Mages manipulate arcane forces at their whim. They have limitations in how magic can be melded and shaped, but within those limitations, they can produce a myriad of effects. A mage uses the Spellcaster ability. Mages also have the skill and spark needed to force items to take on magical capability. While the ability to tweak the warp and weft of the fabric of the multiverse tends to run in families, it can also pop up randomly in the population, making great forces out of farmboys and noblemen alike.

Abilities: Int, Wis, or Cha can be important for spellcasting abilities. Mages use the lowest table for BAB, Fort saves, and Ref saves. They use the high table for Will saves.

Alignment: Any

Hit Die: d4

Skill Points: 3 + Int modifier

Starting Gold: 4d4 x 10gp

Weapon & Armor Proficiency: Mages are proficient with simple weapons and light armor, but not shields. When wearing armor, a mage suffers from arcane spell failure. It can be negated by using the ‘make a spell still’ metamagic ability. If a mage tries to cast a spell while wearing armor he is not proficient with, he also adds the armor check penalty to his Spellcaster modifier (as a penalty). This penalty is not negated by making a spell stilled.

1+0+0+0+2Spellcaster, Spell Defense, bonus feat
2+1+0+0+3Message(Medium, 1)
4+2+1+1+4Message(Medium, 2)
5+2+1+1+4Arcane Apotheosis
6+3+2+2+5Message(Long, 2)
7+3+2+2+5Message(Long, 3)
10+5+3+3+7Arcane Apotheosis
11+5+3+3+7Message(Same Plane, 3)
13+6/+1+4+4+8Message(Same Plane, 4)
15+7/+2+5+5+9Arcane Apotheosis
17+8/+3+5+5+10Message(Same Plane, 5)
20+10/+5+6+6+12Arcane Apotheosis, Message(Same Plane, 6)

Spellcaster: Mages have the Spellcaster class ability. This means that they can cast spells using one or more seeds.
- Spellcaster modifier = mage class level = caster level
- Primary spellcasting modifier = Int, Wis, or Cha modifier, whichever is highest
- Spell Point Pool = primary spellcasting modifier + (caster level x 2)
- Maximum number of times metamagic abilities can be applied to any spell = primary spellcasting modifier
- Maximum number of times factors can be applied to any spell = caster level x 2
A mage selects a single seed that he can use without penalty. He may then select a number of seeds equal to his primary spellcasting modifier and those seeds can be used with a –2 penalty to his Spellcaster checks. All other seeds are used at a –5 penalty. The seeds are designated at 1st level, and do not change at subsequent levels, even if the primary spellcasting modifier increases.

For any spell that allows a saving throw, the DC = 10 + the mage's Int, Wis, or Cha modifier(whichever is highest) + 1/2 caster level (round up).

See the Seed section for more details on spellcasting.

Bonus Feat: A mage gains one bonus feat at 1st level, chosen from the following: Prestidigitation, Familiar, Enchant Single Use Item. He need not meet the prerequisites.

Spell Defense: Any time a mage takes hit point damage from any source, he can choose to spend spell points to avoid taking all or part of the damage. Each spell point spent negates one point of damage. Spell points spent in this way have no other effect and are regained normally. Use of this ability does not need to be declared prior to taking damage, and it does not use an action. This is a supernatural ability.

Message(Su): Starting at 2nd level, a mage can contact any creature he is familiar with and converse with it for up to one minute at a time. The conversation is mental, and each creature hears only what the other wants it to. Only willing creatures can be targeted by this effect, and either side may terminate the conversation at any time. This ability can be used once per day per point of primary spellcasting modifier. It is a full round action to activate, but once activated, it requires no concentration to maintain, other than what is required to have a conversation. A creature can be contacted so long as it is within Medium range. At 6th level, the range increases to Long. At 11th level, a creature can be contacted so long as it is on the same plane. At 4th level, a link can be formed between the mage and two other creatures. At 7th level, a third other creature can be included, at 13th it is 4, at 17th, it is 5, and at 10th level, 6 other creatures can be included in the link. Each creature in the link can send to as many or as few of the other creatures as desired, though only one sending can be made (regardless of how many of the others it is sent to) at a time.

