Mages wield arcane power to magically affect and shape the world. They use the power of their mind to channel this power.

Mages cannot wear armor. Mages may only use Basic Weapons plus either Crossbows or Slings & Darts.

Their Soul type is called Magic.


Evoker - The evoker uses their arcane power to damage their enemies. An evoker can cause a large amount of damage at great range.

Mentalist - A mentalist uses their knowledge of the arcane to control and confuse their enemies.

Warlock - A warlock has made a pact with an extraplanar being for their power, and wields powers that unsettle the mind and damage the soul.



In addition to the various mage classes, various sub-classes of magic are available to all Mages, inculding:

Conjury - Conjury includes the art of creating objects from ephemera and summoning creatures from distant planar locations.

Divination - Divination is the art of revealing knowledge and understanding to the caster.

Illusion - Illusionists deceive their foes with false images and invisibility.

Travel - The magical school of travel includes various spells that aid in the travel of heroes, from water breathing to teleportation.

Warding - The art of Warding protects the mage from threats both magical and physical.

General Magecraft

There are also a number of general spells that mages can pick and chose from as well as rituals.

General Magecraft - A list of various spells not part of a particular class of magic.

Rituals - Powerful spells that require extended castings to complete.


All Mages start with the following cantrips they can use for 1 Mana:

Arcane Mark
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

Detect Magic
Intelligence + Arcana + Magic
Range: Touch
Duration: 1 Scene
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round - Presence or absence of magical auras.
2nd Round - Number of different magical auras and the power of the most potent aura.
3rd Round - The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Intelligence + Arcana roll to determine the type of magic involved in each.

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Ghost Sound
Wits + Arcana + Magic
Duration: 1 Scene
Range: 50 feet per Soul
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on the number of successes rolled. You can produce as much noise as four normal humans per success. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit.

Intelligence + Arcana + Magic
Range: Line of Sight
Duration: Until dismissed
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius per success (and dim light for an additional 20 feet per success) from the point you touch. The effect is immobile, but it can be cast on a movable object.

Mage Hand
You point your finger at an object weighing up to 5 pounds and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

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