The Quest
Once you are level 15, and you have performed the following:
- No spells cast (abilities that use mana)
- No scrolls used
- Angolwen not accessed
- Not a mage
(The scroll restriction will be the real hurdle here, just to make sure not every character tries getting antimagic.)
*A grim-looking fighter approaches you, clad in mail armour and a large olive cloak. He doesn't appear hostile - his sword is sheathed.*
"Brother/sister, I see that you trust the work of wizards as much as I. Our guild has been watching you, &playerrace&, and we believe that you have potential. We see that the hermetic arts have always been at the root of each and every trial this land has endured, and we also see that one day it will bring about our destruction, so we have decided to take action, training ourselves to combat those who wield the arcane. If you'd like to learn our ways, I could tell you where our guild's training camp is located..."
a] Seems good. Where is this camp?
b] I'm... not sure I'm interested.
(On agreeing)
*The fighter hands you a map. It shows a location to the north of Mirkwood forest.*
"Excellent. When you feel ready, come seek us for your training. I look forward to it!"
(On disagreeing)
"Very well. I will say that this is disappointing, but it is your choice. Farewell."
Agreeing reveals a location north of Mirkwood, the Guild Arena. On entering the location, you are greeted with this message:
The moment you arrive at the map's indicated location, you are grabbed by two olive-clad warriors and thrown into a crude arena!
*You hear the voice of the fighter you met previously ring above you.*
"Welcome, brother/sister! Your training begins! I want to see you prove your superiority over the works of magic! Fight!"
The arena you've been thrown into has a little bit of cover (not too much though) and several magic-based enemies; skeleton mages and the like. Once you defeat all the enemies an exit will be revealed, along with the following:
"Excellent! You truly prove that no mage-wrought flame or storm can stand against blade and arrow! Come, learn our ways. You are ready."
You are taught the secrets of antimagic by the mysterious guild!
Once you have left the arena and learnt the antimagic school, the restrictions are lifted and there's nothing stopping you from casting all the spells, reading all the scrolls, and unlocking all the Angolwens you like. As for using scrolls/spells during the arena fight, they could either try to kill you or just throw you out.
The Skills
Antimagic [Mastery 1.00] (generic)
Aura Of Silence (sustained)
Stamina Cost: 100
Cooldown: 50
Silences yourself and all enemies in a radius of X. Neither you nor your foes will be able to cast spells or use scrolls.
Higher skill level and willpower increase the radius of the aura.
(Maybe... 3x3 at its lowest and 15x15 at its highest?)
Resolve (passive)
Stamina Cost: N/A
Cooldown: N/A
Every time you are struck by a damaging spell, you generate X stamina/hate, etc., lose X equilibrium, etc.
Higher skill level increases the amount generated.
(A small amount, obviously. Just based on raw talent level?)
Spell Evasion (sustained/passive?)
Stamina Cost: 100 / N/A
Cooldown: 50 / N/A
Preternatural alertness allows you to dodge instantaneous attack spells with a chance of X%.
Higher skill level and dexterity improve the chance of dodging.
(Not sure how to work this one. It could either be passive with a low chance, 5-25%, or sustained with a constant stamina drain for a high chance, 75-100%?)
Resist Magic (sustained)
Stamina Cost: 100
Cooldown: 60
Completely negates the next hostile spell cast on you, ending the ability in the process.
Higher skill level and willpower lowers the skill's cooldown.
(Nice, long cooldown to make it non-cheap. Maybe get it down to 30 with max skill and sky-high willpower?)