Profession: Mage
Starting Gear: A basic leather cloak with cowl and oak staff.
Pay Rate: N/A
Starting Bonuses: 100 character points, +25 SA at character creation
Bonuses:
  • A mage starts with +10 to SA as a modifier.
  • Mages start with 1 spell of choice (that cost 80 skill points or less) at 95% mastery and Magic Proficiency at level 1.
  • A mage can start with either Sorcery or Magic Sense.
Penalties:
  • Takes a penalty of 5 to Initiative
  • All other skills cost 10% more to acquire
  • Mages always deal 25% less melee damage in battle, except for when using staffs or rods.
Weapon & Armor Types:
  • Cannot use heavy weapons, most proficient in Rods & Staffs
  • Can only wear cloth armor
  • Cannot use shields larger than bucklers

You have spent your whole life focusing on magic. You can cast spells faster than most and with greater effect. You however have a hard time dealing with heavy weapons and armor, but your spells more than make up for it.

The Mage Profession is all about learning and mastering magic as well as any skills and abilities that improve their ability to use magic. They also tend to focus on rune stone creation and spell crafting. It is not a profession that focuses on combat or making money. If you wish to play the all powerful wizard, this is the profession for you.

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1) Starting Bonuses and Penalties

You already know that playing as a mage grants you +25 SA. However these are not the only a mage receives.

 

  • A mage starts with +10 to SA as a modifier.
  • Mages always deal 25% less melee damage in battle, except for when using staffs or rods.
  • A mage can start with either Sorcery or Magic Sense.
  • Mages take a penalty of 5 to Initiative.
  • All other skills cost 10% more to acquire for mages.
  • Mages start with 1 spell of choice (that cost 80 skill points or less) at 95% mastery and Magic Proficiency at level 1.
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2) Effects on Weapon Usage

Mages always deal 25% less melee damage in battle, except for when using staffs or rods. Therefore staffs and rods would be the ideal weapon for a mage, besides of course his or her magic. They can't use heavy weapons like great swords and battle axes.

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3) Effects on Armor Usage

Mages are unable to wear heavy armor. They must stick with cloth armor. They also cannot use shields larger than bucklers. For any other armor type, they will need that armor skill but will take a hit of reducing their runic casting speed by 20%.

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4) Character Point Rate

Mages are masters of the arcane arts. They can manipulate their elements to create magical effects better than non mages. Their skills are magic skills and their magic spells.

The Mage's character point rate is:
  • Mental x 0.02; with an additional +0.2 for every skill connected to Spell Slinger, including Spell Slinger, at level 1
  • A mage who gets all skills in the Magic Theory skill chain at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A mage who gets all skills in the Magic Theory skill chain at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A mage's End of Session Bonus rate is your character point rate increased by 1/2 Mental. So if your character point rate is 1.5 and your Mental is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 
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5) Skills

Mages specialize in casting spells and empowering their magical connection to their runic element. Therefore any magic spells of their runic element as well as any magic skills have their character point cost cut in half.

5.1) Mage Skills Progression 

5.2) Mage Skills

Skill Stat Cost Description Level Effects Cost to Acquire
Anima Stone Theory 10 SA

This ability allows you to create an Anima Stone in the same way you might create a rune stone. You can also bond with and use Amina Stones. 

Level 1: Blood Stones; 10 SA
Level 2: Bestia Stones; 20 SA
Level 3: Angelus and Daemon Stones; 30 SA
Level 4: Aduro and Umbra Stones; 40 SA

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Battle Mage N/A

While in a defensive stance, 5% of spell damage is absorbed and used to restore SA.

Level 1: 5%
Level 2: 10%
Level 3: 15%
Level 4: 20%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Child of Magic N/A

This skill allows you to have the effects of a protection, armor, or status effect, or weapon spell on you for an extended period of time. This spell takes all of your SA from you to power the protection spell. The spell then takes its cost from that pool every other round. You could use this spell to give you Scorched Aura or Sun's whip, for example, with the spell's cost slowly taking from the pool every other round instead of from you. Once you've used this skill, you can restore your SA through use of a potion and continue to cast other spells and such. Once the pool of SA is depleted, the effect of the spell is gone.

