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Class record

Archsage

Utility

Tier
3
Difficulty
3 / 5
Main role
Utility
Secondary role

Rules reference

Class mechanics

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

Entry

Requirements

Sage mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Appraise, 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 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The Sage is a class that specializes in augmenting the magical abilities of themselves. They are highly skilled in the use of magic enhancement spells and techniques, able to boost the power and effectiveness of other magic used by themselves.

Tactical guidance

Playing Archsage

The archsage brings more utility to the table, further augmenting spells they might have from other classes.

Persistent spell adds another turn to the duration of a buff or debuff. Most of these have a short duration to begin with, so this can double the duration in a lot of cases.

Battle Cast can be used when pressured by a melee enemy to cast spells without the risk of being attacked. It has a mana cost, so sometimes it may be better to simply retreat.

If the archsage has mana, they can have powerful turns with the use of Presence of Mind. Reducing the ap cost by 2 is effectively the same as getting 2 AP, allowing for a potential 6 AP turn as long as mana lasts.

To help with their mana issues, they have clearcasting. It is hard to find a better use of your encounter start ability than reducing the mana cost by 2.

Finally, they have their Secret Art: Ultimate Spell. It works on AoE spells as well as single target ones and by turning it into true damage you ignore guard as well as damage resistances.

Archsage

Class features

Abilities unlocked

Complete rules for every ability granted by Archsage.

0 AP1 MP
Range
Self
Keywords
Circuit

The next Spell you cast before the end of your turn does not provoke an attack of opportunity from being casted in Melee Range of an opponent.

Requirements

-
No listed cost
Range
Self
Keywords
Encounter Start

The next Spell you cast this encounter has its mana cost reduced by 2. This cannot reduce the mana cost below 0.

Requirements

-
0 AP3 MP
Range
Self

You reduce the AP cost of your next Spell this turn by 2 AP.

Requirements

-