Summary/Appearance
The Magican is a class that uses the "Staff" as there main attack!
The Magican starts of at a level of 1 looking like almost mesmer male(not so cool amour) with long bright robes. As they increase in level they start to bag under the eyes, wrinkles start to form, eyes loose the brightness, and generally gain the apperance of an old man in grey long robes. (for an example Gandolf the grey from Lord Of The Ring, this is not to do with Lord Of The Rings i just wanted to give you an idea!

Storyline
Many men of Tyra go off to the hidden towns of the Magicans, to come back hardly recanisible from years of study and work. The Magican where secrative untill the great battle with charr. The Magicans were testing Cantha worthy of there alliance and now after the Elonian's have finally proven there worth to the mystic Magicians they have discided to join any hero needing there assistance.
Concepts
Weapon - The Staff
"The Staff" or "The Magicans Staff" is highly rare and within holds captive spirits that may be released slightly to blast or damage an enemy.
Magicans Staff
Spirit Damage 10-36
Two Handed
Attributtes -
(Primary) - Spirit Eating(Self-Healing)
For each point in Spirit Eating you have a 5% chance to gain 3 health from each attack. Skills with this attribute will gain more benefit with increased points in Spirit Eating.
Spirit Mastery(The Damage)
The Higher the attributes spent in this the higher your damage out-put.Skills with this attribute will gain more benefit with increased points in Spirit Mastery.
Alchemy(The Making Of brews and potions)
Skills with this attribute will gain more benefit with increased points in Alchemy.
Apprenticeship(The ability to bring along a Apprentice)
For each point in Apprenticeship your Apprentice gains 1.6 levels .Skills with this attribute will gain more benefit with increased points in Alchemy.
Skills
Spirit Eating-
{E} Spirit Feast. (10 energy, 3sec cast, 25sec recharge) Elite Spell.
You summon a powerfull spirit that you sap health from (or as normall humans call it eat). gain 50...300 health.
Imp Meal. (5 energy, 1sec cast, 10 second recharge) Spell.
You summon a lower spirit or imp that you sap health from. gain 25...100health.
Fiolot Summons. (10 energy, 1sec cast, 10second recharge) Enchantment Spell. You Summon a medium Spirit or Fiolot that invisibly floats near you. you slowly sap health from. for 10 seconds you have 3...10 health regenration.
Spirit Mastery
{E} Afrit Blast. (10 energy, 1/4sec cast, 10sec recharge) Attack Skill.
You force a highly consetrated blast from your staff. Target Foe takes 30...100 damage.
Djinni (prenouced Jinni) Summons. (25 energy, 2sec cast, 10 sec recharge) Hex Spell.
You Summon a Djinni in invisible form who coats it self over target foe, consentrating your attacks. for 10...15 seconds target foe is hexed with "Djinni Summons" Whenver you hit target foe with a spirit attack that foe takes an additional 10...16 damage.
Aatxe Rake. (5 energy, 1/4sec cast, 10sec recharge.) Attack Skill.
You consentrate a blast from your staff that hits target foe.(Visual effect - Staff Glows then a Aatxe leaps foward striking foe) Target foe is knocked down and takes an additional 10...50 damage.
Alchemy (all alchemy is easily interupted, also magicans gain a small potions bar with 8 slots)
{E} Gun Powderd Scroll. (10energy, 6 sec cast, 20 sec recharge.) Potion Spell.
You create a potion that is highly exsplosive when used target foe and all foes in the area take 5...40 damge and are set on fire for 1...7 seconds.
Healed Scroll. (5 energy, 4sec cast, 20 sec recharge.) potion spell.
You Create a potion of Healing capability. target ally is healed for 10...74 health.
Protected Scroll. (15 energy, 6 sec cast, 15 sec recharge.) Potion Spell.
You create a Protective Potion that for 3...10seconds causes all damage to be decreased by 10...25% on you and Target ally.
Apprenticeship
{E} Might of the Master. (10 energy, 2 sec cast, 25 sec recharge.) Apprentice Skill.
for 10...30 Seconds, your Apprentice does half damage. you do an additional 5...20 damage.
Call Forth Apprentice. (5 energy, 6 sec cast, 46 sec recharge.)
Enchantment Spell.
While you maintain this enchantment you have an Apprentice as an Allie.
Skill Swap. (10 energy, 1/4 sec cast, 60...30 sec recharge)
You and your Apprentice swap skills for 30...60 seconds.
Armor
Magicans Armor -
15...60 armor
Insigna's
Apprentice Trainer-
If you have an Apprentice in range you have + 10 energy.
Magicans Radiance-
+10...30 energy
Conclusion
The Magican is a powerful ranged class, that can be weak but yet very strong.
Summon
Summon is just to make the skill look specky it is normally just and enchantment, hex or heal.
Apprentice
The Apprentice is similar to a Hero, yet its skills cannot be changed and corrisbond to there level. it will normally be as balanced as posible.
Spirits
The Spirit is the magicans power, he is not a ritualist or a ranger since he does not force the spirit to do his will nor is he equall with spirits he controlls them makes them use there power for his will. the spirit that the Magican uses is not visable to other proffesions and does not hang around like the ritualist or rangers spirits.
The Staff
The Staff is the magicans weapon it is not, like and Elementalists staff which does 11-22 damage. his staff is long and imperfet with runes running up the sides, the runes hold captive every spirit the magican needs and holds great power. But only the magicans will can use it.
Potions
Potions are created before a battle and can greatly help a team. magicans have know how to make potions since the dawn of time.