And here's our fourth class! This is gonna be a tough one to figure out magic for, because... well, magic.
The Mage
Power eldritch is at your fingertips-- power to bend the laws of the universe across your knee. They are strange, but help in the most interesting of situations.
You start with 6 + your Strength modifier hit points.
Your recovery rate is 1d6 + your Strength modifier.
You have the following proficiencies:
Armor: None
Weapons: Dagger, sling, staff
Tools: None
Saving Throw: Mental
Skill: Knowledge
Your ability score modifier for spell attacks is Mental.
Your spell save DC is 8 + your proficiency bonus + your Mental modifier.
Level | Proficiency Bonus | Class Features |
---|---|---|
1 | +1 | Spellcasting |
2 | +2 | Advancement |
3 | +2 | Advancement |
4 | +3 | Advancement |
5 | +3 | Advancement |
6 | +4 | Advancement |
7 | +4 | Advancement |
8 | +5 | Advancement |
9 | +5 | Advancement |
10 | +6 | Advancement |
Whenever you gain a level:
- Roll 1d6 and add the result to your maximum hit point total.
- Learn one new spell or arcanum, or...
- ...become proficient with one skill (or gain expertise in one skill you are proficient with), or...
- ...increase one ability score by +2 (or two ability scores by +1 each.) Your maximum ability score is 20.
Spellcasting
You can cast spells a certain number of times before you need to rest, as detailed in the chart below. You regain all expended spell slots after completing a long rest.
You can only have one spell with the duration "Concentration" active at a time. If you cast another spell with the Concentration duration, the first spell ends-- you can't concentrate on two spells at once. If you take damage while such a spell is active, you must make a Strength saving throw (DC 10 or half the damage taken, whichever is higher) or lose the spell. You lose concentration on a spell if you are incapacitated or killed.
Level | Maximum Spells Known | Slots (1st) | Slots (2nd) | Slots (3rd) | Slots (4th) |
---|---|---|---|---|---|
1 | 2 | 1 | --- | --- | --- |
2 | 3 | 2 | --- | --- | --- |
3 | 4 | 2 | 1 | --- | --- |
4 | 5 | 3 | 2 | --- | --- |
5 | 6 | 3 | 2 | 1 | --- |
6 | 7 | 3 | 3 | 2 | ---- |
7 | 8 | 4 | 3 | 2 | 1 |
8 | 9 | 4 | 3 | 3 | 2 |
9 | 10 | 4 | 4 | 3 | 2 |
10 | 11 | 4 | 4 | 3 | 3 |
You gain the Force Bolt spell, and can cast it without expending a spell slot.
You cannot cast a spell if you are wearing armor or using a shield.
Force Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instant
Make a ranged spell attack against one target within range that you can see. On a successful hit, the target takes 1d10 force damage.
This spell creates more than one bolt at higher levels: two bolts at third level, three bolts at sixth level, and four bolts at ninth level. You can direct each bolt at the same target or at different targets; either way, each bolt requires a separate attack roll.
Arcanum
Mages can learn the following arcana as they increase in power. Most of the abilities listed below are spells, and require spell slots to use. Spells marked "cantrip" do not require a spell slot to use.
Augment
Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a bit of fur or scale from an animal)
Duration: Concentration (up to 1 hour)
Choose one of the following effects when you touch a creature; they gain that effect until the spell ends.
- Bull's Strength: The target has advantage on Strength checks and saving throws, and gains 2d6 temporary hit points. These temporary hit points are lost when the spell ends.
- Cat's Grace: The target has advantage on Dexterity checks and saving throws, and is immune to falling damage from falling up to 20 feet.
- Fox's Cunning: The target has advantage on Mental checks and saving throws.
- Eagle's Splendor: The target has advantage on Charisma checks and saving throws.
Aura
Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (holy water)
Duration: Concentration (up to 10 minutes)
One creature you touch is protected from aberrations, celestials, fey, fiends, and undead. Attack rolls made by those creatures have disadvantage against your target. In addition, they cannot be charmed or frightened by those creatures.
Boom!
Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S M (a human skull or a clay replica, which is consumed by the spell)
Duration: 1 round
You throw a rune-inscribed skull at a point within range. The skull is inert until the start of your next turn, where it explodes in an spray of shrapnel and burning embers. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st.
Calm
Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration (up to 1 minute)
Choose one humanoid within range. The target must make a Charisma saving throw (they may choose to fail, if they wish.) On a failed save, choose one of the following effects.
- You suppress any effects charming or frightening the target. When this spell ends, any suppressed effects resume, unless their duration expired in the meantime.
- You make a target indifferent towards creatures of your choice it is hostile to. This indifference ends if the target is attacked or sees its friends being harmed.
When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature per spell level above 1st.
Create Portal
Conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V M (chalks and inks worth 40 shins, which the spell consumes)
Duration: 1 round
When you cast this spell, you create a 10 foot portal that links your location to a permanent teleportation circle whose sigil sequence you know. The portal remains open until the end of your next turn. Creatures passing through this portal appear within 5 feet of the teleportation circle on the other end.
Many major locations, such as Julia's Tavern in the city of Rampart, the Grand Cathedral in the city of Midnight, and the Commercium Hall of Port Alabaster have permanent circles established. Each of these has a unique sigil sequence (a series of runes.) When you first learn this spell, you learn of two sigil sequences (DM's choice.) You can learn other sigil sequences through your adventures. It takes one minute to commit a sigil sequence to memory.
Dazzle
Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration (up to 1 minute)
Choose one creature within range. The chosen creature must make a Strength saving throw or be blinded for the spell's duration. At the start of each of its turns, the target may make a new Strength saving throw.
When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature per spell level above 1st.
Detect Magic
Divination cantrip
Casting Time: 1 action
Range: Self
Components: V S M (a copper piece)
Duration: Concentration (up to 1 minute)
You sense the presence of magic within 30 feet of you. You may use your action to see the faint aura of magic around a creature or object bearing magic, and learn its school.
Dragon Fire
Evocation
Casting Time: 1 action
Range: Varies
Components: V S
Duration: Instant
You exhale a gout of energy, similar to a drakkhen's breath weapon (you choose which type when you cast the spell.) Creatures caught in the effect must make a saving throw determined by the chosen effect. They take 2d6 damage on a failed saving throw, and half as much on a successful saving throw.
Drakkhen | Energy Type | Breath Weapon |
---|---|---|
Black | Acid | 5 x 30 foot line (Dex) |
Blue | Lightning | 5 x 30 foot line (Dex) |
Green | Poison | 15 foot cone (Str) |
Red | Fire | 15 foot cone (Str) |
White | Cold | 15 foot cone (Str) |
When you cast this spell using a spell slot of 2nd level or higher, the energy damage increases by 1d6 for each slot level above 1st. If you are a drakkhen, you deal an additional d6 of damage if you choose the same dragon type as your ancestry.
Fascination
Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 1 minute
Choose any amount of creatures within range that can see and hear you. Those creatures must make Charisma saving throws; any creature that can't be charmed automatically succeeds, and creatures fighting you or your allies have advantage on this save. On a failed save, the targets have disadvantage on any checks made to notice creatures other than you until the spell ends or until they can no longer hear you. The spell ends if you are incapacitated or unable to speak.
Fetch
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 minute
You conjure a spectral floating hand within the spell's range. The hand lasts for the spell's duration or until you dismiss it (as an action.) You can use your action to move the hand up to 30 feet.
The hand can open or close unlocked doors and containers, as well as manipulate unattended objects weighing up to 10 pounds per spell level. The hand can't attack or activate magic items.
Flame Dart
Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instant
Make a ranged spell attack against one creature or target within range. On a hit, the target takes 1d10 fire damage. Unattended objects catch fire if hit by this spell, and creatures catch fire on a critical hit.
When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d10 for each slot level above 1st.
Fly
Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a wing feather from any bird)
Duration: Concentration (up to 10 minute)
One willing creature you touch gains a flying speed of 60 feet for the duration of the spell. The target falls if it is aloft when the spell ends, unless it can stop the fall.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Force Lance
Your Force Bolt spell now has a range of 300 feet.
