Mage
Through years of study and training, Mages become fluent in the tongue of Creation and thus wield their Mysteries only by hard-won knowledge and careful practice. Their education takes place in remote academies and secret societies where acolytes are taught not only spellcraft, but science, philosophy, and the arts. The mage thus approaches all things magical as a scholar first and a mystic second.
Where did you study The Mystery? Who taught you the language of Creation? What yous your knowledge cost you?
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Key Ability
Start with this ability and one rank in a Schema of your choosing.
Runic Magic
Perk
You practice a form of magic where speaking or writing magical words (called Runes) evokes a supernatural effect upon the world. You cast spells either by speaking the Runes aloud or writing them in arcane script upon a surface. Spoken spells occur immediately, but written spells do not occur until the very last pen-stroke is completed, allowing their casting to be delayed until that point if desired.
You are able to cast spells using The Mystery. Select three Rotes now and learn two more at Levels 5, 10, 15, and 20.
Perk
You practice a form of magic where speaking or writing magical words (called Runes) evokes a supernatural effect upon the world. You cast spells either by speaking the Runes aloud or writing them in arcane script upon a surface. Spoken spells occur immediately, but written spells do not occur until the very last pen-stroke is completed, allowing their casting to be delayed until that point if desired.
You are able to cast spells using The Mystery. Select three Rotes now and learn two more at Levels 5, 10, 15, and 20.
Mage Schema
A Mage draws their power from The Mystery and may learn any Mage or Arcane Schema.
Arcane Salvo
Action - 1 Focus
Select three different enemies within 20 yards which you have line of sight to. Each target must Save or take (Power) damage.
Action - 1 Focus
Select three different enemies within 20 yards which you have line of sight to. Each target must Save or take (Power) damage.
- Rank 2: Those damaged by Arcane Salvo have Disadvantage on their next Combat roll.
- Rank 3: You may use Arcane Salvo as a Minor Action and can target the same creature multiple times.
- Rank 4: Those damaged by Arcane Salvo are Immobilized (Save ends).
- Rank 5: You may target up to 5 enemies with Arcane Salvo.
Counterspell
Interrupt - 1 Focus
When an enemy within 20 yards of you spends Focus to take an Action, you may use the following Interrupt: the triggering Action fails.
Interrupt - 1 Focus
When an enemy within 20 yards of you spends Focus to take an Action, you may use the following Interrupt: the triggering Action fails.
- Rank 2: The target of Counterspell must Save or be Silenced until their next turn ends.
- Rank 3: A creature Silenced by Counterspell gains Vulnerability equal to your Power.
- Rank 4: When an enemy within 20 yards Saves to end a status effect, you may use Counterspell to cause the Save to fail.
- Rank 5: Instead of causing the triggering Action to fail, you may cause it to target another creature of your choosing within the triggering Action's normal range.
Eldritch Shadow
Action - 1 Focus
Summon a shadowy copy of a creature within 10 yards of you; it appears in an unoccupied space within 10 yards of you. This Reflection has all of the target creature's stats and abilities, but only 1 Hit Point. It cannot speak or receive Temporary HP but is considered an ally. During your turn, you may use an Action to command the Reflection to take any Action it is capable of. Upon reaching 0 HP, the Reflection disappears.
Action - 1 Focus
Summon a shadowy copy of a creature within 10 yards of you; it appears in an unoccupied space within 10 yards of you. This Reflection has all of the target creature's stats and abilities, but only 1 Hit Point. It cannot speak or receive Temporary HP but is considered an ally. During your turn, you may use an Action to command the Reflection to take any Action it is capable of. Upon reaching 0 HP, the Reflection disappears.
- Rank 2: You may use a Minor Action to switch places with a Reflection you control.
- Rank 3: When a Reflection you control is destroyed, you may force the creature it is a copy of to Save or be Charmed by you (Save ends).
- Rank 4: Eldritch Reflection creates two Reflections instead of one.
- Rank 5: During your turn, you may use a Minor Action to command the Reflection to take any Action it is capable of.
Prismatic Blast
Action - 1 Focus
Make a Focal attack to fire a blast of light and color towards an enemy. If you hit, the target takes an additional (Power) damage, is slid (Power) yards and Slowed (Save ends).
Action - 1 Focus
Make a Focal attack to fire a blast of light and color towards an enemy. If you hit, the target takes an additional (Power) damage, is slid (Power) yards and Slowed (Save ends).
