Mage Class

Mages master Arcana and cast spells..

Primary Abilities Accuracy, Intelligence, Perception, and Willpower
Secondary Abilities Communication, Constitution, Dexterity, Fighting, Perception, and Strength
Starting Health 20 + Constitution + 1d6
Weapon Groups Brawling and Staves
Level Benefit
1 Arcane Blast: Accuracy (Arcane Blast) Test, Range 16 yrds, Damage 1d6 + Willpower
Arcane Device: A staff, wand, holy symbol, amulet, etc. through which the mage channels Arcane Blasts and certain other spells.
Magic Training: Two magic talents and four spells
Mana Points (MP): 10 + Willpower + 1d6. Gain Willpower + 1d6 more Mana Points whenever you gain a level (up to level 10).
Starting Talent: novice in one of the following talents: Chirurgy, Linguistics, or Lore
2 New Talent – You become a Novice in a new talent or gain a degree in a talent you already have.
3 New Magic Talent – You become a Novice in a magic talent or gain a degree in one you already have.
4 New Specialization – Choose one specialization for your class. You gain the Novice degree of its specailization talent.
5 New Magic Talent – You become a Novice in a magic talent or gain a degree in one you already have.
6 New Specialization Talent – You gain the Journeyman degree in the specialization talent you gained at level 4.
Spell Blast: You can cast a spell after hitting a target with an arcane blast. This stunt costs 3 SP, and the spell you cast cannot have a mana point cost greater than 3.
7 New Magic Talent – You become a Novice in a magic talent or gain a degree in one you already have.
8 Big Blast – Range of your arcane blast becomes 24 yards.
New Specialization Talent – You gain the Master degree in the specialization talent you gained at level 4.
9 + Read the Fantasy AGE Core Rulebook for information about the Mage Class.

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Go to Spells.
Go to Specializations.
Go to Talents.
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Mage Class

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