Mage
Mage Spell Progression
Skill Ability
Level 0 1 2 3 4 5 6 7 8 9
Modifier
1 +1 Spellcasting 4 2 -- -- -- -- -- -- -- --
2 +1 Subclass 4 3 -- -- -- -- -- -- -- --
3 +2 4 4 2 -- -- -- -- -- -- --
4 +2 Subclass 4 4 3 -- -- -- -- -- -- --
5 +2 4 4 3 2 -- -- -- -- -- --
6 +2 Subclass 5 4 3 3 -- -- -- -- -- --
7 +3 5 4 3 3 1 -- -- -- -- --
8 +3 Subclass 5 4 3 3 2 -- -- -- -- --
9 +3 5 4 4 3 3 1 -- -- -- --
10 +4 Subclass 5 5 4 3 3 2 -- -- -- --
11 +4 6 5 4 3 3 2 1 -- -- --
12 +4 Subclass 6 5 4 4 3 2 1 -- -- --
13 +5 6 5 5 4 3 3 1 1 -- --
14 +5 Subclass 6 5 5 4 3 3 2 1 -- --
15 +5 6 6 5 4 3 3 2 1 1 --
16 +6 Subclass 7 6 6 4 3 3 2 1 1 --
17 +6 7 6 6 4 4 3 2 1 1 1
18 +6 Subclass 7 6 6 4 4 3 3 1 1 1
19 +7 7 6 6 4 4 3 3 1 1 1
20 +7 Subclass 7 6 6 4 4 4 3 1 1 1
Stamina:d6
Class Features:
Weapon and Armor Skills: Dagger, Dart, Light Crossbow, Pistols, Short spear, Short Sword, and Staff. No armor
and no shields.
Skills: Mages begin skilled at scholarship and another skill for each point of wit. Mages add their skill modifier to
their Sanity checks.
Magic Use: Resisting the spells prepared by a mage become more difficult as the mage rises in the level. The DC
for all mage spells is 10 + Skill modifier + Wit modifier.
Alchemist:
Bombs: Beginning at 2nd level you have a number of bombs equal to 3 plus ½ your level plus your wit modifier.
Each bomb is a ranged attack roll that does 1d6 fire damage per odd level plus your toughness modifier.
Elixir of Transformation: You craft an elixir of transform into a primal more primitive form, rearrange your ability
scores with Toughness being the highest, Prowess the second, and Wit the third. You lose all benefits of this class
and become a Brawler of the same level. You have disadvantage on wit checks relating to scholarship and people
skills, but advantage on toughness checks and intimidation. Your skills become Intimidation, Stealth, Perception,
and Survival.
At 2nd and 3rd level you can transform once per day for 1 minute.
At 4th to 5th level once for 10 minutes and a second time for 1 minute.
At 6th to 8th level once for an hour and once for 10 minutes.
At 9th to 11th level once for an hour, once for 10 minutes, once for a minute.
At 12 to14th level once for an 6 hours, twice for an hour
At 15th level once for 24 hours.
You always take the longest time for each transformation available as the creature that you become does not want
to change back except under the most extreme circumstance, such as the other identities skills and abilities are
necessary for survival.
If any will saves are failed that cause the alchemist to lose control of himself a transformation to the other
identity happens if the alchemist has transformation remaining. Once transformed another save is made to
determine if that identity suffers the effects of the failed save. The appearance and nature of the beast is up to the
PC, but the creatures has less inhibitions and is more of an extrovert. The creature can be attractive and pass for
human or be beastial. The creature is always larger than the Alchemist, but not into the next size class.
The Elixir of Transformation is the rarest Alchemist abilities, most NPC’s do not have this ability, maybe half a
dozen in the galaxy have discovered this dangerous secret. Any knowledge of the existence of the Elixir of
Transformation is a DC30 Arcana check.
Alchemical Modifications: At 4th level and every even level thereafter you gain an alchemical modification that can
be done to your spells or alchemical abilities
Energy Substitution: Choose a different energy type, Cold, Electricity, Sonic, Acid, or Force. Your bomb may now
do that damage type. This modification may be chosen multiple times, each time choose a different damage type.
Burst: Your bomb may be specially built to affect a radius of 5,10, 15, or 20 feet. An attack roll is no longer
required, but everyone in the area of effect may make a reaction check for ½ damage.
