Mage: Base Class
The Mage is truly a power to be reckoned with. Their offensive magic is effective and lethal and their defensive magic is some of the most potent available. There are few classes that compare to a high level Mage and Mages always command both fear and respect from their adversaries. They are the disciples of power.
Mage comes from the Latin word “Magus,” which means magician. Originally, the term meant "learned man." This was especially applied to the Persian scholars of the first century B.C.E. These men were the most advanced scientists of the time and were revered for their wisdom and literacy. Magi has also been used, in its learned or wise man sense, to speak of the kings that came to visit Christ at his birth. It was J.R.R. Tolkien that gave the fantasy mage its real birth. Although Arthurian legend has the strong character of Merlin, a half-fairy wizard of almost unlimited power, it is Gandalf that followed and who ultimately claimed the wizard's place in fantasy literature for all time.
The Mage is a strong addition to any team. Mages have a number of enchantments and spells that can help add to a team's strength and effectiveness. The Mage's power trade-off is tightly restricted weaponry and light armor in return for particularly potent defensive magic. They tend to be back-line combatants, as their abilities rarely allow them the capability to stand up to well-armed and armored warrior classes. With the right warrior back-up though, the Mage can become a truly devastating force.
Wizards are most often thought of in long robes inscribed with arcane symbols. Flowing cloaks and robes are good garb for a Mage character and as for weapon choice, staff is always a good pick.
The Mage is an Arcane spell-caster. The Mage should choose a special symbol that is their caster-sigil and mark their spellbook and packets with it.
Note: If the character selects an option and already has the maximum amount of any of the selected skills, the costs for those skills will be refunded instead.
Level | Cantrips | Spell Book* | Spell Preparations | Spell Slots | Class Bonuses |
1 | 0 | 1 | 1 | 1/0/0/0 | Arcane Study |
2 | 1 | 2 | 2 | 1/0/0/0 | Innate Bonus Cantrip: Cancel Replicate Enhancement |
3 | 1 | 3 | 3 | 2/0/0/0 | Arcane Ritual Affinity |
4 | 2 | 4 | 3 | 3/0/0/0 | - |
5 | 2 | 5 | 4 | 4/0/0/0 | Arcane Barrier |
6 | 3 | 6 | 5 | 4/1/0/0 | - |
7 | 3 | 7 | 5 | 5/1/0/0 | +1 Base Maximum Spikes |
8 | 4 | 8 | 6 | 5/2/0/0 | - |
9 | 4 | 9 | 7 | 5/3/0/0 | Eye of the Void |
10 | 4 | 10 | 7 | 5/3/0/0 | Counterspell |
* This does not include the four other spells granted by the Basic Arcane skill. Additionally, only spells you are able to cast can be added to your spellbook.
Note: Archetype Mages gain 1 additional Cantrip and Novice Spell Slot per the Primary Training Archetype Power.
Note: Life Points and Maximum Spikes can be found in the Character Level Table.
“I conjure words of arcane might, from studied tomes in candlelight,
I draw my strength from sky and land. Gather now within my hand.
From planes beyond, my power's Source, By Word and Will I give it force.
My Word as law, my Will supreme, I fuse the strength of truth and dream…”
Requirement: Mage Level 1
Incantation: None
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Refresh
The Mage can meditate and commune with the Weave to rebuild focus and refresh their spell slots. The Mage can spend a Short Rest studying their spell-book, making notes on spells, or practicing their incants quietly.
Between Long Rests, the Mage can refresh a number of Arcane Novice spell-slots equal to two times their total levels in their Arcane-casting Classes. This power may be used to refresh spells from any of this character’s Arcane spellcasting classes, but this power does not stack with similar powers from those classes.
This can be done in any increment and the Mage can refresh a Arcane Adept spell-slot in the place of two Arcane Novice spell-slots. Greater spell-slots take the place of three Novice spell-slots, and Master spell-slots take the place of four Novice spell-slots.
