Skilled practitioners of magic, Mage’s magic comes from many different sources; some come from draconic beings while others simply come from study.
4 Hit Points | 4 Skill Ranks | 0 Soak
Class Abilities
Weapon and Armor Proficiency
Mages gain proficiency with simple weapons. They’re not proficient with armor.
Spellcasting
All Mages gain the ability to cast spells in some way shape or form as determined by their Mage Origin. At 1st level, the Mage receives 2 + ½ Magic in spells learned. For every level beyond 1st, the Mage learns a new spell of a level they can cast.
Spellcasting relies on the user’s soul to be completely functional. The inner soul (the Mage’s Resistance stat) is used for Magic Points, granting the Mage more power to draw upon for their spells. The outer soul (the Mage’s Magic stat) is the raging fire of their spells and is thus used for attack and damage as if it were Strength or Agility when using a melee weapon.
Mage's Origin
Mages come in all different varieties. Each variety casts spells differently, be it the type of magic they cast or the way they cast it. There are various different Mage Origins listed below.
Studious: Uses Arcane magic, and the Mage receives a spellbook or familiar that stores their spells. They can put more spells in their spellbook or familiar, and this costs a number of gold equal to the spell’s level x 1,000.
Mystic: Uses Psychic magic, and the Mage is limited to the spells which they know, and cannot gain more through study or a spellbook. Despite this, they are able to spend MP to grant themselves a bonus to Mental Defense equal to half the points spent. This lasts for a number of rounds equal to ½ their level.
Runic: Uses Rune magic, and the Mage receives scribing tools which are used to draw the runes needed to cast spells (however other sources like blood can be used too). Rune spells can be placed on a solid surface, and activated as a swift action. You can activate multiple runes that have been placed on a previous round by spending multiple swift actions on your turn. Runes are kept in a spellbook that acts like the Studious spellbook (using the same cost).
Summoning: Uses Summoning magic, and the Mage is limited to the spells which they know, and cannot gain more through study or a spellbook. Creatures summoned through summoning magic have their own actions that are taken on the Mage’s turn. The Mage can have a number of summoned creatures active at one time equal to ¼ their level (rounded down) + 1 (to a maximum of 6 at 20th level). If this exceeds the normal limit imposed by Summoning spells, use this limit instead.
Nature: Use Nature magic, and the Mage is limited to the spells which they know, and cannot gain more through study or a spellbook. Despite this, they are able to commune with nature once per day in a non-urban area and recover their MP to maximum.
Madness: Use Madness magic, and the Mage receives an eldritch tome that stores their spells. In order to add spells to this eldritch tome outside of leveling up, they must sacrifice 1 point of Sanity per level of the spell (bypassing Stress), doing this takes 1 day per level of the spell.
Esoteric Resistance
Mages receive a bonus equal to 1/2 their level on their Mental Defense, and 1/4 their level added to Bodily Defense against spells.
Magic Tampering
Mages always find new ways to manipulate their spells to make them more potent. At 3rd level and every 3 levels thereafter the Mage gains a new Magic Tampering. These abilities apply only to magic granted by the Mage class unless the other class’ spell type is the same (example if both classes use Arcane magic).
Name: Bleeding Spell
Prerequisites: None
Description: Spells that deal slashing, piercing, earth, or ice damage also deal 2 points of bleed damage for 1d5 rounds (minimum of 1).
Name: Bouncing Spell
Prerequisites: None
Description: If a spell hits its target, roll a 1d%. On a 51-100 the spell bounces to a new target within half the spell’s original range. If no target is in sight, it bounces back to its original target. The spell in question deals ½ damage to the next target if it hits.
Name: Cone of Energy
Prerequisites: 12th level
Description: As a standard action, expel a cone of arcane energy matching the one chosen in your Heroic Awakening. This cone deals (Magic) k (½ Magic) damage and is fired in a 6 square cone.
Name: Crafting Expert
Prerequisites: Trained in Artisan
Description: Reduce the DC for making craft checks with Artisan by 5.
Name: Dual-Wand Fighting
Prerequisites: Two-Weapon Fighting
Description: Treat wands as light weapons for the purpose of two-weapon fighting. You can have two wands equipped at once and use them both at the penalties dealt when two-weapon fighting. If one of the wands requires a DC and not an attack, reduce the DC by 2 instead. This doesn’t work if it affects you or an ally.
Name: Elemental Mixing
Prerequisites: 12th level
Description: When casting a spell that uses an arcane element, you can choose to mix it with the element you chose in your Heroic Awakening. In doing this, half of the damage dealt is the original element while the other half is your own element.
Name: Ethereal Jaunt
Prerequisites: 9th level
Description: Gain the ability to teleport a number of times per day equal to your Magic (minimum of once per day). The distance of the teleportation is 6 squares.
Name: Mental Fortitude
Prerequisites: Resistance 4 or Smarts 4
Description: If a spell fails to get past your Mental Defense, you can reflect the spell back at the caster once per day.
Name: Shockwave of Force
Prerequisites: None
Description: As a standard action you can cause a shockwave of elemental force that pushes enemies away. Enemies within 3 sq. of you are pushed back 1 square. Taking this again increases the range by 1 square and the push back by 1 square.
Name: Spell Eater
Prerequisites: 18th level
Description: If a spell fails to bypass the Spell Resistance granted through your Unchained Awakening, you can consume it as an immediate action and regain a number of HP equal to the spell’s level x 10.
