Mage
A devoted scholar who bends the fundamental forces of reality through study, precision, and relentless experimentation.
The Mage is a devoted scholar who bends the fundamental forces of reality through study, precision, and relentless experimentation. Power, to the Mage, is not granted - it is understood, and understanding is its own long discipline.
One channels flame as a living force, inviting destruction and rebirth in equal measure. Another pursues mastery of magic's underlying principles above all else. A third reshapes reality at the margins - shielding allies, redirecting harm, turning the tide at exactly the right moment.
- STR
- d4
- AGI
- d6
- RES
- d6
- FCS
- d8
- INT
- d8
- Core Attributes
- INT · FCS
- Innate Skills
- magicka, history/lore/occult/scrutiny
- Innate School
- Arcane
- Armor
- Cloth
Starting EquipmentDagger, dirk, or quarterstaff. Cloth armor. Mage's shoulder bag, spellbook, ink and quill, one level 1 Arcane / Fire / Alteration spell scroll.
Core Abilities
Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.
Ranged Magic
TalentYou may cast ranged spell attacks with basic Attack action. The attacks have a range of 30 meters and deal Piercing Damage equal to INT Roll + bonus on hit.
Knowledge is a weapon. Distance is a courtesy.
Magic Blast
TalentL2Your Ranged Magic attack is empowered. You may use 1 Action to make an empowered ranged magic attack with a range of 30 meters. On hit, roll a second INT Die and add it to damage on top of INT Roll + bonus. The attack deals Force Damage.
The first bolt introduces you. The second one makes an impression.
Path of Advancement
Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | — | INT 5 · FCS 4 |
| 3 | INT Up | INT 7 · FCS 5 |
| 4 | — | INT 8 · FCS 7 |
| 5 | Free Up + FCS Up | INT 10 · FCS 8 |
| 6 | — | INT 12 · FCS 9 |
| 7 | Free Up | INT 14 · FCS 10 |
| 8 | — | INT 16 · FCS 12 |
| 9 | Free Up | INT 18 · FCS 14 |
| 10 | — | INT 20 · FCS 16 |
Specializations
Fire
14Channels flame as a living force, inviting destruction and rebirth in equal measure.
Arcane
13Academic scholar of magic, pursuing mastery of its underlying principles above all else.
Alteration
16Reshapes reality at the margins, shielding allies, redirecting harm, and turning the tide at exactly the right moment.
General Class Picks
Picks available to every Mage, before a specialization is chosen.
Level 1
Ranged Magic
You may cast ranged spell attacks with basic Attack action. The attacks have a range of 30 meters and deal Piercing Damage equal to INT Roll + bonus on hit.
Details →Use 1 Action to Attack an enemy. You make either an exploding Melee Spell Attack for 1d8 + INT Bonus Fire Damage or a Ranged (30m) Spell Attack for 1d4 + INT Bonus Fire Damage. Target is set ablaze with Fire(1). Dice and Fire Rating increase by 1 per level.
Details →Increase your WP by 10/20/35/50. Cost: 7/9/14/20/25 SP. Requires level 3 / 5 / 9 for Talent levels II / III / IV. New Talent level replaces previous levels WP increment.
Details →Spend 1 / 1½ / Full Action to Shoot 1/3/5 Arcane Bolts to any targets you can see. Each Bolt deals INT Roll (No Bonus) of Force Damage.
Details →Requires: Pick: Arcane Bolts I
Spend 1 / 1½ / Full Action to Shoot 1/3/5 Arcane Bolts to any targets you can see. Each Bolt deals INT Roll (No Bonus) of Force Damage.
Details →Requires: Pick: Arcane Bolts II
Spend 1 / 1½ / Full Action to Shoot 1/3/5 Arcane Bolts to any targets you can see. Each Bolt deals INT Roll (No Bonus) of Force Damage.
Details →Once per Rest, as a Bonus Action on your turn or before receiving damage from a hit, you may spend up to half of your current WP to negate some or all Damage of an Attack. Barrier stays active until it is completely depleted or until the end of Combat.
Details →Manatransfer
You channel the Arcanum, regaining Will Points. Each Half Action spent channeling grants WP equal to FCS+INT Bonus. Usable once per Rest. Gain additional uses at levels 5 and 10.
Details →Level 2
Magic Blast
Requires: Pick: Ranged Magic
Your Ranged Magic attack is empowered. You may use 1 Action to make an empowered ranged magic attack with a range of 30 meters. On hit, roll a second INT Die and add it to damage on top of INT Roll + bonus. The attack deals Force Damage.
