This paragraph includes a few one-sentence stories about people who belong to this class and a sentence that briefly summarizes the class.
This paragraph provides an explanation on the Class’ power source and how they utilize it.
This paragraph provides an explanation on how the Class came to be, and their general purpose.
This paragraph provides a summary of why someone should play this class, how it might relate to a character’s background and personality, and what to expect from the class.
Quick Build
Briefly summarize a quick way to create a Mage. This includes which ability scores to prioritize, and any choices that need to be made at first level.
As a Mage, you gain the following class features:
Health
Health Pool: 0
You add your Health Pool to your Health at level 1.
Vitality
Vitality Dice: 1d4 per Mage level
Vitality at 1st Level: 4 + your Agility and Endurance
Vitality at Higher Levels: 1d4 (or 3) + your Endurance per Mage level after 1st.
Combat Skills
Weapons: Mages start with simple weapon aptitude
Armor: No armor skill ranks
Defense: Trained in the Spirit skill
Skill Ranks at 1st Level: 1 combat skill ranks
Skill Ranks at Higher Levels: 1 combat skill rank per 3 Mage levels after 1st
Skill Boosts at Higher Levels: 1 combat skill boost per 2 Mage levels after 1st
Action Points: A Mage uses Cunning when rolling Action Points
Equipment
You start with the following equipment, in addition to any other starting equipment:
(a) a light crossbow and 20 bolts or (b) any simple weapon
Two daggers
Choose a Magical Aspect, which describes the source of your innate magical power, from the list of available Aspects. Your magical aspect determines what kind of magic you use. Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with magic. This aspect of magic, whatever its origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from your casting spell list. You learn an additional cantrip of your choice at 4th level and another at 10th level.
Spellcasting Circles
The Mage table shows the highest circle of spells that you can cast. To cast one of these spells, you must expend the spellcasting resource and action point cost listed in the spell’s description. You regain all spellcasting resources when you finish a long rest.
Spellcasting Resources
Depending on your choice of Arcane, Divine, or Primal magic, you will have a unique spellcasting resource. See Spellcasting for what your spellcasting resource is and how much you have.
Spells of the 6th circle and higher are more taxing. You may cast one 6th, one 7th, one 8th, and one 9th circle spell per long rest. At level 16, you may cast one extra 6th circle spell, and at level 18, you may cast one extra 7th circle spell.
Known or Prepared Spells
Depending on your choice of Arcane, Divine, or Primal magic, you will have a number of spells available to you. See Spellcasting for your known spells or how you prepare spells.
Arcane Spellcasting Attribute
Will is your spellcasting attribute for your mage spells since the power of your magic relies on your ability to project your will into the world. You use your Will whenever a spell refers to your spellcasting attribute. In addition, you use your Will when making an attack roll for a mage spell you cast or when setting the Spell Defense target.
Spell modifier = your spell rank + your Will
Spell Defense = 8 + your spell rank + your Will
At 2nd level, you tap into a deep wellspring of magic within yourself. You add 2 to your spellcasting resource (mana, vitality, or your threshold maximum) and you gain 1 additional point every even level of your mage class.
You gain 1 additional spellcasting resource at 10th and 17th level.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Spellweaves of your choice. You gain another one at 10th and 17th level. You can use only one weave on a spell when you cast it unless otherwise noted.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Talent.
You are a master of magic in all its forms. You reduce the casting time of your spells by 1 Action Point and the resource cost by 1. You can cast 6th, 7th, 8th, and 9th circle spells one extra time before you need to take a long rest.
You can apply 2 Spellweaves to a spell. You must take a short or a long rest before you can use this feature again.