Mage: Base Class - Working Copy
Advanced Mage
Base Class Extension
The Mage is truly a power to be reckoned with. Their offensive magic is effective and lethal and their defensive magic is some of the most potent available. There are few classes that compare to a high level Mage and Mages always command both fear and respect from their adversaries. They are the disciples of power.
Mage comes from the Latin word “Magus,” which means magician. Originally, the term meant "learned man." This was especially applied to the Persian scholars of the first century B.C.E. These men were the most advanced scientists of the time and were revered for their wisdom and literacy. Magi has also been used, in its learned or wise man sense, to speak of the kings that came to visit Christ at his birth. It was J.R.R. Tolkien that gave the fantasy mage its real birth. Although Arthurian legend has the strong character of Merlin, a half-fairy wizard of almost unlimited power, it is Gandalf that followed and who ultimately claimed the wizard's place in fantasy literature for all time.
The Mage is a strong addition to any team. Mages have a number of enchantments and spells that can help add to a team's strength and effectiveness. The Mage's power trade-off is tightly restricted weaponry and light armor in return for particularly potent defensive magic. They tend to be back-line combatants, as their abilities rarely allow them the capability to stand up to well-armed and armored warrior classes. With the right warrior back-up though, the Mage can become a truly devastating force.
Wizards are most often thought of in long robes inscribed with arcane symbols. Flowing cloaks and robes are good garb for a Mage character and as for weapon choice, staff is always a good pick.
The Mage is an Arcane spell-caster. The Mage should choose a special symbol that is their caster-sigil and mark their spellbook and Materia with it.
Level | Cantrips | Spells Known | Spell Slots | Class Bonuses |
1 | 0 | 1 | 0/0/2/0 | - |
2 | 1 | 2 | 0/1/2/0 | Replicate Enhancement (+3) |
3 | 1 | 3 | 0/1/3/0 | - |
4 | 1 | 4 | 0/1/4/0 | - |
5 | 2 | 5 | 0/1/4/0 | Counterspell |
Note: Life Points and Maximum Spikes can be found in the Class Level Table in The Tempest Rulebook.
Note: Advanced Mage has access to all Mage Base Class Spells, Cantrips and Class Skills.
The Mage has a number of Spells that they can choose from. These Spells should be recorded in the Mage’s Spellbook. Each time the character gains a Mage level, they can remove one Spell from the list and replace it with another. There are no limits on what tier Spell replaces the removed Spell (meaning a Novice Spell could be removed and replaced with a Greater Spell).
“I conjure words of arcane might, from studied tomes in candlelight,
I draw my strength from sky and land. Gather now within my hand.
From planes beyond, my power's Source, By Word and Will I give it force.
My Word as law, my Will supreme, I fuse the strength of truth and dream…”
Requirement: Mage Level 15
Incantation: None
Call: “Counter, Counterspell”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Counter
If the Mage is struck by Materia or Verbal, they can Counter that attack by expending an Arcane Adept or Greater Spell-Slot and calling “Counter, Counterspell”.
Note: Counterspell cannot be used while silenced, or otherwise unable to speak.
Requirement: Mage Level 11
Incantation: *Snap* [Name of Spell]
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: None
As long as the Mage is out of combat, they can cast any Novice Mage Spell or Mage Cantrip by snapping their fingers and saying the name of the Spell, rather than doing the normal Incantation. This will only work on Base Class Mage Novice Spells and Cantrips with standard Incantations.
Requirement: Mage Level 13
Incantation: None
Call: None
Target: Individual Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
Requirement: Mage Level 15, Showing Off
Incantation: *Snap* [Name of Spell]
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: None
As long as the Mage is out of combat, they can cast any Adept Mage Spell by snapping their fingers and saying the name of the Spell, rather than doing the normal Incantation. This will only work on Base Class Mage Adept Spells with standard Incantations.
“I conjure words of arcane might…”
Requirement: Mage Level 15
Incantation: Standard
Call: “...and ensure this spell.”
Target: Self Duration: Until expended
Delivery: None Refresh: Immediate
As long as the character has 15 levels in Mage, this cantrip will allow them to cast Materia-delivery spells that will automatically refresh if they miss. To protect a Spell with this cantrip, the Mage must add “...and ensure this spell” to the end of the Incantation. Once done, as long as all of the Materia charged by the enhanced spell miss targets the Spell-Slot is not expended. Additionally, the Mage may choose to make Sure Spell refresh with a “Short Rest” instead of Immediate to make their other Spell-Slot not expended if the target prevents the spell from affecting them.
“I conjure words of arcane might, from studied tomes in candlelight,
I draw my strength from sky and land. Gather now within my hand.
From planes beyond, my power's Source, By Word and Will I give it force...”
