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Mage Universal Skill List

DISMISSAL |  Free Action / Utility |

 

As a free action, a mage can dismiss any current active spell they are powering, or prematurely end any spell’s remaining duration.


XP COST: 0

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SLOW FALL | Fast Action / Buff | 1 Mana

 

Cast out your grip on the real world.  Bend it to your will and slow the fall of up to three targets.  These targets take no fall damage, and drift down like a feather, rather than fall as normal. 

REQUIREMENTS: 1 WIS

XP COST: 20
 

MESSAGE | Fast Action / Utility | 1 Mana | 

You establish a telepathic link with one humanoid within your line of sight regardless of alignment. Once spoken to,your target may respond telepathically through the same means until the connection is severed or until the spell ends. The link will remain active for as long as you maintain sight upon your target.

(Mages may call upon this ability once per 2 turns of combat.)

REQUIREMENT: 1 INTEL

XP COST: 25

HIGHER INTELLECT | Passive / Buff  |

  

Your expertise in all things related to the wave of magic grant you a perspective above that of your average adventurer.  Your character is no longer vulnerable to goad effects, and all guile checks receive a +2 bonus.

REQUIREMENT: 1 INT 1 WIS
XP COST: 35

ARCANE WORD: "FLY, SHOT"  | Standard Action / Attack  | 5 Mana | 

In the tongue of your choosing, you speak one of the ancient words of power and channel a share of your mana into two potent darts of magical energy. In their simplest form they are invisible, through the darts may take any form the user chooses.

 

Each dart hits a creature of your choice, dealing 1d6+(3)Int. The darts all strike simultaneously, and you can direct them to hit one creature or several. For every level of intelligence past 2, the mage may add an additional dart to the attack for an additional cost of 3 mana.
 

XP COST: 30

DETECT MAGIC | Fast Action / Utility | 1 Mana |

For the duration, you can sense the presence and location of magic,magical creatures and magical constructs within your immediate area. When out of combat,this spell may be cast as a ritual for no cost of mana.

(Mages may call upon this ability once per 3 turns in combat.)

REQUIREMENTS: 1 INT 1 WS

XP COST: 40

MAGE ARMOR | Fast Action / Buff 4 Mana |

You focus on a willing creature,calling upon magic to coalesce and solidify. A protective magical force surrounds the target.  Incoming damage to the armored target is reduced to 25%, and an additional 25% is dealt to the casting mage’s mana pool.  This shield lasts 4 rounds of combat, or until the spell is dismissed as a fast action.

(Arcblades cannot take this spell.)

(This ability does not reduce the damage by DoT effects.)

 

(This ability cannot be force-cast.)

(Mages may call upon this ability once per 6 turns.)



REQUIREMENTS: 1 WIS 1 CON

XP COST: 45

PRESTIDIGITATION | Standard Action / Utility | 1 Mana |

 

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a gust of wind, faint musical notes or strange and wonderful odors.

  • You instantaneously light or snuff out a candle, a torch, or a small campfire.

  • You create a non magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

  • You instantaneously clean or soil an object no larger than 1 cubic foot.

XP COST: 55

COMPREHEND LANGUAGE | Standard Action / Utility 1 Mana |

You must perform a knowledge roll plus your INT modifier against 2+target’s Int to see if this spell succeeds. Upon success, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell does not decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language. 

This spell applies to the following languages:
Sylvan Elf, Lizards, Common, Dwarf, Orc.


The spell does not apply to the following languages: Fae, Elemental, Elder Speech.

REQUIREMENT: 2 WIS 1 INTEL
XP COST: 50 

ENCHANTER'S TOUCH | Standard Action / Utility | 1 Mana |

 

The mage touches any inanimate object, temporarily enchanting it to do whatever the mage wills. Whether it is to make the object float, give it a new lesser sensory feeling, or make it invisible. The mage is only limited by their own imagination. 

XP COST: 60

ARCANE WARD | Fast Action / Utility | 3 Mana (Channeled) 

You harness your arcane powers to forcibly lock a door, window, gate, chest, or other entryway.  You and creatures you designate are able to open the object normally, you may also set a password upon this object to be spoken to suppress the spell for a brief time.  This spell will consume 3 mana per hour until dismissed.

This ward does not protect an object from destruction.

(Mages may call upon this ability once per 5 turns of combat.)


REQUIREMENTS: 2 WIS

XP COST: 65

SHIELD | Reactionary / Buff | 5 Mana |

 

An invisible barrier of magical force appears and protects you or a target of your choice. Until the start of your next turn, your target’s health total cannot change.

(Mages may call upon this ability once per 5 turns of combat.)



REQUIREMENTS: 2 WIS 2 INT

XP COST: 70

MAGE LIGHT | Fast Action / Utility | 1 Mana |

Focus your energies into an orb of light, color and brightness of your choosing (Cannot be blinding).  This light floats in your immediate area and can be directed by your will to locations within your line of sight.  This light will last for one hour or until dismissed.

(Mages may call upon this ability once per 4 turns of combat.)


REQUIREMENTS: 2 INT

XP COST: 65

MENDING Fast Action / Heal |  7 Mana |

 

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

If used on a creature, this spell heals for 1d8+2(Int+Wis) of health on a single target.

(Mages may call upon this ability once per 4 turns of combat.)

REQUIREMENTS: 2 CON 1 INT

XP COST: 75

ARCANE WORD: "STASIS" |  Reactionary / Buff | 7 Mana (Channeled) | 

You mutter the word of power, warping time around a target and freezing them in place for as long as this spell is channeled.  A dying ally is exempt from making saving throws for as long as the spell is active or until the target is stabilized.  Persisting effects such as DoT/HoT cannot alter the stasis.  

(This spell will consume 7 mana per round.)

(As long as this spell is being channeled, the caster cannot take any actions other than dismissal of the spell.)

(Mages may call upon this ability once per encounter.)



REQUIREMENTS: 2 INT 2 STR

XP COST: 80

ESSENCE DRAIN | Standard Action / Attack |  7 Mana |

Magic is all around us, and its manipulation is the realm of Mages.  Draw forth the essence of one target, dealing 1d10+2(Int+Wis) of damage, and converting half of that damage to your mana pool.

(Mages may call upon this ability once per 5 turns of combat.)



REQUIREMENTS: 2 INT 2 CON

XP COST: 85

CLAIRVOYANCE | Standard Action / Utility | 5 Mana (Channeled) | 

You create an invisible sensor within the surface of a seemingly mundane item such as an open window or mirror.  You must choose whether you wish to hear or see what is present within the enchanted surface’s vicinity.  The sensor remains in place for as long as it is channeled.  This spell will consume 5 mana per hour channeled.

REQUIREMENTS: 3 INT 2 WIS

XP COST: 90

SPELLTWINE Fast Action / Buff  | 15 Mana (Channeled) | 

Through great focus and skill, the Mage ascends into the air, bending the elements around them.  Your magics meld into one another.  Your spells, woven and conjoined.    For as long as Spelltwine is being channeled, you are able to take one additional fast or standard action per turn.  These actions can be used to cast different spells, as well as spells from your character’s sub class.

   

This spell consumes 15 Mana per round.



REQUIREMENTS: 3 CON 3 WIS

XP COST: 120

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