Additional benefits come if this Power is used in an area of concentrated magical power (such as an Arcane Locus), with a personal rite (determined by the Mage). Up to three times per Long Rest, if the Mage uses this Power in that way, they can Refresh a Arcane Novice spell-slot that does not count toward the total Refresh limit between Long Rests. This may occur in addition to Refreshing other spell-slots as normal.
Requirement: Mage Level 3
Incantation: None
Call: None
Target: None Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
The Mage can use their understanding of Arcane magic to help navigate the complexities of Arcane Ritual magic. The Apprentice Arcane Ritual Magic skill costs them one fewer Character Point. Once they achieve 7th level Mage they can purchase Journeyman Arcane Ritual Magic skill for one fewer Character Point. If they have already purchased either of these skills, they get one Character Point back for each.
Requirement: Mage Level 9, Apprentice Arcane Ritual Magic
Incantation: None
Call: None
Target: None Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
When the Mage is a Primary Ritualist in an Arcane Ritual, when they pull their final card from the Dark Territory Hand, they may also pull one additional card from the hand. When the second card is revealed, the spirits of the Void will give them a premonition of the outcome of the second card. This premonition is given by the attending Ritual Marshal as “Weal (Success), Woe (Failure), or Geas (Alteration).“ This does not replace the first drawn card, merely suggests what the outcome of the second card might have been.
Requirement: Level 2 Mage
The Mage gains an additional Cantrip from the Mage Class list and an additional Novice Spell Slot.
Requirement: Mage Level 2
Incantation: None
Call: None
Target: N/A Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
When casting a prepared non-damaging touch spell, the number of targets is increased by one. The spell must have a target of Individual, shield, or armor, the delivery must be Touch (downcasts to Touch are not affected by this power), and the spell must come from the Base Class: Mage Spell List (this includes both Novice and Adept).
Once they achieve 7th level Mage they may add one additional target per cast.
Requirement: Mage Level 5
Incantation: “I conjure words of arcane might, from studied tomes in candlelight to grant you the protection of the Arcane."
Call: “Short Grant 1 Barrier by Force”
Target: Individual Duration: Short Rest
Delivery: Touch Refresh: Long Rest, Special
Accent: Force Effect: Grant Barrier
The Mage can call upon the powers of the Arcane to grant an individual 1 Barrier by Touch. This archetype power refreshes whenever the Mage casts a spell (not cantrip) from their list of mage spells or after a Long Rest.
Requirement: Level 6 Mage, 0 Levels in any other Base Class
The Mage gains an additional Cantrip from the Mage Class list and an additional Novice Spell Slot.
Requirement: Mage Level 10
Incantation: None
Call: “Counter”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Counter
If the Mage is struck by a spell-packet that matches the Effect call of one of their prepared spells, the Mage may expend that spell slot immediately and call “Counter” as long as the call includes the Effect in a spell that the Mage has prepared, and has available spell slots for. Cantrip effects may be used to counterspell, but consume a Novice Spell slot to do so.
Note: Counterspell cannot be used while Silenced.
Requirement: Mage Level 2
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: Acid, Flame, Ice, Lightning Effect: Grant Accent
While before, the nuances of the arcane might have been foreign to the Mage, now, it’s become second nature. The four arcane affinities: Flame, Ice, Lightning, and Acid, are now always close to the Mage’s fingertips.
When casting the Mage Bolt cantrip, the Mage may choose to use the Acid, Flame, Ice, or Lightning accent instead of Force.
Requirement: Mage Level 4, Replicate Enhancement (Archetype)
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: none Effect: Special
When the Replicate Enhancement Passive is used, the Mage may choose to reduce the number of targets by one and instead place the additional charge granted into a Spell-Ball. This allows the Mage to retain the charge for later use, or deliver the charge at range.
Incantation: “I conjure words of arcane might, from studied tomes in candlelight, to invoke burning winds around my frame.”
