Mages are feared and respected across the West for good reason. They command the eldritch energies that shaped the world from a formless void, and they can command this arcane energy to perform a variety of miraculous tasks.
However, these fantastic feats are limited by the number and type of aspects or greater paths that a mage has mastered. Each type of magic requires its own catalization, which is why so many mages journey across the known world in search of the resting place of gods. From hurling balls of fire to flight to invisibility each aspect they unlock vastly increases their power.
Role: Mages can fill a variety of roles depending on what type of magic they control. Some become healers, keeping their companions alive. Others deal staggering amounts of magical damage, or learn to interpret dreams.
Hit Points Per Level: 6
Base Attack Bonus: .5
Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int) and Profession (Wis)
Skill Ranks per Level: 4 + Int modifier
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Class Features
The Mage class has access to the following class features.
Weapon & Armor Profieciency: Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Focus Attribute: Intelligence, Wisdom or Charisma.
Spells: A Mage casts arcane spells drawn from the spell lists presented under Magic & Spells. They may only choose spells from any Aspect they possess. To learn or cast a spell the Mage’s Focus Attribute must be equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mage’s spell is 10 + the spell level + the mage’s Focus Attribute modifier.
A mage starts with spell points equal to their focused attribute modifier, plus 3 points for each level in the druid class. Their Recovery is equal to their constitution modifier, plus their mage level.
A mage may know any number of spells from his lists, and may cast any of them as long as he has an appropriate number of spell points available.
Arcane Bond: At 1st level the character may form a powerful bond with an object or creature. This bond takes one of two forms: a familiar or a bonded eldimagus. A familiar is a magical pet that enchances the mage’s skills and senses, and can also aid him with his magic. A bonded eldimagus is a powerful magic item that can be used to cast additional spells.
Once the mage makes this choice it is permanent and cannot be changed. Rules for familiars are found at the end of the class template, while rules for a mage’s eldimagi appear below.
Mages who begin play with an eldimagus do so at no cost, however it is an unfinished eldimagus (see magic items for more details on eldimagi). The specific form the eldimagus takes is up to the player, though it must conform to the options listed under the mage’s native aspect.
A bonded eldimagus can be used once a day to cast any spell the mage knows. The eldimagus pays the associated spell point cost. The spell is treated as if the mage had cast it, so all abilities, metamagic feats or other funk can be used with that spell.
A mage can add additional abilities to the eldimagus by finishing it (see the eldimagus section), and may further enchant the item if he possesses any item creation feats (item creation feats require the Enchanting greater path). Like all eldimagi the item will only function for it’s bonded owner.
Greater Path: At first level a mage may unlock any of the eight greater paths, provided he possesses the Realm and Element necessary. He may only choose one greater path and once this choice is made it cannot be changed. It is highly recommended that a character spend their two free Touched Catalizations to take an element and realm that unlocks the greater path they’d like to use.
Cantrips: Mages can cast a number of cantrips, or 0 level spells, equal to his Focus Attribute modifier each day. These spells must be selected from his known lists, and take no spell points to cast.
Bonus Feats: 1st, 3rd and 5th level the mage gains a bonus feat. These feats must be selected from the metamagic, item creation or spell mastery categories.
Spellbook: All mages keep spellbooks. These spellbooks are not necessary to study once the caster has learned a spell, but can be used to teach other mages the same spell. Further, a spellbook can be used as a research aid to allow the mage to research new spells.
Increased Recovery: At 2nd level Mages gain a +2 bonus to recovery. This increases to +4 at level 4 and +6 at level 6.
Deep Mana: Beginning at 3rd level the Mage adds a number of spell points equal to their Mage level to their spell pool, so at 6th level they will gain a total of six points.
Magical Lore: At 4th level a Mage gains a +4 bonus to all Knowledge Arcana checks, and may make such checks untrained.
Arcane Armor: At 5th level the mage gains the Light Armor proficiency. If they already possess it they gain the Medium Armor proficiency.
Second Path: At 6th level a Mage may select a 2nd greater path, provided they possess the appropriate Element and Realm. They gain access to all spells from this new list.