Mage

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Overview

Mages are people who make their living with the study and use of magic. Magic is a difficult, demanding mistress and achieving great skill with the mystic arts precludes great skill in other demanding disciplines. Student Mages are not encouraged to waste their time with trivia like 'armor' or crudities like 'weapons'. For a mage, magic is weapon, armor, shield, and comfort. Even small branches out into other areas of study frequently relate back to magic. Mages can excel at creating potions and runes without sacrificing a great deal of their magic. Mages tend to analytical minds and this makes them fine engineers, if they can be persuaded to sacrifice a bit more of their raw capability.


Armor Proficiency: Moving under stress in armor is a trained, physical activity and not something Mages are taught. Mages may wear Costume Armor without spending precious resources to learn better.

Weapon Proficiencies: Mages are skilled in the use of magic implements: Daggers, Staves, and Short Blunt weapons labeled as 'Wand'.

Mana: Mages may purchase mana up to 120 (for now, this cap will increase as necessary), although their efficiency suffers a bit past the efficient limit of 100. This more than anything is what distinguishes a Mage from a dabbler.

Class Features:

Reclamation: (for Mages with both Spirit and Elemental Schools) Through use of mental review of their situation, a Mage may call back the energies from a spell they cast that missed the target doing so will return the mana spent but not any associated Ley Energies. This can be done once per reset at 1st level and again once every 4 levels after that (1st, 5th, 9th, etc) Note: This is not for any spell that was defended against, only those where the mage just missed their target completely, hitting nothing. Any Defense or hitting of an unintended character will not be able to trigger this effect.

Shared light: (For Mages with ONLY the Spirit School of Magic) Whenever you cast a buff or healing on someone you receive the same with no extra cost

Elemental Duplication: (For Mages with ONLY the Elemental School of Magic) You may call Double Attack for a Spell Pool attack, Shatter, Detonate, Destroy, or Implosion spells that are successfully defended against. This can be done twice per reset at 1st level and again once every 4 levels after that (1st, 5th, 9th, etc) Note: This is not for any spell that missed their target completely, only those where the the target called a defense. (To help clarify this is the opposite of Reclamation's note above)

Mage Skills

A note about Spells: The SP cost listed for spells below applies if your Mage wants to teach him/herself a spell without a scroll. If you have a scroll available, you can read that into memory and avoid the SP cost entirely; the SP cost is available as a means to ensure that your Mage can acquire spells even a given scroll is elusive, or overpriced, or just sold by someone you can't get along with.

Category Skill Name Prerequisite Skills SP Cost Use Cost
Magic
Mana (1-100) - 1/2 Fuel
Mana (101-120) Mana (100) 1 Fuel
1st School - 0 Passive
2nd School 1st School 10 Passive
1st level spell - 1* 1 Mana
2nd level spell - 1* 2 Mana
3rd level spell - 1* 3 Mana
4th level spell - 1* 4 Mana
5th level spell - 1* 5 Mana
6th level spell - 1* 6 Mana
7th level spell - 1* 7 Mana
8th level spell - 1* 8 Mana
9th level spell - 1* 9 Mana
Spell Pool 1 None 0 See Below
Spell Pool 2 Spell Pool 1 5 See Below
Spell Pool 3 Spell Pool 2 10 See Below
Spell Pool 4 Spell Pool 3 15 See Below
Spell Pool 5 Spell Pool 4 15 See Below
Spell Pool 6 Spell Pool 5 15 See Below
Metamagic
Ley Point 1-20 1 Mana 2 Fuel
Hasten Spell - 2 1 Ley Point
Natural Spell - 2 2 Ley Points
Penetrating Spell - 3 2 Ley Points
Arcane Spell - 4 3 Ley Points
Revitalize - 5 See Below
Overload - 3 2 Ley Points
Elemental Spell - 3 2 Ley Points
Mana Shield - 10 5 Ley Points
Siphon Mana - 2 1 Ley Point
Aura Emulation - 4 1 Ley Point
Storm - 5 3 Ley Points
Miscellaneous
Cancel Magic - 6 None
Chain Spell 1-5 - 4 None
Define Magic - 5 None
Advanced
Arcane Volley - 8 Daily
Mirror Image - 4 Daily
Create Familiar Elemental School 5 None
Create Phylactery Spirit School 5 None