Requirement: Mage Level 8
Call: “[Name or Description] Piercing [X] by Flame”
Target: Self, Individual Duration: Short Rest
Delivery: Verbal Refresh: Short Rest
Accent: Flame Effect: Piercing
When the Laernian Bottle is used, the Mage must come to a stop and place both hands across their chest. When struck by an opponent's melee attack, the Mage may call out “[Name or Description] Piercing [X] by Flame”, where the target is the foe that struck the Mage, and the amount of damage is equal to the number of times the Mage has been struck since the spell was cast. The power ends when the Mage completes a short rest, falls unconscious, uses another power, or moves their right foot or hands (other than for safety).
Note: The Mage gains no protection from this spell, but is allowed to use protections and defenses that have already been cast.
Incantation: “I conjure words…”
Incantation: "... to reclaim my power”
Call: None
Target: Packet (Spell-Ball), Self Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: None Effect: Refresh
This minor cantrip takes the power out of a spell-ball (or multiple spell-balls) that has already been charged and returns that power to the caster. The spell-ball becomes inert, and the caster refreshes the spell-slot that was used to charge the spell-ball. If the spell charges more than one spell-ball, all the spell-balls must still be charged in order to cancel the spell.
Incantation: "... for a force shield.”
Call: “Grant Protect vs Force or Mind”
Target: Self Duration: Until Used
Delivery: None Refresh: Focus Quick 100
Accent: None Effect: Grant Protect
The Mage throws up a shield of energy to protect themself from Force and Mind. Applying this Protect to Force or Mind can be chosen in the moment (not at the time of casting).
Incantation: "...to loosen your grip.”
Call: “Disarm [Item] by Force”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Packet) Refresh: Focus Quick 100
Accent: Force Effect: Disarm
A creature stuck by the spell has the named item or item held by the named limb forcibly removed and dropped to the ground. If the specified equipment is a shield (or the limb is wearing a shield) the arm must be straightened so that it is pointing directly at the ground to allow the shield to slide off the arm if possible. Unlike other Effects, if no duration is called, the duration of Disarm is Instantaneous, and the item may be picked up immediately upon hitting the ground.
Incantation: "...to form a ghostly hand.”
Call: “Grant Insubstantial to Self”, “Cure Insubstantial”
Target: Self Duration: Slow Count of 15
Delivery: None Refresh: Focus Slow 300
Accent: Force Effect: Grant Insubstantial, Cure
The caster must immediately drop everything they are holding and will go insubstantial. They then have a Slow Count of 15 to perform one action and return to the approximate spot where they completed the incant. At the end of the Slow Count of 15 the caster must immediately return to where they were at the start of the spell, and cure their insubstantial Condition.
The action must be one of the following: pushing a spot with one finger, picking up a small object (no larger than two fists) and placing it/throwing it, pulling on something with one hand, gesturing to another individual with one hand, or tapping a character on the shoulder (if the character has prior explicit consent only). If this movement triggers a trap, the Mage will be considered to have tripped the trap while momentarily physical, and therefore take the effects of the trap per the normal Insubstantial rules. This cantrip can only be cast out of combat.
Note: This spell offers interaction normally unavailable to Insubstantial creatures.
Incantation: “... to lay bare your secrets.”
Call: “Discern to [Item] by Mind: Identification”
Target: Non-relic magic item Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: Mind Effect: Discern
By using this Cantrip on an item while at an Arcane Locus, the Mage may learn all of the magical properties of an item.
Although it is easy for anyone to determine if an item is magical or special in nature and read the information card to discover obvious properties, this cantrip will allow the player to look at an item’s folded information card (even if they don’t meet the requirements on the outside) to know its exact properties. Only the caster will be allowed to read the properties, although if they choose to, they can open the item card to make the properties discoverable to anyone. If the card says “Relic” on the public portion, this spell has no effect.
Note: By game-design, Identify may have other specific uses.
Incantation: "... for a mage bolt.”
Call: “1 Force”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Packet) Refresh: Immediate
Accent: Force Effect: None, only damage
This minor cantrip charges a packet of materia with an explosive burst which will do 1 point of Force damage to those it hits.
