|1||0||1||F: 0 R: 0 W: 2||Discipline|
|2||1||2||F: 0 R: 0 W: 3||Bonus Feat|
|3||1||3||F: 1 R: 1 W: 3||Discipline|
|4||2||4||F: 1 R: 1 W: 4||Bonus Feat|
|5||2||5||F: 1 R: 1 W: 4||Discipline|
|6||3||6||F: 2 R: 2 W: 5||Bonus Feat|
|7||3||7||F: 2 R: 2 W: 5||Discipline|
|8||4||8||F: 2 R: 2 W: 6||Bonus Feat|
|9||4||9||F: 3 R: 3 W: 6||Discipline|
|10||5||10||F: 3 R: 3 W: 7||Bonus Feat|
|11||5||11||F: 3 R: 3 W: 7||Discipline|
|12||6||12||F: 4 R: 4 W: 8||Bonus Feat|
|13||6||13||F: 4 R: 4 W: 8||Discipline|
|14||7||14||F: 4 R: 4 W: 9||Bonus Feat|
|15||7||15||F: 5 R: 5 W: 9||Discipline|
|16||8||16||F: 5 R: 5 W: 10||Bonus Feat|
|17||8||17||F: 5 R: 5 W: 10||Discipline|
|18||9||18||F: 6 R: 6 W: 11||Bonus Feat|
|19||9||19||F: 6 R: 6 W: 11||Discipline|
|20||10||20||F: 6 R: 6 W: 12||Bonus Feat|
Mages gain 4 + Intelligence Modifier Skill Points at each level. At 1st level the number is quadrupled. Class Skills: Bluff, Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, Nature, The Planes, Religion), Profession, Spellcraft.
Health and Mana:
Mages gain 1d4 + Constitution Modifier Health points and 1d10 + Magic Modifier Mana points at each level. At 1st level these rolls are maximized.
Mages are students of the mystical energies encompassing us all, but they must choose a school to focus their studies on. Black Mages study Black magic and White Mages study White Magic, they never mix.
Special: All Mages begin play with the ability to cast level 1 spells
Empowering – You are able to hold the charge of a spell to make it stronger. This is a standard action and no spells can be cast from you while active. When the spell is released its result acts as if a number of spells was cast at the target. For example if you hold a fire spell for 1 round then the result would be 4d8 points of damage. You can take this Discipline multiple times each time adds an additional round onto the maximum that you can hold. You must tell the GM when you are activating this Discipline and for how long you are attempting to hold onto the spell. If the caster receives any damage while using this Discipline they must succeed at a Spellcraft check equal to 5 x the number of rounds held + the damage received to continue holding the charge. If the spell is released prematurely the caster still takes all the negative effects of this Discipline, which we will get into shortly, and the spell is discharged at half its attack roll. Regardless of the outcome the caster moves 1 down the condition chart for a number of rounds equal to the number of rounds held plus one. Afterwards the caster moves 1 up the condition chart.
Spell Divide – As a swift action you can split the effect of a spell among multiple targets. The number of targets affected is dependent on the number of dice rolled for the effect. For example; Reese casts a fire spell, but there are two opponents. He chooses to use Spell Divide. Both targets take 1d8 points of damage respectively. This Discipline can also be used to split the damage of –ga Spells
Arcane Knowledge – Due to the extensive training Mages receive at the academies they are able to understand all languages. The Mage must spend a full day amidst an unknown language either by listening or by reading to understand it.
Spontaneous Mage – Sometimes inspiration and knowledge come out from nowhere. Once per day the mage is able to call upon the power around him to replace a spell in his suite for one from a different school of training. No other Disciplines can be used with this spell as it is foreign to the Mages training. This Discipline can be taken multiple times, each time the mage is able to replace another spell from his suite.
Auras – As a swift action the mage can activate this Discipline. Upon activation the Mage can see an Aura around everyone within 10 squares of the mage; beyond 10 squares requires a perception check to discern the person’s aura. The Mage can feel the movement of the energies around him warning him of anyone approaching (3 square radius). The Mage must be awake to enter and maintain this trance. You can take this Discipline multiple times, each time the area affected by Auras expands out by two squares (max 3 times).
Recall – Whenever you spend a Mist Point to return a Spell to your suite, you regain two Spells instead of one.
Focus Attunement – When using your focus for a basic attack, you gain a +1 bonus on attack rolls with your focus.
Focus Specialization – When using your focus for a basic attack, you gain a +2 bonus on damage rolls with your focus. Prerequisite: Focus Attunement
Greater Focus Attunement – When using your focus for a basic attack, you gain a +1 bonus on attack rolls with your focus. Prerequisite: Focus Attunement, Focus Specialization
Greater Focus Specialization – When using your focus for a basic attack, you gain a +2 bonus on attack rolls with your focus. Prerequisite: Focus Attunement, Focus Specialization, Greater Focus Attunement
Silent Spell – A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell increases its Mana cost by 1.
Still Spell – A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell increases its Mana cost by 1.
Maximize Spell – All variable, numeric effects of a spell modified by this feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. A maximized spell has a Mana cost multiplier of 3.
Armor Proficiency (Light), Black Magic Training, Combat Casting, Dodge, Elemental Specialization, Explosive Spell, Far Cast, Follow Through, Fortified Spell, Greater Elemental Specialization, Hidden Spell, Improved Defenses, Mist Boon, Mobility, Moving Target, Quicken Spell, Sculpt Spell, Skill Focus, Spell Focus, Strong with the Mist, Widen Spell, White Magic Training.