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Class record

Anti-Mage

Support

Tier
2
Difficulty
2 / 5
Main role
Support
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Medicine, Magic, Religion, History, Flight, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Anti-mage is a discipline often pursued by those who don't practice magic themselves. With Mages playing such a critical role in boosting military power, it's often a top priority to neutralize them first. That’s where Anti-Mages come in. They dedicate their studies to finding the cracks in all forms of magic, learning how to disrupt and cancel its effects.

Anti-Mages have a deep understanding of magic, perhaps even more so than some Mages themselves. They don't just know how magic works, they know how to break it.

A prime example of their power was seen during the 2nd Battle of Jav. A Demon Anti-Mage singlehandedly turned the tide at the east gate, neutralizing a line of magical smoke deployed by the Westrians. This critical move helped maintain the stalemate that Jav held for years, showcasing just how formidable Anti-Mages can be on the battlefield.

Tactical guidance

Playing Anti-Mage

Anti-mages do well against mages as the name suggests. Dispel magic is a guaranteed removal of a magical effect that has many possible uses. Whether its buffs, control spells or debuffs, dispel magic can remove it all.

If you know you're up against a mage that can shield themselves or allies, you can cast Anti-Shield on them. For many mages, shields are an important defense and Anti-Shield can be safely re-applied to them every turn to deny them this.

If your allies are under fire by enemy mages, you can use Anti-Magic Shield on them. It gives them 1 RP and reduces the damage they take on top of that. 

Counterspell can be gamechanging if used to counter an important spell. Though it has high potential, it also has a high RP cost. If you try to counterspell simple damage spells, you'll quickly find yourself running out. Save your RP and only use it to deny a spell the opposing mage absolutely needs to cast.

Anti-Mage

Class features

Abilities unlocked

Complete rules for every ability granted by Anti-Mage.

Key ability

Magic Resistance

Class feature

Benefit 1

You gain a +2 Anti-Mage bonus to your saves against Spells.

2 AP3 MP
Range
60ft
Keywords
Arcane,Dispel,Spell

You dispel a temporary magic effect from an area or target. All non-permanent effects within range that are created by an ability with the Spell or Enchantment keyword are affected. Spells that do not have a time limit listed or create a permanent effect such as a Geomancer's fissure are not affected. Bounded Fields and Secret Arts cannot be removed with Dispel Magic.

Requirements

-
1 AP
Range
60ft
Keywords
Arcane, Spell
You weave a web of magic around the target. The target cannot be the target of any abilities with the Shield keyword until the start of your next turn.

Requirements

-
1 RP
Range
60ft
Keywords
Aid,Arcane,Shield,Spell

You grant the target ally 1 RP that must be spend on a basic Dodge or Block action against the triggering attack as well as Anti-Magic Shield for the triggering attack. Anti-Magic Shield reduces the damage the target ally takes by your Focus.

Requirements

Ally is the target of a damage dealing Spell.

1 or 2 RP
Range
60ft
Keywords
Arcane, Counter,Spell

You pay RP equal to half the AP spent on the triggering Spell (rounded up) or equal to the RP spent on the triggering spell and Counter it, canceling its effect without refunding the AP. If the AP cost is higher than your RP, you cannot Counterspell it. 

If used against a non-Grunt target, you must pay 1 mana for each point of Focus that the target has more than you (minimum 0). 

This Spell does not provoke attacks of opportunity, but cannot be used to Counter Spells that have an AP and RP cost of 0.

Requirements

An enemy casts a spell within range