Incantation: "...to see the magic before me.”
Call: [Name or Description] Discern by Arcane: [Question]
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Immediate
Accent: Mind Effect: Discern
See Magic gives the Mage the ability to detect magical emanations from enchantments, active spells (including summoned armor), or magical items. Once cast, the Mage can ask any or all of the following questions of as many targets as desired. The Mage can do this until they cast another spell, says anything that is not one of the questions, takes damage, takes an Effect, or completes a Short Rest:
Incantation: "...to halt your steps.”
Call: “Quick Root by Mind”
Target: Individual Duration: Quick 100
Delivery: Packet (Spell-Packet) Refresh: Focus Quick 100
Accent: Mind Effect: Root
A creature struck by the spell has their feet bound to the ground with momentary shackles of pure mental power.
Incantation:
“I conjure words of arcane might, from studied tomes in candlelight…”
Incantation: "... to enhance this shield.”
Call: “Grant Protect vs. Shatter or Shield Breaking to Shield by Force” x3
Target: Shield(s) Duration: Short Rest
Delivery: Packet (Spell-ball) Refresh: Spell
Accent: Force Effect: Grant Protect
Bolster Shield adds a sheath of magical power around up to three shields, giving it a Protect vs. Shield-Breaking or Shatter.
Incantation: "...to give this being form.”
Call: “Cure Insubstantial to Insubstantial by Will”
Target: Insubstantial Individual or Object Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Will Effect: Cure Insubstantial
The Mage can use this spell to shove an incorporeal creature or object fully onto their plane, making it vulnerable to many normal attacks. If the Carnate spell-ball is Prevented, one more spell-ball can be charged with this same spell by calling “Spell-ball Charged!”.
Incantation: "...to disable my foe.”
Call: “Short Disable [Limb] by Force”
Target: Individual Duration: Short Rest
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Force Effect: Disable
The target of this spell feels their limb twisted and crushed by an invisible force. An arm will become useless and will be forced to drop whatever that hand is holding. A disabled leg is unable to hold weight. When the packet strikes the target, the caster must choose a limb and make the call. If the packet appears to hit a specific limb, or if it hits a weapon or equipment held by a specific limb, that limb must be called, even if it is already Disabled. If the caster expends a Spike an additional Spell ball is charged.
Incantation: “...to demand your secrets be revealed!”
Call: None
Target: One Page Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: None Effect: Special
The Mage may, after casting this spell, understand one piece of written work regardless of the language it was written in, or any code that has been used to obfuscate the meaning. The work to be deciphered may be no longer than one page of script. Documents that can be deciphered in this way will have the translated text attached or accompanying it. There will be some codes or even languages that are resistant to this spell and thus cannot be deciphered (any that lack the accompanying translation). Once cast, the document is readable by anyone with the ability to read, but the original appearance of the page can be viewed too.
Incantation: "...to conjure a burst of flame.”
Call: “2 Flame”, “Wounding 2 by Flame”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-ball) Refresh: Spell
Accent: Flame Effect: Wounding
Fireburst charges two spell-balls with a dreadful arcane flame. These spell-balls will do “2 Flame” each, and must be thrown separately. However, if the caster expends a Spike, the effect changes to “Wounding 2 by Flame” for both Spell balls.
Incantation: "... to imprison you in ice."
Call: “Quick Imprison by Ice”
Target: Individual Duration: Quick 100
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Ice Effect: Imprison
When this spell is cast, it will charge two spell-balls at the same time. The spell-balls must be thrown separately. When struck by this spell, the target is immediately encased in ice. For the duration, the block of ice will protect them, but will also stop all movement and use of Powers (as normal for imprisoned). If the caster expends a Spike an additional Spell ball is charged.
Incantation: "...to make this armor whole again.”
Call: “Mend 5 by Force”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Force Effect: Mend
The target of this spell will Mend 5 Armor Points.
Incantation: "... to summon armor of arcane force.”