Black Mage:
2nd Level Unholy Magic: A black mage may channel unholy energy doing a burst of damage to every living
creature within 20 feet causing 1d6 damage per odd level plus the black mages toughness score. A black mage must
have an evil alignment. This ability may be used 4+will modifier times per day. Most black mages serve evil gods,
religions, or cults. A Black mage may command undead and creatures of the lower planes by presenting a symbol
of evil and speaking some unholy words. All necromanct spells cast by a Black Mage do an additional 50%
damage.
4th Level Unholy Sight: A Black Mage can see in all darkness as well as recognizing an evil alignment in any
creature or object.
Illusionist:
2nd level Unseen Master: You cast the greatest illusion of all. You hide your true name so that anyone that
researches it through mystic means will come up with the wrong true name and will not know until they try to use it.
Upon attempting to use the false true name you learn the location and identity of the being using it. As a quick
action you become invisible for 1 round once per encounter as the second level invisibility spell.
4th level Change Self: You may use the Glamour spell at will with an unlimited duration.
6th level Mirror Image: As a quick action you generate 1d4 mirror images once per encounter.
8th level Unseen Assailant: When the illusionist uses Unseen Master the spell acts as Improved Invisibility for a
number of rounds equal to his wit.
10th level Image Split: When an Illusionist uses Unseen Master he may choose to create a duplicate as per the
misdirection spell.
12th level: Improved Unseen Master: You may use Unseen Master twice per encounter, but not with the Unseen
Assailant ability.
14th level Phantasmal Force:
Once per encounter as a quick action you may cast phantasmal force or conceal one object of handheld size within
short range.
16th level: Blur: Once per encounter as a swift action you may cast Blur on yourself.
18th level: Social Invisibility: People do not notice you and if you interact with them they forget about you when
they stop interacting with you, although they remember you whenever they interact with you again.
20th level: Invisible to History: All attempts to research or know of your existence fails unless done by someone
of your level or higher and a Wit Save is made. This ability may be used selectively.
Witch:
Prescience: As a seer you are never surprised.
2nd Level: Hex: As a interrupt action a witch may hex an opponent within sight. The opponent has disadvantage on
their attack roll or skill check.
4th Level: Second Sight: You may alter your gaze to see the truth for 1 round. While Second Sight is in effect you
have all the abilities of the True Seeing spell. This may be done three times per day.
6th level: Speak with Dead: A witch may ask a corpse three questions per the day to a corpse as the speak with dead
spell. The questions do not have to be to the same corpse.
8th level: Evil Eye: Your Hex may now lasts for one round
10th level Charming Voice: You may use the command spell once per encounter.
12th level Divination: You may throw your bones and divine as the Divination spell with no chance of failure. You
may ask any three question per the divination spell per day.
14th level Death Curse: You may call a deadly curse once per day that may kill your foe as a primary action. Your
opponent makes a Toughness saving throw. If he fails he is fatigued, if he passes he takes 5d6 damage and the spell
ends. On the next round he makes another save, if he fails he becomes exhausted, if he passes the spell ends but the
victim remains fatigued for 1 round per seer level and takes 5d6 damage. On the next round the victim makes
another toughness save. If he fails the victim dies. If he passes he takes 5d6 damage. Exhaustion lasts for 1 round
per level. Killing the seer ends the spell though not effects already suffered.
16th level:
18th level Retribution: As an immediate action a seer calls in favors of vengeance from the harbinger of fate. All
attacks that cause the seer damage for the next minute also deal the same damage to the attacker.
True Appearance: At 20th level a Seer can see through all magical disguises and recognize all creatures that are
shapechanged.
War Mage:
Channel Weapon:
At 2nd level whenever you make a melee attack with a one-handed weapon or staff as an attack action that hits, you
may expend a spell slot of first level or higher adding an addition 1d8 damage plus 1d8 damage per level of the spell
slot expended. The damage type is magic with the same damage type as the weapon. Through your training with
warriors in combat you gain proficiency in martial weapons.
Improved Armor: At 4th level the armor spell now give you 5 temporary stamina and Fire, Cold, Acid, Sonic, and
Electricity Resistance 5.