Mage Skill Descriptions:

Magic Skills:

Mana: Mana is the fuel by which spells are generated. Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast. Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point up to 120 (although this limit may rise as the game progresses). Collectively, a Mage's available mana is referred to as a pool, despite the confusing overlap with the unrelated "spell pool" used for linear magic delivery. Mages on every world refer to things like the "depth" of their mana pools. It's an odd idiosyncrasy of the cosmos.

Schools: Schools are variously referred to as Paths or Disciplines or Flavors at various places on various worlds. Whatever the name, a School is just a grouping of spells related to each other in some way. Learning a School allows your mage to acquire and cast spells from that School. Far and away the most common Schools are Evocation and Spirit; these are the first two taught at every accredited magic school and every Mage can learn the workings of those Schools without significant trouble. Other Schools do exist; Shadow is known (and feared) across the worlds. Others tend to be so narrow in purpose that they're not useful outside of their niches, or so carefully guarded that learning them is a massive, epic task. Nature may or may not be a School of magic. Scholars have debated this as far back as anyone can remember; the use of mana and the general similarity in the casting process argues that Nature is a School. The fact that no Mage yet has managed to learn to it argues that's a magic-like philosophy and so different from "normal" mana manipulation that it's not actually a School so much as it is a perspective, one incompatible with Magery.

Spells 1-9: Broadly speaking, Mages may learn spells in one of two ways. The easiest is simply transcribing a written formula into memory, and Mages prefer this where the option is available. In order to do this, all your Mage needs is a scroll of the relevant spell and enough time to read it and learn it. Spells learned in this way cost no Skill Points, further endearing it to the Mages of the worlds. Where this isn't possible (some places have outright banned Evocation magic from the lower classes, for example), it's possible to gut it out and teach yourself the spell. Doing this has no monetary cost, but it does incur a cost in skill points instead.

Spell Pool: Mages can step out of the way of their own spellcasting process and instead elect to just push unshaped mana. Doing this is faster and less stressful than formal spellcasting. One point of spell pool generates 1 point of healing (if you're trained in Spirit) or elemental damage (if you're trained in Evocation) or other flavors (if you're trained in weirdo schools of magic, they'll specify their pool flavors), to a limit of 10 points at a time at Spell Pool I. This is cast as "I summon <healing | damage type>" and packet delivered. Every rank of Spell Pool adds 25 points of usable pool and increases the 'spell cap' of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 6 you may use 35 points of pool at a time. Spell Pool must be delivered in increments of 5. Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level spell Evocation

Starting Spells: Your Mage enters play with their character level + 1 in spells from the first school, and character level exactly in spells from their second school. Further schools down the road may or may not come with a starting set of spells.

Metamagic:

Metamagic, as the name implies, is magic that affects magic. Metamagic effects modify spells in some way, or modify some other aspect of magic in some way spells cannot. Metamagic is fueled by Ley Points, and there are as many arguments about what Ley actually is as there are people making them. Mages purchase Ley Points directly, at 2 SP each, and a Mage cannot buy more than 20 total.

Hasten Spell: A Hastened Spell is delivered without a formal incant; this is called as "Magic <Spell Effect>". Hastened Spells bypass a number of usual spellcasting restrictions; they do not require incants and hence may be delivered while Silenced or otherwise deprived of speech. Hastened Spells may also be cast while confined.

