I'll toss in ONE mage. She's my character from the 1999 fantasy RPG Darkstone.
Name: Setsuna
Gender: Female
Appearance: very, very pale skin (almost vampire like), black hair, amethyst eyes with vertical "cat's eyes" pupils. Wears a dark blue cape and a light blue tunic under it. She wears a metal helmet. She is armed with a bow and wears a rucksack on her back.
Spells/abilities known:
Offensive spells
Fear
Mana cost: high
Effect: Causes all enemies to run away from her. Magically shielded and mindless enemies (machines, some summoned creatures, etc) are unaffected. Enemies can fight their way past this spell and it wears off once they are roughly 100 or so meters away from her. This spell has a 360 degree area of attack but is non persistent. It affects at 10 meter radius.
Wall of Fire
Mana cost: Low
Effect: Places a wall of fire in front of her. The fire will not hurt her or her allies. It will not damage the surface it is placed on. The fire is magical and cannot be extinguished by normal means but it will burn out after 2 minutes. Fireproof objects or creatures are completely immune to the spell. Ordinary fireproof clothing provides protection from the heat and flames of the spell.
Stone
Mana Cost: high
Effect: Petrifies a target. She must be able to see the target in order to cast the spell but any allies in the line of fire are not affected. The petrification lasts only 5 seconds, after which, the target is completely unharmed. Magically shielded creatures and metal objects (including vehicles) cannot be petrified. The spell has a maximum range of 1.5 km.
Fireball
Mana cost: Low
Effect: Hurls a ball of fire at the target. This is a line of sight spell. This spell does not home in on enemies and it can be dodged. Though allies are not affected by the fireball or the "comets" produced by the detonation, it will detonate if it strikes an ally. The fireball cannot ignite fireproof creatures, however, the explosion may injure them. Fireproof clothing will prevent ignition (by the fireball or the "comets") but will not protect against the explosion. Against armored vehicles, the fireball will do little more than scorch paint and score armor plating. However, the fireball can ignite flammable objects. In addition, the fireball's explosion upon impact will spew smaller "comets" that will ignite nearby flammable objects. The fireball has a range of roughly 700 meters. It is blocked by any obstruction.
Storm
Mana cost: Medium
Effect: Pushes all objects away from her. Affects a 5 meter radius around her. Will not affect allies. She can only push objects that weigh up to 500 pounds. Anything heavier is unaffected.
Forgetfulness
Mana cost: High
Effect: Causes target to drop what they are doing and stand there thinking. She must be able to see the target to cast the spell but allies in the line of sight are unaffected. The spell lasts for 10 seconds.
Spark
Mana cost: Low
Effect: Surrounds her with a sphere of electricity temporarily then sends a stream of lightning towards the target. This spell is not a homing spell and can be dodged. This is a line of sight spell and allies, though not harmed by it, will block the spell. The sphere of electricity can electrocute nearby opponents but it lasts only 1 second. The spell will cause interference with nearby electrical devices. This spell cannot not harm lightning shielded enemies, vehicles or buildings. It is blocked by any obstruction. The lightning stream has a range of 300 meters.
Magic bomb
Mana cost: Medium
Effect: Places an explosive sphere of magic on the targeted area. She does not need to see the area to place the sphere and she can place multiple spheres. However, the spheres do emit light. The sphere will detonate if an enemy approaches it or 10 seconds have passed. If cast right on an enemy, it will immediately detonate. Magically shielded enemies are immune to the damage caused by the spell but they will be knocked around by the shockwave. Allies are not affected (either by the explosion or the magic shrapnel) nor will they detonate the sphere. The explosion hurls magic shrapnel in a roughly 8 foot radius. The shrapnel can can start fires as well as detonate other magic bombs. Against vehicles, it can seriously damage lightly armored vehicles but does not possess enough power to damage heavy vehicles. It can crater soft terrain and the explosion can start fires. The sphere can only be placed 2.5 km from her location.
Poison cloud
Mana cost: Medium
Effect: Produces a cloud of poison gas with 3 meter radius. It does not harm allies or herself. She can place this cloud anywhere, even if she cannot see it. It has a maximum range of 1 km. Poison immune enemies and enemies wearing chemical warfare suits are not affected. The poison rapidly corrodes most metals and plastics (Teflon, ceramics, glass and precious metals are unaffected) and causes severe burns upon skin contact. The cloud persists for only 2 seconds, after which it disperses and is harmless. Self contained breathing apparatus will mitigate some of the effects but the poison is also absorbed through the skin.
Death dome
Mana cost: Low
Effect: Produces a sphere of poison gas around her. It persists for 3 seconds, after which it disperses and is completely harmless. It does not affect poison immune enemies or enemies with chemical warfare suits. She cannot cast it on anyone else and her allies are immune to damage from this spell.
