Mageling#

The mageling's sigil

A mageling who can light a candle is a curiosity. One who can light the same candle a thousand times is a mage.

Provost Aldric Venn, who trains magelings

Students of the Mage Spire who see the weaves as colored threads and lay them one on another with a trained will. A mageling knows more spells than any other class, and has the least health of any class, tied with the gravedigger.

LeadsINT BacksWIS Health1d6+6 Willpower8 CastsYes ArmorLight

How it plays#

A mageling’s strength is breadth. They learn fire, cold, earth, air, arcane and subtle spells from level 0, and past level 50 the location spells carry them across the world: clairvoyance, changing the weather, rifts, phasing, teleport and nexus. Intelligence leads. Wisdom backs it, and the two together give a mageling the deepest willpower of any class.

The Spire teaches magelings to shape spells as well as cast them. Wizardry and the magi spells make a spell reach further, cost less, slip past armor or silence, or weave into patterns no single thread could make. A mageling wears light armor and carries a wand or a staff, and stays well behind whoever’s in front.

Magelings are one of the the weaves classes. Every ability, level by level, is under Abilities.

The road to Supreme Magi#

A mageling takes a new title at levels 100, 200, 300 and 400. A title can be declined; Five titles says what that means.

  1. Level1
    Rank 1: Mageling

    Your class's own name. You earned it by doing the work, and nobody has to grant it.

  2. Level100
    Rank 2: Mage

    A mage is a full member of the Maginaerum Arcanum, with a room in the Spire, a voice in its halls and its protection in any province.

  3. Level200
    Rank 3: Wizard

    Wizards may take magelings of their own and teach outside the Spire's walls.

  4. Level300
    Rank 4: Magus

    A magus sits on one of the Spire's councils, and may be sent to speak for it to a crown.

  5. Level400
    Rank 5: Supreme Magi

    The last title, held by very few at a time. A supreme magi may overrule any council of the Spire but the one made of other supreme magi.

Where they train#

Provost Aldric Venn runs the novice halls of the Maginaerum Arcanum, where every mage in the Spire started out as a mageling. He’s patient, precise and impossible to surprise, and he remembers every student he ever failed, by name.

Find Provost Aldric Venn at the novice halls of the Mage Spire in Tharsis. Any trainer can take your training points, but titles are bestowed here. Where the classes train maps all fourteen.

Where Provost Aldric Venn teachesTharsis: MagelingTharsis
Provost Aldric Venn teaches at the novice halls of the Mage Spire in Tharsis.

How it shows#

None of this changes a roll. It’s how the people around you can tell what you are, if you let them.

  • Your fingertips are inky even when you haven’t touched a pen, and the ink is a different color every day.
  • You mutter syllables when you think, du and tor and sel, and don’t notice you’re doing it.

How mages see magic#

Mages see the weaves as threads of color: crimson fire, silver-white air, deep blue water, ochre earth and violet spirit. They work the threads with a will they are born with and trained to direct, laying one thread on another, and they name each thread with a syllable as they go: du for fire, ran for air, sel for water, tor for earth and ves for spirit. A mage’s lightning is fire with air laid on it, chanted ‘du ran’. Mages will study almost anything except spirit, which their Spire forbids. Every tradition, and what the scholars say underneath them.

Races that start closest#

The races whose starting scores sit nearest a mageling’s intelligence and wisdom. Any race can be a mageling; the class finder and the race finder rank all of them.

Rodes that suit#

A rode is the one path of trials a character walks from level 20. These are the ones that do the most for a mageling; the rode finder ranks all fourteen.

Tradesguilds that suit#

A character belongs to two tradesguilds at most. These are the ones whose work fits a mageling; the guild finder ranks all eleven.

What others say#

Ask a mageling the time and you'll get the history of clocks. Ask a mage and you'll get a bill.

A clerk of Tharsis

The Spire ended the plague. It would like you to remember that, and it will remind you.

A healer of Crecia

The runaway

A mageling has fled the novice halls with a book they shouldn’t have, and the Provost wants it back quietly, before the Emissary Council hears. The mageling says the book is about spirit, and that the Spire has been lying about why it’s forbidden.

Abilities#

A class teaches its abilities in disciplines, a handful of related abilities learned as you level. Most open at level 0 and add one every ten or twenty levels. The heroic disciplines open at level 50 and run to 100.

A cost in willpower or stamina is paid each time you use the ability. A passive works all the time, and a toggled ability stays on until you turn it off. Every ability starts at 0 efficacy and gets better with practice, as Levels explains.

Fire spellsCold spellsEarth spellsAir spellsArcane spellsSubtlety spellsSight spellsLocation spellsConjuration spellsWizardry spellsMagi spells

Fire spells#

Flaming hands, fireball, inferno, a fire shield, fire strike and a shower of fire. 6 abilities, levels 0 to 50

Flaming HandsLevel 0 · 5 willpower
1d20+INT mod fire elemental touch attack, 1d4 chance to light aflame for 3 rounds.
FireballLevel 10 · 10 willpower
1d12+INT mod fire elemental range attack, 2d4 chance to light aflame causing 1d20 per round for 2 rounds.
InfernoLevel 20 · 20 willpower
1d10+INT mod fire elemental area attack, lights aflame for 6 rounds.
Fire ShieldLevel 30 · 10 stamina
Decrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental fire attacks.
Fire StrikeLevel 40 · 20 willpower
Lights 3 nearby enemies on fire causing 1d20 damage per round for 4 rounds.
Fire ShowerLevel 50 · 75 willpower
Concentrated channeling, causes flames to shower within the area causing 1d10 damage per turn.

