  • Armour
  • Hero's Feast
  • Tiny Hut
  • Flame Arrow
  • Wizard Eye
  • Choke
  • Secret Chest
  • Acid Arrow
  • Secure Shelter
  • Instant Summons
  • Gate
  • Find Familiar Ice Spear
The School of Invocation teaches the following:
  • Continual Light
  • Alarm
  • Gust of Wind
  • Fireball
  • Solid Fog
  • Anti-Magic Shield
  • Magic Mouth
  • Cloudkill
  • Globe of Invulnerability
  • Power Word: Heal
  • Lightning
  • Mystic Sword
  • Dimension Door
  • Iceblast