Mage

Wiki Note: This archetype is from Worlds of Power, and is not part of the normal options available to Spherecasters.


Casting Ability Modifier: A mage uses Intelligence as their casting ability modifier.

Tradition: Grimoire: As a mage’s ability to use magic comes from study, she must always refer to a book of instructions—called a grimoire—in order to use sphere talents and abilities. The grimoire must be held in one hand, which can become tiresome if the mage is wearing anything heavier than light armor. Without her grimoire, she can only use sphere talents and abilities if she succeeds on a concentration check, and even then only if she replaces the magical diagrams from her grimoire with arcane hand gestures. All mages possess the Focus Casting and Somatic Casting drawbacks.

In addition, the cut-throat nature of academia means that scholar magicians become accustomed to modifying their spells to eke out every last bit of potential, making them experts of metamagic. All mages possess the Metamagic Expert boon.

A mage may refine their tradition further at 1st level.

Duel Training: Scholar magicians are taught defensive magic from the first year of their education. At 1st level, the mage gains Counterspell as a bonus feat.

This replaces the bonus feat gained at 1st level.

Magical Education: Mages learn the tenets of magic use by attending an institution of arcane learning. During her time there, she is required to choose a specialization. At character creation, the mage chooses one sphere as her specialization. She gains this as a bonus sphere at level 1 and has a +1 bonus to her caster level when using abilities, talents, and powers from this sphere. This choice cannot be changed.

This replaces the incanter’s ability to choose specializations.

Guild Training: Mages have the option to train with a mage’s guild. Each guild is built around a particular sphere, and so long as the mage has access to a guild, each time she would gain a bonus feat between 2nd and 14th level she may instead take guild training in a sphere she already possesses. The first time a mage takes guild training in a sphere she gains the minor power from the corresponding guild. Whenever the mage takes guild training thereafter, she may choose to take guild training in a new sphere, or gain access to the next higher power from a guild she has already trained with (lesser, greater, or master). A guild must have a member who already possesses a guild power before it may be taught to a PC.

A mage cannot gain a lesser power before 4th level, a greater power before 8th level, or a master power before 10th level (unless specified otherwise). You may only gain a maximum of 7 guild powers total, and you can never take guild training after 14th level.

The more a mage dedicates herself to a guild, the less time she has for private research. The first time a mage gains a lesser guild power she loses her 20th level bonus feat, the first time she gains a greater guild power she loses her 18th level bonus feat, and the first time she gains a greater guild power she loses her 16th level bonus feat. However, each time the mage gains a power from a given sphere, she also gains a +5 circumstance bonus on all concentration checks made to use magic from that sphere without the use of a grimoire.

When a mage gains a master guild power in a sphere, she may begin to choose that sphere’s advanced talents as magic talents.

Thereafter she is known as an archmage and is eligible to start her own guild, where she may begin teaching others her knowledge, and selling grimoires. Hedge-mages don’t join guilds and typically only dabble in guild training, if they seek it out at all. They might take minor guild powers, but never take lesser, greater, or master guild powers. Due to this, they have more time to devote to private research (bonus feats).

Large urban centers commonly have mage’s guilds for every sphere except Death, Conjuring, and War. Necromancy (the Death sphere) is forbidden, and is only practiced by hedge-mages who refuse to follow the normal Guild rules. Conjurers and war mages tend to be solo practitioners and do not congregate in guilds. Smaller towns may only have a handful of unique guilds, while villages might only have a solo practitioner who can train in one or two guild powers.

If a mage’s guild specializing in a given sphere is not available at the time a mage would choose her next guild power, the GM may rule that choosing a power from that sphere is not possible. Alternatively, hedge-mages or traveling guild representatives might lend grimoires to the occasional adventuring mage… for a price or other favor. The GM is the final arbiter for whether training in a particular sphere is available.

Guild Powers

Guild powers are identical to the specialization abilities offered in the Incanter class from Spheres of Power; the first specialization ability counts as the minor guild power from the same sphere, the second ability counts as the lesser guild power, and the third counts as the greater guild power. Master guild powers are Advanced Talents. If a master power has prerequisite talents, you also gain these prerequisite talents when you gain the master power.

Alteration

Minor: Shapeshifter’s Renewal
Lesser: Battleshaping
Greater: Change Shape
Master: Permanent Transformation

Conjuration

Minor: Summoner’s Charm
Lesser: Unstable Bonds
Greater: Aura of Banishment
Master: Diagram

Creation

Minor: Creator’s Focus
Lesser: Create Gear
Greater: Forceful Alteration
Master: Fabricate

Dark

Minor: Home in the Dark
Lesser: Binding Darkness
Greater: Shadow Step
Master: Shadow Walker

Death

Minor: Power over Undead
Lesser: Bolster
Greater: Spirit Touch
Master: Possession

Destruction

Minor: Intense Magic
Lesser: Movement Burst
Greater: Elemental Wall
Master: Elemental Defense [Custom guild power] You gain resistance 10 vs. one chosen energy type—acid, cold, fire, or electricity. This resistance increases to 15 at 14th level and 20 at 18th level. This stacks with other sources of energy resistance.

Divination

Minor: Forewarned
Lesser: Diviner’s Fortune
Greater: Foretell
Master: Scrying

Enhancement

Minor: Physical Enhancement
Lesser: Augment
Greater: Perfection of Self
Master: Bestow Life

Fate

Minor: Fated Protection
Lesser: Prescience
Greater: Tugging Strands
Master: Greater Geas

Illusion

Minor: Extended Illusion
Lesser: Illusionary Marvels
Greater: Invisibility Field
Master: Permanent Image

Life

Minor: Life Essence
Lesser: Steal Essence
Greater: Life Sight
Master: Resurrection

Light

Minor: Lighteyes
Lesser: Blinding Ray
Greater: Revelation Aura
Master: Daylight

Mind

Minor: Enchanting Smile
Lesser: Terror
Greater: Aura of Despair
Master: Greater Communication

Nature

Minor: Animal Companion
Lesser: Wild Empathy
Greater: Empower Companion
Master: Rapid Growth (14th level)

Protection

Minor: Resistance
Lesser: Protective Ward
Greater: Energy Absorption
Master: Anti-Magic Aura

Telekinesis

Minor: Telekinetic Stability
Lesser: Telekinetic Impediment
Greater: Great Flight
Master: Effortless Telekinesis

Time

Minor: Fast
Lesser: Slowing Touch
Greater: Retry
Master: Temporal Stasis (14th level)

War

Minor: War Mage
Lesser: Seize the Initiative
Greater: Cooperative Defense
Master: Commander

Warp

Minor: Warp Mastery
Lesser: Shift
Greater: Dimensional Lord
Master: Portal

Weather

Minor: Untouched
Lesser: Wind Servant
Greater: Cloak of the Elements
Master: Climate

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