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Class record

Sage

Utility

Tier
2
Difficulty
3 / 5
Main role
Utility
Secondary role

Rules reference

Class mechanics

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

Entry

Requirements

Mage, Sorcerer or Mage Knight 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

Sages are spellcasters that excel in augmenting spells.

Tactical guidance

Playing Sage

Sage is an utility class that amplifies other spells you already know. Thus, it is best to only take sage if you already have some spells from other classes.

Increased Reach is a situational, but useful tool to make those spells that have a low range easier to use.

With selective casting, AoE abilities that can also hit allies before a lot easier to use. Even something like a meteor is now perfectly safe to stand in for your allies.

Lengthened Incantation can be used to increase the damage your spells deal. It is most effective when used with AoE attacks, as the damage bonus would be effective against all enemies hit. You can also use it to gather damage for 1 big attack when dealing with high guard enemies.

Dualcast effectively allows you to give a spell the rapid keyword for a turn, though with some more restrictions. There are many potential ways to use it. The low mana cost makes it easy to use it even for things like tossing two fireballs. Lengthened Incantation can provide a similar amount of damage, but dualcast has the advantage of being able to see the results of your action before you commit to casting it again.

Secret Art: Overcharge can be seen as a free 3 mana once per encounter, at the cost of using your secret art. It does require a high mana spell to get maximum use out of, but unless you have another secret art it competes with, it's worth using every fight.

Sage

Class features

Abilities unlocked

Complete rules for every ability granted by Sage.

0 AP
Range
Self
Keywords
Arcane

You lengthen the time it takes to cast your next Spell to empower it. You may add 2 AP to the cost of your next spell with the Spell gaining additional Light Damage on it. If you cannot pay this AP cost this turn, the Spell also gains the Setup keyword.

If the Spell has multiple attack rolls or different damage rolls, this bonus only applies to one of them.

However, if the spell is a Scattering AoE spell then the bonus damage applies to all targets of that spell. If that Scattering spell hits a target more than once it only applies to one damage roll. If the spell lasts for multiple turns, it only applies to the initial casting.

Requirements

-
0 RP1 MP
Range
Self
Keywords
Circuit

For the next Spell you cast, you may choose to have it not affect a number of targets you can see equal to your Focus.

Only affects spells with an instantaneous effect (excluding setup things). Lingering spell effects such as Glittershards cannot be used with Selective Casting.

Requirements

-

Ability

Dualcast

0 AP1 MP
Range
Self
Keywords
Arcane

You immediately repeat the last used ability with the same target. Any cost must be paid as normal.

Requirements

Must be used immediately after successfully using an ability with the spell keyword.