Mage
From Mercatopia
Mages are the backbone of each clean. Without a mage, the other heroes in a clan would soon run out of energy, and their powers would become useless.
Contents
Mages' Powers
Apart from aiding others, mages have powerful abilities that serve them.
Tier 1
Mana Transfer
(35AP) All team members, except mages, gain 7AP.
Intercept
(21AP) The mage can acti-vate any non-cooperative power of another player if enough AP are left.
Stealth
(5AP) For a brief time, no-body notices that the mage is not speaking English.
Tier 2
Mana Shield
(3AP per HP) The mage pre-vents the loss of HP to them-selves.
Loaded Dice
(20 AP) While one mage dis-tracts the rider of Vay, the other swaps the random event of the day out for a new one (needs 2 mages, max 1x/week)
Time Warp
(35AP) The mage can hand in an assignment one day later (non-cumulative).
Tier 3
Fountain of Mana
(40AP) A teammate, who isn’t a mage, replenishes all of their AP.
Clairvoyance
(40AP) The mage sees clearly now and can re-write a port-folio assignment.
Supernova
(40AP) The mage makes one vocabulary item go up in flames. It will not appear in any portfolio vocabulary tests.