The most versatile of the spellcasters, the Mage class personifies the ability to work magics in strange and versatile ways. The Mage researches the ways of manipulating arcane energies, acting as living channels for the power, funneling and directing it. They are also the unmatched experts in weaving arcane energies into items to create Magic Items of all kinds.

Attack: Medium
Accuracy: High
Defense: Low
Resistance: High

Tough: Low
Quick: Medium
Mind: High

Hit Points: Low
Maximum Energy Points at 20th Level: 131

Weapon Proficiencies: Light
Armor Proficiencies: None

Allowed Alignments: Any

GRANTED ABILITIES

Mage Spellcasting

Tier 1

Mage may cast Mage spells of level equal to or lower than his Mage level. Casting a spell costs EP equal to its level. If the Mage’s spellbook is not in his possession, the Mage may not cast spells.

Cost: (Spell Level) EP
Activation: Per Spell Card
Duration: Per Spell Card
Ability Check: Per Spell Card

Spell Descriptors:

Mage spells may attach one of the following Descriptors; they may also choose to attach none at all:
[Air] [Earth] [Water] [Fire] [Ice] [Lightning] [Acid] [Magma] [Force]

SELECTABLE ABILITIES

Mages gain selections at levels 1,3,5 // 6-12 // 13-19 // 20

Spell Research

The Mage has spent time studying the mystic nature of the universe and has discovered new ways to channel her energies by casting spells.

Tier 1 – Research (Levels 1-5)

The Mage spends EP to submit a Tier 1 Spell Research Request. This may be performed once per Phaze. Spell research occurs between Interphaze Events, with the newly researched spell becoming available to the Mage at the next Event the Mage attends.  Final spell level will be between 1 and 5.

Cost: 2 EP
Activation: Ritual; may only be performed once per Phaze
Duration: Permanent
Ability Check: None

Tier 2 – Research (Levels 6-12)

The Mage spends EP to submit a Tier 2 Spell Research Request. This may be performed once per Phaze. Spell research occurs between Interphaze Events, with the newly researched spell becoming available to the Mage at the next Event the Mage attends.  Final spell level will be between 6 and 12.

Cost: 7 EP
Activation: Ritual; may only be performed once per Phaze
Duration: Permanent
Ability Check: None

Tier 3 – Research (Levels 13-19)

The Mage spends EP to submit a Tier 3 Spell Research Request. This may be performed once per Phaze. Spell research occurs between Interphaze Events, with the newly researched spell becoming available to the Mage at the next Event the Mage attends.  Final spell level will be between 13 and 19.

Cost: 14 EP
Activation: Ritual; may only be performed once per Phaze
Duration: Permanent
Ability Check: None

Tier 4 – Signature Spell

The Mage chooses one spell from her spell book to improve to a “Signature Spell.” Improvement occurs between Interphaze Events.  The Signature Spell is increased to 20th Level, Attuned to the Mage, and cannot be copied, transferred, disseminated, or otherwise removed from the Mage’s spell book.  The Mage may only have 1 Signature Spell.  If the Mage loses this skill by any means, she loses the Signature Spell as well.

Cost: Permanent EP reduction of 15
Activation: None
Duration: Permanent
Ability Check: None

Medium Weapon Proficiency

Tier 1

The Mage gains proficiency with medium weapons.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Save Bonus

These grant a bonus to the relevant save.  Bonuses must be taken in order and at their requisite Tier level.  However, for the purposes of EP cost they are all considered Tier 1 abilities.

Tier 1 – Mind Bonus:

Mage gains a +5 to Mind save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Quick Bonus:

Mage gains a +5 to Quick save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Tough Bonus:

Mage gains a +5 to Tough save

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Extra EPs

This ability may be taken multiple times.

Tier 1

Mage gains a permanent addition of 2 EPs.

Cost: None
Activation: None
Duration: Always On
Ability Check: None

Resistant to Magic

Tier 1 – Natural Resistance

Mage gains Natural AC 10(1) Resistance.  This armor does not stack with other armors.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Improved Resistance

Mage gains an AC bonus of +5(0) to Resistance.  This stacks with other armors (including Tier 1 of this tree).

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Sustained Resistance

Mage gains an extra action every count for Saving against magic effects.

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Ultimate Resistance

Mage gains a Resistance bonus of +40 versus magic effects.

Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Lengthened Touch Spells

Tier 1 – Extended Touch

Mage may cast Range: Touch spells through a melee weapon, gaining the reach of the weapon to her touch distance.  No weapon-based damage or effects are applied when used in this manner.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Sacrificial Powers

Tier 2 – Energy Sacrifice

Mage spends EP to convert their second class’ EP to Mage EP.  The Mage may convert 2 EP per count, starting the count after this ability is activated.  Mage may continue converting EP so long as she concentrates.

Cost: 7 EP
Activation: General Action
Duration: Concentration
Ability Check: None

Tier 3 – Health Sacrifice

Mage spends EP to continue casting for the remainder of the encounter when reduced to 0 EP.  Spells cast in this manner cost 1 HP per level of spell cast.  The HP spent in this way cannot be healed until the next day, nor can it be negated or redirected in any way.

Cost: 14 EP
Activation: General Action.
Duration: Encounter
Ability Check: None

Sense Magic

Tier 2 – Detect Magic

Mage may determine if any items or effects in a 10-step cone in front of her are magical.  This ability may be activated at will, but only remains in effect the count it is used.

Cost: Permanent EP reduction of 5
Activation: General Action
Duration: Instant
Ability Check: None

Tier 3 – Detect and Identify Magic

Mage may determine if any items or effects in a 10-step cone in front of her are magical.  Mage may also identify the magic in question, gaining knowledge of the text of the item or spell card that created the effect.  This ability may be activated at will, but only remains in effect the count it is used. This supersedes Tier 2 – Detect Magic.

Cost: Permanent EP reduction of 10
Activation: General Action
Duration: Instant
Ability Check: None

Mysterious Ways

Tier 2 – Unusual Magic

Mage spends EP to cast her magic in truly unusual ways, negating any Information: Detect Magic effects that would otherwise affect her (including the Sense Magic Ability).

Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: None

Tier 4 – Weird Magic

Mage’s Unusual Magic ability no longer requires the expenditure of EP.  Her air of mystery is Always On.

Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None

Recall Attuned Item

Tier 2 – Teleport Item

Mage spends EP to teleport an Attuned item to her from up to 15 steps away.

Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: None

Descriptor Aptitude

This ability may be taken multiple times.

Tier 1 – Specialist

Mage may select one descriptor from the descriptors listed below.  Abilities that list “Require Descriptor Aptitude” may only be used with descriptors selected by this ability.

[Air] [Earth] [Water] [Fire] [Ice] [Lightning] [Acid] [Magma] [Force]

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Spell Strengthening - Requires Descriptor Aptitude

Tier 1 – Resilient Spells

Mage’s Descriptor Aptitude spells leveled 1-5 may only be negated by Level 6 or higher Negate effects.

Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None

Tier 2 – Eased Spell Casting

Mage’s Descriptor Aptitude spells cost 2 EP less than normal (minimum 1).

Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None

Tier 3 – Quickened Spell Casting

Mage’s Descriptor Aptitude spells gain a -1 count casting time reduction (minimum 1).

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Unbreakable Spell Casting

Mage spends EP to prevent a Descriptor Aptitude spell she is casting from being Negated by other magic until the end of the encounter.  Using this ability does not require an action.

Cost: 20 EP
Activation: None; must be Activated during the same count the spell is being cast.
Duration: Encounter
Ability Check: None

Change Spell Descriptor - Requires Descriptor Aptitude

Tier 1 – Alter Spell

Mage spends EP to change the Descriptor of a Mage spell she is casting to any one of her Descriptor Aptitudes.

Cost: 2 EP
Activation: None; must be Activated during the same count the spell is being cast.
Duration: Instant
Ability Check: None

Tier 2 – Interchangeable Descriptors

Mage may change the Descriptor of a Mage spell she is casting to any one of her Descriptor Aptitudes at will.

Cost: Permanent EP reduction of 5
Activation: None; must be Activated during the same count the spell is being cast.
Duration: Always On
Ability Check: None

Channel Magic - Requires Descriptor Aptitude

Tier 1 – Short Range Light Channeled Attack

Mage may make a Descriptor Aptitude attack at short range for 1 damage that bypasses armor, using a Readied focus object.

Cost: Permanent EP reduction of 1
Activation: Martial Action
Duration: Always On
Ability Check: Accuracy vs. Resistance(Quick): negates

Tier 2 – Long Range Light Channeled Attack

Mage may make a Descriptor Aptitude attack at long range for 1 damage that bypasses armor, using a Readied focus object.

Cost: Permanent EP reduction of 5
Activation: Martial Action
Duration: Always On
Ability Check: Accuracy vs. Resistance(Quick): negates

Tier 3 – Long Range Medium Channeled Attack

Mage may make a Descriptor Aptitude attack at long range for 3 damage that bypasses armor, using a Readied focus object.