Natural Spell: A Natural Spell is the closest Mages have gotten to Nature magic. Shaping a spell in this way eliminates the incant as Hasten Does, but is called as "Natural <Flavor> Effect>" and thereafter obeys the rules of the Natural delivery vector. Full details are available under Effect Delivery but briefly, Natural effects are stopped by shields, resisted with Resist Natural instead of Resist Magic, and affected by whatever nonsense 'magic' Callers use. Natural effects tend to be easier to stop than Magical effects, but some creatures are painfully resistant to magic and easily victimized by Natural effects. The existence of the Fae alone guaranteed that some Mage was going to develop this.

Overload - adds the Critical Tag to a single spell or your current spell pool.

Penetrating Spell: Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call "body" appended to the incant. Unlike most metamagic, Penetrating Spell can be applied to Spell Pool. The cost must be paid separately for every application of Spell Pool and this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving. Healing Pool can be delivered this way despite normally being desirable and normally affecting Body to start with; this is the means by which Mages attack undead and other life-hating monsters.

Arcane Spell: An Arcane spell functions much like a Natural spell, delivering an effect without incant or motion. Arcane Spell is called as "Arcane <Flavor> <Effect>", where Flavor can be any usual Elemental Flavor for Evocation effects and Spirit for Spirit Effects. Arcane is comparatively rare in the worlds and defenses to it are much less common than Resist Magic.

Elemental Spell: Elemental Spell is a similar modification to a spell, called as "Elemental <Flavor> <Effect>" . Elemental Attacks are very powerful against opposing-element targets and some creatures that are vulnerable to certain elements.

Revitalize: Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual. Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool. This means, under normal circumstances, that you can generate no more than 120 extra points of mana per event, at the cost of losing your use of Ley Skills for that event.

Mana Shield: Mana Shield wraps your mana around you in a shell, hopefully one that wards off enough damage for someone else to come and save you. Mana Shield is cast before entering combat and translates mana points directly into armor points. Mana Shields cannot be reset or refitted like real armor can. While your Mana Shield is active, your mana pool is reduced by the amount spent for armor - if you spend 50 out of your 100 mana on a Mana Shield, your mana pool stops at 50 until the armor is depleted or the effect is dismissed (this is intended to prevent loops from forming - I spend 100 mana on Mana Shield, drink some potions to get back up to 100, then dump another hundred on mana shield, drain some buddies to get back up to 100 again, and stroll out on to the field with four full fighter's worth of armor and 100 mana to throw). (Also, I am aware that this differs in mechanics from the more familiar mana shields of video game fame. I am not necessarily opposed to a more traditional function, but I need to see what the real impact of high-armor mages is, and then I'll start dipping toes in the water to see how realistically people can track one pool for incoming damage and outgoing fuel at the same time.)

Siphon Mana: This allows your Mage to drain Mana from a willing donor into your own Mana pool. This costs one Ley Point per transfer and may transfer only enough mana to return your pool to full. (Editor's Note: I have been and been up against enough bad guys to understand how fluid the definition of "willing" gets. When I say 'willing' here, I mean 'would do absent any pressure outside one's one will', not 'more willing to give mana than have a couple teeth drilled through' or 'more willing to give mana than watch the orphanage burn down'.)

Aura Emulation: As practiced by Mages, this allows for mana to reflexively retaliate against a melee strike. This is called as "30 <Flavor> Aura" in response to being struck. If this renders the offending attacker helpless, the Mage does not take the effects of the strike. Aura Emulation allows for any of the four usual elemental flavors and Spirit. Other Auras are known to exist but those are not readily available and learning them can be a chore.

Storm: This skill allows the character to enter a stance by planting their right foot and announcing, “Spell Storm”. This effect will last until the player falls unconscious, moves their foot, or uses any other Active Skills. While active, the player can throw an infinite number of packet attacks called as “Magic 10 <Flavor>”. <Flavor> is determined by the Mage's Schools - a Mage with Evocation can throw any of the classical elements (Water, Stone, Fire, Wind), a Mage with Spirit can throw Spirit, and other Schools will have their Storms defined in their release. (Spirit here throws Spirit by design - Spirit casters throwing unlimited Healing sets a chain of events into motion that no one likes - consider what Plot has to do to present a challenge to a literally bottomless infinite healing loop and how bad that is for people not fortunate enough to have that loop available).

