Mage
Beyond the veil of the mundane hide the secrets of unlimited power. The creations of beings beyond this world, the legends of realms where gods and monsters tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the way of the mage. Their philosophy may best be described by the phase “Read, learn and question everything.” These perceptive magic-users seek, collect, and covet obscure knowledge, utilizing their knowledge to work wonders beyond the abilities of mere mortals. Mages are cunning and effective, capable of obliterating their foes, empowering their allies, and doing everything in between. Mages are masters of the impossible and can aid their allies in overcoming any danger.
A mage is a spellcaster that has a spell for almost anything, making them the ultimate utility tool. With a vastly larger spell list, they make great use of it, whether in combat, a social situation, while exploring, or simply just dealing with anything that comes their way.
Passive
When you cast leveled spells, they cost 1 FP less (minimum 1 FP).
Magic
You have access to these spells listed in the table below. Your Spellcasting modifier for these spells is Intelligence. Your Spell Save DC is 10 + your Intelligence modifier. In addition to spells on your class spell list, you can also cast spells from the general spell list, following the same rules.
Class level 1
1. – Selective Spells (3 FP, unrestricted)
When you cast a spell that affects other creatures you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their Saving throws (if any are needed) and they take no damage if they normally took half damage on successes.
Class level 2
2. – Potent Cantrip (3 FP, unrestricted)
When a creature succeeds on a Saving throw against your cantrip or you miss the Spell attack roll when attacking with a cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect.
Class level 3
3. – Arcane Ward (3 FP, restricted – charges, spell-like)
You can weave magic around yourself for protection. When you cast a mage spell of 3rd level or higher, you can simultaneously use a portion of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your CL + your Intelligence modifier, and it can never have more HP than five times your CL. Whenever you take damage, the ward takes the damage instead. lf this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast a mage spell of 3rd level or higher, the ward regains a number of hit points equal to twice the level of the spell (this does not consider any empowerment of the spell). Once you create the ward, you can’t create it again until you finish a long rest.
Class level 5
4. – Adapt (4 FP, unrestricted, spell-like)
Choose one of these pairs: ice and fire; electricity and sonic; holy and withering. You gain resistance to both of these damage types. You can change your selection upon finishing a long rest.
Class level 7
5. – Overchannel (4 FP, unrestricted)
When you cast a leveled spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no effect. If you use this ability again before finishing a long rest, you take 2d12 withering damage for each level of the spell, immediately after you cast it. Each time you use this before finishing a long rest, the damage per level increases by 1d12. This damage ignores any resistances, immunities and any other effects that otherwise reduce damage.
Class level 9
6. – Spell Resistance (4 FP, unrestricted)
You gain advantage on Saving throws against spells and spell-like effects and have resistance against the damage of spells.