Incantation: Standard
Call: “Long Grant 6 Summoned Armor by Force”
Target: Individual Duration: Long Rest, Short Rest
Delivery: Touch Refresh: Spell
Accent: Force Effect: Grant Summoned Armor
Arcane Armor creates 6 points of summoned armor that lasts until the Mage next completes a Long Rest. The Mage may instead choose to cast this on a target other than themselves and reduce the duration to “Short Rest” and the Summoned Armor gained by 1 point to 5 calling “Short Grant 5 Summoned Armor by Force.”
Incantation: Standard
Call: “Short Grant Avatar Arcane”
Target: Self Duration: Short Rest
Delivery: None Refresh: Spell
Accent: None Effect: Grant Power
The Mage taps into the leylines, drawing them into themself. They must find a place that resonates with them, where they feel the leylines, and cast this Spell out of combat. Until they complete a Short Rest or are affected by a Dispel Effect of any kind, they have the following benefits:
Incantation: Standard
Call: "[Name or Description] X Arcane", "[Name or Description] Deathblow by Arcane"
Target: Individual Duration: Long Rest, Instantaneous
Delivery: Verbal Refresh: Spell
Accent: Arcane Effect: Damage, Deathblow
The Balefire is a pool of energy that allows the Mage to craft blasts of pure magical energy. At any time before completing a Long Rest, the Mage can release this magical fire. The Balefire Pool begins with ten points which may be released in any increment up to the Mage’s Class-Level to cause damage, one-for-one with the call "[Name or Description] X Arcane."
If a Balefire strike appears to take down a foe (i.e. the creature appears to become Helpless or otherwise obviously defeated), the Mage adds three points to their Balefire Pool.
Lastly, 1 point of Balefire can be expended to Call "[Name or Description] Deathblow by Arcane." This never adds additional points to the Balefire.
For Example: The Mage Tristan blasts a Chaos Bear with "Chaos Bear, 4 Arcane" and that creature drops. Tristan would then have 9 more points (rather than 6) of Balefire left to do damage with. He then turns to the evil Mage apparently in charge of the Chaos Animals and releases a "Mage in Black, 4 Arcane" at that target, who calls "Protect!" Tristan would then have 5 points of Balefire left to use. Tristan tries again, using his last 5 points on the mage, who falls, leaving Tristan with 3 more points and no enemies left to fire at.
Incantation: Standard
Call: “Grant Elemental Blade”, “Imbue Weapon with Wounding 2 [Flame, Ice, Lightning, Acid]”
Target: Individual Duration: Short Rest, Instantaneous
Delivery: Touch Refresh: Spell, Immediate
Accent: None Effect: Grant Power, Imbue
The Mage can give one individual within Touch Range the power to do elemental damage with a weapon. Until the Mage completes a Short Rest, they can Call “Imbue Weapon with Wounding 2 [Flame, Ice, Lightning, Acid]” while within Touch Range on that individual at-will, altering the Accent granted each time the power is Imbued.
Incantation: Standard
Call: “Quick Imprison by Force”, “Quick Repel by Force”, “Quick Root by Force”
Target: Self, Individual Duration: Short Rest, Instantaneous
Delivery: None, Materia Refresh: Spell
Accent: Force Effect: Imprison, Repel, Force
Once cast, the Mage can charge a Materia of either kind with a simple invocation of “Force Control Charged!”. The Mage can charge a total of 10 Materia with either Quick Imprison (Spell-Ball), Quick Repel (Spell-Packet), or Quick Root (Spell-Packet). The Spell lasts until the last charge is used or the Mage completes a Short Rest. If five or more of the Materia are Prevented, the Spell-Slot will Refresh as soon as the Mage completes a Short Rest.
Incantation: Standard
Call: “Wounding 10 by Lightning”
Target: Individual Duration: Instantaneous
Delivery: Spell-Ball Refresh: Spell
Accent: Arcane / Lightning Effect: Wounding, Refresh
This Spell charges two Spell-Balls of immense power. Each one does Wounding 10 by Lightning. If both bolts strike the same target, and are not prevented, the spell immediately refreshes. This Refresh effect may only occur once per Event.
Enhancement: [Patron Galvanicus] Expend a Spike: The Mage may instead utter a quick prayer (Q30) to Galvanicus, replacing the normal incant, to call down one strike summoned from the heavens above. The delivery instead becomes “Verbal,” making the Call “[Name or Description] 25 Lightning.” If this call is prevented, the Mage may immediately charge two Spell-Balls as above.
Incantation: Standard
Call: “Short [Berserk/Charm/Sleep] by Mind”
Target: Individual(s) Duration: Short Rest
Delivery: Spell-Ball Refresh: Spell
Accent: Mind Effect: Berserk, Charm, Sleep
The Mage charges one Spell-Ball with mind warping magic. On contact with a target the Mage may choose the Effect from the list of Berserk, Charm, or Sleep.
If the Spell-Ball lands but is prevented in any way, the Mage may spend a Life Point and with a Focus Quick 100 charge a new Spell-Ball with the same effect. The Mage may keep doing this until the spell lands and has an effect or runs out of life points.
