Rules
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Spellslingers hurling fireballs, conjurers summoning demons, necromancers raising the dead, and enchanters charming the minds of others. Mages are masters of the arcane arts, able to bend reality to their will. Of course, reality does not wish to bend. Mages must be careful, lest they lose control of their magic and suffer the consequences.

Weapons. Tiny, Small, and Medium weapons.

Armor. None.

Stat Boost. +1 to your MIND stat.

Spellcasting. You can cast spells you know. At level one, you know three level 0 spells and two level 1 spells from the Arcane spell list. Your spellcasting stat is MIND. See the spellcasting basics page for more information.

Practiced Caster. Add your archetype bonus to cast checks.

Favored Spell. Choose a spell you know. You gain a +1 bonus to the cast check for that spell. In addition, you do not suffer the penalty for casting the spell silently. You can change your favored spell whenever you level up.

Ancient arcana. You can speak, read, and write parts of the Elder language, which is used to cast spells.

Mage Aspects

Mages can choose from the following aspects. You start with one aspect and gain more as you level up. See the level advancement page for more information. Aspects with an asterisk (*) can be chosen multiple times.

Aspect

Description

Amplify*

Once per full rest, when you successfully cast a spell, you can double the spell's damage.

Arcane Ward

Once per full rest, you can form a protective barrier around yourself. You gain a bonus to your AR equal to your MIND bonus.

Elementalist*

Choose one of the following elemental types: acid, cold, fire, force, lightning, poison, thunder. Spells that do damage of that type do an additional 1 damage. (You cannot choose an element multiple times.)

Forceful Override*

Once per full rest, when you fail a cast check, you can choose to succeed instead. If you do, you take damage equal to the spell's level. You cannot use this ability if the spell misfires.

Grimoire*

You gain access to a magical tome containing one spell of a level that you can cast.

Safeguard

Whenever you successfully cast a spell with an area of effect, you can choose up to 6 targets that automatically succeed their saving throws against your spell. This does not apply if the spell misfires.

Spellsnipe*

Once per full rest, when you successfully cast a spell, you can double its range.

Torment*

Once per full rest, when you successfully cast a spell that causes a condition, you can double the severity of the condition.