Mage

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High upon a windswept cliff, a robed figure chants ancient words that resonate above the crashing of the waves. With eyes closed and arms outstretched, fingers adorned with glistening jeweled rings, she weaves a pattern from her mind’s eye, bringing it and the magic it contains into the world.

Speaking softly in the dim light of the back alley, the finely dressed nobleman repeats the instructions to his two hooded accomplices. Before sending the hooded figures off on their “errand,” the nobleman forms a gesture with his hand, his fingers raised in an ancient mudra, and the accomplices fade from view, ready to accomplish their mischief. 

Seated in the shadow of a great monolith covered by vines and moss from a thousand years of neglect, the halfling gazed at her own image in a reflecting pool, pondering the meaning of the glyph carved into the foundation of the spire. This civilization worked magic like the farmers in her homeland worked the soil… soil… crops… water… light… and suddenly she understood! She breathed a word of magic, raising her hand, and a soft mote of light appeared above the shimmering pool, its reflection bathing the glyph on the monolith… and from behind her, she heard the sound of stone sliding over stone…

Mages live and breath magic, bringing spells into the world like a dancer weaves steps on the stage, or a painter draws an image on the canvas. Their magic is not an inborn power, but the creative talent is there nonetheless, permeating their incantations and workings. Unsatisfied with rote tutelage, mages discover magic by doing rather than theorizing, casting themselves out into the world and observing all manner of mystical oddities in their pursuit of power, knowledge, or excitement.

 

 

Innovators of the Arcane

Before the schools of magic were codified and the age of wizards began, the first spellcasters to unravel the mysteries of the planes through study and observation were the Magi, or mages. Some say that they were the ones who isolated the resonant words of power from the songs of bards, and identified the gestures used instinctively by sorcerers. Mages studied the mysteries of the divine spellcasters, learning secrets meant only for the priesthoods of long forgotten sects. 

Mages are magic users who understand the arcane through reason and deliberate process, but that process is one of their own devising; individual experimentation, exploration, and arcane artistry inform the Mage’s craft as much (if not more so than) book learning. The schools of magic that train Wizards initially grew from the trailblazing work of the magi, and while most prospective students with the talent and discipline to become spellcasters elect for the tried and true road to wizardry, every generation there are a few dedicated, ambitious souls for whom the beaten path holds no luster. These students forge their own way instead, learning through trial and error with only the guidance of ancient tomes and scrolls to lead them forward.

 

 

Artists & Explorers

A mage must advance her craft without tradition or curriculum. That said, most mages do have a mentor who starts them on the path of self-discovery, often a wizard, sorcerer, or another mage. The mage may lack the innate magic of sorcery, but her discipline, intuition, and sharpness of mind can more than make up for such shortcomings. Their mentor offers a starting point, and will often instruct the mage in their first cantrips and spells, but soon the mage will exhaust their mentor’s libraries and set off to seek a deeper understanding of the planar mysteries. 

Having progressed with magic more as an art than a science, a mage has a more intuitive sense of the eldritch threads that bind the planes, and of how these threads can be manipulated.

 

 

Creating a Mage

A mage character can be from almost any background, but all share the intrepid spirit of exploration that sets them down the path of magical study. Whether through curiosity, necessity, or the desire for power, mages are motivated to advance their knowledge of and capability with magic. The mage may seek to bring back some knowledge or power that can save the people she cares about, or may be on a quest for vengeance against those who wronged her.  

Quick Build

You can quickly create a mage character using these guidelines. Make Intelligence your highest ability score, followed by Constitution or Dexterity. If you intend to select Order of the Spellsword as your Mage Archetype, consider making Strength or Dexterity your secondary Ability Score. Next, choose a background related to scholarship or seclusion from society. Then choose the following cantrips: firebolt, light, and prestidigitation. Lastly, choose these 1st level spells: chromatic orb, mage armor, and faerie fire

 

 

Class Features

As a mage, you gain the following class features:

Hit Points

Hit Die: d6

Hit Points at 1st level: 6 + Constitution bonus

Hit Points at Levels Higher than 1st: 1d6 (or 4) + Constitution bonus

Proficiencies

Armor: None

Weapons: club, dagger, dart, longsword, quarterstaff, scimitar, sickle, sling, light crossbow

Saving Throws: Intelligence, Dexterity

Skills: Choose two from: Arcana, History, Deception, Insight, Investigation, Nature, Persuasion, Perception, Religion

Multiclassing: You must possess a 13 Intelligence to multiclass into the mage class from another class, or to another class from the mage class. 

Equipment

You start your adventure with the following equipment, in addition to the equipment provided by your background. Alternately, you can start with 4d4 x 10 gold pieces with which to purchase equipment.