Cost: Permanent EP reduction of 10
Activation: Martial Action
Duration: Always On
Ability Check: Accuracy vs. Resistance(Quick): negates

Tier 4 – Long Range Heavy Channeled Attack

Mage may make a Descriptor Aptitude attack at long range for 5 damage that bypasses armor, using a Readied focus object.

Cost: Permanent EP reduction of 15
Activation: Martial Action
Duration: Always On
Ability Check: Accuracy vs. Resistance(Quick): negates

Enchanted Item Creation

Tier 1 – Create 1-charge Item

Mage spends EP and Ritual time to prime an item to receive 1 Charge of a spell. A spell must be cast upon the item immediately upon conclusion of the ritual, or the Charge is lost.

Cost: 2 EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None

Tier 2 – Create 3-charge Item

Mage spends EP and Ritual time to prime an item to receive up to 3 Charges of a spell. A spell must be cast upon the item immediately upon conclusion of the ritual (once per Charge desired), or the Charge is lost.

Cost: 7 EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None

Tier 3 – Expert Item Crafter

The cost for “Tier 2 – Create 3-charge Item” is reduced to 2 EP.

Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None

Tier 4 – Restore Item Charge

Mage spends EP and Ritual time to Restore 1 Charge to a magic item.  The item must have at least one Charge still intact.  Works on 3-charge items, signature items, artifacts and relics.  This ability also resets the item’s duration to the Current Phaze+.

Cost: 20 EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None

Signature Item Creation

Tier 4 – Create Signature Item

Mage completes a Quest and spends EP and Ritual time to create a Signature Item.  This item is Quality, Attuned to the Mage, begins every Phaze event with 3 Charges, and does not expire.  If the Mage loses possession of the item by any means, the item returns to the Mage at the beginning of the next Phaze event.  The Signature item may be imbued with any Mage spell the Mage possesses at the time of its creation.

Cost: Permanent EP reduction of 15, and completion of a Signature Quest
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Focus Item Creation

Tier 1 – Dedicate / Repair Focus Item

Mage spends EP to create, dedicate, or repair Focus items for casting. Examples include wands, rods, and talismans.  Previously created items, such as staves or other weapons, can also be dedicated for use as a casting Focus. A Focus item is required to cast any spell that requires a Focus in its method.

Cost: 2 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 2 – Improve Focus Item

Mage spends EP to improve a Focus item. This ability only works on pre-existing Focus Items. Improved Focus Items become Attuned to one character and retain a Spell Memory. At the time the Improved Focus Item is created, its owner (the one Attuned to it) may cast a spell into the Item. The spell cast into the focus item is “remembered” by the item and can be cast even if the caster cannot access her spellbook. The spellcaster must spend 1 additional EP when casting a spell in this fashion.

Cost: 7 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Note: The Spell Memory ability allows the caster a backup spell in case of blindness, being disarmed, spellbook destruction etc. However, the caster should still have the spell card available for the judge to look at.

Tier 3 – Quality Focus Item

Mage spends EP to create a “Quality” Focus Item. The focus item is more durable and cannot be broken my normal means. This skill may be used on a previously created Focus Item (such as the Attuned Item created at Tier 2) or to create a new Focus Item.

Cost: 14 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 4 – Improved Spell Memory

Mage spends EP to improve the Spell Memory of an Improved Focus Item.  The Spell Memory no longer costs 1 additional EP to use.  Instead, the Spell Memory costs 4 EP less to use, though the cost may not be reduced below 1 EP in this manner.

Cost: 20 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Mage Robe Creation

Mage has learned the methods of making Mage Robes, and may repair and make robes of many varieties.  Mages may take both Tier 3 abilities if desired, but both abilities require Tier 1 and Tier 2 as prerequisites.

Tier 1 – Repair Mage Robe

Mage spends EP to repair one Mage Robe.

Cost: 2 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 2 – Create Mage Robe

Mage spends EP + EP equal to item level to build 1 Mage Robe (see Mage Robe list).

Cost: 7 EP + (Item Level) EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 3 – Create Quality Mage Robe

Mage spends EP + EP equal to item level to create a “Quality” Mage Robe, or improve an Exotic Mage Robe to “Quality.”

Cost: 14 EP + (item level) EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None

Tier 3 – Create Exotic Mage Robe

Mage spends EP + EP equal to item level to create an “Exotic” Mage Robe (see Mage Robe list).  Examples include: Giant sized robes, and robes that require Exotic Components.

Cost: 14 EP + (item level) EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None