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Mage

 HitDie: d4  Mana: d20 Skills: 4 Saves: frW Defense: 1/5
 +toHit: Archery 50%, Brawl 50%, Melee 50%, Thrown 50%
 
  Powerful, mysterious and feared, the mage is a student of the arcane arts and a seeker of occult mysteries. Most mages adventure to gain access to ancient, powerful magics and to hone their spellcasting prowess. The lifestyle of a mage is tiring, combining academic focus with a draining of vital forces to power eldritch magics; as such, mages tend to be weaker than other adventurers, but they are second to none in the sheer bredth of their magical knowledge.
  There are many, many mages on Theyra. Most are mere prestidigitators, having learned a few parlor tricks to enliven their lives. The most serious often find their way to the High College of Wizardry in Erisia and study high ritual magic full-time, initiating into one of the seven gemstone orders (Ruby, Opal, Topaz, Emerald, Diamond, Sapphire or Amethyst) that govern the formalized study of magic in the Kinlands. Others scribe ancient secrets from librams purchased or stolen, keeping a fierce independance in their studies. Regardless, the mage is a figure of awe and fear to his fellow man, and even millenia past the memory of the Mage Wars still taints the image of the wizard.

CLASS SKILLS
   The class skills of the mage are Alchemy, Appraise, Concentration, Craft, Diplomacy, Knowledge (all), Metamagic and Spellcraft.

CLASS FEATURES
   All of the following are class features of the mage.
   * Proficiencies -- The mage is proficient only with daggers and staves. Few mages rely upon material weapons with any regularity.
   * Spells -- Mages receive one spellcasting level for every mage class level they possess. Mage spells must be studied and cast from spellbooks, and are all but impossible to cast while wearing armour. However, the mage spell list is the most flexible and diverse list in Incursion. They have access to all arcane spells, though they must study them from a spellbook in order to learn them.
   * Magical Diversity -- The arcane knowledge of mages is truly peerless, unequalled among all the other classes. Mages gain two bonus spell slots of every spell level they can cast, the level after they gain access to that level of spells. Thus, mages gain two bonus 1st-level slots at 2nd level, two bonus 3rd-level spell slots at 6th level, and so forth.
   * Arcane Will -- The spellcasting power of elder mages exceeds that of any other class. The arcane will ability represents this superior power by increasing the DC of saving throws against all mage spells cast by the character in question. Mages receive a +1 arcane will at 8th, +2 at 11th, +3 at 13th, +4 at 17th and +5 at 19th.
   * Skill Benefits -- Representing their supreme mastery of the magical arts, mages receive a +1 competance bonus to Decipher Script, Metamagic, Spellcraft and Use Magic every level starting at 10th level.
   * School Specialist -- All mages choose one of nine schools of magic (Abjuration, Arcana, Divination, Enchantment, Evocation, Illusion, Necromancy, Thaumaturgy or Weavecraft) in which to focus their study; mages may not specialize in Theurgy or Naturalism. This choice modifies their spell success rates for spells of every school, with the highest modifier going to the mage's school of choice. Specialization also determines what the third spellbook the mage enters play with is, which has a strong influence on spell selection in the early game.
   * Bonus Feats -- All mages receive the Scribe Scroll feat for free at 1st level. In addition, mages receive a bonus feat chosen from either the Metamagic or Item Creation feat lists at every 5th level -- 5th, 10th, 15th, 20th and so forth.
  * Starting Benefits -- Mages start with a quarterstaff and daggers, potions of mana, a stone +2 of channeling, a collection of scrolls and the spellbooks [Adventurer's Arts] and [Fundamentals of Magick], along with two specific to their chosen specialty school. Illusionists also start with 2d4 scrolls of Improved Phantasmal Force and 1d3+1 scrolls of Spectral Force, to help them face monsters immune to lower-level illusions.

THE MAGE                                Spells Known
  Level  Def  Fort Refl Will Specials  1 2 3 4 5 6 7 8 9
    1    +0    +0   +0   +2  Scribe S. 1 - - - - - - - -
    2    +0    +0   +0   +3            2 - - - - - - - -
    3    +0    +1   +1   +3            2 1 - - - - - - -
    4    +0    +1   +1   +4            3 2 - - - - - - -
    5    +1    +1   +1   +4  Bonus Ft. 3 2 1 - - - - - -
    6    +1    +2   +2   +5            4 3 2 - - - - - -
    7    +1    +2   +2   +5            5 4 3 1 - - - - -
    8    +1    +2   +2   +6  A.Will +1 6 5 3 2 - - - - -
    9    +1    +3   +3   +6            6 6 3 3 1 - - - -
    10   +2    +3   +3   +7  Bonus Ft. 7 6 4 3 2 - - - -
    11   +2    +3   +3   +7  A.Will +2 7 7 5 4 3 - - - -
    12   +2    +4   +4   +8            7 7 5 4 4 1 - - -
 

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