Miscellaneous Mage Skills:

Chain Spell: Chain spells delivers one beneficial spell to one extra target per level of Chain Spell. A Mage with 5 levels of Chain Spell can cast Magic Shield (for example) on a total of six targets. The spell is cast normally for the first target; successive targets are called as "Chain Spell <Effect Name>".

Cancel Magic: This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration. Define Magic: This ability, if used upon an item that has magical properties, will reveal to the user all such properties in addition to how to use them and the item. This will not reveal if an item is cursed.

Cancel Magic: This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration.

Define Magic: This ability, if used upon an item that has magical properties, will reveal to the user all such properties in addition to how to use them and the item. This will not reveal if an item is cursed.

Advanced Mage Skills

Create Familiar: This skill allows the character to manifest some of their raw energy into a physical form; bringing into existence a Quasit. A Quasit is a tiny, about mouse sized, but intelligent elemental creature that will stay with its creator. It remains Invisible unless the creator so chooses, at marshal discretion a Quasit can perform simple non-combat tasks. At event check in the character chooses which flavor of creature is summoned, Fire/Water/Wind/Stone. While summoned the character gains a Resist<Flavor> that matches the familiar, useable once each reset.


Create Phylactery: This power allows the character to manifest some of their raw energy into a physical form; by scribing glyphs upon the air. Once scribed the glyphs become Invisible but hang in the air around the character, granting them the ability to Resist Shadow or Disease (Rot, Plague, Wound, Vampiric) once each reset.

Mirror Image: when used gives you two uses of Resist Physical that must be used on the next two physical attacks.

Arcane Volley [flavor] - This skill can be used on a module to throw a blisteringly large amount of magic at an oncoming group of foes. All enemies in the next encounter take 20 points of damage in whatever flavor you specify. Note, you must have spell pool that matches the specified flavor. This can trigger vulnerabilities and resistances but will not trigger defenses.

Mage Powers

Element Exclusion Prerequisite: Mage, Spellblade This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points.


Elemental Modality - prerequisite - Elemental Duplication - once per encounter you can throw a spell or a spell pool attack with the Elemental vector.

Enhanced Reclamation*: This power allows a mage to use their Reclamation ability two more times per reset.

Improved Familiar Prerequisite: Create Familiar This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar. Fire- Increases the character's Spell Pool by 5 Points. Water- Increases the character’s Spell Cap by 5 points. Wind- Grants the character the Evade skill once each reset. Stone- Increase the character base Body Points by 5.

Improved Phylactery Prerequisite: Create Phylactery This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.

Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.

Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.

Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.

Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana

Inner Light Prerequisite: School of Spirit This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset.

Living Armor Prerequisite: School of Spirit This power allows the character to use their Signature Spell (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor.

Magic Staff Prerequisite: One-Hand Block This power allows the character to use a Staff as a wand, instead of a Short Blunt.

Retain Magic Prerequisite: 30 Mana This power allows the caster to better control the magic around them. This skill can be used to 'keep' spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter.


Refracted Light - prerequisite - Shared Light - you gain 2 extra targets when using chain spell.

Spell Focus 1 Prerequisite: Spell Pool 2 This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.

Spell Focus 2 Prerequisites: Spell Pool 3 and Spell Focus 1 This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.

Heroic Powers

Feedback Loop Prerequisite: Spell Pool 3. Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their Spell Pool on a 10 counted action, instead of concentrating for the normal amount of time.

Holy Nova Prerequisite: Spirit school of magic. You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “All allies Voice 25 Healing Font”.

Mana Tap This Power allows the character to fully utilize power stored into Mana Gems. While normally such items store Mana, a character with this Power can refresh their Spell Pool by expending only 7 points (Mana) of the gem. Additionally, this power reduces the Knowledge Point cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.

Some further thoughts on Mages

Spellcasting 101 is a quick, high-level look at the mechanics of magic.