N/A: only one level

This is a Tier 4 skill

Level 1: 100/200

Create Magical Totem 10 SA

Create a magical totem. This ability  allows you to transform something you already possess into a magical totem. The totem decreases the casting costs of any spell you are casting by 1 and the stat cost by 10%. However, the totem has only as much SA that you put into it. The totem will lose the spell's SA cost in SA each time you cast a spell while holding the totem, and once the SA cost is depleted, the totem becomes a normal object again, no longer providing its effect. To create a totem, simply hold the object you wish to enchant and spend your SA into it, 10 SA at a time, until you are satisfied. Every 10 SA spent takes 1 minute of game time. This ability can't be used in combat. This is best used when using spells you've already mastered from your rune stones.

N/A: only one level

This is a Tier 4 skill

Level 1: 100/200

Elemental Blood N/A

SA regenerates at 30% of Runic Soul per level of mastery per round or hour.

Level 1: 30%
Level 2: 60%
Level 3: 90%
Level 4: 120%

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Elemental Mixing N/A

Allows you to cast with an ally and mix your spells to make new effects. You would use a React check with an ally that has a compatible element is casting a spell, the combined spell will have its effects increased by 20% and have both of your runic energies added to it. The target would have to be immune to both elements to be immune to the spell, otherwise the spell will work as intended. The mixing must make sense, your GM will have the final say on if two spells can mix. 

N/A: only one level

In Profession: 25
Out of Profession: 50

Magic Absorb 5 SA

Absorb 5% of the magical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next spell cast or any attack that uses Runic Energy, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal, or healing power. 

Level 1: 5%; 5 SA
Level 2: 10%; 10 SA
Level 3: 15%; 15 SA
Level 4: 20%; 20 SA

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Magic Break N/A

Allows you to throw up to 25% of SA per level to break a spell lock or trap.

Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Magic Channeling N/A

Increase spell damage by extra runic energy for each casting round added. If the spell calls for 1 casting round and you increase it to 2, you get to double your runic energy into the spell. 

N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Magic Grace N/A

Causes spells that affect everyone in an area to not harm allies or benefit enemies.

N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

Magic Ink 8 SA

Allows for writing spell scrolls. The spells written on these scrolls can be used as if they were from rune stones, however they will be 75% as effective. You must have mastered the spell from a rune stone before you can write it into a scroll.

N/A: only one level

This is a Tier 5 skill

Level 1: 125/250

Magic Mirror 10 SA

Reflects 10% of the spell back at the target.

Level 1: 10%; 10 SA
Level 2: 20%; 20 SA
Level 3: 30%; 30 SA
Level 4: 40%; 40 SA

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Magic Proficiency N/A

Increase Runic Energy by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Runic Energy is 10, this skill will make it 11.  

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Magic Sense N/A

Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area.

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Magic Study N/A

Grants +1d4 in Character Points per level of mastery for casting or attempting to cast spells. This only works for magic spells, not skills. 

Level 1: 1d4
Level 2: 2d4
Level 3: 3d4
Level 4: 4d4

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Magic Theory N/A

+1d8 to Runic Energy per level of mastery.

Level 1: 1d8
Level 2: 2d8
Level 3: 3d8
Level 4: 4d8

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Magical Counter 10 SA

Allows your counter attack action to be a spell cast.

N/A: only one level

This is a Tier 4 skill

Level 1: 100/200

Magical Vampirism 5 SA

10% of spell damage done to the target's HP returns to the user to restore the user's HP.

Level 1: 10%; 5 SA
Level 2: 20%; 10 SA
Level 3: 30%; 15 SA
Level 4: 40%; 20 SA

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Mana Weapon 10 SA

Gives your weapon an edge with your elemental properties, adding Runic Energy + 1d20 to attack.

Level 1: 1d20; 10 SA
Level 2: 2d20; 20 SA
Level 3: 3d20; 30 SA
Level 4: 4d20; 40 SA

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Piercing Spell 4 SA

Causes spells to pierce 5% per level beyond spirit and affect HP.

Level 1: 5%; 4 SA
Level 2: 10%; 8 SA
Level 3: 15%; 12 SA
Level 4: 20%; 16 SA

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Quick Cast 8 SA

Allows you to quickly cast an additional instant or 1 round cast spell with no runic energy added.

Level 1: 1 extra cast; 8 SA
Level 2: 2 extra casts; 16 SA
Level 3: 3 extra casts; 24 SA
Level 4: 4 extra casts; 32 SA

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Rune Tattooing 15 SA

Tattoo that increases Runic Stats by 5 each per level of mastery, except casting speed.