Enhancement: Expend a Spike: The Accent changes from Mind to Arcane. If the Mage recharges the spell-ball as per above, they must spend an additional Spike to change the accent to Arcane again.
Incantation: Standard
Call: “Wounding 6 by [Illusion / Mind / Will]”
Target: Individual Duration: Instantaneous
Delivery: Spell-Ball Refresh: Spell
Accent: Illusion / Mind / Will Effect: Wounding
This Spell charges three Spell-Balls of psychic power. Each one does Wounding 6 by Illusion, Mind, or Will (each chosen upon throwing). For each bolt, if it is Prevented or Misses (discharging on a non-creature), the Mage can charge a new Spell-Ball by calling “Spell-Ball Charged!” This way, up to six total Bolts can be thrown.
Incantation: Standard
Call: “Rebuild [Item] by Time, Mend [Item] to Full by Time”
Target: Suit of Armor or Shield Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: Time Effect: Rebuild, Mend
When cast, this spell allows the Mage to Rebuild and Mend to Full one suit of armor or one shield. This is a Touch Delivery spell, so it can be affected by Replicate Enhancement. The Mage may, as desired, leave out either the Rebuild Effect or the Mend Effect to save time or words, but must make it clear which items are being affected.
Incantation: Standard
Call: “Magecast [Name of Spell or Cantrip]” “Refresh Novice Spellslot” “Grant 5 Barrier to Self by Mind” “Grant Protect to Self against Weapons by Mind” “Grant Protect to Self against Materia by Mind” “Grant Protect to Self against Verbals by Mind”
Target: Self Duration: Long Rest
Delivery: None Refresh: Spell
Accent: Mind Effect: None
The Mage focuses on the thread of magic in the universe and gains the power to cast spells more easily. This focus grants the following properties and abilities:
Incantation: Standard
Call: “Wounding 4 by Force” or “Wounding 20 to Insubstantial”, “[Name or Description] Dispel Insubstantial to Insubstantial. Quick Obey: Do not become Insubstantial.”
Target: Individual Duration: Instantaneous, Quick 100
Delivery: Spell-Ball, Verbal Refresh: Spell
Accent: Force Effect: Wounding, Dispel, Obey
This Spell charges three Spell-Balls that can reach past the bounds of matter. Each Spell-Ball can be thrown as either “Wounding 4 by Mind” or “Wounding 20 to Insubstantial”. Instead of charging three Spell-Balls, the Spell can be cast as a Verbal that does “[Name or Description] Dispel Insubstantial to Insubstantial. Quick Obey: Do not become Insubstantial.”
Incantation: Standard
Call: “Grant Insubstantial by Arcane”, “Cure Insubstantial”
Target: Individual Duration: Long Rest
Delivery: Special Refresh: Spell
Accent: Arcane Effect: Grant Insubstantial, Cure
This spell must be cast while inside a white cord, rope, or the like that is no longer than 20 feet long that has been laid down to make a continuous shape (usually a circle). The Mage, and up to two other individuals, must be fully within the circle upon completion of the Spell. This spell must be fully explained to the two others while in the circle.
At any time before the Mage completes a Long Rest, they can lay down a second white cord, rope, or the like that is no longer than 20 feet long that has been laid down to make a continuous shape (usually a circle). The Incantation of this Spell is repeated while the Mage and up to two others are inside. Once that is completed, all individuals who were in the circle for both Incantations gain a special power to move between the two circles. At any time, one of the qualified individuals can Focus in either circle for a Quick Count of 30 and then Call “Grant Insubstantial”.
While Insubstantial, they can (and must) move directly to the other circle, where they Call “Cure Insubstantial” and become physical again. If the circle they are traveling to is gone or has been moved from its original location, the character should Cure Insubstantial where the circle was (to the best of their ability) and the Spell ends for that individual.
The two circles are placed in-game, linking two in-game locations, which may require out-of-game management of the circle location. These locations must be on the same plane and Eye to the best knowledge of the Mage.
Incantation: Standard
Call: “Grant Wizard Sight by Arcane”
Target: Self Duration: Long Rest
Delivery: None Refresh: Spell
Accent: Arcane Effect: Grant Power
This Spell can only be Book Cast and will not function if cast normally. Once the Mage grants themself Wizard Sight, they may ask any of the following Discerns at-will after Focusing for a Quick Count of 30 on the target.
Incantation: Standard
Call: “Grant Barrier 20 by Force”
Target: Individual Duration: Instantenous
Delivery: Touch Refresh: Spell
Accent: Force Effect: Grant Barrier
This power spell calls upon the essence of true magic and grants the target 20 Barrier.
Enhancement: If the Mage wishes to shorten the Incantation to the simple “Word of Power: Shield” instead of the whole incantation, they may grant 10 Barrier by Force instead.