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Mage Class Revisit

The final revisited class is the Mage. One of the simplest classes, yet one of the most complex at the same time. Their incredible depth in magic allows them to be as complicated as the player wants them to be.

This is the very last update that marks the start of a very large revision to the classes that are currently posted on the website. After that comes another massive project that reworks the magic system to be more inline with 5e, which will make this conversion much more natural for experienced players. Every class that uses magic will need to be looked at again to create dedicated spell lists, and will require updated spell level and magicka progression. And finally, every single spell (all 492 spells that are currently on this website) will need to be revised to suit the adjusted magicka cost and level. I am so excited for everyone to see the final product, in an easy to read PDF, so we can all live and play in Tamriel.

CONCEPT

Mages are masters of manipulating magic. Devoted to the studies of the arcane arts, they spend most of their time studying dusty tomes in a library or university, or giving lectures to aspiring wizards. Many mages serve as educators, enchanters, or councillors, but they are also commonly found using their incredible power for manipulation and domination. Many mages find themselves in military groups, offering their abilities for protection of their allies, or nearly unstoppable destruction of their enemies.

The strongest mages will focus their studies on a single school of magic. This dedication brings the opportunity to learn secrets of magic that has been lost to the ages, or discover new power that is greater than has ever been seen before.

 

CLASS FEATURES

As a Mage, you gain the following features:

HIT POINTS

Hit Die: d6

Hit points at 1st Level: 6+ your endurance modifier

Hit points at Higher Levels: 1d6 (or 4) + your endurance modifier per mage level after 1st

PROFICIENCIES

Armor: None

Weapons: light crossbows, Short Blade and Staves

Tools: Herbalism Kit

Saving Throws: Intelligence & Willpower

Skills: Pick two from: Arcana, First Aid, Insight, Investigation, Lore, Nature, Perception, Speechcraft

Schools of Magic: Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:

(a) a quarterstaff or (b) a dagger

(a) a scholar's pack or (b) an explorer's pack

SPELLCASTING

At 1st level, you have a natural adeptness with magic. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

KNOWN SPELLS

Starting at 1st level, you know 3 cantrips and 2 novice level spells of your choice from the schools of magic you are proficient in.

Each time you gain a new skill level in spellcasting, you learn 1 spell of your choice from a school you are proficient in. For example, at 9th level, you can choose one 5th level or lower spell from your any school of magic you are proficient in.

You can learn additional spells by hiring a spell trainer, usually found in settlements throughout Tamriel, or by finding spell books.

CASTING SPELLS

The mages's table shows how much magicka you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend magicka, as noted in the spell's description. Some spells can be cast at a higher level, however, you can only cast a spell up to the maximum spell level you know, determined by your class level.

REGAINING MAGICKA

You regain magicka limited to your Intelligence modifier while resting. The amount of magicka you regenerate is equal to half your Intelligence modifier, rounding down (minimum of 1) for each hour spent resting during a short rest, and you regain an amount magicka equal to your Intelligence modifier (minimum of 1) when you complete a long rest.

GOVERNING ATTRIBUTE

Each school of magic is governed by a specific attribute, which determines the effectiveness of your spell.

Spell save DC = 8 + your proficiency bonus +

the school's Governing Attribute modifier

Spell attack modifier = your proficiency bonus +

the school's Governing Attribute modifier

MAGICAL FOCUS

At 1st level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by Focus Points, which allow you to create a variety of magical effects.

FOCUS POINTS

You have 2 focus points, and you gain more as you reach higher levels, as shown in the Focus Points column of the Mage table. You can never have more focus points than shown on the table for your level. You regain all spent focus points when finish a long rest.

Flexible Casting

You can use your focus points to gain additional magicka, or sacrifice magicka to gain additional focus points. You learn other ways to use your focus points as you reach higher levels.

Creating Magicka. You can transform unexpended focus points into one spell level worth of magicka as a bonus action on you turn. The Creating Magicka table shown the cost of creating magicka of a given spell level. You can create magicka no greater in spell level than 5th.

Any magicka you create with this feature vanishes when you finish a long rest.

CREATING MAGICKA

Spell Level Focus Point Cost

1st 2

2nd 3

3rd 5

4th 6

5th 7

Converting Magicka to Focus Points. As a bonus action on your turn, you can expend magicka of spell level to gain a number of focus points equal to the same level.