Level 1: +5; 15 SA
Level 2: +10; 30 SA
Level 3: +15; 45 SA
Level 4: +20; 60 SA

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Runic Awakening 60 SA

Allows for the awakening of a spirit familiar.

N/A: only one level

 

In Profession: 25
Out of Profession: 50

Runic Growth 60 SA

Allows for improving spirit familiar using character points. 

N/A: only one level

In Profession: 25
Out of Profession: 50

Sorcery N/A

Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery. 

N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Spell Bomb 10 SA

Changes a single target spell into a spell that affects all surrounding spaces around the target.

N/A: only one level

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Spell Crafting N/A

Create new spells using spell components.

Level 1: Level 1 complexity
Level 2: Level 2 complexity
Level 3: Level 3 complexity
Level 4: Level 4 complexity

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Spell Deconstruction 20 SA

Break down spells into spell components that you can use to make new spells or modify mastered spells. 

N/A: only one level

In Profession: 25
Out of Profession: 50

Spell Modification N/A

Modify and upgrade mastered spells using spell components. You can use this with Spell Modification Components as is.

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Spell Necessity N/A

Allows you to use HP to fuel spell if you do not have enough SA. Basically, without this skill, if you used a spell that cost 10 SA and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your HP. 

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Spell Slinger N/A

Increase Hit Chance of spell by 10% per level of mastery.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Splitting Magic 4 SA

Causes a single target spell to split to an additional nearby target spell (within 5 spaces) per level of mastery.

 

Level 1: +1 target; 4 SA
Level 2: +2 target; 8 SA
Level 3: +3 target; 12 SA
Level 4: +4 target; 16 SA

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Staggering Spell 4 SA

10% per level of mastery to daze the hit target for 1 round.

Level 1: 10%; 4 SA
Level 2: 20%; 8 SA
Level 3: 30%; 12 SA
Level 4: 40%; 16 SA

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

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6) Mage Growth

As you develop and master skills within your mage profession, you will become a more capable mage. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

6.1) Tier 1: Basic Mage

This is the tier level you start out as. The starting bonuses listed earlier apply here.

6.2) Tier 2: Novice Mage

To reach this tier, you must acquire all of the skills in the Spell Slinger skill chain at level 1. As a novice mage you benefit from the following bonuses:

  • A mage can spend accumulated character points to restore his or her SA at a rate of 2 skill points per 1 stat point.
  • A mage can spend SA to increase his or her runic energy for that instant at a cost of 5 SA per 1 point of magic power increase.
  • Add 10% of Mental to Mental and SA as a modifier.
  • +0.5 to Character Point rate

6.3) Tier 3: Skilled Mage

To reach this tier, you must acquire all of the skills in the Spell Slinger skill chain at level 2. As a skilled mage you benefit from the following bonuses:

  • +1 Runic Speed
  • Add 10% of Mental to Runic Energy as a modifier.
  • At the cost of 100 character points, you can take on the Mage Knight trait, removing your penalties on using any weapon or armor.
  • SA increased by 20%.
  • Elemental Immunity for your element increased by 10.
  • +0.5 to Character Point rate.

6.4) Tier 4: Master Mage

To reach this tier, you must acquire all of the skills in the Spell Slinger skill chain at level 3. As a master mage you benefit from the following bonuses:

  • SA increased by an additional 20%
  • All attack spells become fast spells.
  • Runic Energy increased by 15%.
  • Runic Soul increased by 25%.
  • Runic Spirit increased by 10%.
  • Add 10% of SA to Mental as a modifier. 
  • +0.5 to Character Point rate. 
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7) Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to progress in the combined professions more easily, but make other professions more difficult. The combo professions allowed for mage are: mage knight and witch.

  • Mage Knight: You can open up the Mage Knight combo profession once you've acquired the Mage Knight Trait and Swords Proficiency at level 2.
  • Witch: You can open up the Witch when you've acquired Sorcery and Magic Ink at Level 1 from mage and Binding of the Natural Spirits at level 2 or Herbal Knowledge at level 2. The later skills determine which profession combines with mage - druid or alchemist.

With a combo profession, the skills in both professions count as in profession skills, granting you the benefits of both. Also you can use the weapons and armor requirements from the least restrictive profession. You'll be able to follow the growth of both professions, however you will only gain the extra actions from the first profession. Once you go into a combo profession however, any skills from other professions will have their maximum mastery dropped by 10 and cost 10% more to acquire.

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Submitted by mythus on Sun, 11/14/2021 - 23:35