  • (a) a quarterstaff or (b) 10 darts
  • (a) a component pouch or (b) an occult focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A grimoire and a dagger

 

 

 

 

 

 

 

Spellcasting

As a practitioner of the arcane arts, you have collected your spells in a grimoire, your spellbook. See below for the Mage spell list. 

Cantrips

At 1st level you know three cantrips of your choosing. These spells must be selected from the mage spell list, and as you rise in level you gain more cantrips of your choice from the mage spell list (see the Mage table). 

Spell Slots

You gain spell slots as a Full spellcaster.

Grimoire

At 1st level, you have a grimoire, a mage’s spellbook, containing three 1st level mage spells of your choice. 

Preparing and Casting Spells

The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of mage spells that are available for you to cast. To do so, choose a number of mage spells from your grimoire equal to your Intelligence modifier + your mage level (round up, minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 5th-level mage, you have four 1st-level, three 2nd-level, and two third-level spell slots. With an Intelligence of 18, your list of prepared spells can include nine spells of 1st, 2nd, or 3rd level, in any combination, chosen from your grimoire. If you prepare the 2nd-level spell hold person, you can cast it using a 2nd-level or a 3rd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of mage spells requires time spent studying your grimoire and practicing the gestures and words of magic you must reproduce to cast the spell: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Intelligence is your spellcasting ability for your mage spells, since you acquire your spells through research and experimentation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one. 

 

 

 

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier 

Spell attack modifier = your proficiency bonus + your Intelligence modifier

 

 

 

Spellcasting Focus

You can use an occult focus (an arcane focus or a ritual weapon that can be a dagger, longsword, or quarterstaff) as a spellcasting focus for your mage spells.

Learning Spells of 1st Level and Higher

Each time you gain a mage level, you can add one mage spell of your choice to your grimoire for free. This spell must be of a level for which you have spell slots, as shown on the Mage table. On your adventures, you might find other spells that you can add to your grimoire.

 

 

Quick Study

When you complete a short rest, you may change a number of your prepared spells equal to your Intelligence modifier to other spell in your grimoire. Once you use this ability you must finish a long rest before you can use it again. 

 

 

Magical Mnemonics

At second level, you learn to temporarily commit to memory certain magical formulae and mental patterns representing the arcane essence of the spells you have recorded into your grimoire. Memorizing spells involves inscribing special permutations of those magics in your mind using cryptic mnemonic imagery and magical symbolism. These powerful formulae are so complex that it takes the utmost discipline to hold them in one’s mind, and once a memorized spell is cast and the mental focus needed to hold them dissipates, these formulae are forgotten.

When you complete a short or long rest, and provided your grimoire is available, you may select a number of spells in your grimoire based on your Mage level (up to the maximum shown on the Mage chart). These spells may be of any level that you have available spell slots to cast, and need not be spells you have prepared. You may memorize the same spell more than once (using different spell slots). Cantrips may be memorized: these spells do not fill a spell slot, but do count toward your maximum number of memorizations. 

A memorized spell is “locked into” the spell slot chosen – that slot cannot be used to cast any spell other than the memorized spell. Once the memorized spell is cast and released using the slot devoted to memorization, it is no longer considered memorized. It may be re-memorized when you next complete a short or long rest (if you have any remaining spell slots of a level needed to cast it). However, if the spell is one you have prepared normally, it is still considered prepared and can be cast using any remaining slots of the appropriate level.  

 

 

Arcane Arts

Your magical studies have born strange and wondrous fruit in the form of arcane arts. These arts represent special methods of weaving magical energy to enhance your memorized spells. When you cast a memorized spell, you can enhance that spell using one of your Arcane Arts. Some Arts may require you to rest before you can use them again.

You know two arcane arts at second level, and you gain more as you increase in level as shown in the Mage table (at 5th, 9th, 13th, and 17th level). Each time you gain a new arcane art, you may elect to change one of your known arcane arts for a new one.

 

 

Alacrity of Imbria

You may cast a memorized spell with a casting time of one minute as if it had a casting time of one action. You must complete a short rest before you can use this arcane art again.

 

 

Ancient Incantation of Vaciron

When you cast a memorized spell that has a duration of at least one round, you may intone an incantation in a long forgotten tongue as a bonus action on each of your turns. You may do so for a number of turns equal to the spell’s duration, plus one minute per mage level you possess. So long as you maintain this chant, you may concentrate to keep the spell effect going, even if the spell does not have the concentration tag in its duration. 

Furthermore, you gain advantage on any saving throws you make to maintain concentration on this spell while chanting. You cannot cast any other spells requiring verbal components without breaking the chant. You must finish a short or long rest before using this arcane art again.

