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Class record

Mage

Utility / Controller

Tier
1
Difficulty
2 / 5
Main role
Utility
Secondary role
Controller

Rules reference

Class mechanics

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

Entry

Requirements

None.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on 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 either Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Mages are initiates of the arcane, who’ve mastered the basics and proven their skill in both control and power. By drawing in ambient mana and blending it with their own, they can cast devastating spells of all kinds. The path of a Mage is as varied as the Mages themselves.

Some might start off their journey at the Merlin's Academy of Magic, while others are self taught or might become the pupil of a wandering teacher.

While still considered beginners in the journey of Magic, Mages are quite powerful on their own with many considering a skilled mage to be worth the equivalent of an entire squad of infantry.

Tactical guidance

Playing Mage

Mages offer supportive control to the party, out of combat utility and a barrage of long range spells to wither down the most evasive of targets. 

Sense Magic and Decipher Magic both serve as out of combat investigation tools. Sense Magic gives information, while Decipher Magic actively lets you disable magical fields.

Arcane Barrier is a defensive tool that lets mages effectively block without having a high guard. If an attack did a low amount of damage, you may be able to use the Block reaction afterwards with the barrier still up and still get some value out of it.

Glittershards is their control ability. It covers a 15x15ft area which is a decent area and be can be used primarily to block enemy ranged attackers from shooting you. The mana cost on it is low, so you can feel free to drop it and recast it in a better position if the need arises.

Magic Missile is light attack that should be used against dodge heavy characters. If you know the enemy is not going to die from 1 missile, you can overcharge it and fire a second one for the same cost again. The target has to react to both of them with separate reactions, so you'll be doing some good damage or burning reactions with it.

Mage

Class features

Abilities unlocked

Complete rules for every ability granted by Mage.

Key ability

Mage's Journey

Class feature
Grants+5 skill pointsMagic

Benefit 1

You gain proficiency in the Channeling weapon group's weapons and gain Arcane Mastery. Mastery of an element allows you to use it in Channeling weapon attacks and use it to perform minor tricks relating to it.

Benefit 2

You gain +5 skill points in the Magic skill. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

You can use Sense Magic.

1 AP
Range
Sight
Keywords
Hacking

You may start a skill challenge against a magic effect you can see in an attempt to understand it.  

You are able to disable tier 1 bounded fields with this ability.

1 RP1 MP
Range
Self
Keywords
Shield,Spell

You create a Magical Barrier that absorbs damage until it breaks. The barrier has HP equal to 15 + your Focus. The barrier has a Guard of 0 and any damage it takes is subtracted from the barrier’s HP. When the barrier breaks, any remaining damage is subtracted from your HP. The barrier otherwise lasts until the start of your next turn or until you take any action other than the Block action.

This spell does not provoke attacks of opportunity and does not protect against true damage.

Requirements

You're about to take damage.

2 AP1 MP
Range
40ft range, 5ft radius

Numerous sparkling arcane crystals swarm the area and block line of sight. Targets inside of or within 5ft of the Glittershards can only see up to 5ft into or out of Glittershards. Glittershards lasts for up to 10 minutes and you can only have 1 Glittershards active at a time. You can end this effect for 0 AP on your turn.

1 AP1 MP
Range
60ft
Keywords
Arcane,Lock On,Spell,Rapid

You fire a highly accurate blast of arcane energy at the target, making a Precise Attack that deals Arcane damage against the target

This attack does not gain Pinpoint.