Cold spells#

Cold touch, frost cone, blizzard, an ice shield, ice burst, and a glacier spear at 60. 6 abilities, levels 0 to 60

Cold TouchLevel 0 · 5 willpower
1d20+INT mod ice elemental touch attack. 1d4 chance to freeze for 1 round.
Frost ConeLevel 10 · 10 willpower
1d10+INT mod to elemental range attack in 30 degree cone for 10 yards. 2d4 chance to cause freeze for 1 round.
BlizzardLevel 20 · 80 willpower
Concentrated channeling, 1d8 damage per turn to area with ice elemental damage. Causes freeze to only enemies.
Ice ShieldLevel 30 · 10 stamina
Decrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental water attacks.
Ice BurstLevel 40 · 30 willpower
Freezes target for 6 rounds dealing 1d4 damage per round. 1d4 chance to cause spike on further ice elemental strikes, doubling damage and increases freeze time by 1.
Glacier SpearLevel 60 · 100 willpower
Causes 4d20+INT mod damage to target, and DC 18 to do x3 damage if targets frozen.

Earth spells#

Holding roots, earthquake, geyser and an earthen shield, then spells that fortify or reflect other spells. 6 abilities, levels 0 to 50

EnrootLevel 0 · 5 willpower
Forces target from moving for 4 rounds. 1d4 chance for thorns, opening wounds and causing 1d4 damage per round.
EarthquakeLevel 10 · 50 willpower
Causes 1d4+INT mod damage to area every turn for 6 turns.
GeyserLevel 20 · 60 willpower
Causes 5d20 + INT mod earth elemental damage to target causes exhaustion for 1 round.
Earthen ShieldLevel 30 · 10 stamina
Decrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental earth attacks.
Fortified SpellLevel 40 · 30 willpower
Combine with spell to cause it to deal half as much more damage and add 20% more complexity.
ReflectLevel 50 · 60 willpower
Reflect next incoming spell if int+d20 vs int+d20 check wins (instant).

Air spells#

Zapping grasp, lightning sphere, chain lightning, a lightning shield, cerberus casting, reflex casting, and float at 60. 7 abilities, levels 0 to 60

Zapping GraspLevel 0 · 5 willpower
1d20+INT mod air elemental touch attack.
Lightning SphereLevel 10 · 15 willpower
1d20+INT mod air elemental range attack DC 18 chance to blind target.
Chain LightningLevel 20 · 30 willpower
Channeled 1d20 air attack per turn until released, cannot focus on other spells & reserve.
Lightning ShieldLevel 30 · 10 stamina
Decrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental air attacks.
Cerberus CastingLevel 40 · 50 willpower
Causes next spell cast to be split into three clones.
Reflex CastingLevel 50 · 50 willpower
Combine with spell to cause it on instant counter cast. Requires an enemy int + enemy spell complexity + 1d20 vs player int + 1d20 to succeed.
FloatLevel 60 · 30 willpower
The target walks on open air for 10 rounds, crossing a chasm or a gap with no bridge.

Arcane spells#

Force without an element: magic missiles, color spray, pulse, an arcane shield and arcane explosion, and clear-casting, which makes the next spell cost nothing. 6 abilities, levels 0 to 50

Magic MissilesLevel 0 · 5 willpower
1d4+INT mod non-elemental range attack. 1d4 chance for knockdown, knockdown on creatures who are immune to knockdown.
Color SprayLevel 10 · 20 willpower
Color spray 1d10+INT mod damage, and DC 15 chance to blind target, 1d4 chance to spread to nearby enemy.
PulseLevel 20 · 70 willpower
Causes deaf, blind, mute, knockdown, and DC 18 to knockout target, causes exhaustion for 4 rounds.
Arcane ShieldLevel 30 · 10 stamina
Decrease all incoming and outgoing elemental attacks and increase incoming and outgoing physical attacks.
Arcane ExplosionLevel 40 · 30 willpower
Causes 4d10+WIS mod damage to area, and DC 18 to cause knockdown, causes exhaustion for 4 rounds.
Clear-CastingLevel 50 · 100 stamina
Combine with spell to remove its spell cost.

