Mage

**Mages** of Thedas are able to use, control and interact with magic. Only elves, humans, or Qunari can be mages. (Dwarves cannot be mages, as they are unable to connect with the Fade.) Mage is one of three base classes that Dragon Age TTRPG player characters may choose, the others being Rogue and Warrior.

## Casting Spells

Most rules regarding magic remain according to the official rulebook. however, the Rules Overhaul makes a few important changes:

### Casting with a Staff

Most trained mages cast spells with the aid of a staff. This is considered the default (and ideal) method of casting, as it prevents magic from going haywire and allows mages to use Arcane Lance ability, which costs no mana.

### Unarmed Casting

When a mage finds themselves without a staff, they may still cast spells (except for Arcane Lance). However, they are subject to the following conditions while **casting unarmed**:

* A spell's Mana Point cost is doubled.
* If you fail casting the spell, you must roll on the appropriate Wild Magic Surge table. (If you are particularly unlucky, there is a chance you may need to roll both Wild Magic *and* Magical Mishaps tables).

A mage may choose to take the Wild Magic talent to mitigate the conditions of casting unarmed.

## Leveling Up

This level-up sequence is part of the Rules Overhaul. It replaces the one used in the official Dragon Age TTRPG Rulebook.

### Each Level

Each time you level up (after Level 1), take the following bonuses:

* From Level 1-20, your Health goes up by 1d6 + Constitution. It goes up by Constitution every level afterward.
* The character may increase a single ability stat by 1. This must be a primary ability stat if an even-numbered level was gained, and a secondary ability stat if an odd-numbered level was gained.
* Take a new ability focus. On even numbered levels, take a primary ability focus. On odd numbered levels, take a secondary ability focus. (Starting at Level 11, when you would gain a new focus you may select a focus you already have to increase your bonus with that focus bonus to +3, instead of the +2 it was before.You still must always select a focus for a primary ability on even-numbered levels and a focus for a secondary ability on odd-numbered levels, as usual.)
* Everyone gains Stamina Resources (SR). Start with your Constitution+10. Your SR amount goes up by your Constitution with each level, with a +1 bonus if you have the Constitution (Stamina) focus.
* Mages gain Magic+1d6 more with each level.

### Level Up Guide

LEVEL 1

**Arcane Lance**: You learn to focus your magical power through a staff. While other spells are subject to unarmed casting rules, you cannot cast Arcane Lance without a staff. An Arcane Lance is a normal ranged attack (stunts are possible) requiring no mana, but the attack roll is a Magic (Arcane lance) attack, inflicting 1d6+Magic damage.

**Magic Training:** Start by choosing three new spells.

**Mana Points**: Start with 10+Magic+1d6 Mana.

LEVEL 2

**New Spell**: Gain one new spell.

LEVEL 3

**New Talent**: Become a Novice in a new talent, or gain one degree in a talent you already have.

LEVEL 4

**New Spell**: You gain one new spell.

**Spell Lance (Stunt)**: You can now cast a spell after hitting a foe with an Arcane Lance. This is a stunt that costs 3 stunt points, and the spell you cast cannot have a mana point cost greater than 3. A casting roll is required as usual.

LEVEL 5

**New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 6

**Specializations Unlocked**: Choose a specialization that you are interested in and notify the DM. These will unlock organically throughout the narrative. See SPECIALIZATIONS.

**New Spell**: You gain one new spell. You may choose from the main Spell List or from your Specialization's spell list.

LEVEL 7

**Long Lance**: The range of your Arcane Lance attack becomes 24 yds (72 ft)

**New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 8

**New Specialization Talent**: You gain the Journeyman degree in the specialization talent you gained at level 6.

**New Spell:** You gain one new spell. You may choose from the main Spell List or from your Specialization's spell list.

LEVEL 9

**New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.

**Power Lance**: You can increase the damage of an Arcane Lance attack by 1d6 by spending 2 MP. You must spend the mana before making the attack roll, and you cannot do this more than once per attack.

LEVEL 10

**New Specialization Talent**: You gain the Master degree in the specialization talent you gained at level 6.

**New Spell**: You gain one new spell. You may choose from the main Spell List or from your Specialization's spell list.

LEVEL 11

**New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have. Mana Points: Starting at level 11, you only gain mana points equal to your Magic ability when you gain a new level. Increasing your power at higher levels is not as easy.

LEVEL 12

**Stunt Bonus**: When attacking with an Arcane Lance, you can perform the Lighting Attack stunt for 2 SP instead of the usual 3.

**New Spell**: You gain one new spell. You may choose from the main Spell List or from your Specialization's spell list.

LEVEL 13

**New Spell**: You gain one new spell. You may choose from the main Spell List or from your Specialization's spell list.

**New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 14

**Second Specialization Unlocked**: Choose a specialization that you are interested in and notify the DM. These will unlock organically throughout the narrative. See SPECIALIZATIONS.

LEVEL 15

**New Spell**: You gain one new spell. You may choose from the main Spell List or from your Specializations' spell lists.

**New Talent:** You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 16

**New Specialization Talent:** You gain the Journeyman degree in the specialization talent you gained at level 14.

LEVEL 17

**New Spell**: You gain one new spell. You may choose from the main Spell List or from your Specializations' spell lists.

**New Talent**: You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 18

**New Specialization Talent**: You gain the Master degree in the specialization talent you gained at level 14.

LEVEL 19

**New Spell**: You gain one new spell. You may choose from the main Spell List or from your Specializations' spell lists.

**New Talent:** You become a Novice in a new talent or gain a degree in a talent you already have.

LEVEL 20

**Powerful Mage:** Pick one type of stunt (combat, exploration, roleplaying, or spell). You gain a +1 bonus when generating stunt points of that type.

**New Spell**: You gain one new spell. You may choose from the main Spell List or from your Specializations' spell lists.