Call: “Long Grant 3 Summoned Armor to Self by Force”
Target: Self Duration: Long Rest
Delivery: None Refresh: Spell
Accent: Force Effect: Grant Armor
The caster grants themself 3 Summoned Armor Points. This is considered a new “suit” or armor and is not stackable with other sources of summoned armor.
Incantation: "... to protect the flesh.”
Call: “Grant 2 Barrier and Grant Protect vs Weapon by Force”
Target: Individual Duration: Until Used
Delivery: Touch Refresh: Spell
Accent: Force Effect: Grant Barrier, Grant Protect
Mageskin summons two points of Barrier for the target and grants them one Protect against Weapons by Force.
Incantation: "...to mask your aura from others’ sight.”
Call: “Short Grant Obfuscate vs Discerns by Mind”
Target: Individual Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Obfuscate
The Mage may put a protective bubble around one individual, rendering that individual Obfuscated to Discern Powers with the Mind Accent. Mask Aura can only be cast out of combat in a quiet and generally peaceful area and the Effect must be explained clearly to the recipient. In response to any Discern Effects, the character may decline to answer or answer however they wish a number of times equal to their Maximum Life Points.
Incantation: "...to keep you at bay.”
Call: “Short Repel by Fear”
Target: Individual Duration: Short Rest
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Fear Effect: Repel
The Mage reaches out with their will, putting into others a deep compulsion to stay away. Upon completion of the incantation, two spell-balls will be charged with the ability to Repel others. If this spell is cast using an Adept spell-slot, four balls are charged. If it is cast with a Greater spell-slot, it charges a single spell-packet, but gives the Mage the ability to continue casting the spell as if it were a cantrip until the next Short Rest. Although multiple spell-balls are charged at once, they must be thrown one at a time.
Incantation: "...to end your imprisonment.”
Call: “Dispel Imprisoned by Force”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Force Effect: Dispel
Magekey allows the caster to end the Imprisoned Condition on one Individual. This can be to save a friend or to end the protection on a foe. This cannot be used while the Mage themself is imprisoned.
Incantation: "...to rob my enemies of their speed and strength.”
Call: “Quick Slow by Mind”, “Quick Weakness by Mind”
Target: Individual Duration: Quick 100
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Mind Effect: Slow, Weakness
Ruinous Curse charges two spell-balls simultaneously. One will Slow its target, the other will Weaken its target, each for a Quick Count of 100. The spell-balls must be thrown separately.
Incantation: "... to rend and break what is now forgotten.”
Call: “Shatter [Item] by Force”
Target: Hand Held Object Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: Force Effect: Shatter, Refresh, Grant Barrier
When this spell is cast, Shred Shatters an item the Mage is holding. If the item is successfully Shattered, and the item was tagged, or otherwise had provable in-game value, like a weapon, shield, or other discarded item on the battlefield, the Mage refreshes one Spike, or gains two Barrier, their choice.
Incantation: "... to gather the aether to guide my way.”
Call: "Town Portal, Insubstantial!", “Grant Insubstantial to Self”, Instruction: “[Name or Description] Cure Insubstantial to Insubstantial”
Target: Self, Individuals Duration: Long Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant Insubstantial, Cure Insubstantial, Instruction
This spell must be cast Out Of Combat and the Mage may only have one active Town Portal trigger and sigil at any one time. Upon casting this spell, the Mage inscribes a location, outside, within touch range, with a symbol of their choosing. The Symbol must be at least 6” by 6” and must be visible from at least one angle by a person standing on the ground.
At any time until the Mage finishes a Long Rest, they may trigger this power in order to “Grant Insubstantial to Self” and are compelled to walk directly to their inscribed symbol and touch it. The Mage should call "Town Portal, Insubstantial!" when this occurs.
