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Sorcerers
Sorcerers are a strange breed of magic users. They are those born with
the potential of casting spells, but with no power to generate spell points
internally. This does not make them any less powerful; in fact Sorcerers
have the potential to be the most powerful of all the Mage classes. This is
because of the unique way in which they manipulate magic. Sorcerers
are in essence, magical ‘batteries’. They absorb spell points from spells
that are targeted at them. Sorcerers may absorb up to 3x their INT in
spell points. If a spell is absorbed, the Sorcerer takes no damage, but
instead adds the spell’s total power points, divided by the Sorcerer’s
level, to his/her own spell points. These points are permanent until used.
If a Sorcerer fails to absorb a directed spell, they take the normal effects,
whatever they may be. Sorcerers do not regenerate spell points and they
do not absorb points from their own spells. If a Sorcerer has absorbed
spell points to his/her maximum, he/she will be unable to absorb more
spells, and will take damage from spells just as any other character.
Regardless of these restrictions they have the ability to cast more power-
ful spells because when they are fully ‘charged’, they have more spell
points than any other Mage class. They can therefore cast more power-
ful spells at lower levels, provided that the spell is in their spellbook. Sor-
cerers have a wide selection of weapons and armor, but cannot use
shields. Without a charge of spell points, they would quickly succumb to
attacks if they did not practice defending themselves.
Weapons:
Any 
Armor: 
Any up to Chain
Shield: None
Starting Health:  25 + d6
Healers
Healers are mages dedicated to treating injuries and helping those in
need. Their powers tend to be powerful in a defensive nature, and weak
in an offensive nature. Healers have an increased base healing rate.
Certain defensive spell effects in the Spellmaker are cheaper for a heal-
er to purchase. Healers have 1.75x their INT in spell points.
Weapons: 
Dagger, Staff, Mace, Flail 
Armor: 
Any Leather or Chain only
Shield: 
Any up to Round
Starting 
Health: 25 + d8
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