Confusion
Mana cost: Very high
Effect: Causes the targeted enemy to randomly attack nearby targets (allied or enemy). Magically shielded creatures, targets inside vehicles or buildings are immune. Mindless targets (machines and summoned creatures) are not affected. It wears off after 15 seconds. She must be able to see the target to target it but the spell disregards cover. It has a range of 600 meters and only one target can be confused at a time.
Other spells
Absorption
Mana cost: High
Effect: Any weapon that she enchants will steal life force from the enemy and heal the wielder of said weapon. It lasts for 60 seconds and she must hold the weapon to enchant it; however, the enchanted weapon can be passed off to someone else. Vehicle and building mounted weapons as well as crew served weapons cannot be enchanted. In addition, the enchanted weapons need to strike a living target to steal life force; no life force will be stolen if the weapons strike undead, vehicles, robots, buildings or anything that is not alive.
Haste
Mana cost: High
Effect: Significantly boosts her speed (allows her to run at freeway speeds <~65 mph>). Lasts for 15 seconds. Collision with objects will not hurt her or damage them (a shield is produced around herself that prevents that). However, she will immediately stop if she collides with something. She cannot cast this on her allies.
Invisibility
Mana cost: High
Effect: Renders her invisible to the naked eye. She will still show up on an infrared camera and beings that can see into the infrared range can still see her. Also, she is not invisible to radar or magical detectors. In addition, she can still be heard and her scent is not masked. Does not render her immune to harm. Lasts 20 seconds. Also, her allies can perceive her as a faint vapor. She cannot cast this on her allies.
Detect
Mana cost: Low
Effect: Allows her to see hidden traps. Lasts 5 seconds and all traps will be surrounded by a blue glow. It will also pinpoint magical items, which will glow orange. Only she can see the colors. Affects a 30 meter radius around her.
Food
Mana cost: Low
Effect: Summons a random piece of food (fruit or vegetable). Anyone else can eat it.
Telekinesis
Mana cost: Low
Effect: Allows her to manipulate or pull distant objects towards her. She must be able to see the object and the spell has a range of 200 meters. In addition, she can only manipulate objects weighing up to 25 pounds. Also, projectiles move too fast for this spell to stop or deflect.
Healing
Mana cost: Medium
Effect: Allows her to heal herself but she cannot cast it on others. She must be conscious to use this spell. She can instantly heal from moderate injuries (broken bones, small number of stab or gunshot wounds <no more than 3>, small 2nd and 3rd degree burns, embedded object, severe bleeding etc.) She can heal from very serious injuries (multiple stab or gunshot wounds <more than 3>, poisoning, severe burns <extensive 2nd or 3rd degree burns>, amputation etc.) but it takes a few days and she must continually cast the spell to do so.
Antidote
Mana cost: Low
Effect: Cures poison. She cannot cast it on others.
Berserker
Mana cost: Low
Effect: Makes her more resistant to damage, allows her to attack faster and gives her self healing. She cannot cast this on anyone else. Lasts 33 seconds.
Reflections
Mana cost: Low
Effect: Surrounds her with a swirling energy shield that reflects projectiles (magical and mundane) back to their shooter. The shield does not protect against close in attacks or the shockwave from nearby explosions. However, it will protect against shrapnel. Lasts 8 seconds. She cannot cast this on anyone else.
Magic door
Mana cost: Medium
Effect: Allows her to instantly create a portal to a "home base" that she designates. Anyone else can use the portal (even enemies). However, it will immediately collapse if she returns to home base, then back the place where she cast it.
Resurrection
Mana cost: Very high (on self), High (on others)
Effect: Immediately awakens and heals her (regardless of severity of wounds) if she becomes unconscious due to injuries sustained. She can cast it on her allies if they are seriously wounded and unconscious to revive them and immediately heal their wounds, no matter how severe. However, the targets must be alive for the spell to
work.
Light
Mana cost: Low
Effect: Produces a bright white light surrounding a 10 meter radius around her. The light is a cold light. It lasts 40 seconds. She cannot cast this on anyone else.
Light
Mana cost: Low
Effect: Produces a bright white light surrounding a 10 meter radius around her. The light is a cold light. It lasts 40 seconds. She cannot cast this on anyone else.
Abilities
Meditation
Effect: Increases her mana reserves for 30 seconds.
Lycanthropy
Effect: Turns her into a werewolf for 25 seconds. In this form, she cannot cast spells but she is extremely strong and can sustain very serious injuries without slowing down. Unfortunately, when she reverts, the injuries will carry over and she will need to use Healing or even Resurrection.
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NOTE: I am implementing a mana meter for her. In the RP, it will act like energy (she'll get tired if she throws too many spells around and she needs to rest. In addition, if she's hungry or tired her mana reserves are lower.)
Also, she cannot learn any more new spells.
*NOTE: STill under construction.*