If this spell is cast using a higher tier spell slot, upon being triggered the caster may designate up to two additional targets per tier. Thus, with a Master Level Slot, 7 people would be transported, including the caster. These individuals must all be within Touch range when the Power is triggered. The caster should make it clear to the targets who is being affected and how. The Mage may use "Instruction" to tell the players that their character is going to be Insubstantial, can only walk, and should Call "Town Portal, Insubstantial." In addition, all affected characters must attempt to remain within melee distance of the caster until they have reached the Sigil, or have been cured of Insubstantial.
When the travelers reach the sigil's original location and the Mage touches the sigil, the caster calls “[Name or Description] Cure Insubstantial to Insubstantial” on all the travelers. If, instead, the Symbol is no longer there or otherwise defaced, the caster immediately dies.
Should the caster die, or the spell ends, all effects and conditions related to this spell end.
Note: This means the caster is Dead, but no longer Insubstantial, as all Conditions are removed when dead. Removing the Insubstantial Condition will not remove any other part of this Spell's effects: the Mage (and other Targets) will still need to walk back to the original location and will still die if the sigil has been moved or defaced.
Incantation:
“I conjure words of arcane might, from studied tomes in candlelight,
I draw my strength from sky and land. Gather now within my hand…”
Incantation: "...to create an arcane bridge.”
Call: None
Target: Special Duration: Special
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Force Effect: Special
This spell must be cast upon a spell-ball that has been marked with a symbol that is special to the caster. The packet is then thrown and once it comes to rest, the Mage can briefly touch the ground to create an ethereal, translucent bridge of pure magical power that extends from that spot to the thrown spell-ball.
The bridge is taxing to maintain, and once six Individuals have passed over it, the magical force will dissipate. The bridge will likewise dissipate if the anchoring spell-ball is moved in any way. This spell can be cast with a Greater magic spell-slot to allow ten individuals across, or a Master spell slot to allow any number of individuals to cross as long as the caster maintains Focus. Severe changes in level between the two ends cause the bridge to dissipate immediately, so this spell cannot be used to help climb or descend more than about four stair-steps up or down.
Incantation: "...to turn my enemies’ hatred against each other.”
Call: “Berserk by Mind”
Target: Individual(s) Duration: Permanent
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Mind Effect: Berserk
The Mage charges two spell-balls with the energy of madness and pain. Each charge will cause an individual to strike out at those around it, attempting to harm anyone they can reach. A Berserked creature will attack the nearest creature until it is slept or drops to 0 Life Points. They will not use Powers, and will stop attacking a creature once it falls. If the caster expends a Spike an additional Spell ball is charged.
Incantation: "...to summon the ravages of time.”
Call: “Shatter [Item] by Time”
Target: Individual or Item Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Time Effect: Shatter
When cast, this spell charges two Spell balls that cause the items struck to be Shattered. If the spell-ball strikes a shield or weapon held by an individual, then that shield or weapon must be targeted. If the spell-ball strikes the individual, the caster can choose from a held item, physical armor, or some other visible possession. The target may be an unattended physical item. Special items are generally immune and their holder may call out “No Effect” in these cases.
Incantation: "...to dispel magic.”
Call: See below
Target: Individual or Object Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: None Effect: Dispel
This powerful spell can be used to end the duration of many Spells or Powers, including Spells like Elemental Node or protective circles. It can be used in one of the following ways:
Note: By game-design, Dispel Magic may have other specific uses.
Incantation: "... to dominate the mind, bending it to my will.”
Call: “Short Dominate by Mind”
Target: Individual Duration: Short Rest
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Mind Effect: Dominate
The target of the spell will feel their attitude change and shift, becoming compliant to the caster’s will. The target is Dominated to the caster for a Short Rest, or until the target is reduced to zero Life Points. This spell is exhausting to the caster, and thus the caster may only have a single target dominated with this spell at any one time, and, in addition, this spell may only be cast once per Long Rest.
Incantation: "...to open skies to fates that loom and bring about your final doom.”
Call: “Piercing 4 by Agony”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Agony Effect: Piercing
The Mage, by spending a Spike, may call forth a Doombolt doing Piercing 4 by Agony. If this spell is cast with a Greater spell-slot, it will do Piercing 6 Agony instead. If cast with a Master spell-slot, it will do Piercing 8 by Agony.