Name: Wild Magic
Prerequisites: None
Description: Roll a d%. On a 1-50, you deal your spell’s effects to yourself. On a 51-100, the spell in question maximizes all rolled effects associated with it. (Durations, damage, etc.)
Origin Abilities
Mages gain abilities as determined by their Mage’s Origin. These abilities are acquired at 4th level and every 4 levels thereafter.
Studious
4th Level: Gain an additional skill to be trained in.
8th Level: A number of times per day equal to ½ your level, add ½ Smarts to a spell’s damage.
12th Level: Choose a skill that uses Smarts as its ability. That skill explodes now.
16th Level: Once per day you can add your Smarts to the DC of a spell.
20th Level: You reduce the Spell Resistance of enemies by 5 against your spells.
Mystic
4th Level: Gain a telekinetic fly speed of 6 squares. If you can already fly, increase that fly speed by 4 squares.
8th Level: Gain a Deflection as if you’re wearing armor equal to ½ Resistance (minimum of 1). This effect goes away if you wear normal armor. This covers the entire body (Head, Body, Arms, and Legs).
12th Level: You reduce Sanity damage from enemies by 5.
16th Level: Add ½ Resistance and ½ Magic onto Mental Defense.
20th Level: You are immune to mind-affecting effects from enemies.
Rune
4th Level: You can deflect an attack instead of dodge with RES instead of AGI.
8th Level: You’re able to tattoo a rune spell onto yourself, so long as the target is "Self". This costs MP as normal, and can be activated as a free action during the day.
12th Level: Add Smarts to your Defense and Avoid while not wearing armor.
16th Level: You can activate area of effect spells and not affect yourself or allies.
20th Level: You are immune to transmutation effects from enemies.
Summoning
4th Level: As a move action you can teleport adjacent to an ally within 3 squares.
8th Level: As a move action you can swap places with a creature you summoned.
12th Level: Once per encounter heal 5 HP after using an {Absorb} spell.
16th Level: Summoned creatures can cast spells with their own actions, though this still uses up your own MP.
20th Level: You are immune to spells that rely on mind control and mind reading.
Nature
4th Level: Choose a terrain as listed on the Marksman’s Terrain Stride ability (aside from Space, Urban, or Vehicle) and all spells in this area gain a +1k1 to hit.
8th Level: While in your chosen terrain, you have Regeneration 1.
12th Level: Choose an additional terrain for all of your effects. In addition, you are unaffected by difficult terrain in the terrains you’ve chosen.
16th Level: You receive Natural Deflection equal to ½ Resistance to all body parts.
20th Level: You are immune to poison and disease.
Madness
4th Level: When taking sanity damage from an outside source, you can only take at most 1 point. If this damage would roll over from Stress to Sanity, negate it.
8th Level: Spells you’ve cast that cause you to take sanity damage reduce the sanity damage you take by 1 (minimum of 0 sanity damage).
12th Level: If you start taking mental disorders due to a loss in sanity, you can suppress the effects of the mental disorders for 1 hour per point of Magic per day.
16th Level: Once per encounter sanity damage you deal with your spells or other effects can bypass going against Stress first and affect Sanity first instead.
20th Level: You are immune to mind-affecting effects from enemies.
Magister
Before making an attack roll, the Mage can attempt a Spellcraft check with a DC equal to 20 + (1/2 level) and on a successful check they can give the opponent Weakness to an element of their choice for 1 round. This can be done once per encounter.
Mystic Field
As a full-round action the Mage can create a 12 square radius surrounding themselves with magical plants covered in bizarre materials. Spells cast within this radius increase their range by 1/2 the Mage's level, and gain a +0k1 for to-hit.
Spell Mirror
The Mage can negate a spell's attack roll by rolling a 'Spell Parry' using Resistance in place of Agility as if they were using a Dodge (and this expends their Dodge attempt per turn). On a successful Spell Parry, they can then make an spell attack as an immediate action, riposting with the original caster's spell back at them.
Magic Sense
Mages receive a supernatural ability to sense other spellcasters even if they aren't within line of sight. This extends out to 1 mile, however they cannot pinpoint specific auras beyond 24 squares.
Dimensional Slip
On Dodge attempts the Mage can instead once per encounter warp out of reality, taking no damage and not being required to make a Dodge attempt.
Magical Radiation
When creating a Mystic Field, all enemies within the radius who are 2 levels or lower than the Mage suffer Magical Radiation becoming nauseated and frightened.
First Awakening
Once per day the Mage can cast a spell they know without expending any MP. Alternatively, if the Mage has expended all of their MP they can regain ¼ of it instead as a free action, expending their once per day use.
Heroic Awakening
Choose one of the following elements: Fire, Water, Ice, Acid Earth, Wind, or Electricity. Gain Resistance 10 to that element. Once chosen, this cannot be changed.
Unchained Awakening
The Mage receives Spell Resistance against spells that aren’t of ally origin or their own origin. This Spell Resistance is equal to 10 + Resistance Modifier + ½ Smarts.
True Awakening
The element chosen in the Mage’s Heroic Awakening becomes an immunity, and a second element can be chosen to grant the Mage 30 Resistance to that element. Alternatively the original element can be chosen again, making it into Element Absorption instead of immunity.