The Sage
by Tir


Class: Sorcerer
Tag: SAGE

Introduction

A variant designed for the Sorcerer, but it can be played by any class. The Sage is a variant that doesn't start out fully restricted, but rather, must grow into his restrictions.


The Lackey

The Sage Starts the game with none of the restrictions he receives once he becomes a Sage. The Sage begins with the title of Lackey. He is a servant of the Sage's Guild and is considered an errand boy. He's generally useless for anything other than the most rudimentary of tasks. A Lackey must sell his 2 blue pots and his staff.

If the Lackey gains a level before he becomes a sage, he must split his character points between strength, vitality, and dexterity, putting no less than one in each of them. No points may be placed in magic, as the lackey has not yet been taught the rudiments of reading and writing, much less magic (although he has great potential, from the looks of things).

The Lackey is charged with this Single task. He must retrieve a matching scroll, book and staff from the labyrinth, and return all of them to Cain, the leader of the Sage's Guild in Tristram. Once the Lackey completes this quest, he will be trained by Cain.

Spells and Items

As a Lackey, the Sage may not use any scrolls or staves, read any books, or cast any spells, although he may use any items, without restriction. He may also make use of any of the town services.


Cain's Training

Go to Cain, and drop all matching staff(s), book(s) and scroll(s).

Sell all of the rest of the items, excepting those which meet the requirements of the Sage. (ie. normal or +magic items, no shield, weapon, etc.)

All this money is donated to the citizens of Tristram. Move about the town, giving some to each of the inhabitants except Cain. These are Wirt, Adria, Gillian, Ogden, Griswold, Pepin, and Farnham.

Return to Cain, take up the scroll(s) and the staff(s), and bring them to Adria, selling them. Then buy as many books and mana potions as possible. First priority to books, second to mana.

After doing this, will return to Cain, and read all of the book(s) that obtained thus far. At this point the Lackey has become a Sage, and all of the further restrictions apply.


The Sage

Rules

The Sage values his knowledge more than any other thing, he must put all of his character points into the magic stat until it is maxed. Thereafter, he may place his points into dexterity, or vitality as desired. The Sage may never place any points into the strength.

Items

Sages are not concerened with appearances, only knowledge. Therefore they will not keep such frivolous things as golden rings, ruby pendants, or diamond caps. A sage would sooner wear a normal cap, than a flashy emerald crown. They discard or sell these items as soon as possible. However, items which increase the Sages understanding of the mystical arts are highly prized.

Any Jewelery that has a +magic bonus can be used. Also, any normal or +magic cape, cloak, or robe may be worn. Caps and Skull caps may be used, again, only +magic items are of any concern to the Sage. Weapons(other than walking staffs) and Shields are utterly alien to Sages, and they will not even take the time to bother with such ponderous inconveniences.

Additionally, because of the Sages slight frame, the clothing that he may wear is limited to Cloth Armor. Wrapping himself in the hide of dead beasts is revolting, Wearing tattered rags would be demeaning, and the strain of trying to stand with metal wrapped around his slight frame would be to much to bear. (No Rags, Leather, Mail or Plate allowed.)

Although the Sage does not care about Armor or Weapons, he may on occasion visit Griswold, to see if there are any cloaks, robes or hats for sale which would aid him in his understanding of magic. The Sage, however, will only do this if he has an abundance of money, and has already checked to make absolutely sure that Adria has no books or angelic walking staffs for sale.

Armor
Capes, Cloaks, Robes. They may have +Magic enchantments on them, but not others.

Helms
Caps and Skull Caps. They may have +Magic enchantments on them, but not others.

Jewelry
Must have +Magic or +Mana.

Shields
None.

Weapons
Staves only, but not spell staves.

Enchantments
of Sorcery allowed after 1st dot, and of Wizardry after 2nd Dot.

Uniques
Thinking Cap MUST be worn at all times if available, unless sold to purchase a book of course.

Spells

A Sage will not use any spell scrolls or spell staves. It would be an affront to his keen mind, and his pride. It would be utterly demeaning for a Sage to be seen using either a scroll or a spell staff.¹

Books are above all the most highly prized possessions of sages. A sage must read a book about a particular spell before he is allowed to cast it. (Yes, he must find a firebolt book!)

The sage will visit Adria every time he returns to town, on the chance that she may have another book for sale. If the sage only has enough money to purchase some of the books, then he will purchase those of which he has the least knowledge(spell level). This includes selling off extra items, even ones currently being used, to get the money. Additionally, sages will NEVER sell their books. They will keep them to read later when they are able to do so.

A sage may choose to give an extra book to a friend, providing that the sage already knows that spell, and the sage cannot yet read it. A sage will discard all items except his reading glasses to carry more books, should the need arise. A sage will read every book he finds. +Spell level items are NOT to be taken off for purposes of reading books.

The Sage has great devotion to his studies, and has a driving need to understand the arts of magic. The Sage will use only the four spells with which he has the least skill in. This is because it is only through devotion, and constant practice, that he may hope to attain mastery of each and every one of his spells, and these are the ones he needs to work on most! (Must Hot-key the four spells with which he has the least proficiency, or which are of a lower order of magnitude. May only cast Hot-Keyed Spells.) A spell that has just been learned will be immediately Hot-Keyed, replacing one of the lowest level spells.²

The Sage has restricted use of the Town Portal Scroll. In order for the Scroll to be used, the Sage must not be engaged in any other activity at the time, have full mana, and full health. (These restrictions do not apply to the spell itself when/if the sage is 'experimenting' with the Town Portal spell, he does not have these same restrictions.)

¹: The exceptions to these are the Town Portal Scroll, and the Resurrect Scroll. A Sage is allowed to purchase Resurrect scrolls, and use them, if he is in a multi-player game. Some Sages refuse to use resurrect scrolls unless they are given such by Paladins, Clerics, Healers, or other good natured allies.

²: If the Sage has more spells than empty Hot-Keys that are known at the least level of skill, then he must choose the ones which are the most ephemeral, most obscure, and have the least likely chance of being used in any useful manner. The reasoning is that through this constant discipline, the Sage will discover some hidden benefit, some secret knowledge, that others had overlooked. He would then be able to chronicle this knowledge, and gain a high standing reputation for research and development among his peers. Spells on page one take precedence over spells on page 2, which take precedence over page 3, etc. Example; if Both CL and Charged Bolt are know to level 2, the Sage will use Charged bolt. similarly with teleport and phasing. (If in doubt, choose at least one attack spell, and the rest non-attack/utility/novelty spells)