Magic is the fundamental energy of creation, a chaotic sea of power that underpins all of reality. Others may tap this power through faith, study, or bargains, but the mage is different. You are an artisan of the impossible, a true virtuoso who sees magic not as a force to be obeyed, but as a raw medium to be shaped. You do not just cast a spell; you disassemble it, re-weave its very structure, and force it to become something new.
The mage's power comes from a deep, intuitive, and technical understanding of magical theory. Whether the energy you channel is the holy light of the Divine, the raw life of the Primal, or the ordered energy of the Arcane, you see the common threads that bind them all. Through your "Spellweaves," you are able to manipulate the very fabric of your spells, extending their reach, quickening their casting, or chaining their effects. To you, a spell is not a static formula; it is a malleable energy that will obey.
The Wizard is a scholar, bound by the rigid texts they study, the Priest is a vessel, limited by the tenets of their god, and the Druid is a held in check by the constraints of the earth. The Mage is an artist, bound only by their own imagination and will. They do not just learn magic; they become it. This pursuit of pure magical mastery sets them apart, giving them a versatility and control that other spellcasters can only envy. They are the ultimate expression of magical potential.
When creating your mage, first consider your chosen source of magic. What led you to this path of ultimate control? Are you an Acolyte who saw the raw power of the Divine and decided to command it through your own conviction rather than just serve it? Are you a Sage who, in your arcane studies, realized that true power lay not in books but in your own indomitable will? Or are you a Hermit who discovered a primal, intuitive connection to magic that you have honed into a precise and devastating art form?
Quick Build
You can make a mage quickly by following these suggestions. Prioritize Will as your highest ability, followed by Endurance and Cunning. Your choice of magical source will guide your other recommendations. For arcane casters, choose the Sage or Noble background. For your Job, select Scholar or Mystic to further your personal research. For divine casters, choose the Acolyte or Hermit background. For your Job, select Clergy to act as a magical agent of a faith. For primal casters, choose the Outlander or Folk Hero background. For your Job, select Geomancer or Warden.
If you are an arcane caster, choose the Frostbite, Thunderclap, Acid Splash, and Fire Bolt cantrips and the 1st circle spells: Color Spray, Mage Armor, Magic Missile, and Thunderwave. If you are a divine caster choose the Toll the Dead, Fortify, Sacred Flame, and Resistance cantrips and the 1st circle spells: Bless, Guiding Bolt, Sanctuary, and Sleep.
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, arcane and divine casters 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 (2), and at level 18, you may cast one extra 7th circle spell (3) per long rest.
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 skill + your Will
Spell Defense = 8 + your spell skill + 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.