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
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou 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.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Reason
- Level 6Ability 3
- Level 7SoulYou gain +1 to either Focus or Power.
- 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.