 

 

Brutality of Hazhar the Godless

When you successfully affect a creature with a memorized spell that targets a single creature and does not cause damage, you can inflict 1d6 Force damage + Psychic damage equal to your Intelligence modifier to the target of that spell. At 5th level, the damage increases to 2d8 Force damage. At 11th level, the damage increases to 3d10 Force damage. At 17th level, the damage increases to 4d12 Force damage. You must complete a long rest before using Brutality of Hazhar again.

 

 

Dark Arts of Sebal Dur

You may cast a memorized spell as a ritual, even if it does not have the ritual tag in the spell description. The ritual takes the usual casting time plus 10 minutes, and requires an additional minute per level of the spell. The spell slot used for memorization is not expended when the spell is cast through Dark Arts of Sebal Dur – however, once the spell is cast as a ritual, it is no longer considered Memorized (and any aura effects gained from an Aethereal Aura provided by that memorized spell slot end). You may not cast spells through this Arcane Art of a level that exceeds your Proficiency Bonus. You must finish a long rest before you can use this Arcane Art again. 

 

 

Dueling Charm of Ethrania

When a memorized spell you cast is counterspelled, you may use your reaction to cast a cantrip against the creature that countered your spell. The cantrip must have a casting time of one action, one bonus action, or one reaction. You gain advantage on the attack roll for your cantrip if your spell was successfully counterspelled. You must finish a short or long rest before using Dueling Charm again.

 

 

Inakko’s Words of Power

By intoning ancient words of power when you cast a memorized spell that has verbal components, you may add your Intelligence modifier + the level of the memorized spell slot to the damage of that spell. This additional damage is considered Psychic damage. Once you use Words of Power, you must finish a short or long rest before you can use it again.

 

 

Jarhan’s Arcane Repartee

When you succeed in a saving throw against a spell that targets you (but not a spell that strikes you as part of its area of effect), you can use your reaction to immediately cast one of your memorized spells. This spell must have a casting time of one action, your reaction, or a bonus action. You can cast this spell even if you have already cast a spell or taken a bonus action on your turn. If you use your Arcane Repartee, you suffer no effects of the spell that targeted you, even if a successful save would normally have a reduced effect. You must complete a short or long rest before using this ability again.

 

 

Lantana’s Witchly Accoutrements

When you cast a memorized spell using your occult focus in place of components, you can add +2 to your proficiency bonus for the purposes of casting that spell. You must complete a short or long rest before you can use Witchly Accoutrements again. 

 

 

Permutation of Trum-Goll

When you cast a memorized spell that inflicts damage, you may designate one of the following damage types for the spell to inflict in place of it’s normal damage type: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder. You must complete a short or long rest before using Permutation of Trum-Goll again. 

 

 

Prodigiousness of Dassia

You can cast one of your memorized spells as if you had expended a spell slot one level higher, even if you do not normally have spell slots of that level. For example, you can cast a spell using a 4th level spell slot as if that spell were cast using a 5th level slot. Once you use this ability you cannot use it again until you finish a long rest.

 

 

Signs of Eld

By forming forbidden gestures with your hands or occult focus while casting a memorized spell, you gain Advantage on any magic attack rolls made as part of the casting. Additionally, enemies suffer Disadvantage on any saving throws made against the spell. You must complete a short or long rest before you can use this Arcane Art again. 

 

 

Surge of Kararack

When you cast a Mage spell, you can immediately use a bonus action to cast one of your memorized spells, even if the initial spell is not a cantrip. The second spell must be of a level lower than the spell that triggered your bonus action, and must have a casting time of one action or one bonus action. The effect takes place on your turn after the result of your initial spell is resolved. You must complete a long rest before making use of Surge of Kararack again. 

 

 

Supernal Focus of Morvalag

While you are concentrating on a spell, you may cast a memorized spell requiring concentration without losing concentration on the first spell. The second spell must be of a level lower than the spell you are currently concentrating on (or must be a Cantrip). You suffer disadvantage on all attack rolls, skill checks and saving throws (including Constitution saving throws to avoid losing concentration) while concentrating on more than a single spell, and attacks against you are made at advantage. If you lose concentration, or cast a third spell that is level 1 or higher, all spells you are currently concentrating on end. You incur one level of exhaustion when your concentration ends, and you must finish a long rest before you can use Supernal Focus again.

 

 

Vengeful Sending of Rylahn the Brash

When a creature triggers an opportunity attack from you by moving out of your reach, you may cast a memorized spell as a reaction instead of making an opportunity attack. The spell you cast must have a casting time of one action or one bonus action. You must finish a short or long rest before using Vengeful Sending again. 

 

 

Aethereal Aura

At 3rd level, the arcane patterns held in your memory distort the natural flow of magical energy around you. You gain special benefits for spells you have memorized. For each memorized spell you have, you can invoke one of the auras you know, up to the total number of auras available to you. You may not evoke the same aura more than once at the same time.