Martial Magic: At 6th level any time you cast a spell as a primary action you may attack with a melee weapon as a
quick action.
Improved Damage: At 8th level you may add your wit modifier to spell damage that requires an attack roll. If a
spell requires multiple attack rolls, only one of them receives the bonus to damage.
Spell Accuracy: At 10th level. One attack per encounter has advantage.
Potent Zero Level Spells: At 12th level even a successful save versus your zero level spells is for half damage.
At 14th level: You may expend your reaction to cast the shield spell at will.
Evocation Mastery: At 16th level choose one spell of each 1st through 6th level that deals damage from the
evocation school. You never have to prepare those spells.
Armor Master: At 18th level your armor spell now gives 10 temporary stamina and Fire, Cold, Acid, Sonic, and
Electricity Resistance 10.
God of War Magic: At 20th level once per encounter you can declare one spell to do maximum damage after it hits.
The spell must be 1st through 6th level.
White Mage: A white mage is benevolent, patient, and kind. A white mage combats evil, and attempts to be a
beacon of hope for the masses as well as an educator of truth. A white mage would much rather redeem evil than
destroy. A soul lost to darkness is considered a failure to a white mage.
2nd Level Holy Magic: A white mage may channel holy energy doing a burst of healing to every living creature that
is an ally within 20 feet healing 1d6 damage per odd level plus the white mages wit modifier. A white mage must
have a good alignment. This ability may be used 4+wit modifier times per day. A white mage can not cast spells
with the evil descriptor. A White Mage may turn undead and creatures of the lower planes by presenting a symbol
of good and speaking some holy words. All heal spells cast by a White Mage heal an additional 50% damage.
4th Level Holy Sight: A White Mage can see the aura of all creatures even in absolute darkness as well as knowing
the creatures alignment. Constructs and inanimate objects have no aura.
Wizard: A wizard differs from all the other magic users in that they don’t specialize in a specific area of magic.
A wizard masters knowledge, knowledge of magic, how magic works, when best to use magic, when not to use
magic. A wizard is embarrassed to use magic when a mundane method is available. A wizard understands that their
magic is a limited resource not to be wasted or squandered.
Arcana: A wizard has a pool of Arcana equal to his level. Arcana can be used to modify 1st to 6th level spells.
Arcana can be spent the following ways:
Amplify (3 arcana): One target has disadvantage on saving throws versus your spell.
Augment (2 arcana): When you roll damage for a spell, increase the damage by 50%.
Double Spell (1 arcana per spell level, minimum 1): A spell that targets one creature may target 2.
Far Spell (1 arcana): Double the Range of your spell. Spells with no range now have a range of 30 feet.
Hasten Spell (4 arcana): You may cast one spell as a Quick Action.
Legend Lore: At second level a wizard gains double proficiency bonus to all scholarship checks.
Staff Master: A wizard tries not to be as reliant on magic as other magic users. At 2 nd level a Wizard has practiced
enough with their staff that they may use there wit modifier for to hit and damage with a staff instead of toughness
and guile, as well as receive a +1 to defense while wielding a staff.
Master of Languages: At 4th level you know all languages you encounter on your native plane fluently and other
languages passingly. You may exchange your known languages chosen with your will attribute for otherplanar
languages. You have advantage on saves versus magic symbols, sigils, glyphs, runes, and all language dependent
spells.
Diversity: At 6th level you learn useful tricks from all your companions.
Knowledge is Power: At 8th level once per day you may amplify one spell without spending arcana and you have
advantage on scholarship checks.
Wizard: At 10th level you are a wizard of renown. There is no doubt to those that see your skills that you are a
master of your profession. You are highly respected among extraplanar entities for your impartiality that is not
possessed by Black and White Mages. You have advantage on persuasion checks versus Outsiders.
Magister: 12th level: If you begin an encounter with less arcana than you r will modifier, you begin the encounter
with that many arcana.
14th level: Your knowledge of True Names gives outsiders disadvantage on their saves versus your spells that banish
them.
16th level: Magic Mastery: Choose one first level and one second level spell from your spellbook. You may cast
those spells at will without expending a spell slot.
18th level: Archmage: Choose one 3rd and one 4th level spell. You may cast them once per day without expending a
spell slot.
20th level: Grand Master of Spells: You have advantage to counterspell or dispel magic.