- Rank 2: While Slowed by Prismatic Blast, the target is also Weakened.
- Rank 3: While Slowed by Prismatic Blast, the target is also Staggered.
- Rank 4: While Slowed by Prismatic Blast, the target is also Blinded.
- Rank 5: You may use Prismatic Blast as an area attack targeting all enemies in a 3 x 3 yard area within 10 yards of you.
Rune Shield
Minor Action - 1 Focus
Until the start of your next turn, your Soak or the Soak of a creature within 10 yards increases by (Power).
Minor Action - 1 Focus
Until the start of your next turn, your Soak or the Soak of a creature within 10 yards increases by (Power).
- Rank 2: The target gains (Power +5) Temporary HP.
- Rank 3: While Rune Shield is active, the target may ignore one count of Durability loss.
- Rank 4: The target is Shielded and immune to negative status conditions while Rune Shield is active.
- Rank 5: You may use Rune Shield as a full Action to apply its effects to yourself and all adjacent allies.
Trap Seal
Minor Action - 1 Focus
Place an arcane array of glowing symbols in an unoccupied space or surface within 10 yards. The next creature that enters the space or touches the surface takes (Power)d6 damage and knocked prone as the seal explodes in a flash of arcane light and power.
Minor Action - 1 Focus
Place an arcane array of glowing symbols in an unoccupied space or surface within 10 yards. The next creature that enters the space or touches the surface takes (Power)d6 damage and knocked prone as the seal explodes in a flash of arcane light and power.
- Rank 2: Allies who activate your Trap Seal are healed for the amount of damage it would normally do and are not knocked prone.
- Rank 3: Your Trap Seal may fill a 1 x 1, 2 x 2, or 3 x 3 yard area.
- Rank 4: You may use Trap Seal as a full Action for 0 Focus.
- Rank 5: When your seal is triggered, make a Save. If you succeed, the effects of Trap Seal take place but the seal remains intact and can be triggered again.
Mage Perks
Arcane Alignment
You recover 1 Focus every hour you are conscious.
You recover 1 Focus every hour you are conscious.
Battlemage
Once per round, you may add (Power) dice to a Combat Feat you make.
Once per round, you may add (Power) dice to a Combat Feat you make.
Book of Spells
You carry a book of magical words and incantations with you at all times. When you finish a Full Rest, choose two Rotes you do not know and add them to your list of known Rotes. You have access to these new Rotes until you finish your next Full Rest.
You carry a book of magical words and incantations with you at all times. When you finish a Full Rest, choose two Rotes you do not know and add them to your list of known Rotes. You have access to these new Rotes until you finish your next Full Rest.
Interdimensional Step
Whenever you use an Action to move, you may teleport (half Speed) yards instead of moving normally. You must have line of sight to your intended destination and cannot teleport in this manner if you are Slowed, Immobilized, Restrained, or otherwise unable to move normally.
Whenever you use an Action to move, you may teleport (half Speed) yards instead of moving normally. You must have line of sight to your intended destination and cannot teleport in this manner if you are Slowed, Immobilized, Restrained, or otherwise unable to move normally.
Mystic Armor
At the end of your turn each round, gain (Power) Temporary HP for every point of Focus you spent during your turn. This effect only occurs while you are wearing Light Armor and equipped with a Focal.
At the end of your turn each round, gain (Power) Temporary HP for every point of Focus you spent during your turn. This effect only occurs while you are wearing Light Armor and equipped with a Focal.
Runic Markings
Arcane runes are tattooed or scarred all over your body, allowing you to use your magic without uttering a word or wielding a Focal. You are immune to the Silenced status, increase your total Focus by 3, and learn 2 additional Rotes.
Arcane runes are tattooed or scarred all over your body, allowing you to use your magic without uttering a word or wielding a Focal. You are immune to the Silenced status, increase your total Focus by 3, and learn 2 additional Rotes.
Rituals
Conjure Food
You conjure up edible foods of your choice; bread, meat, cakes, water, wine, etc. Food created by this Ritual is suitable for eating but is bland and leaves a feeling of want in the stomach. Conjured food left uneaten turns to dust in an hour. You can feed up to 10 people with this Ritual and completing it takes 5 minutes per person fed.
You conjure up edible foods of your choice; bread, meat, cakes, water, wine, etc. Food created by this Ritual is suitable for eating but is bland and leaves a feeling of want in the stomach. Conjured food left uneaten turns to dust in an hour. You can feed up to 10 people with this Ritual and completing it takes 5 minutes per person fed.
