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.

1.

 Character Advancement, Spellbook, Arcane Specialty

2.

-

3.

Specialist Archetype

4.

-

5.

Ability Increase, Character Advancement

6.

Arcane Specialty 2

7.

Archetype Improvement

8.

-

9.

Character Point

10.

Ability Increase

11.

Archetype Improvement, Arcane Specialty 3

12.

-

13.

Character Point, Character Advancement

14.

-

15.

Ability Increase, Archetype Improvement

16.

Arcane Specialty 4

17.

Arcane Master, Character Advancement

18.

-

19.

Archetype Improvement

20.

Ability Increase

Saving Throws 

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.

 

Arcane Specialty

Starting at level 1 the Mage chooses a branch of magic to specialize in. Each school grants a different bonus.

Creation 

Any creation spells with a maintenance costs is reduced by half.

Destruction

Increase the damage of any destruction spells by 1 per die rolled.

Enhancement

When casting an enhancement spell the duration of the spells are increased by 50%.

Enfeeblement

When casting an enfeeblement spell the duration of the spells are increased by 50%.

Illusion

Increase the DC of any illusion spell you cast by 1 per 5 levels (min 1).

Necromancy

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.

Restoration

Increase the healing done of all restoration spells by 50%.
 

Spellbook

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.

 

Specialist Archetype:

Starting at level 3 Mages gain access to archetypes that will heavily influence how they fight.

Flame Warden:

A master of all things pertaining to fire and explosive destruction.

Mesmer:

Gifted in the arts of deception a mesmer's greatest power lies in controlling other.

Arcane Savant:

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.

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