Subtlety spells#

Feather, invisibility and the spell that sees it, haste, slow, and masking a spell as you cast it. 6 abilities, levels 0 to 50

FeatherLevel 0 · 15 stamina
Skill reducing stamina cost by half in all instances not pertaining to abilities.
InvisibilityLevel 10 · 15 stamina
Causes target to remain invisible as long as the weaves are held. Any damage incurred removes affect.
Detect InvisibilityLevel 20 · 15 stamina
Allows sight of invisibility beings.
HasteLevel 30 · 15 stamina
Reduces stamina cost by half, or by 3/4 if feather is active. Does not pertain to ability costs.
SlowLevel 40 · 15 stamina
Causes stamina cost to be double or nulls feather and haste, making it cost spell, losing reserve.
Spell MaskingLevel 50 · 50 willpower
Cast upon oneself, makes the next spell cast unable to be reflected or dispelled.

Sight spells#

From level 10: infravision, farsight and dark vision, then greater farsight at 45 and true farsight at 75. 5 abilities, levels 10 to 75

InfravisionLevel 10 · 15 willpower
Lets target see the people in a dark place by the warmth of their bodies, though not what lies there. Lasts 3 world ticks and two thirds of the caster's level.
FarsightLevel 15 · 20 willpower
Lets caster scan past closed doors and into dark places, three rooms off. Lasts a quarter of the caster's level in world ticks.
Dark VisionLevel 20 · 15 willpower
Lets target see what lies in a dark place, though not the people there. Lasts 3 world ticks and two thirds of the caster's level.
Greater FarsightLevel 45 · 30 willpower
Farsight that scans a fourth room off, at spyglass range. Lasts a quarter of the caster's level in world ticks.
True FarsightLevel 75 · 40 willpower
Farsight that scans a fifth room off, on the horizon. Lasts a quarter of the caster's level in world ticks.

Location spells#

From level 50: clairvoyance, changing the weather, rifts, phasing, teleport and nexus. 6 abilities, levels 50 to 100

ClairvoyanceLevel 50 · 10 willpower
Allows magi to understand the environ at all times, whether someones changing it, or it of its own accord.
Change WeatherLevel 60 · 50 willpower
Allows magi to change the environ of an area to benefit his casting.
RiftLevel 70 · 100 willpower
Steals all magic in the area until spell is released, will cause death if interrupted.
PhasingLevel 80 · 60 willpower
DC 10 chance to avoid all physical attacks when under the effect of phasing.
TeleportLevel 90 · 100 willpower
Teleport self to known non-temporary gate. They are located throughout urd.
NexusLevel 100 · 150 willpower
Creates a temporary gate, allowing passage by anyone must be linked to a known gate.

Conjuration spells#

Light, food, water breathing and drink, and at 100, a bed. 6 abilities, levels 0 to 100

Create LightLevel 0 · 5 stamina
Conjure random light.
Create WaterLevel 10 · 5 stamina
Conjure water that satisfies thirst, twice as much out of doors under rain or a storm.
Create FoodLevel 20 · 10 stamina
Conjure random food.
Water BreathingLevel 30 · 20 stamina
Conjures breathable air about the target, who breathes under water for 30 rounds.
Create DrinkLevel 40 · 10 stamina
Conjure random drink.
Create BedLevel 100 · 40 stamina
Conjure random bed.

Wizardry spells#

Magic sign, magic reach, battle casting, silence, dispel and complex casting. 6 abilities, levels 0 to 100

Magic SignLevel 0 · 20 stamina
Allows the magic user to view magic weaves and understand their creator and modulator.
Magic ReachLevel 20 · 30 willpower
Cast upon oneself, allows the next spells range to increase by 15yd.
Battle CastingLevel 40 · 50 willpower
Prevents interrupts.
SilenceLevel 60 · 50 willpower
Combine with reflex casting and a spell to silence targeted attacker for 2 rounds.
DispelLevel 80 · 30 willpower
Dispel targeted level or under spell on item or being.
Complex CastingLevel 100 · 50 willpower
Combine with spell to cause 3d20+INT mod damage to anyone who dispels the spell being cast or reflects the spell.

Magi spells#

From level 50: magus missiles and magus armor, then weaving, advanced weaving and pattern weaving, and elemental sentience at 100. 6 abilities, levels 50 to 100

Magus MissilesLevel 50 · 60 willpower
Impossible to counterspell, deals 1d20+INT mod.
Magus ArmorLevel 60 · 60 willpower
Removes 15 damage from attacks.
WeavingLevel 70 · 60 willpower
Combines to merge two complimentary element spells together to cast at the same time.
Advanced WeavingLevel 80 · 80 willpower
Combine with weaving to make any two elemental spells cast together.
Pattern WeavingLevel 90 · 40 willpower
Combine with weaving and advanced weaving to make any two spells cast together.
Elemental SentienceLevel 100 · 50 stamina
Pick sentient element the mage will never take damage from, and if combined with its shield, the mage will actually be healed for hte amount of the spell.

Proficiencies#

What the class can wield, wear and speak from the start, and the extra attacks it learns as it levels.

Weapons
Wands and staves
Armor
Light armor
Languages
Common and arcanic
Extra attacks
Second attack at level 30 and third attack at level 52

Combat puts these to use: weapons and extra attacks under Attacking, armor and parry, shield and dodge under Defending.

Magical Affinity
Grants +10 to lore on magical concepts and mysterium.
Magical Aptitude
Gives DC 18-INT mod chance to add 10 resistance to all elements once successfully a round.