Task Mages

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Many 'task mages' in the Enclave perform magical services for a fee. Although these mages are seldom very powerful, they provide valuable services for the community. Some task mages are generalists, while others (especially those with Magery 0) specialize in a particular school (Knowledge, Earth, Food, Enchantment, and Making & Breaking are some common specializations). Most powerful Enclave mages began their careers as task mages who eventually accumulated enough resources and prestige to give up more mundane work and obtain a research or teaching position in the Mages' Guild, the Magical Library, or University. There are also a few powerful task mages who have founded businesses employing other lower-level mages.

There is a loose Union of Task Mages which meets regularly in a hall in the Mages' Guild. There is a fair amount of professional courtesy and camaraderie among task mages, even though they may compete for the same business. There is a brisk trade within the task mage community in ideas, spells, and magical items/ingredients. There are a few bitter rivalries as well.

Task mage services are quite broad. Many task mages have a more standard profession that they are particularly good at augmenting/supporting with their magic. A few of them are also enchanters who can make magical items. Common examples of task mages are the following, including prerequisites, most of which only require Magery 0 and 0-3 prerequisites:

  • Miners
    • College of Earth: Seek Earth, Shape Earth, Earth Vision, Earth to Stone, Create Earth, Earth to Air
    • College of Air: Purify Air, Seek Air, Earth to Air
    • College of Water: Seek Water, Create Water, Destroy Water, Shape Water
  • Firefighters
    • College of Fire: Ignite Fire, Extinguish Fire, Fireproof, Slow Fire
    • College of Water: Purify Water, Create Water
  • Farmers
    • College of Earth: Seek Earth, Shape Earth, Create Earth, Earth to Water
    • College of Water: Seek Water, Create Water, Purify Water
  • Building/repairing/constructing/engineering
    • College of Knowledge: Measurement, Test Load
    • College of Making and Breaking: Inspired Creation, Find Weakness, Restore, Rejoin
    • College of Mind Control: Keen (Sense)
    • College of Movement: Apportation, Locksmith, Manipulate, Undo
    • College of Light and Darkness: Small Vision
  • Cooks/tavernkeepers
    • College of Fire: Ignite Fire, Create Fire
    • College of Food: Seek|Test Food, Season, Far-Tasting, Mature, Purify Food, Cook, Know Recipe
    • College of Water: Seek Water, Create Water, Purify Water
  • Tutoring/training; a few are professional teachers
    • College of Making and Breaking: Find Weakness, Restore, Dye, Copy
    • College of Mind Control: Keen (Sense), Alertness
    • College of Knowledge: Tell Time, Detect Magic, Aura, Identify Spell
    • College of Light and Darkness: Light, Continual Light, Colors
  • Entertainment, sometimes in conjunction with bards. Shows for large audiences in the Arena often use mage sound engineers.
    • College of Fire: Create|Shape Fire, Flame Jet, Extinguish Fire, Smoke, Phantom Flame
    • College of Illusion and Creation: Simple|Complex Illusion, Illusion Disguise, Phantom Flame
    • College of Light and Darkness: Light, Colors, Shape Light, Darkness
    • College of Sound: Sound, Silence, Voices, Imitate Voice, Thunderclap, Great Voice
  • Law enforcement or Enclave defense (Enclave Watch)
    • College of Body Control: Climbing, Itch, Spasm, Stop Spasm, Hinder, Pain, Stun, Clumsiness, Tanglefoot
    • College of Knowledge: Tell Time, Alarm
    • College of Mind Control: Keen (Sense)
    • College of Movement: Haste, Apportation, Glue, Jump, Locksmith, Deflect Missile, Levitation, Lighten Burden, Slow Fall, Wallwalker
    • College of Light and Darkness: Light, Continual Light, Hawk Vision, Infravision, Night Vision, Dark Vision, Flash
    • College of Protection and Warning: Sense Danger, Magelock, Block, Watchdog, Turn Blade, Bladeturning, Missile Shield, Mystic Mist
  • Investigation (evidence regarding cheating spouses, stolen items, etc., sometimes in conjunction with the Enclave Watch)
    • College of Body Control: Climbing
    • College of Comm. & Empathy: Sense Life
    • College of Knowledge: Wizard Eye,
    • College of Mind Control: Keen (Sense)
    • College of Movement: Apportation, Levitation, Locksmith, Lockmaster
    • College of Light and Darkness: Blur, Hide
    • College of Protection and Warning: Sense Danger, Sense Observation
    • College of Sound: Sound, Silence, Hush, Mage-Stealth
  • Constructing, enchanting, repairing, and selling minor magical items (see also the Crib and Enchanters)

Task mages and enchanters can often be found (and hired) at Mage Gear (a shop devoted to magical paraphernalia), the Market, or various taverns.

Game mechanics

Most task mages generally have Magery 0 and know several spells. A substantial minority have Magery 1. Rarer yet are those with Magery 2 (the enchanters are generally in this group). These more powerful mages are highly skilled and are often well known in the Enclave community. It is unknown whether anyone in the Enclave has Magery 3.

Example task mages

Generalist wizard [41]

  • ST 9, DX 9, IQ 11, HT 11 [0]
  • Magery 1 [15]
  • Spells:
    • Lend Energy and Recover Energy at 10 [2]
    • Detect Magic at 12 [4]
    • 10 basic useful spells in everyday life at 10 [10]:
    • Apportation, Haste, Grease, Glue, Seek/Shape Earth, Earth to Stone, Seek/Purify/Create Water, Aura, Sound, Silence, Seek/Test Food, Season, Decay, Cook, Ignite/Extinguish Fire, etc.
  • Several other random skills, sufficent for a non-mage profession [10]