Incantation: "...to claim this place as a place of power.”
Call: “Wounding 2 by [Acid / Flame / Ice / Lightning]”
Target: An Arcane Circle Duration: Instantaneous, Short Rest
Delivery: Touch, Packet (Spell-Ball) Refresh: Spell
Accent: Acid, Flame, Ice, or Lightning Effect: Wounding
This spell must be cast while inside a white cord, rope, or the like that is no longer than 10 feet long that has been laid down to make a continuous shape (usually a circle). At the completion of the Incantation, the lain rope cannot be purposefully moved by anyone other than the caster, and anyone who attempts to do so should be informed by use of “Instruction: You may not move the rope.” or similar. This does not prevent people from crossing the threshold of the cord, rope, or the like.
Should the rope be moved purposefully by the caster, the spell ends. This should be communicated to others trying to touch or manipulate it.
As long as the caster is completely inside the circle (regardless of whether they have remained in the circle), they can charge a spell-ball with elemental energy by calling “Spell-ball Charged” Only one spell ball may be charged at a time with this spell.
The spell-ball will cause “Wounding 2 by [Acid/Flame/Ice/Lightning] Damage. The Mage may charge a number of Spell-Balls with this spell equal to their Mage class-level. The Mage can continue to do this until they complete a Short Rest or until the Circle is moved, broken, or Dispelled. Incidental/accidental movement of the circle will not disturb the spell (such as a foot moving the cord accidentally).
The Circle can be Dispelled by Dispel Magic and similar magic.
Note: The caster may only have one Circle active at any given time, regardless of origin.
Incantation: "...to give the planar strength of [Air/Fire/Earth/Water].”
Call: Explanation
Target: Individuals Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Resistance
Elemental Survival must be cast focusing on one of the Elemental Planes (Fire, Air, Water, Earth). The caster designates 3 targets to gain traits based on the plane chosen. If this spell is cast with a Greater spell-slot, it will last until the character completes a Long Rest. The character cannot be affected by this spell more than once at a time, even if a different plane is chosen.
Air - The character is unaffected by high winds, including natural tornadoes and the like. The character is unaffected by natural lightning strikes and can see normally through clouds and the dust caused by weather. The character has resistance to Lightning and resistance to falling damage a number of times equal to their Maximum Life Points.
Fire - The character takes no damage from normal fire or heat, and can breathe and see normally in smoky environments. The character has resistance to Flame a number of times equal to their Maximum Life Points.
Earth - The character can pass through some rock and stone (the player can move through earth/stone walls where it is possible, as if Slowed). The character has resistance to Acid a number of times equal to their Maximum Life Points.
Water - The character can walk normally on icy surfaces and can breathe normally underwater. The character will suffer no ill effects from being in deep water and can see normally underwater, even in almost total darkness. The character has resistance to Ice a number of times equal to their Maximum Life Points.
Incantation: "...to give the gift of solitude.”
Call: “Short Grant Power”, Explanation
Target: Individuals Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant Power Alone But Not Lonely
The caster may identify up to three individuals who are given the Gift of Solitude may, up to three times before completing a Short Rest, verbally repel nearby attackers, giving them room to breathe. The target receives the Alone But Not Lonely Power below:
Alone But Not Lonely Call: “[Name or Description]: Quick Repel by Force” Target: Individual Duration: Quick Delivery: Verbal Refresh: None Accent: Force Effect: Repel Through manipulations of Force, the targets of this power are kept at bay for a short while. “Quick Repel by Force.” This power may be used up to three times before being expended, however, all remaining charges are lost if the wielder of this power completes a Short Rest. |
Incantation: "...to brace this shield from foe’s assault.”
Call: “Grant Protect vs Shield-Breaking” and ”Grant Protect vs Shatter by Force”
Target: Shield Duration: Until Used
Delivery: Touch Refresh: Spell
Accent: Force Effect: Grant Protect
The target shield gains a Protect against Shield Breaking and another against Shatter effects targeting the shield.
