Mages wield the raw power of magick, channeling their energies through staves to cast spells that can damage, protect, or heal. Their arsenal includes offensive magick to strike foes, enchantments to empower allies, and healing spells to mend wounds. The potency of a Mage's spellwork is balanced by the need for incantations, requiring strategic forethought to execute effectively. This class is a cornerstone of any party, blending the thrill of offensive capabilities with the critical support roles of enhancing and healing, making them indispensable on any quest.
Enchants the caster's weapon or that of a single ally with fire. The enchantment persists for a period of time.
Fire Affinity
5
1300
An advanced form of Fire Boon that grants a longer-lasting enchantment.
Ice Boon
2
300
Enchants the caster's weapon or that of a single ally with ice. The enchantment persists for a period of time.
Ice Affinity
5
1300
An advanced form of Ice Boon that grants a longer-lasting enchantment.
Lightning Boon
2
300
Enchants the caster's weapon or that of a single ally with lightning. The enchantment persists for a period of time.
Lightning Affinity
5
1300
An advanced form of Lightning Boon that grants a longer-lasting enchantment.
Palladium
1
200
Conjures a cluster of magickal energy that blocks up to three attacks from targets. The cluster will also dissipate after a time.
High Palladium
4
1000
An advanced form of Palladium that lasts longer and grants clusters to nearby allies when cast.
Halidom
3
450
Conjures a magickal sigil that cures the caster and their allies of certain debilitations (caught fire, frostbite, unconscious, sleep, silence, drenched, and tarred) while within range.
High Halidom
6
1600
An advanced form of Halidom that has an extended duration and cures the debilitations caught fire, frostbite, unconscious, sleep, silence, drenched, tarred, torched, ice-bound, and blighted.
Celerity
4
700
Conjures a magickal sigil that hastens the speed of allies within range. The effect persists for a period of time.
High Celerity
7
2000
An advanced form of Celerity that conjures a longer-lasting magickal sigil and extends the ensuing speed boost's duration.
Empyrean
4
700
Conjures an orb of holy light that deals immediate damage to nearby targets in all directions. The light remains for some time even after the attack concludes.
High Empyrean
7
2000
An advanced form of Empyrean with an extended attack range and longer-lasting light.
Argent Tonic
5
1100
Fully and instantaneously recovers the Health of the caster or of a single ally. Does not recover the loss gauge.
Argent Succor
8
2500
An advanced form of Argent Tonic that gradually continues to recover Health for a period of time.
Solemnity
6
1800
Silences the target for a period of time, preventing them from speaking and incanting spells.
High Solemnity
8
2500
An advanced form of Solemnity that extends both the spell's effective range and the debilitation's duration.
Celestial Paean
Enchanter's Almanac
Enchanter's Almanac
Summons a wave of holy light that hastens both the Stamina recovery and speed of allies who touch it, while reducing damage taken. Consumes all of the caster's Stamina and knocks them off their feet.
All Mage Core Skills
Name
Image
Rank
Cost
Vocation
Description
Magick Bolt
0
0
Fires a magickal burst that differs based on active enchantment. Can be cast while moving.
Anodyne
0
0
Conjures a magickal curative sigil that recovers the health of the caster and their allies when in contact with it.
Focused Bolt
1
100
Fires a condensed magickal burst that differs based on active enchantment.
All Mage Augments
Name
Image
Rank
Cost
Vocation
Description
Exaltation
9
5000
Augments your Stamina recovery speed.
Apotropaism
2
300
Augments your Magick Defense.
Beatitude
4
900
Increases the amount of Health recovered by curatives and curative magicks.
Intervention
6
1800
Reduces the duration of debilitations you are afflicted with.
Perpetuation
8
3000
Extends the duration of enchantments and invigorations.