Details →Your expansive research on the Arcane has lead you to possess a vast collection of knowledge. You may spend one hour to create a scroll of a Common level 1 spell you know. That scroll may be used by anyone with Magicka 1+ and succeeding in a INT(Spell level +5) Roll. On a success the spell is cast, on a fail the spell misfires and fails. The scroll is lost either way, disintegrating into fine dust.
Details →Spend 1½ Actions and choose an Ally within 30 meters. Your minds connect and a magical channel is formed between the two of you. You may cast spells through the target character or expend ½ Action to swap places between you two. The effect lasts for 5 turns or until either of you becomes Incapacitated or if the distance between you two is ever more than 50 meters. When casting Ranged spells through the Link, no Melee combat penalties apply.
Details →Use 1 Action and make a Ranged Spell Attack against a target you can see within 40 meters. On hit, target takes 2d6+INT Bonus Cold (2) Damage and any creatures adjacent to them half as much. They may avoid damage by using Dodge Action.
Details →Level 3
Requires: Pick: Arcane Intellect I
Increase your WP by 10/20/35/50. Cost: 7/9/14/20/25 SP. Requires level 3 / 5 / 9 for Talent levels II / III / IV. New Talent level replaces previous levels WP increment.
Details →Wealth of Knowledge
Once per day, you may add INT die to any RES, FCS or INT Skill Roll.
Details →Magical Reflexes
You've become adept in creating distractions and after images on the battlefield. You may use INT instead of AGI when Dodging against a Melee Attack up to ½ INT bonus per day.
Details →Level 4
Growing Shield
Requires: Pick: Manabarrier
You may use Manabarrier times equal to half of your level (rounded down) times per day.
Details →You spend 10 times Spell level minutes imbimbing the spellforce into a weapon or a piece of armor. The equipment gains Enchantment properties depending on the Spell level and type. Refer to the Enchantments tables for the effects and settle the effects with GM. The effect lasts 8 hours in either case. The spell used may be up to ½ of Casters level.
Details →Use 1 Action to unleash a Freezing blast of air covering a conical area 10 meters in length and 5 meters wide. All characters inside the area take INT Roll + 2 times INT Bonus Cold(2) Damage. Allies may roll AGI Save against your INT Bonus to avoid effects.
Details →When you cast an Arcane Spell, you may choose to activate Arcane Aura for 5 rounds. While active, when you cast an Arcane Attack Spell and it hits, you regain half of the WP used. Additionally, if you have Arcane Specialization, you may fire an Arcane Bolt every time you cast an Arcane Spell up to FCS Bonus per Activation. Activating Arcane Aura doesn't count as casting a spell. You may end the Aura as a Free Action during your turn or if you activate another aura. After the effect ends, you regain WP equal to double your INT Bonus.
Details →Guided Blink
Requires: Pick: Blink
You may guide an Ally through a Blink. The ally must Blink in a space within 5 meters of you. Guided Blink can not be used when an aura effect ends and using it requires 1 Action instead.
Details →Level 5
Arcane Intellect III
Requires: Pick: Arcane Intellect II
Increase your WP by 10/20/35/50. Cost: 7/9/14/20/25 SP. Requires level 3 / 5 / 9 for Talent levels II / III / IV. New Talent level replaces previous levels WP increment.
Details →Level 6
Arcane Combatant
You have trained to fight in close quarters. You may use INT instead of STR or AGI when making Parry Defense Actions. Additionally, when you successfully Parry a Melee Attack, you may immediately make a Melee Attack against the attacker as part of the same Bonus Action - this attack counts as a consecutive attack for FCS degradation. Usable with any weapon you are wielding, including spell-summoned weapons.
Details →Arcane Resilience
Your attunement to the Arcanum fortifies your body. You gain permanent Physical Resistance(1). Additionally, the first time per Rest you are reduced to 0 HP, you may immediately Blink up to 10 meters (does not require Blink to be learned).
Details →Level 8
Transcendence
Your understanding of the Arcanum transcends mortal limits. Your INT and FCS attribute bonus caps increase by 2 (from 20 to 22).
Details →Expanded Attunement
Your mastery of the Arcanum deepens. Your second highest spell school level becomes Innate. If two or more schools share the same level, you may choose which one becomes Innate. Innate schools do not count toward your Magicka spell school level cap.
Details →Level 9
Arcane Intellect IV
Requires: Pick: Arcane Intellect III
Increase your WP by 10/20/35/50. Cost: 7/9/14/20/25 SP. Requires level 3 / 5 / 9 for Talent levels II / III / IV. New Talent level replaces previous levels WP increment.
Details →