ARCANE TRADITION

When you reach 2nd level, you choose a school of magic that you have an innate mastery over: Alteration, Conjuration, Destruction, Illusion, Mysticism, or Restoration, all detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th and 14th level.

METAMAGIC

At 3rd level, you gain the ability to focus your magic to suit your needs. You gain two of the following Metamagic options of your choice. You gain one additional option at 10th and 7th level.

You can use only one Metamagic option on a spell when you cast it, unless noted otherwise.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. You spend 1 focus point and choose a number of creatures up to your Willpower modifier (minimum of 1 creature). A chosen creature automatically succeeds on its saving throw.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 focus point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 focus point to reroll a number of the damage dice up to your Willpower modifier (minimum of one). You must use the new rolls.

You can use the Empowered Spell even if you have already used a different metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 focus point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 focus points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 focus points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 focus point to cast it without any somatic or verbal components, allowing you to receive a bonus to sneak damage by 1d6 if the standard sneak attack conditions are met.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of focus points equal to the spell's level to target a second creature in range with the same spell (1 focus point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

ATTRIBUTE SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

SPELL MASTERY

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level mage spell and a 2nd level mage spell that you know. You can cast those two spells at their lowest level without expending magicka. If you want to cast either spell at a higher level, you must expend magicka as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for a different spell of the same level.

SIGNATURE SPELLS

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level spells that you know as your signature spells. You can cast each spell once without expending any magicka. When you do so, you can't do so again until you finish a short or long rest.

If you cast either spell at a higher spell level, you must expend magicka as normal.

SCHOOL OF ALTERATION

The School of Alteration involves the manipulation of the physical world and its natural properties.

ALTERATION PRODIGY

Beginning when you select this school at 2nd level, the gold and time you must spend to learn an alteration spell is halved.

ARCANE WARD

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an alteration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your mage level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

PROJECTED WARD

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

DAMPEN ELEMENTS

Beginning at 10th level, when you or a creature within 30 feet of you takes fire, frost, poison, or shock damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

SPELL RESISTANCE

Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

SCHOOL OF CONJURATION

Conjurers use their knowledge to summon powerful elemental daedra as guardians. The atronachs are not aligned with any daedric prince, which makes them the ideal servant.

CONJURATION PRODIGY

Beginning when you select this school at 2nd level, the gold and time you must spend to learn a conjuration spell is halved.

MINOR CONJURATION

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

ATROMANCER

Starting at 2nd level, you learn the conjuration spell Conjure Atronach.

Conjure Atronach

Cost: Varies

Cast Time: 1 hour

Range: 5 feet

Duration: Concentration, up to 8 hours

You summon a powerful daedric atronach as your companion.

With a 1 hour ritual and the expenditure of 50 septims worth of magical components, you summon an atronach from oblivion as your bound companion. At the end of the ritual, your companion appears next to you. You can have only one atronach from this feature at a time.

As you gain mage levels you can summon more powerful companions. See the table below for what type of creature you can summon.

If your bound atronach is reduced to 0 hit points, the creature is banished back to oblivion.

With another 1 hour ritual and the expenditure of 50 septims worth of rare components, you can summon the same creature, or another atronach of your choice.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Mage Challenge

Level Rating

2 ¼

5 ½

7 1

9 2

13 3

17 4

ELEMENTAL BOND

At 6th level, you share a bond with your bound Atronach. While you have a conjured Atronach active, you gain the following benefits.

Fire Atronach. Your fire attacks deal and additional 1d6 damage.

Additionaly, a warm light surrounds you, creating dim light in a 10-foot radius. The light keeps you warm, as though you are near a campfire.

Water & Frost Atronach. Your frost attacks deal an additional 1d6 damage.

Additionally, you leave a 60-foot long trail of ice on the ground behind you. This trail is considered difficult terrain and any creature that tries to cross the path must succeed a DC 10 Agility saving throw or fall prone.

Earth, Stone, & Iron Atronach. Your armor is increased by 1 AC.

Air & Storm Atronach. Your shock attacks deal an additional 1d6 damage.

Additionally, your speed increases by 10 feet.

Flesh Atronach. You gain 2d6 temporary hit points. These hit points are returned at the start of every short or long rest.

FOCUSED CONJURATION

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

ELEMENTAL SOUL

Starting at 14th Level, your elemental bond with your Atronach improves. While you have a conjured Atronach active, you gain the following benefits:

Fire Atronach. You gain resistance to fire damage.

Water & Frost Atronach. You gain resistance to frost damage.

