Different mages have different aspects. Your aspect is the source of your magic. It isn’t anything that you did yourself, but rather who you are now. Some aspects are tied to your ancestors. Perhaps you are related to a god that lived on the planet for a time, or some sort of fey creature. Other aspects are granted by other means such as a boon from an angel or a demon. Maybe you are the 7th son of a 7th son born under a blue moon, or you absorbed the primal magic of a family necklace. No matter the source, you are able to channel magic now. Mages with an arcane source are often called sorcerers, while divine-sourced mages are sometimes called an oracle, and primal mages sometimes referd to as green mages.
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Or perhaps your body was failing you and your lifeforce and body was enhanced by a dragon. Either way, you are able to call upon powerful draconic magic to fuel your spells.
You cast spells as a Arcane spellcaster and choose spells from the Arcane spell list.
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Starting at 1st level, the magic in your body manifests physical traits of your draconic gift. Your Vitality maximum increases by 2 and increases by 1 again whenever you gain another Mage level and your Health Pool is increases by 1. Parts of you are also covered by dragon-like scales. You can add your Will to your Armor.
Starting at 6th level, you have resistance to the damage type of your Dragon Ancestor, and when you cast a spell that deals damage of the type associated with your Dragon Ancestor, you can add your Will to one damage roll of that spell.
You are also sensitive to the damage of other dragon types as well, when you are damaged by a damage type of any dragon type, you can spend 2 Action Points and 2 mana to gain resistance to the damage type and can absorb the elemental energy. The next spell you cast of that damage type adds 1d6 damage of that type. You don't have to spend the mana when hit with the damage type of your Dragon Ancestor.
At 10th level, you gain the ability to sprout a pair of dragon wings from your back, granting you a flight equal to your movement. You can create these wings for 3 Action Points on your turn. They last until you dismiss them as a free action on your turn. Your clothes are magically changed to accommodate them, but armor has to be modified to accommodate them.
You may spend 3 mana to increase your winged flying speed to 10 for 3 Action Points, and may do this as part of the action to sprout your wings.
Beginning at 14th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or Frightened. For 5 Action Points, you can spend 3 mana to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet for 1 minute. The first time a Hostile creature starts its turn in this aura it must succeed on a Mental defense roll or be Charmed (if you chose awe) or Frightened (if you chose fear) until the aura ends. A creature that succeeds on this roll is immune to your aura for 24 hours.
In addition, you always have advantage on melee attacks against creatures that are Frightened.
At 18th level, you are immune to the damage type of your Dragon Ancestor. In addition, you can breathe out the breath weapon of your Dragon Ancestor against your foes. For 6 Action Points, you exhale destruction in your choice of a 60-foot cone, or a 90-foot line that is five feet wide. Each creature in that area must make a Mobility (Agility) defense roll (fire, lightning, acid) or Body (Endurance) defense roll (cold, poison, bludgeoning), taking 2d10 damage per point of mana spent on this ability, up to 6 mana total. The damage type is determined by your Dragon Ancestor.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
You cast spells as a Divine spellcaster and choose spells from the Divine spell list.
Starting at 1st level, divine power guards your destiny. If you fail an attack or defense roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Vitality a spell restores, you can spend add 1 to your threshold to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
Starting at 10th level, you can spend 3 Action Points to manifest a pair of spectral wings from your back. While the wings are present, you have a flight with a movement of 6. The wings last until you're incapacitated, you die, or you dismiss them as a free action.
You choose the appearance of the spectral wings: white feathered wings, leathery bat-like wings, or gossamer dragonfly wings.
When you reach 14th level, your protection spells are deadly to your enemies. When a creature deals damage to you or a creature under the effects of one of your spells, they take damage equal to your devotion.
At 18th level, you gain the ability to overcome grievous injuries. As a reaction when you become Winded, you can spend 3 Action Points to regain a Vitality equal to half your Vitality maximum.
Once you use this feature, you can't use it again until you finish a long rest.
There are many folk from civilized land who feel a pull towards nature, desiring to escape the hustle and bustle of the city. You don’t just feel a pull to nature, but a communion with it. At some point in your past, the forces of nature took hold over your destiny. Perhaps one of your ancestors was seduced by a dryad, perhaps the spark of nature crept in when you or your ancestor was raised by wolves. Perhaps a primeval power stirred at your birth, marking your soul. However it happened your soul is of the wild and untamed world and certain powers stir within you.
You cast spells as a Primal spellcaster and choose spells from the Primal spell list.
You have a strong tie with nature. You gain a resistance to poison damage and any time a creature deals damage to you in combat, you deal 1d4 poison damage to that creature.
You have become able to move with incredible grace over any natural terrain. Your movement increases by 2. Non-magical difficult terrain no longer slows you down. You also gain a swim and a climb speed equal to your movement.
Additionally when you cast a spell that causes difficult terrain, forces a creature to use extra movement, or causes the grappled or restrained status, you can spend 2 extra vitality to allow of creatures you can see to to ignore the effects of that spell. You can choose up to your Will (minimum 1) creatures with this ability.
Starting at 10th level, you can use your movement, or as a reaction to taking damage, spend two vitality and teleport to a point you see within 30 feet that is not occupied. Upon teleporting, you regain Vitality equal to half your mage level. You may only use this feature once per round.
At 14th level, your affinity with nature is now so strong that you are almost one entity. You are able to breathe underwater. Once per short rest you may gain the benefits of one of the following spells without spending a spell slot; meld into stone, water walk, wind walk. You may cast this spell for 5 Action Points without needing to perform gestures , verbal components or provide the materials. The following restrictions apply: the spell only affects you, and the spell's effects end after 1 hour.
The forces of nature conspire to hinder your foes and aid your friends; roots catch at the feet of you enemies, grit blows into their eyes, currents in the air guide the movements of your friends. Whenever you cast a spell which forces creatures to make a defense roll, you may spend 4 extra vitality. Spending these points allows you to give any number of creatures you can see disadvantage on defense rolls forced by the spell for the duration of the spell. You may also give any number of creatures you can see affected by the spell advantage on defense rolls forced by the spell for the duration of the spell.
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to divine realms, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
You cast spells as a Arcane spellcaster and choose spells from the Arcane spell list.
Your magic comes straight from the source, unfiltered and unpredictable. Through your will you are able to control it, but this control can be loosened, causing greater energies to surge through you, potentially empowering your magic, but also with chaotic side effects. When you cast a sorcerer spell of the 1st circle or higher, you can choose to roll on both the Positive Surge and Negative Surge tables to cause side effects of the spell.
Starting at 6th level, whenever a creature within 30 feet of you casts a spell of the 1st circle or higher, you can use your reaction and spend 1 mana to force them to roll on either the Positive Surge or Negative Surge table. The mana cost increases by 1 for every circle of the spell above 1st.
Starting at 10th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack or defense roll, you can spend 2 Action Points and 2 mana to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
At 14th level, you gain a small amount of control over your wild magic surges. Whenever you roll on the Positive Surge and Negative Surge tables, you can reroll one of the dice and you must use the new roll.
Beginning at 18th level, you are able to directly overcharge your spells at cost to your own well-being. When you roll damage for a sorcerer spell of the 1st circle or higher, you can expend a number of Vitality dice equal to your Will. Add the numbers rolled to the spell’s damage, and you take damage equal to the numbers rolled. You can use this feature only once per turn.