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Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The mage’s class skills are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
|Level||BAB||Fort Save||Ref Save||Will Save||Special||Mana Points||Max Spell Level|
The following are the class features of the mage.
Weapon and Armor Proficiency
A mage is proficient with all simple weapons. A mage wearing armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Mages cast magic using the Words of Power system. A mage has a number of mana points available to her every day which she must expend in order to cast spells. To cast a spell, a mage must expend a number of mana points equal to the wordspell’s spell level. The number of mana points available to her every day is given on Table: Mage under Mana Points. The maximum spell level of spell she can cast at any given level is noted on Table: Mage under Maximum Spell Level. A mage can cast any 0th level spell she has built without using any mana points.
Mages begin play knowing a number of effect or meta words as indicated on the table below. Whenever they gain a new mage level, they gain new effect or meta words based on the same table. At 5th level and every 3 class levels after that, a mage may choose to learn a new spell instead of a known one.
|Table: Words Known|
Mage Word List
Words marked with an asterisk (*) are boosted versions of lower level words. A wordcaster only needs to learn the base version of a word in order to be able to cast its boosted versions.
0th-level Mage words
1st-level Mage words
2nd-level Mage words
3rd-level Mage words
4th-level Mage words
5th-level Mage words
6th-level Mage words
Instead of an effect word, mages can choose to learn one of the following spells: 1st-Sleep; 3rd-Deep Slumber.
A mage gains the Arcane Bond ability of a wizard at first level, but can only pick a bonded item and this bonded item must be a quarterstaff. If a mage trying to cast a spell without his bonded item loses the spell, all mana points or hit points spent in the casting of the spell are lost.
Aquatic Agility (Su) As an immediate action, the mage can spend 1 point from his mana pool to gain the benefits of water breathing for 1 round per level. During this time, he can ignore the effects of rough water and underwater combat on his attacks and movement.
Arcane Cloak (Su) The mage can expend 1 point from his mana pool to add his Intelligence bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.
Counterspell (Su) By expending points from her mana pool, the mage can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the mage can attempt to counter the spell as an immediate action and by expending a number of mana points at least one higher than the level of the spell being cast. To counterspell, the mage must attempt a dispel check as if using dispel magic. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.
Elemental Strike (Su) The mage can spend 1 mana point as a swift action to grant the flaming, frost, shock, or thundering weapon special ability to her held weapon. She makes this choice each time she activates Elemental Strike, and it lasts for 1 minute. At 16th level, she can instead spend 2 mana points to add the flaming burst, icy burst, or shocking special ability to her held weapon.
At 6th level she can grant this ability to both herself and one of her allies as a swift action by paying for two uses of this ability. At 9th level and every three levels thereafter she can grant this ability to one aditional ally by paying the aditional mana cost, to a maximum of 5 allies at 18th level. No two targets of this ability (including the mage) can be more than 30 ft. away from each other.
Familiar (Su) The mage gains a familiar, using his mage level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
Time Stutter (Sp) You can briefly step out of time, pausing the world around you. This ability acts as the time stop spell, except that you gain only 1 round of apparent time. You can use this ability once per day at 15th level and two times per day at 20th level. Prerequisites: The mage must be at least333333
Arcane Warrior (Ex) The mage gains proficiency with all martial weapons. Additionally, the mage can form an arcane bond with any weapon, not just a quarterstaff.
Armored Caster (Ex) The mage gains proficiency with light armor. The mage can cast mage spells while wearing light armor without incurring the normal arcane spell failure chance. At 6th level the mage gains proficiency in medium armor and may cast spells in medium armor without penalty. At 16th level he gains proficiency in heavy armor and may cast spells in heavy armor without penalty.
Blood Mage (Su) The mage can sacrifice hit points to cast a spell without expending mana points. She can only sacrifice hit points to fuel her spell as long as doing so does not reduce her below 1/2 her total hit points. The blood mage must sacrifice 2 hit points per mana point she wants to preserve during the casting of the spell. Sacrificed hit points can only be recovered through rest and the Heal skill.
Blood magic is looked down upon in civilized society and is a crime punishable by death.
Blood Mage (Su) The arcanist can protect herself from energy damage as a standard action by expending 1 point from her arcane reservoir. She must pick one energy type and gains resistance 10 against that energy type for 1 minute per arcanist level. This protection increases by 5 for every 5 levels the arcanist possesses (up to a maximum of 30 at 20th level).
The mage gains the ability to turn herself into an animal once a day. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per mage level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the mage is familiar with.
A mage loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.
A mage can use this ability once per day at 3rd level and one additional time per day for every two levels thereafter, to a total of nine times at 19th level.
At 6th level, the mage’s wild shape can now function as beast shape II. At 9th level, the mage’s wild shape can now _function as beast shape III. At 12th level, the mage’s wild shape can now function as beast shape IV or form of the dragon I. At 15th level, the mage’s wild shape can now function form of the dragon II. At 18th level, the mage’s wild shape can now function form of the dragon III.
Spell Combat (Ex) The mage gains Spell Combat as a magus.
Wild Empathy (Ex) The mage gains Wild Empathy as a druid.
Spell Master (Ex)
At 20th level the mage reduces the mana cost of any spell he casts by 1, to a minimum of 0.
Aura faint evocation; CL 3rd
Slot none; Price 6,000 gp (CL 3rd), 18,000 gp (CL 7th), 38,000 gp (CL 11th), 66,000 gp (CL 15th), 102,000 gp (CL 19th); Weight 6 lbs.
This +1 quarterstaff allows a caster, as a standard action, to release a bolt of elemental energy from the staff, striking a target of the caster’s choosing. This attack deals 1d4+1 points of damage of either cold, fire, or electricity damage. The damage type is chosen during the staff’s creation and cannot be changed.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects take only 1/2 damage from this missile.
For every four caster levels above 3rd the creator possesses, the staff fires an additional missile, to a maximum of five at 19th level. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Each missile has a range of 30 ft.
Cost 3,000 gp (CL 3rd), 9,000 gp (CL 7th), 19,000 gp (CL 11th), 33,000 gp (CL 15th), 51,000 gp (CL 19th); Feats Craft Magic Arms and Armor; Spells None*.
*DC is 10 + Caster Level as a result.