Marius' Dragon Age Campaign
Warrior – Pathfinder Fighter
Rogue – Pathfinder Rogue
Mage – New class!
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp)
Class Skills: The mage’s class skills are Appraise (Int), Craft (Int), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
BAB: Mages use the Poor Base Attack Bonus progression.
Saves: Mages have a strong Will save, and weak Fortitude and Reflex saves.
Spells: A mage casts arcane spells drawn from the mage’s unique spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mage’s spell is 10 + the spell level + the mage’s Intelligence modifier.
A mage’s selection of spells is limited. A mage begins play knowing five 0-level spells and three 1st-level spells of her choice. At each new mage level, she gains one or more new spells, as indicated on Table: Mage Spells Known.
Upon reaching 4th level, and at every even-numbered mage level after that (6th, 8th, and so on), a mage can choose to learn a new spell in place of one she already knows. In effect, the mage loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Mana: A mage casts spells by utilizing mana. Each spell costs a certain amount of mana to cast. The higher the level of the spell, the more mana it costs. Table: Mana Costs describes each spell’s cost. Table: Mana Per Day shows the base amount of mana available to a mage, according to her level. Eight hours of rest restores the mage’s mana to full. This can only occur once per 24 hours. A mage gains bonus mana based on the higher of their wisdom or charisma bonus.
Mages use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as arcane bolt, or fireball) deal damage as if cast by a character of the minimum level capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame) use the mage’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.
Mage’s Staff: Most mages, except those wishing to hide what they are, carry a mage’s staff, a specially prepared weapon that allows them to make ranged attacks without using up their mana. This is a supernatural ability that can be used at will, as a standard action that provokes attacks of opportunity, and has a range of 20 feet per level of the mage, capping at 200 feet at level 10, with no range increment. Firing a bolt from a staff is a ranged touch attack, which is subject to penalties for cover, concealment and firing into melee, if applicable, and uses the mage’s BAB and Dexterity modifier, as normal. The damage of a staff bolt increases with the mage’s level, according to the chart below. Staves can be created that deal any type of elemental damage, but if sonic is the damage type chosen, the damage is decreased.
Metamagic: Metamagic feats are applied on the fly to spells with no increase in casting time; each can be used up to three times per day. Metamagicked spells increase in mana cost, up to the normal cost of a spell of its level. Damage dice for damage spells must still be paid for, before the additional cost of the metamagic feat is added (a 10d6 fireball with Empower Spell added costs 9 mana, for a 5th level spell, plus 4 mana for the increased mana cost, for a total of 13). Metamagic can only increase the level of spells to the maximum the mage is capable of casting, but see Overchannel, below.
Overchannel: As they grow in power, mages can use metamagic feats to increase the power of their spells beyond their normal limits. At 6th, 12th, and 18th level, mages gain the ability to Overchannel. At 6th level, a mage can use metamagic to increase the level of a spell 1 beyond their highest level spell, at the cost of 4 additional mana. At 12th, the mage can increase the level of a spell 2 beyond their highest spell, at the cost of 8 additional mana. At 18th, the mage can increase the level of a spell 3 beyond their highest level spell, at the cost of 12 additional mana.
|Mage Level||Base (non sonic) staff bolt damage||Sonic bolt damage|
Table: Mage Spells Known
Table: Mana per Day
Table: Bonus Mana by Highest Level Spell Available
Table: Mana Costs
Table: Mana Costs
Mage spells by level:
*: new spell
0: Acid splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Guidance, Light, Mage Hand, Ray of Frost, Resistance, Spark, Stabilize
1: Bane, Bless, Burning Disarm, Burning Hands, Cause Fear, Chill Touch, Cure Light Wounds, Grease, Magic Missile, Magic Weapon, Obscuring Mist, Ray of Enfeeblement, Rock Armor*, Shield, Shocking Grasp, Sleep, Stone Fist
2: Acid Arrow, Aid, Bear’s Endurance, Blur, Bull’s Strength, Cat’s Grace, Cure Moderate Wounds, Darkness, Eagle’s Splendor, Flaming Sphere, Fog Cloud, Fox’s Cunning, Gust of Wind, Hold Person, Lesser Restoration, Owl’s Wisdom, Remove Paralysis, Resist Energy, Scorching Ray, Shatter, Silence, Sound Burst, Stone Call, Web
3: Aqueous Orb, Bestow Curse, Cure Serious Wounds, Deep Slumber, Deeper Darkness, Dispel Magic, Displacement, Displacement, Elemental Aura, Energy Weapon, Fireball, Flame Arrow, Greater Magic Weapon, Haste, Heroism, Keen Edge, Lightning Bolt, Protection from Energy, Sleet Storm, Slow, Stinking Cloud, Vampiric Touch, Wind Wall, Wind Wall
4: Lesser Globe of Invulnerability, Ball Lightning, Cure Critical Wounds, Dragon’s Breath, Fire Shield, Freedom of Movement, Ice Storm, Neutralize Poison, Restoration, River of Wind, Solid Fog, Spell Immunity, Wall of Fire, Wall of Ice
5: Break Enchantment, Blight, Boneshatter, Cone of Cold, Fire Snake, Flame Strike, Geyser, Passwall, Slay Living, Telekinesis, Wall of Force, Wall of Stone
6: Acid Fog, Banishment, Blade Barrier, Chain Lightning, Cloak of Dreams, Enemy Hammer, Forceful Hand, Freezing Sphere, Globe of Invulnerability, Greater Dispel Magic, Guards and Wards, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Mass Eagle’s Splendor, Mass Fox’s Cunning, Mass Owl’s Wisdom, Repulsion, Symbol of Fear