Arcane Apotheosis(Su): By 5th level, a mage has become attuned enough to the arcane forces of the world that he gains the ability to produce a single effect outside of the seed structure without spending any of his spell points to do so. A mage may select any one of the effects below. It is useable once per day as a swift action and dismissible at will as a free action. At 10th, 15th, and 20th level, he may select one additional effect, or he may increase the number of times he can use one he already knows by 2 times per day.

Alarm – Ward an area no larger than one 5 foot cube per level. The ward lasts for a maximum of 2 hours per level. You are immediately alerted to the presence of any creature with hostile intent towards you within that area. In this case, 'hostile intent' includes the intention to harm you, disturb your belongings to your detriment, or otherwise harass you in a threatening manner. Your friend pulling food out of your pack to cook it for you wouldn't set it off, but him pulling your journal out so he can read it behind your back would. Once you have been alerted to an intrusion, the effect ends. The alert is delivered to you mentally, and wakes you up from any sort of sleep, trance, or similar state. It does not awaken you if you are unconscious from injuries.

Cloth Stasis – One unattended object within 5 feet of yourself that may not exceed 2 cubic feet in any dimension is immediately put into stasis and reduced into a 2 inch square of cloth. This ability can be used defensively, to stop an arrow, for example, if you ready an action to do so. The object is released from the stasis and returned to its normal size and shape by an act of will on your part that uses a swift action. The object can also be returned with a successful dispelling. For every level beyond 5th, the object may be one additional cubic foot larger (3cuft at 6th, 4cuft at 7th, etc.). The stasis effect lasts a maximum of one hour per level.

Conceal Aura – For 1 minute per level, you can hide your aura, and that of any items you might carry, making yourself appear to be a nonmagical person with no magic items. Anyone attempting to magically detect anything about you or any objects you carry must succeed at an opposed caster level check, but you gain a +5 bonus to this check. You can also conceal your alignment, or project a false alignment to detection effects. Attempting to see through this also provokes an opposed check, though it is your caster level opposed by their class level that grants the detection effect, or hit dice. You do not gain the bonus to this check.

Disguise Self – You can change your physical appearance to appear to be someone else. You may choose to either modify your own characteristics so you are unrecognizable, or to adopt the appearance of a specific other creature. If you try to emulate another creature, you must make a Disguise check, but gain a +10 bonus to that check. This change is actual, not an illusion. If your height, weight, or physical features change, your clothes also change to accommodate them, though you must remain in your own size category. You can modify the color and style of your clothing, but not to gain any protective qualities. A suit of clothing can be made to look like a suit of fullplate armor, but it does not provide an AC bonus. Your voice is not affected, and you may need to make Bluff checks to convince others of your new identity. This effect lasts 1 minute per level.

Enlarge Person – With a touch, one willing creature can be enlarged to one size category larger than its normal size. Its weapons and other gear increase in size with it. Apply appropriate size modifiers to all aspects of the creature and its gear. This ability lasts one round per level.

Mount – You can conjure a spectral mount that will bear you and as much else as it can carry for two hours per level. It will not fight, no matter what, and does not need to eat or drink. For the duration of the effect, it does not suffer from fatigue effects. The mount is equivalent to a heavy horse for your size category. The mount is essentially made of force and your will, so it can have any appearance you wish. It is mindless and cannot be affected by normal weapons. It has hit points equal to your caster level x2 and an AC equal to 10 + your caster level + your primary spellcasting modifier. If it is reduced to 0 or fewer hit points, the effect ends, regardless of remaining duration.

Reduce Person - With a touch, one willing creature can be reduced to one size category smaller than its normal size. Its weapons and other gear decrease in size with it. Apply appropriate size modifiers to all aspects of the creature and its gear. This ability lasts one round per level.

Safe Fall – For one round per level, no matter how far you fall, you take no damage. Your rate of falling is not affected, but your body absorbs the force of the fall, enabling you to land safely on your feet. If you have not reached the ground by the time the effect ends, you resume falling normally, and damage is calculated from the point where the effect ended.

Stuck portal – Cause one door, portal, drawer, or other object that can be opened and closed to be much more difficult to open and close. Anyone attempting to open or close the door must succeed at a Strength check equal to 10 + 1/2 your caster level + your primary spellcasting modifier. This effect lasts 1 hour per level.

True Strike – Grant yourself a +20 bonus to hit with your next single attack roll. The attack roll can be for a spell or weapon, but must be made in the same round as this ability is activated.

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