Choose one aura from the following list at 3rd level, and another aura at 7th, 11th, and 15th level. Each time you gain a new Aethereal Aura, you may elect to change one of your known auras for a new one.  

 

 

Elusive Aspect

Magical force seems to enshroud you in a metaphysical fog, your image fading into the background. While you are not invisible, creatures that can see you tend to focus less attention on you, and lose interest in you faster. You can make Intelligence (Arcana) checks in place of Dexterity (Stealth) and (Sleight of Hand) checks against creatures that can see you. If you use a Spell Slot of Level 3 or higher to generate an Elusive Aspect, you are also under the effect of a nondetection spell until the memorized spell slot is expended.

 

 

Energy Shield

You reduce the damage you suffer from fire, force, radiant, and thunder damage by a number of hit points equal to the level of the memorized spell slot you use to activate this aura. The effect ends when you cast the memorized spell. If you use a spell slot of 3rd level or higher for the memorized spell that invokes the Energy Shield aura, you can choose one of the above damage types and instead gain resistance to that type of damage. 

 

 

Eye of the Magi

Your senses become attuned to the flow of magic in the natural world, allowing you to view the ebb and flow of magical forces nearby. You may cast the Detect Magic spell at will until the memorized spell slot is expended. If you use a Level 2 Spell Slot or higher to evoke the Eye of the Magi, you also receive the effect of the Identify spell at will. 

 

 

Force Shell

You gain a number of temporary hit points equal to the level of the spell slot used to memorize the spell that invokes Force Shell. These temporary hit points replenish at a rate of 1 temporary hit point per minute while the spell remains memorized.

 

 

Shroud of Disruption

The air around you pulses with an almost perceptible air of intensity. You add +1 to your saving throws against magic spells and effects until the spell slot is spent. If you use a memorized Spell Slot of 2nd level or higher to activate Shroud of Disruption, add a d4 to your saving throws against magic instead. 

 

 

Metaphysical Defense 

Arcane glyphs and diagrams can be seen forming a barrier around you when you are the target of a weapon or spell attack. You can calculate your Armor Class using the level of the memorized spell in place of your Dexterity modifier. The effect lasts until the memorized spell slot is expended. 

 

 

Sojourn of the Wanderer

Your Speed increases by 5 while you have the spell slot memorized. If you use a spell slot of 2nd level or higher, you may ignore movement penalties for difficult terrain.

 

 

Spell Sheath

You sheath a spell you cast in your aura of magical energy, adding greater force to the attack. You add 1 point of Force damage to the damage of any cantrip you cast until you cast the memorized spell. If you use a memorized Spell Slot of 2rd level or higher to activate Spell Sheath, the damage becomes +1d4. 

 

 

Veil of Power

Your countenance seems to loom menacingly as lights dim and space appears to warp, causing you to appear larger and more powerful. You may use your Intelligence (Arcana) in place of Charisma (Intimidate) and Charisma (Persuasion) checks. If you use a spell slot of 2nd level or higher, you may also use your Intelligence (Arcana) in place of Strength (Athletics) or Dexterity (Acrobatics) checks to resist being grappled.

 

 

 

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

 

 

 

Recall the Ephemeral

At 5th level you may choose to regain spell slots rather than memorize spells when you finish a short rest. The spell slots you regained can have a combined level equal to the number of spells you choose not to memorize. You must complete a long rest before using Recall the Ephemeral again. At 10th level as a mage, you can use this feature twice before you must complete a long rest to regain use of this feature.

 

 

 

Cathedral of the Mind

At 18th level, you have mastered the memorization of certain spells. Choose a 1st and a 2nd level spell from your grimoire: as long as you have these spells prepared, they are considered memorized when you cast them, allowing you to utilize your arcane arts with any spell slot you use. You do not gain any aetheric auras for having these spells prepared.

 

 

 

Mage Spell List

 

 

 

Orders of the Magi

While each Mage explores and develops their magical abilities individually, they have occasionally come together to compare notes, share secrets, and codify rules of magical conduct. These proto-schools of magic, called Orders, operate much like guilds among skilled tradesmen – save that the skills in question are magical arts.  

At 2nd level, mage selects an Order which grants additional features at 2nd, 6th, 10th, 14th, and 20th level.

Order of Adepts

The Order of Adepts is one of the most ancient Magi Orders to have formed, comprising those mages who delve headlong into the intrepid exploration of the forces of magic…

Order of Arcanists

Delvers into occult lore and seekers of lost objects of mystical power, the Order of Arcanists arose from those mages who scour the ruins of more ancient civilizations…

Order of Spellswords

magical soldiers of fortune, bringing their fighting magic and tactical expertise to bear on the battlefield….