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Mage

Classes

There is magic in all living things, but only a rare few beings can manipulate it. The mage class represents these users of magic.  

Career

Qualifications

They have been gifted (or cursed, depending on your point of view) with the ability to absorb mana, the life force of living beings, and use it cast magical spells. This sets them apart from normal people.

Career Progression

While mages only start with three spells, they gain more over time. These ever-increasing options require more decision making than other classes during encounters. If you’ve never played an RPG before, you might want to consider that before choosing this class. Whatever your experience, you’ll want to read the Magic section to learn more about the rules and terms used in spell casting.   Like Warriors and Rogues, Mages gain Specializations as they level up, allowing them to focus and increase their powers when dealing with certain situations, elements, or types of magic. There are multiple specializations for mages, including Force Mage and Shapeshifter. Specializations are detailed later.  

Class Powers

Mages gain the following powers at the specified level.  
LEVEL 1
Arcane Lance (D4)
Mages learn to focus magical power through a staff. If you are holding a quarterstaff, you can make a special ranged attack that damages foes with a lance of magical energy. This is resolved like a normal ranged attack (so stunts are possible). An Arcane Lance has a range of 16 yards and inflicts damage. It requires no mana points to make this attack.
 
Magic Training (D6)
This is the most important of the mage’s powers. It allows a mage to cast the spells that are the hallmark of the class. Magic training gives you three spells to start with, and you can gain more through talents and class powers. See Flemeth Zecora’s Black Grimoire for more information about choosing and casting spells.
 
Mana Points (D4)
You use mana to power your spells. You start with a number of mana points equal to this die + Mind die and you upgrade this die whenever you gain a new level. You must keep track of your current mana points; this is a measure of how much magical power is at your command at any given time. You spend mana points when you cast spells; you can regain them through rest, meditation, and at the start of each session.
 
Starting Talents
You gain one of the following talents: Healing Touch (D4), Linguistics (D4), or Lore (D4).
 
Weapon Groups
Bucking and Staves.
 
LEVEL 2
New Spell
You gain one new spell.
 
LEVEL 3
New Talent
You get a D4 in a new talent or upgrade a talent you already have.
 
LEVEL 4
New Spell
You gain one new spell.
 
Spell Lance
You can cast a spell after hitting a foe with an Arcane Lance. This is a stunt that costs 3 stunt points, and the spell you cast cannot have a mana point cost greater than 3. A casting roll is required as usual.
 
LEVEL 5
New Talent
You get a D4 in a new talent or upgrade a talent you already have.
 
LEVEL 6
New Specialization
You may choose one specialization for your class. You gain a D4 in its specialization talent and its benefits.
 
New Spell
You gain one new spell.
 
LEVEL 7
Jumping Lance (D4)
Your Arcane Lance jumps off of the target and hits another by spending 2 MP after your original attack. Use this die for this attack.
 
New Talent
You get a D4 in a new talent or upgrade a talent you already have.
 
LEVEL 8
New Specialization Talent
You gain the D8 benefits of the specialization talent you gained at level 6.
 
New Spell
You gain one new spell.
 
LEVEL 9
New Talent
You gain a D4 in a new talent or upgrade a talent you already have.
 
Power Lance (D4)
You can increase the damage of an Arcane Lance attack by adding the roll of this die by spending 2 mana points. You must spend the mana before making the attack roll, and you cannot do this more than once per attack.
 
LEVEL 10
New Specialization Talent
You gain the D12 benefits in the specialization talent you gained at level 6.
 
New Spell
You gain one new spell.
 
LEVEL 11
New Spell
You gain one new spell.
 
New Talent
You gain a D4 in a new talent or upgrade a talent you already have.
 
Mana Points
Starting at level 11, you no longer gain additional mana points equal to your Mind die. Increasing your power at higher levels is not as easy.
 
LEVEL 12
Stunt Bonus
You are so practiced with your Arcane Lance that you can make attacks faster than lesser mages. When attacking with an Arcane Lance, you can perform the Lighting Attack stunt for 2 SP instead of the usual 3.
 
LEVEL 13
New Spell
You gain one new spell.
 
New Talent
You gain a D4 in a new talent or upgrade a talent you already have.
 
LEVEL 14
New Specialization
You may choose one new specialization for your class. You gain a D4 in its specialization talent and its benefits.
 
LEVEL 15
New Spell
You gain one new spell.
 
New Talent
You gain a D4 in a new talent or upgrade a talent you already have.
 
LEVEL 16
New Specialization
You gain the D8 benefits in the specialization talent you gained at level 14.
 
LEVEL 17
New Spell
You gain one new spell.
 
New Talent
You gain a D4 in a new talent or upgrade a talent you already have.
 
LEVEL 18
New Specialization Talent
You gain the D12 benefits in the specialization talent you gained at level 14.
 
LEVEL 19
New Spell
You gain one new spell.
 
New Talent
You gain a D4 in a new talent or upgrade a talent you already have.
 
LEVEL 20
Epic (D4)
Pick one type of stunt (combat, exploration, roleplaying, or spell). You can also add the roll of this die as a bonus for stunts of that type.

Other Benefits

Primary Trait
Mind

Perception

Purpose

As a mage you will be a master of arcane powers. You should stay away from melee scuffles (let warriors handle that) and use your spells to help your allies and harm your enemies. Mages generally don’t wear armor, so your Body trait will be low. You also have limited access to weaponry. Your access to spells makes up for these limitations, though. You get access to many different spells; a mage who masters their use is a powerful pony.

Social Status

In some times and places, mages have been honored for their power and wisdom. In others they have been feared and hunted, especially once the dangers of demonic possession were understood. Blood Magic, as practiced by the mages of Kirinter and the maleficarum, has also made mages widely feared.

Demographics

The mage class represents users of magic in Thedastria, most commonly from the Circle of Magi but sometimes the renegade apostates or other sources.

Operations

Dangers & Hazards

A mage is capable of amazing feats, but must be wary of demonic attack when using powerful magic. The very gift that allows mages to use magic also makes them vulnerable to possession.

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