Whether scholar, sorcerer, or seer, mages are the primary conduits in the world for the esoteric side of the power. They channel magical energy, whether arcane or eldritch, into powerful spells that evoke energy and entrance emotion. This is but the beginning of one’s magical journey, however. Many mages join colleges and guilds to explore the ways of magic in scientific pursuit, becoming wizened wizards and curious conjurors. Others take the quick and easy path, becoming invokers of powerful elemental spells to destroy with ice and fire. Will you hone your magical craft and teach others to follow, or will you lay waste to all before you?
Mage Class Levels
| Level | Health | Mana | Armor | Acc. | Eva. | Body | Mind | Grit | Class Abilities |
|---|---|---|---|---|---|---|---|---|---|
| 1 | — | +1 | — | — | — | — | — | — | Force Barrier, Minor Levitation |
| 2 | — | +1 | — | — | — | — | — | — | Aether Jaunt, Burdening Spell |
| 3 | — | +1 | — | — | — | — | — | — | Aetheric Draw, Reactive Barrier |
Mage Training
Magic:
Level 1: Choose Arcane or Eldritch. Your Spellcasting Ability for that source increases by one tier.
Level 2: Choose Arcane or Eldritch. Your Spellcasting Ability for that source increases by one tier.
Spell Damage:
Level 3: +2 damage with spells.
Mage Class Perks
Level 1: Mage’s Breath – You gain the Mage’s Breath Reaction while this Class Perk is equipped.
Mage’s Breath
Reach within to overcome your own limitations.
Mage Class Perk
Reaction: 1 Stamina (Once per round)
When you attempt to cast a tier 2 spell while under the effect of Magic Fatigue, you can use this reaction to end your Magic Fatigue immediately.
Mage Abilities
The following abilities become available at the listed level, and they can be acquired immediately or at any subsequent character level.
Force Barrier
Raise a magical barrier that repels foes when they harm you.
Mage Ability, Level 1
Reaction: 1 Stamina
When you’re attacked in melee, use this reaction to roll Intelligence or Will against the target’s Will Defense. If you succeed, the target is knocked back 1 space and the attack is prevented.
Minor Levitation
Ascend above the ground to avoid hazards and terrain.
Mage Ability, Level 1
Technique: 1 Stamina
Until the start of your next turn, you float a few inches above the ground, ignoring the effects of terrain, any hazards that are triggered by stepping on them.
Burdening Spell
Your spellcast is especially hindering against foes.
Mage Ability, Level 2
Reaction: 1 Stamina
When you cast a spell that deals damage and wound a target with it, use this reaction to inflict a Slow counter on that target.
Aether Jaunt
A quick teleport to a nearby spot.
Mage Ability, Level 2
Technique: 1 Stamina
Teleport a distance up to your Speed.
Aetheric Draw
Conjure pure magic from the aether to lash out at those around you.
Mage Ability, Level 3
Technique: 3 Stamina (Once per battle)
Roll Intelligence and Will and add the results together. Deal the total as Ether damage in a burst 3 against all units in range and knock them back 2 spaces if it inflicts a wound. This damage ignores Armor.
Reactive Barrier
Raise a magical shield to reflect an attack.
Mage Ability, Level 3
Reaction: 1 Stamina
When you’re attacked and dealt damage, use this reaction to deal the same damage to the attacker.
Mage Talents
The following talents boost the power and utility of abilities that you learn from this class. They can be learned at any character level for a cost of one ability point as long as you know the prerequisite ability that they modify.
Force Barrier
Force Barrier – Forceful Repel
Your barrier sends foes flying.
Mage Option, requires Force Barrier
Talent
When you use Force Barrier and knock a target back, you can choose to either knock the target prone as well or knock the target back an additional 2 spaces.
Force Barrier – Protective Barrier
Your barrier solidifies to protect you from harm.
Mage Option, requires Force Barrier
Talent
When you use Force Barrier, gain Armor equal to your Intelligence or Will roll until the start of your next turn.
Minor Levitation
Minor Levitation – Enduring Levitation
Your levitation lasts much longer.
Mage Option, requires Minor Levitation
Talent
Your Minor Levitation lasts 1 minute.
Minor Levitation – Group Levitation
Your levitation spreads to those nearby.
Mage Option, requires Minor Levitation
Talent
When you use Minor Levitation, it affects any number of allies within 5 spaces of you.
Burdening Spell
Burdening Spell – Sensory Fatigue
Burden your foes with blindness and deafness.
Mage Option, requires Burdening Spell
Talent
When you use Burdening Spell, you can inflict one a Blind or Deafen counter instead of a Slow counter.
Burdening Spell – Cascading Hindrance
Use your energy to wash your foes in further burdens.
Mage Option, requires Burdening Spell
Talent
When you use Burdening Spell, you can spend up to 2 additional Stamina to inflict one additional counter for each additional Stamina spent.
Aether Jaunt
Aether Jaunt – Aether Journey
You’re able to travel much further than most mages when you jaunt.
Mage Option, requires Aether Jaunt
Talent
When you use Aether Jaunt, you can move up to twice your Speed.
Aether Jaunt – Flickering Jaunt
You briefly fade out of existence when you jaunt.
Mage Option, requires Aether Jaunt
Talent
When you use Aether Jaunt, you gain a bonus to Evasion equal to the combined values of your Intelligence and WIll until the start of your next turn.
Aetheric Draw
Aetheric Draw – Tangible Aether
Sculpt your wave to aid your allies while it ravages your foes.
Mage Option, requires Aetheric Draw
Talent
Choose any number of units within the area effect of your Aether Draw. Those units take no damage from Aether Draw and gain Holy and Shadow Resistance equal to the total of your Intelligence and Will rolls until the start of your next turn.
Aetheric Draw – Focused Draw
Boost the power of your aether wave.
Mage Option, requires Aetheric Draw
Talent
Increase the range of your Aetheric Draw from burst 3 to burst 5, and add 5 damage to the total.
Reactive Barrier
Reactive Barrier – Reactive Aegis
Your barrier persists to help you resist the effects of subsequent damage`.
Mage Option, requires Reactive Barrier
Talent
When you use Reactive Barrier and take elemental damage, you gain Resistance to those elements equal to half the damage taken until the start of your next turn.
Reactive Barrier – Reactive Element
Warp the damage received by your reactive barrier into something your foe might be weak to.
Mage Option, requires Reactive Barrier
Talent
When you use Reactive Barrier, you can change the damage type. If the damage is blunt or sharp, it can be changed to the other. If the damage is fire, air, water, holy, or shadow, it can be changed to any of the others. If the damage is acid, ice, lightning, or ether, it can be changed to any of the others.