CLASSmage

# **The Mage**

How can you possibly honor this unbreakable bond with our ancient worlds? What profound favor does the universe demand in return for its arcane bestowal? Is this singular gift a burden, or a sacred blessing?
And as you sit in solace and ponder your place and purpose within the cosmos.. a voice carried on the wind brushes past your ear..
"...when the time comes.. you'll know."

Mages, ancient masters of elemental magic, possess a history that stretches far beyond the boundaries of our current realm. They stand as the primordial sorcerers, the first to unravel the arcane threads of magic in this world, and it is fated that they shall endure as the eternal guardians of mystic knowledge. Their formidable power is drawn from the very essence of our world, shaping itself into diverse forms of elemental magic. While elemental magic might be a common thread woven into the fabric of existence, it is also the most potent, an unstoppable force that defies mere convention. Unlike those who might master the martial arts or brandish weapons of steel, Mages are distinct, for they are not seekers of power but its chosen vessels. Imagine it as a river, where the path of the non-Mage inevitably reaches a point of closure in the realm of Elemental Arcane Knowledge, while for the Mage, it unfolds into a boundless ocean of limitless potential. Each Mage, from birth, possesses the innate ability to perceive the pulse of the world, the life force known as Mana, and they alone wield the unique power to reshape it in ways that defy the comprehension of ordinary mortals. With the power of an entire world held within their grasp, one cannot help but ponder the perilous heights to which such mastery might soar, and the cataclysmic depths it could plunge.

The Mages of Jenearth stand as a stark departure from the revered sorcerers found in the annals of Jenjara's history. What was once a sacred art, where the chosen were heralded as saviors and visionaries entrusted to sculpt the world's destiny, can now be viewed by some as an onerous burden and by others as a wellspring to be mercilessly tapped. In a world where a lone fire mage can emulate a blazing furnace to melt and shape steel-taking the jobs of a hundred steelworkers or as a water mage that can render entire water treatment facilities obsolete. The power of these gifted individuals becomes both a marvel and a menace. It's readily apparent how this extraordinary gift can be twisted and wielded for personal gain, leading to the ostracism of mages in certain pockets of our world. Yet, paradoxically, their talents also bestow upon them the capacity to extinguish towering infernos in a matter of moments, sparing the lives of countless firefighters and innocents, or to restore a crumbling orphanage on the brink of condemnation, sheltering vulnerable children from the harsh streets of InterCity.

In a realm where the manipulation of elemental forces can sway the very foundations of society, the Mages of Jenearth walk a treacherous path, their actions capable of shaping destinies and shattering lives. Whether hailed as champions or vilified as pariahs, these enigmatic individuals bear the weight of a world profoundly transformed by their awe-inspiring abilities. A precarious balance teeters on the precipice of destiny, leaving us to wonder:
What will become of a world where the power of creation itself is given to an untested soul?

 **Fate:** | 20

 - The Mage will receive a -1 to rolls involving Tech.
 + The Mage is a master of the elements, however until they reach a certain level they can only learn Epic or Legendary Spells of a single element.
 + The Mage will receive a +1 to Threat Rolls where an element is the danger. \_ Example: A volcano is about to erupt or another mage sends a lightning storm at you.

#### **Skill Info:**

These main being: Fire, Water, Earth, Wind and they are able to use them in simple forms without burning any Mana Points.
They are thus, able to cast non-offensive, non-defensive spells, also called 'Utility Spells', for a variety of various benefits. Here are some examples.. This cost no MP and can be used as many times as needed at GM Discretion.
* **Fire: start a fire, light a cigarette, burn a marking into a surface..**
* **Water: refill water canteen, cleanse wounds, flush a toilet..**
* **Earth: craft simple tools like hammers, lock picks..**
* **Wind: Cool someone down on a hot day, knocking something over from across the room, create a noise elsewhere as a distraction.**