Incantation: "...to bring forth silence.”
Call: “Short Silence by Will”
Target: Individual Duration: Short Rest
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Will Effect: Silence
When this spell is cast, Hush charges two spell-balls with “Short Silence by Will.” The target of this spell is rendered unable to make vocal noises for the duration, including casting (but not including out of game calls or responses). If the caster expends a Spike an additional Spell ball is charged.
Incantation: "...to reveal the secrets and portents of this item.”
Call: “Discern to [Item] by Arcane: Identification”
Target: Any number of special items Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: Arcane Effect: Discern
The Mage may learn all of the magical properties of all designated non-relic items. Although it is easy for anyone to determine if an item is magical or special in nature and read the information card to discover obvious properties, this spell will allow the player to look at the folded information card (even if they don’t meet the requirements on the outside) to know its exact properties.
Only the caster will be allowed to read the properties, although if they choose to, they can open each item card to make the properties discoverable to anyone.
Note: While this spell allows relics to be identified, the object may still be Obfuscated or otherwise masked, and Identification may not reveal all its properties. In addition, by game-design, Improved Identify may have other specific uses.
Incant: "...to make this item whole again.”
Call: “Rebuild [item] by Force”
Target: Shattered Item Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: Force Effect: Rebuild
The Mage can bring back to usefulness an item that has been Shattered or otherwise broken. The majority of the item is required, so an item lost into lava, misplaced, etc., will not be rebuildable.
Incantation: "...to turn the magic of my foes against them.”
Call: “Grant Protect vs Damage from Packets”, “Wounding [X] by Force”
Target: Self, Individual Duration: Short Rest, Instantaneous
Delivery: None, Packet (Spell-Ball) Refresh: Spell
Accent: Force Effect: Grant Protect, Refresh, Wounding
This spell gives the Mage a limited ability to absorb magical power and use it themself. They gain a Protect against Packets that do damage. When the Protect is used, it will also absorb the magic of the attack. The amount of Power that can be used depends on the damage called with the Power. If the Mage does not have a spell-ball in hand, the Mage can Refresh one exhausted Novice spell-slot. If the Mage has a spell-ball in hand, they can call “Spell-ball Charged!” and give the spell-ball the ability to do the same damage as the original Power, although whatever accent that Power had will be changed to Force. The call for the charged spell-ball is “Wounding [Damage] by Force.”
Incantation: "... to conjure nameless dread.”
Call: “Short Grant Vulnerability to [Force, Flame, Ice, Lightning, Acid]”
Target: Individual Duration: Short Rest
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: None Effect: Grant Vulnerability
Twisting fate and warping reality, the Mage lays bare their opponent’s weakness for all to exploit. A single spell ball is charged with this spell, but if a Greater spell slot is used, the duration becomes Long, like so: “Long Grant Vulnerability to Force.” If this spell is cast using a Master Spell slot, the call gains the “Final” modifier, ie “Long Grant Vulnerability to Force Final.”
Incantation: “...to sustain the breath.”
Call: Explanation
Target: Individual Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Immunity
The Mage designates up to 3 individuals creating a bridge between the target and the element of air. The targets cease to breathe the air around them, and therefore can survive in airless environments such as being underwater, and gain immunity to the Gas Accent and any similar Effects that are obviously breath driven. The appropriate call for this defense is “Immune.”
Incantation: Focus Quick 100, "... to subjugate the mindless that stand before me.”
Call: “[Name or Description] Short Dominate to Construct by Arcane”
Target: One Construct Duration: Short Rest
Delivery: Verbal Refresh: Spell
Accent: Arcane Effect: Dominate
Calling upon their deep understandings of the Weave, the Mage can intuit the mystical pathways used in the generation of constructs, and attempt to override them, gaining control. The Mage weaves mystic sigils in the air binding the strands of eldritch energy animating the golem, verbalizing their intent, and the construct is tethered to their will… for a time.