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The Mage

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Turn a new page in the history of magic, with the Mage class. In the spirit of the warrior and the clown, the mage offers players versatility as their core strength. From healing to hurling death, the mage can do it all.

Forget everything you think you know about spellcasting with this class. No more spell slots, no more spell levels. Just brand-new rules and ideas, and an entirely fresh takes on classic spells. The mage is a game-changer. Tremendous power and versatility, plus the ability to represent practically all other spellcasting class concepts, all under one roof.

Do not miss this class!

Here's what you get:

  • The Mage class, including 14 "subclasses" (i.e. subschools): Adventuring, Body, Control, Energy, Entropy, Forms, Grave, Illusion, Lair, Mercy, Pit, Release, Shadow, and Wrath.
  • A new variant – and entirely non-Vancian – spellcasting system.
  • 122 unique spells, organized into new schools and subschools, for use with the Mage class.

Update September 21st, 2019:

  • Revised Defilement subschools.
    • Removed Grave and Pit.
    • Added Damnation, Demonology, Hatred, and Necromancy. 
  • Added 10 new subschools: Earth, Force, Infusion, Meditation, Mists, Monsters, Power, Psionics, Soul, Storms.
  • Added 3 Adventure subschools: Prismatics, Roads, and Trickery.
  • Added 5 new magic items.
  • Added 5 new feats.
  • Impact rules/direct damage spells revised.
  • Augment costs revised.
  • Revised and combined "Mainhand" and "Offhand" into "Focus".
  • Revised rules on spell tier restrictions.
  • Other edits for text consistency.
  • Spell count up to 200 (from 122)!
  • Page count up to 43 (from 29)!
  • PRICE STAYS THE SAME ($1.99)!  

Update February 8th, 2020:

  • “Adventure” Spells reclassified as “Universal Spells”.
  • Subschools removed from Universal Spells.
  • Added 9 new Universal spells.
  • Casting rules for Universal Spells changed to [magic power]/day.
  • Rules for preparing spells (“Preparation Rituals”) introduced/clarified.
  • Added “Base” Impact rank.
  • Revised Impact traits.
  • Some spell rules changed (Splinter, for instance).
  • Added “Prestige” (Archmage, Bard, Druid, Priest) rules.
    • Added 11 new Prestige subschools: Esoteric, Field, Lore, Life, Metamagic, Performance, Prayer, Ruin, Sonic, Totem, and Zeal.
    • Added 36 Prestige spells!
  • Added 5 “Lost” spells.
  • Magic items tweaked, and 10 more magic items added!
  • Feats tweaked, 1 feat replaced, and 2 more feats added!
  • Notes on dealing with existing feats and overlapping magic items.
  • Layout and formatting changes, class features rearranged, etc.
  • New cover, new art (same artist, lol sorry I do what I can).
  • New “linked” index, and new TOC layout.
  • Spell count up to 250 (from 200)!
  • Page count up to 60 (from 43)!
  • PRICE STAYS THE SAME ($1.99)!!!

Don’t forget to follow me on twitter for release updates and random D&D thoughts! @totalpartykill1

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Reviews (1)
Discussions (3)
Customer avatar
Gage R June 24, 2021 2:07 pm UTC
PURCHASER
The class is absolutely fantastic. This feels closer to the mages one sees in various media like Harry Potter or Lord of the Rings.

That being said, my group and I, having played this class to kingdom come, have a wee complaint. The spell points you get are, quite frankly, way too unforgiving. You only get 20 points by level 20, and that takes a long rest to come back. While the class can do some amazing things, the issue is that even with all that considered, they severely lag behind the Wizards in terms of being able to deal with situations that arise. If you spend your points buffing your spells in combat, good luck having anything left to deal with the issue of being able to save your group by teleporting them out of the place as it collapses around you. I did workaround by making it return after a short rest, but it created the opposite problem of having too many points. My current attempt at a workaround for our next campaign is to make all augmentations cost only 1 points each (Which also simplifies...See more
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Customer avatar
Total P July 04, 2021 8:22 pm UTC
CREATOR
Hi Gage R,

It's really great to hear that! A lot of work went into this class, so I'm glad your group is having fun with it!

