Mage

There is magic in all living things. While every elf, dwarf, human, animal, and plant is permeated with magic, only a rare few beings can manipulate it. The mage class represents these users of magic. They have been gifted (or cursed, depending on your point of view) with the ability to absorb mana, the life force of living beings, and use it cast magical spells. This sets them apart from normal people. In some times and places, mages have been honored for their power and wisdom. In others they have been feared and hunted, especially once the dangers of demonic possession were understood. Blood magic, as prac-ticed by the mages of Tevinter and the maleficar, has also made mages widely feared.

The mage class represents users of magic in Thedas, most commonly from the Circle of Magi but sometimes the renegade apostates. A mage is capable of amazing feats, but must be wary of demonic attack when using powerful magic. The very gift that allows mages to use magic also makes them vulnerable to possession.

As a mage you will be a master of arcane powers. You should stay away from melee combat (let warriors handle that) and use your spells to help your allies and harm your enemies. Mages generally don’t wear armor, so your Defense will be low. You also have limited access to weaponry. Your access to spells makes up for these limitations, though. You get access to many different spells; a mage who masters their use is a powerful character.

Primary Abilities:
Cunning, Magic and Willpower

Secondary Abilities:
Communication, Constitution, Dexterity, Perception and Strength

Starting Health
20 + Constitution + 1d6

Weapon Groups
Brawling and Staves

LEVEL 1:

Arcane Lance: Mages learn to focus magical power through a staff or wand. If you are holding a quarterstaff or a wand, you can make a special ranged attack that damages foes with a lance of magical energy. This is resolved like a normal ranged attack (so stunts are possible), but the attack roll is a Magic (Arcane Lance) test. An arcane lance has a range of 16 yards and inflicts 1d6 + Magic damage. It requires no mana points to make this attack.

Arcane Training: This is the most important of the mage’s powers. It allows a mage to cast the spells that are the hall-mark of the class. Magic training gives you three spells to start with, and you can gain more through talents and class powers. Mage Spells

Mana Points: You use mana to cast your spells. You start with a number of mana points equal to 10 + Magic + 1d6.

Starting Talent: You become a novice in one of the following talents: Chirugery, Linguistics or Lore.

LEVEL 2
Gain 1d6 + Constitution Health
Gain 1d6 + Magic Mana
New Spell: You gain one new spell.
New Ability Focus: Choose one new focus tied to a Primary Ability
+1 to a Primary Ability Score

LEVEL 3
Gain 1d6 + Constitution Health
Gain 1d6 + Magic Mana
New Talent: You become a novice in a new talent or gain a degree in one you already know.
New Ability Focus: Choose one new focus tied to a Secondary Ability
+1 to a Secondary Ability Score

LEVEL 4
Gain 1d6 + Constitution health
Gain 1d6 + Magic Mana
New Spell: You gain one new spell.
Spell Lance: You can cast a spell after hitting a foe with an arcane lance. This is a stunt that costs 3 stunt points, and the spell you cast cannot have a mana point cost greater than 3. A casting roll is required as usual.
New Ability Focus: Choose one new focus tied to a Primary Ability
+1 to a Primary Ability Score

LEVEL 5
Gain 1d6 + Constitution Health
Gain 1d6 + Magic Mana
New Talent: You become a novice in a new talent or gain a degree in one you already know.
New Ability Focus: choose one new focus tied to a Secondary Ability

1 to a Secondary Ability Score.

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