Frost Bite
Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instant
Make a ranged spell attack against one creature within range. On a hit, the target takes 1d10 cold damage. The target gains the Restrained condition until the start of your next turn on a critical hit.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d10 for each slot level above 1st.
Glide
Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a piece of cork)
Duration: 1 hour
One creature within range that you can see can glide above liquid as if it were solid ground. Mud, oil, snow, running water, ice, and even lava can be traversed safely, as the target's feet are only an inch or two above the surface (they still take damage from traversing over lava because they are near it.) The target can walk, run, charge, or otherwise move as if the liquid were solid ground.
If the spell is cast underwater (or on a target partially or wholly submerged in whatever liquid they are in) they are borne to the surface at 60 feet per round until they can stand atop it.
When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot level above 1st.
Hide
Illusion
Casting Time: 1 action
Range: Touch
Components: V S M (an eyelash encased in gum arabic)
Duration: Concentration (up to 1 hour)
One creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot level above 1st.
Hypnosis
Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Charisma saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you cast this spell.
Improved Force Bolt
Add your Mental modifier to your Force Bolt's damage.
Jaunt
Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instant
You teleport up to 30 feet to any unoccupied space that you can see.
Juggling Lights
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration (up to 1 minute)
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Levitate
Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Strength saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Life Drain
Necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Instant
Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 1st.
Lightning Ball
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Make a ranged spell attack against one creature within range that you can see. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. On a critical hit, the target is stunned until the start of your next turn.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d8 for each slot level above 1st.
Open
Transmutation
Casting Time: 1 action
Range: Touch
Components: V
Duration: Instant
Choose one object, such as a door, chest, box, manacles, or lock. The object unlocks, becomes unstuck, or unbarred. Any traps are your problem.
Protection
Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base Defense becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Reversal
Abjuration
Casting Time: 1 action
Range: Self
Components: V S M (a small hand mirror)
Duration: Concentration (up to 1 minute)
When you are targeted by a spell that affects you (and only you) roll a d6. On a 6, the spell is reflected back at its caster using the slot level, spell attack roll, spell save DC, and casting modifier of the caster.
When you cast this spell using a spell slot of 3nd level or higher, you reflect the spell with a roll of 5 or 6 on a d6.
Repelling Force
Your Force Bolt spell gains the Drive Back critical hit effect.
Resistance
Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration (up to 1 hour)
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
RIP
Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures.)
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Shadow
Illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s Defense equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Shrink
Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a pinch of powdered iron)
Duration: Concentration (up to 1 minute)
You cause a creature or an object you can see within range to grow smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Strength saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-- from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1.)
Staff Ritual
Once you learn this ritual, you can create a mage's staff. Over the course of eight hours, you pour your magical essence into creating your staff. Your staff is attuned to one of the eight schools of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation) and grants benefits when wielded. You may only have one mage's staff at a time. If your staff is destroyed, any replacement staff will be of the same school you chose the first time you underwent this ritual.
Details on mage staffs will be in a further post.
Trigger
Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instant
Choose one creature, object, or magical effect within range. Any spell of 1st level or lower on the target ends. For each higher-level effect, make a Mental check. The DC is 10 + the spell's level. On a successful check, the spell ends.
When you cast this spell using a spell slot of 2nd level or higher, you automatically end the spell effects on a target if the spell effects are equal to or lower than the level of the spell slot you used.
Whirlwind
Evocation
Casting Time: 1 action
Range: Self
Components: V S M (a legume seed)
Duration: Concentration (up to 1 minute)
A whirlwind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
Zap
Transmutation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 1 minute
For one minute, one dagger or staff you are wielding is infused with magical energy. Its becomes magical if it isn't already, its damage die increases to a d8, and you use your Mental modifier for attack and damage rolls with it instead of Strength. This spell ends if you cast it again or let go of the weapon.
When you cast this spell using a spell slot of 2nd level or higher, the weapon gains a +1 bonus to attack and damage rolls for each slot level above 1st.