For the Mage's Main Element, they roll as they would a normal attack/defense spell, but for off-elements they will have a cannot use Arcane Bonuses.
* **Main Element: Roll Level+Arcane+Fate.**
 **Glass Cannon** | **Starting O Skill** | Alter the winds, shift the earth, drain the ocean and burn the land - The Mage can do it all. They are a force to be reckoned with. While not the most powerful of fighters, The Mage are amongst the most feared on the battlefield, simply because of what damage they can do and the variety of pain they can inflict. Anyone can shoot a gun or swing a sword, but by raining death on your enemies by way of a hot molten lava rainstorm is a whole other ballpark.
* **When an Mage is at full MP, they get an extra attack per round. Bonus attacks cost 0 MP.**
* **This includes high level spells that cost two actions. If the first two attacks are spells that cost 2 actions each, then their bonus spell is the same 2 action spell. Plan accordingly.**
* **Refilling Mana during battle resets this skill.**
 **MANAcure** | **Level 3 Skill** | The fuel that powers Arcane Magic is known as Mana. Mana is a source of energy that flows inside all beings and within the Earth itself. As Mages are more in touch with that part of the world than many other classes - they have a gift that benefits them when facing off against some forms of magic. They will be great aid to any party if the foe they're facing unleashes a magical torrent on your group. A Mage can cast a barrier to absorb magical attacks for an entire round. If the enemy caster is of a higher level, the attacks do half damage to the party. The extra damage refills your MP. This only works against pure magical attacks, not against a skeleton summoned to beat you to death. On a side note, this skill makes your fingernails looks fantastic for some reason.
* **Twice Per Quest, The Mage can a summon a magical barrier of their Main Element. A wall of Fire, Water, Stone or a Gust of Wind to deflect the attack.**
* **Roll Level+Arcane+Fate.**
* **You can only use the skill twice per quest, but you can make as many attempts as needed.**
 **Elemastery I** | **Level 6 Skill** | The phrase, 'I could do this with one hand behind my back' holds true when a Mage becomes so skilled at their craft they can cast spells with one hand and will be able to not only cast a second spell with the other, but now they can learn a whole new element. At Level 6, Mages can combine elemental spells by casting each with one hand.. or very fast if they only have one hand.   This opens a bunch of basic spells that before had only non-combat spells available to all players, but now Mages can acquire Combat and Defensive versions of these spells.
All Elemental Spells of their main field now cost 1/2 the MP.
Example: **Basic Fog Spell**
* Everyone can acquire a Fog spell which in a non-combat situation can cover your tracks.
 **Oh, ThehuMANAity!** | **Level 9 Skill** | The Mage has become more in tune with the Arcane world from which they draw their power. In times of great need the world will grant ancient and secret power to the Mage as a gift for what they have given and sacrificed in order to safeguard the Arcane Arts. The Mage taps into a pool of mana that exists around us but few ever see or witness. The Mage is able to alter any spell with a powerful influx of mana, which would cause even the most basic of spells to be as great as a legendary spell of the same name. A simple fire spell could end up summon The Great Dragon Soul Necryofin who unleashes a wave of scalding hot napalm upon all enemies.
* **Twice Per Quest - Roll Level+Arcane+Fate to attemp to buff a spell.**
* Roll 1-15 = Fail
* Roll 16-20 = The Spell does Level x 10 Bonus DMG.
* Roll 21 - 25 = The Spell becomes an Epic Version of the Spell.. at GM Discretion. Can either just select an Epic version of spell or GM can create their own on the spot.
* Roll 26 - 30 = The Spell becomes a Legendary version of the Spell. at GM Discretion. Either same as Legendary Version or GM can create their own on the spot.
 **Elemental**
**Bond**
* **Passive. Does not need to be rolled for.**
* **The Spirit/Golem can attack twice per round.**
* **Sacrifice Attack:** Attacks + (Level x 50) or Roughly 500 to 1000 DMG at GM Discretion if both land.