The Mage - Key Class Ability (Int/Wis/Cha)
The Mage seeks to control the battlefield through powerful spells and supreme intellect. Those who walk this path are called upon often for their magical acuity.
Fortitude : Novice
Reflex : Novice
Will : Trained
HP : 8 + 4/lvl
Starting Equipment : Mages begin play with Scholar's Kit and 50 s.
Skill Increases : Spellcraft, Occult
Weapons : Mages do not gain proficiency with a weapon classes.
Defenses : Mages gain a level of proficiency with a Defense.
Tree of Magic
A Mage gains a level of proficiency in a branch of magic.
Starting at level 1 the Mage chooses a branch of magic to specialize in. Each school grants a different bonus.
Any creation spells with a maintenance costs is reduced by half.
Increase the damage of any destruction spells by 1 per die rolled.
When casting an enhancement spell the duration of the spells are increased by 50%.
When casting an enfeeblement spell the duration of the spells are increased by 50%.
Increase the DC of any illusion spell you cast by 1 per 5 levels (min 1).
You may cause anyone who fails a save from a necromancy spell to take a -2 penalty to all actions until the beginning of your next turn.
Increase the healing done of all restoration spells by 50%.
At level one mages gain a spell book filled with notes and messages to themselves about how to cast spells. Each morning they need to spend one hour per day studying their book to prepare their spells.
Starting at level 3 Mages gain access to archetypes that will heavily influence how they fight.
A master of all things pertaining to fire and explosive destruction.
Gifted in the arts of deception a mesmer's greatest power lies in controlling other.
A savant does not tie themselves to merely one discipline. A total mastery of all the tree's is required.
Arcane Master :
At 17th level a mage may become a master of arcane magic. She increases her proficiency level by one, and may increase it to master.