Class Overview | Class Passives & Secondary Skill | Specializations | Title System | Common Builds | Additional Lore | Notable Characters | Example Character
Mage Trimmed.jpg
Mages consider themselves to be the true masters of the Spiritual Powers of Magic. While this may not exactly be the truth, they are adept at wielding Spiritual forces to magnificent and deadly effect. They are often viewed with a mixture of fear, awe, and mistrust by those less gifted in the Spiritual arts. Highly prized by some, Mages are among the most learned men and women in the Realm of Strife, spending countless hours in the pursuit of knowledgenot just of the Spiritual Arts, but also the world at large. As with all things, they tend to approach the mysteries of the Spiritual powers from a purely academic standpoint, devoting their entire lives to its study and mastery. This is time intensive but it yields results; Mages master spells far quicker than other practitioners of the Spiritual Arts. With so much time spent training their minds, they have little time to train their bodies and tend to be weak in stature. What they lack in stamina, they make up for in raw power.

Whether a mastery of magic has given them a healthy respect for its power or a deep seated fear that others could master it too, Mages follow strict laws with regards to Spiritual Powers and enforce those laws whenever and wherever possible. One of the most basic tenants of those laws is that a Mage may only ever focus their efforts on mastering a single form of magic, also known as a School of Spiritual Powers. While this law is considered restrictive by some, most Magesand in fact even other practitioners of the Spiritual Artstend to obey the law. To fail to do so would incur the attention of powerful forces best left unmentioned. Yet some choose to live outside of these laws. Known as Renegades, these mages have access to powers that are seldom seen working in concert. Some rumors say they could grow to become more powerful than any single School of Spirit Powers could ever dream. Choosing that path has its cost; few Renegade mages live long enough to challenge the laws and prove the rumors correct.

Class Overview

Typical Roles: Support/Utility, Ranged Damage
Damage Types: Spirit (Arcane, Elemental, Natural)
Class Mechanic: Spirit
Available Races: High Elf, Wild Elf, Gnome, Halfling, Human, Half-Elf, Half-Orc
Initial Gold: varies by race from 142.5 to 240

During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don't like the results

Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: None
Natural Weapon Proficiency: Knives, Staves, Wands
Trainable Weapon Proficiency: Whips

See Armor and Weapons pages for details. When using a weapon that your class is not proficient with, see Combat Penalties

Class Passives & Secondary Skill

Class Passive: Spirit Echo
Class Synergy: Arcane/Elemental/ Natural Mastery
Class Secondary Skill: Scholar, Enchanter, or Teacher

Level Ups

Mages use the following chart for leveling up:

  1. Add bonus spirit gain from intellect bonuses if applicable
  2. Max Spirit Powers Known does not include Tier 0 powers
  3. Leveling up only increases the capacity for known Spirit Powers, to actually learn new powers see Learning New Spirit Powers for details


Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Mages may choose to specialize their skills in up to one weapon use and/or two spirit studies, but can not have more than two specializations in total.
  • Max one Weapon Specialist skill (choose from: Knives, Staves, Wands, Whips)
  • Max two Spirit Specialist skills (choose from: Devastation, Destruction, Conjuration, Alteration, Fortification)

Title System

Mages gain titles based on the prescribed promotions of their superiors at an institution dedicated to a particular school of Spirit Powers. This system of gaining titles is referred to as Colleges.

Colleges of Magic are wondrous towers or keeps, constructed to act as centers of learning where the vast majority of mages live, study, and congregate. More than just an academic institution, Mage Colleges govern and restrict the flow of information available to practitioners of the spiritual arts. It is also the teachers and masters at the Mage Colleges that determine when a young apprentice is ready to be promoted and allowed access to increasingly potent Spirit powers.

According to their laws and regulations a Mage College may only represent a single School of Magic. However in a given region, such as a continent, there can be several Colleges representing the same School of Spiritual Power. Every College is run by a Headmaster, but placed above even the headmasters are extremely powerful Arch-mages. One Arch-Mage governs each of the Schools of Spiritual Powers present in a region. Therefore, regardless of the total number of Colleges, the maximum number of Arch-Mages that can exist in a given region is nine, one for each School of Spirit Powers. Each Mage College is largely independent of the others, though sometimes they work together to deal with threats to the strict regulations regarding their powers.

Some Mage Colleges will maintain small outposts or satellite colleges as a means of extending their influence or reach beyond the walls of the College. This often occurs when a specific area that is some distance away becomes of particular interest to a College for research projects.

The standard College based title ups for Mages are as follows:

When gaining weapon and/or armor proficiencies from titles a character must still receive training before equipping those weapons and/or armor. A proficiency unlocked from a title-up simply opens up the ability to receive the training.

Mages who willfully choose a life outside of the Colleges of Magic must follow their own path as either a Sorceror/Sorceress or a Renegade (see Outlaw Titles for further details).

Common Builds

coming soon...

Additional Lore

For a list of Colleges of Magic located on the continent of Gant see Colleges of Magic (Gant)
For information regarding Colleges of Magic located on the Continent of Norlanin see The Continent of Norlanin, Organizations throughout, Colleges.

Notable Characters

Sarasith of the Starspire
High Elven Celestial Mage, Hero of the War of the Twin Terrors, assumed dead at the hands of the Shade of Deathlord Archibald, at the Battle of Necrodark

After drifting in and out of vague and convoluted dreams for what seems like an eternity, Sarasith awakens, sure that he has just heard someone call his name. However he is greeted only by an eerie silence and soft grey light, emanating from all around him. Observing his surroundings he finds himself in a large circular room, devoid of any windows, doors or furnishings, save for the large slab upon which he lays. The slab seems to be made of polished granite, streaked with veins of silver amethyst, matching the floor, walls, and ceiling all around him. It seems familiar, yet foreign at the same time.

As he slowly and tentatively rises from the slab he inspects his person. He is clothed in the same enchanted robes that he last remembers wearing, in what's seems like another life, one not his own. But unlike that past life his body bears none of its defects, his face is unmarred, his body unbroken, and even his missing leg seems to have return to its rightful place.

As he stands to his feet, his body seems unsure of itself, as though it no longer remembers how to stand on two legs of flesh and bone. Sarasith stumbles and suddenly finds himself wishing he had his staff to lean on. As though the very thought has conjured it into existence his staff appears in his hands and he prevents himself from falling at the last moment by leaning on its comforting presence. As the fog recedes from his thoughts and his wits return to him, he is left with a singular thought.

"Where am I?"

-A excerpt from "Sarasith Reprised"

Example Character

Kylar Sinthastaris, a level 4 High Elf Mage with shadow/dark spirit powers, glass cannon build

Note: this example character sheet does not include any updates from 2015 on