Earth, Stone, & Iron Atronach. Your gain resistance to bludgeoning, piercing, and slashing damage.

Air & Storm Atronach. Your gain resistance to shock damage.

Flesh Atronach. You gain resistance to disease and poison damage.

SCHOOL OF DESTRUCTION

The School of Destruction involves harnessing the energies of the elements.

DESTRUCTION PRODIGY

Beginning when you select this school at 2nd level, the gold and time you must spend to learn a destruction spell is halved.

ELEMENTAL MASTERY

At level 2, you choose one type of element to have exceptional power over.

Cryomancer

You prefer the cold of elemental frost, freezing your enemies in their tracks.

Whenever a creature takes frost damage from a spell you cast, that creatures movement speed is decreased by 10 feet. A creature can't be affected by this feature more than once each round. This effect lasts for 1 minute and stacks. When a target's speed is reduced to 0, they become encased in a thin layer of ice, restraining them. At the start of the restrained targets turn, they must make a Strength saving throw to attempt to break free. Once free, the creatures speed returns to its normal amount.

When you reach 11th level, a target takes 2d8 frost damage when they become encased in ice.

Electromancer

You are a natural with electricity, blasting your enemies with lightning.

Each time you attack a creature with shock magic, the creature must make a Willpower saving throw. On a failed save, you reduce the targets magicka by 1d4. On a successful save the creature takes damage as normal, but suffers no other effects.

When you reach 11th level, you reduce the targets magicka by 1d6.

Pyromancer

You have a gift for wielding fire, and you use it to burn your enemies to cinders.

When you cast a spell that deals fire damage, you can reroll the lowest damage die. If the new roll is higher than the original, use it when calculating the damage.

When you reach 11th level, you can reroll the lowest 2 damage rolls.

Venomancer

You are most comfortable around deadly poisons, and can use it to disintegrate your enemies armor.

The first time you deal poison damage to a target, you reduce their AC by 1.

When you reach 11th level, your second poison attack reduces the targets armor by an additional 1 AC, to a total of 2 AC.

This benefit has no effect on magical or natural armor.

INESCAPABLE DESTRUCTION

Starting at 6th level, the Mage's ability to channel elemental energy becomes more potent. Any damage dealt by your Elemental Mastery ignores any resistance to that same elemental damage.

EMPOWERED DESTRUCTION

Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any destruction spell you cast.

IMPROVED ELEMENTAL MASTERY

At 14th level, you choose an additional Elemental Mastery. You can not choose the same mastery twice.

SCHOOL OF ILLUSION

The School of Illusion involves manipulating the mind of the enemy.

ILLUSION PRODIGY

Beginning when you select this school at 2nd level, the gold and time you must spend to learn an illusion spell is halved.

IMPROVED MINOR ILLUSION

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different mage cantrip of your choice.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

MALLEABLE ILLUSIONS

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

ILLUSORY SELF

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can’t use it again until you finish a short or long rest.

ILLUSORY REALITY

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, non-magical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action

while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

SCHOOL OF MYSTICISM

The School of Mysticism experiments with the most arcane aspects of magicka, allowing a mage to alter the nature of magic itself.

MYSTICISM PRODIGY

Beginning when you select this school at 2nd level, the gold and time you must spend to learn a mysticism spell is halved.

SEER

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers you rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You can only replace a roll in this way only once per turn.

Each foretelling roll can only be used once. When you finish a long rest, you lose any unused rolls.

MYSTICISM EXPERT

Beginning at 6th level, casting mysticism spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a mysticism spell of 2nd level or higher, you regain an amount of magicka that is equal to the cost of a spell that is a lower level than the spell cast and can't be higher than 5th level.

Once you use this feature, you must finish a short or long rest to use it again.

SIXTH SENSE

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or finish a rest.

Darkvision. You gain darkvision to a range of 60 feet.

Detect Magic. You gain detect magic to a range of 10 feet.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

ORACLE

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Seer feature, rather than two.

SCHOOL OF RESTORATION

The School of Restoration involves control over life forces.

RESTORATION PRODIGY

Beginning when you select this school at 2nd level, the gold and time you must spend to learn a restoration spell is halved.

VIGOROUS HEALING

Starting at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

HEALING MIRROR

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spells level.

SPELL BREAKER

Beginning at 10th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

GRAND HEALING

Starting at 14th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example instead of restoring 2d6 hit points to a creature, you restore 12.

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