Magicians, or Mages as they are often called, seek nothing less than complete
elemental mastery. Unlike Wizards, who specialize
in elemental damage, and later, in transportation, Magicians focus on all
aspects of elementalism, from objects and spells of elemental strength to
elemental beings themselves.
Arcane
Mages are known for two things: their ability to summon elemental guardians, and their talent for channeling mana into various conjured items. As a Magician's power grows, the more powerful an elemental creature he can call forth. Each Elemental has its own strengths, in addition to engaging the foe and protecting the Magician from direct combat. Fire has the potential for the most damage; anything that hits it damages itself with every blow, while it does damage directly with fire-based damage spells, but it is the least able to withstand damage itself. Air is medium both in damage and stamina, but it repeatedly stuns the enemy, preventing it from landing blows or casting spells itself. Water unleashes storms of ice on enemies and is second only to Earth in stamina. Earth is the best at taking damage but the worst at dodging it, but it can root foes in place, making them unable to escape and return with allies.
Likewise, as a Mage advances in his studies, his ability to conjure items grows in magnitude and scope. Young Magicians are first taught how to summon their own food. They proceed to being able to summon bandages, bags, weapons, armor, and magical focus items, as well as the stuff of raw elements in the form of small hand-held stones.
Elementalist, Conjurer, Arch Mage, Arch Convoker, Mage, Gatekeeper (Erudite)
Like all arcane casters, Magicians are generally physically frail and are limited to nothing heavier than cloth robes and other lightweight rainment.
Most Magicians, even if they do honor a particular deity, are not particularly pious, and some are completely Agnostic. When religious, Mages tend to follow gods from their homelands.
Some Magicians, even if they do not wholly worship them, do invoke the names of elemental deities such as Solusek Ro or Prexus, though such Magicians feel they cannot afford to patronize one element over another.
Magicians are constantly searching for new applications of elemental power. They also need to acquire gems to summon their elemental companions. All but the most basic studies require the Mage to stir out to find lost lore and piece their invocations together. Occasionally, a Magician will undertake a mission for an arcane society, or may set out performing elemental experiments for his own edification.
All but the most foolish Magicians spend some time learning practical skills, such as how to bind wounds with the bandages they can summon. They also study all the creatures of Norrath (and beyond), both magical and mundane, to know best their elemental weaknesses and strengths.
Because of their intense studies, Mages, like most arcane casters, often do not possess well-developed social skills. They would rather deal exclusively with the elementals they summon, given a choice, and so tend to be stiff and aloof when dealing with real people. This can be overcome over time, if both the Magician and those with which he is interacting have the patience.
Magicians are fine additions to any group, with their elemental damaging spells, their summoned guardians, and their various conjured items. A dedicated Mage can summon food and water for the whole group, possibly eliminating supply runs. Later on, their shields of lava can do tremendous harm, though at lower levels they are still out-classed by a Druid's thorny covering. Elementalists are completely without any ability to heal except for some limited powers to refresh their companion's health, so they work best with a fighter-class to take most of the damage. However, if they choose, they are perfectly competant on their own.
Elementals themselves have recently evolved to where they can discern if an enemy is responsive or not. This was a great boon to Enchanters, who were often wroth when their mesmerization was broken by an Magician's errant elemental. There are still some older Enchanters who remain wary of Magicians even now, though this is no longer a problem for adventuring parties.
A Magician's alignment is governed solely by his society, his god, and his conscience.
How you play your Mage depends a great deal on your alignment. Orderly Mages will tend to use their damage spells only when the need arises, and to not waste their abilities in frivolity, while chaotic Conjurers will feel free to use their magic at their whim, summoning elementals to play fetch and conjuring arrows to play darts. Good-aligned Magicians will treat their summoned elementals as companions and guardians and be concerned for their well-being, often sending them home in the midst of battle rather than let them experience the pain of having their mortal form be killed. Elementalists of an evil bent will treat their elemental companions like they treat all the other living things about them–tools that are a means to an end.
<raised eyebrow> "The question isn't, you know,can I summon you some arrows, butwould I summon you some arrows."