Yes, the spell points were throttled to long rest in an effort to make sure the Mage didn't completely eclipse other classes at the table. One way to offset that might be to allow Mages to expend Hit Dice during short rests to replenish expended spell points. I'll look at that and if it doesn't feel OP I'll add it in an update. Flattening the augment costs sounds smart, too. Let me know how that works out because it sounds interesting, easier to play, and not too risky to the class balance.

Thanks again for your support! :)
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Customer avatar
Gage R July 21, 2021 2:08 pm UTC
PURCHASER
Still feels a bit restrictive even with reducing all augment costs to 1, but still preferable to the unbalanced mess that is having the points come back with a short rest.

By the way, once you use a consumable, does the magic take effect immediately? Have a player that got annoyed with Smite always taking at least one turn to activate, so he figured to imbue it into consumable, so it would resolve faster, at the cost of 10 gold per casting. Is this the right interpretation?
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Customer avatar
Total P July 28, 2021 1:11 pm UTC
CREATOR
Hi Gage!

Check your downloads, because we just published an update for the Mage. Spell Points now equal 1.5x your Mage level and you can restore Spell Points via Hit Dice during short rests. To answer your question though, yes consumables take effect immediately. "Turn" casting times are supposed to ensure you a full minute (typically) of the effect, rather than losing 1 round to the casting. Nonetheless, we also adjusted the casting time of Smite to "action · bonus action", since it seems like your player really wants to be able to get Smite on their weapon as a bonus action.

Overall, we think this will bulk up the SP enough and allow for decent short rest recovery without breaking the balance of the class overall.

I think it's fine if you want to flatten the Augment costs to 1, but so far we haven't found that to affect SP availability as much as the other two changes.
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Customer avatar
Gage R August 30, 2021 1:38 am UTC
PURCHASER
The changes seem to be pretty balanced so far, even with returning the augmentations to normal. One last thing though. Over the course of 3 campaigns, we have come to the conclusion that smite at its core is a tad bit overpowered, even more so that it can be used on the same turn using spell points. I would recommend that its impact be reduced to base. The reason is that while its not too bad being used on the mage itself, since they get one attack per turn. However, when cast on one that can make multiple strikes, like a paladin, barbarian, or.........worst case scenario........a fighter, then the math just becomes so overwhelming that any villain you throw at the group dies in seconds. Given you can't break concentration on the mage to stop it, it becomes especially painful if the mage casts it on multiple allies.

So I would recommend the impact level of base, and maybe even limit the damage to once per turn. But I haven't tested that setup yet, and I don't want to implement it in our current campaign...See more
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Customer avatar
Total P February 03, 2022 3:46 pm UTC
CREATOR
Well, the casting time was originally Turn to help alleviate some of the spell's nova potential.

You could drop the frequency to 1/short and probably smooth out most of the issues, or just go back to the Turn casting time. If all else fails, restrict the spell to a weapon the mage is holding.
Customer avatar
Alexander C June 06, 2021 2:15 am UTC
PURCHASER
How mage spells interact with spells from the standard magic classes. Such as counter spell and such?
Reply
Customer avatar
Total P July 04, 2021 8:11 pm UTC
CREATOR
Hi Alexander C. If you're going to run classical spellcasters and the Mage at the same table, I'd use the following to help translate spell tiers to spell levels

D-Tier: Level 1-2
C-Tier: Level 3-4
B-Tier: Level 5-6
A-Tier: Level 7-8
S-Tier: Level 9

Mage Cantrips are a little tricky to translate back into classic, but you can either treat them as classic Cantrips (Level 0) or give them an effective spell level equal to half your Mage level (max 9). I hope this helps!
Customer avatar
Stephanie R May 13, 2019 4:01 pm UTC
What is the spellcasting ability for this class?
How does this class’s spellcasting system combine with other forms of spellcasting when multiclassing?
Reply
Customer avatar
Total P May 14, 2019 12:39 am UTC
CREATOR
Hi Stephanie,

Spellcasting Ability is covered on page 5. Basically, you choose one of your mental ability scores use that as your spellcasting ability. Once you make the choice, you can't change it later.

As for multiclassing, this class doesn't really use "spell slots" at all, so it's easy enough to run it alongside a conventional/Vancian-type caster like a Cleric or a Sorcerer. The Mage spells would have their own Frequencies, and your multiclass caster would use their slots.

Hope you enjoy the Mage!
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File Last Updated:
July 28, 2021
This title was added to our catalog on May 05, 2019.