Detect Mysteries
You sense when a Spell is cast within a mile of your location. With 15 minutes of concentration, you can tell either what Rotes were used, where it was cast, or the identity of the caster. You can also use this Ritual to detect the location and purpose of magical traps within 20 yards or identify enchanted items (both of these actions take 15 minutes).
You sense when a Spell is cast within a mile of your location. With 15 minutes of concentration, you can tell either what Rotes were used, where it was cast, or the identity of the caster. You can also use this Ritual to detect the location and purpose of magical traps within 20 yards or identify enchanted items (both of these actions take 15 minutes).
Enchant Gear
Spend up to an hour inscribing minor enchantments on weapons and armor. Make a Feat with +1d6 for every 15 minutes spent enchanting. For each Bump, give a +1 to an item's base Combat or Armor score. No item may have more than a single +1 placed on it through this Ritual.
Spend up to an hour inscribing minor enchantments on weapons and armor. Make a Feat with +1d6 for every 15 minutes spent enchanting. For each Bump, give a +1 to an item's base Combat or Armor score. No item may have more than a single +1 placed on it through this Ritual.
Lift Curse
Spend up to an hour chanting and concentrating over a cursed item, place, or person in an attempt to remove (or temporarily weaken) the curse. Make a Feat with +1d6 per 15 minutes you spend casting this Ritual. The Difficulty of lifting a curse is equal to the Level of the creature who placed it.
Spend up to an hour chanting and concentrating over a cursed item, place, or person in an attempt to remove (or temporarily weaken) the curse. Make a Feat with +1d6 per 15 minutes you spend casting this Ritual. The Difficulty of lifting a curse is equal to the Level of the creature who placed it.
Meditation
By spending 1 hour meditating, chanting, and focusing, you recover 1d6 Focus. If you are near a Nexus, double the amount of Focus you recover.
By spending 1 hour meditating, chanting, and focusing, you recover 1d6 Focus. If you are near a Nexus, double the amount of Focus you recover.
Scrying
Spend up to 1 hour gazing into a reflective surface and focusing on a place or person you wish to see, then make a Feat with +1d6 per 15 minutes spent gazing. This Feat has Advantage if you hold something from the place or something owned by the person. If successful, you may remotely spy on this person or place for up to 3 hours per Bump.
Spend up to 1 hour gazing into a reflective surface and focusing on a place or person you wish to see, then make a Feat with +1d6 per 15 minutes spent gazing. This Feat has Advantage if you hold something from the place or something owned by the person. If successful, you may remotely spy on this person or place for up to 3 hours per Bump.
Transdimensional Storage
Retrieve or send an item you own to an extra-dimensional space only you may access. Creatures cannot be sent here, but any object you own can, regardless of its size. The storage space is akin to a great palace's vault; while finite, there is a great deal of space available. It takes 5 minutes to store or retrieve a single item using this Ritual.
Retrieve or send an item you own to an extra-dimensional space only you may access. Creatures cannot be sent here, but any object you own can, regardless of its size. The storage space is akin to a great palace's vault; while finite, there is a great deal of space available. It takes 5 minutes to store or retrieve a single item using this Ritual.
Wizard's Tower
Requires Transdimensional Storage
Over the course of 10 minutes, you draw a doorway in chalk on a surface. Up to 10 creatures who enter this doorway will be transported to a pocket dimension the size of a four story tower that takes the form of your ideal home. Aside from decorative elements, phantom servants, and comfortable accommodations, there are no supplies (like food or weapons) to be found here aside from what you have stored using the Transdimensional Storage Ritual. Everyone within the tower is safe from outside harm, intrusions, or detection. This haven lasts for 12 hours or until the drawing of the doorway is disturbed, at which point all the tower's occupants ore ejected. Anyone may leave the tower prematurely by exiting through the front door.
Requires Transdimensional Storage
Over the course of 10 minutes, you draw a doorway in chalk on a surface. Up to 10 creatures who enter this doorway will be transported to a pocket dimension the size of a four story tower that takes the form of your ideal home. Aside from decorative elements, phantom servants, and comfortable accommodations, there are no supplies (like food or weapons) to be found here aside from what you have stored using the Transdimensional Storage Ritual. Everyone within the tower is safe from outside harm, intrusions, or detection. This haven lasts for 12 hours or until the drawing of the doorway is disturbed, at which point all the tower's occupants ore ejected. Anyone may leave the tower prematurely by exiting through the front door.