Mage Abilities

Mage Ability Tree

Mages connect to the Fade, a dreamlike world of near limitless potential. In addition to these Abilities, mages can learn Spells. All abilities are limited by the mage-only Control Skill.

Arcane path

All Mages must master the basic fundamentals of drawing an controlling energy from the Fade.

Level 1

Arcane Bolt: A direct Control attack which causes no stress to cast. The caster fires a sphere of magical energy at an enemy, striking at them spiritually.

Level 2

Arcane Shield: May create an Arcane Shield that provides Flat +2 to Defense (or other applicable defense against a physical or spiritual attack), for 1 Mana Stress; lasts the whole combat. The caster generates a protective sheath of calming energy that slows and diverts incoming attacks.

Level 3

Staff Focus: +2 Shifts on successful attacks with a mage’s staff. Mages can learn to push more power into their staves, beyond the mana the staves draw themselves.

Level 4

Arcane Mastery: Hedge of +/- 0 when Drawing Power for a spell. Mages eventually gain absolute familiarity with vagaries of the Fade’s energies.

Fade Shield path

Drawing on the Fade and being drawn into the Fade, this is the path to becoming a Dreamer.

Level 1

Fade Shield: Can use Control as a Reflexive defense. Bonuses to Drawing Power for a spell apply to this defense. The mage creates a field around themselves of closeness to the Fade, allowing some spells or attacks to pass into the Fade instead of striking them.

Level 2

Elemental Mastery: Can Declare and Aspect of closeness to a particular element with Control, justifying a Flat +1 to Drawing Power for a spell of that element and +1 to Shifts on successful spells of that element.

Level 3

Attunement: Gain one Moderate Mana Consequence and one Minor Mental Consequence. As a mage becomes more attuned to surrounding magical energies and their source, drawing upon it becomes less exhausting.

Level 4

Time Dilation: For two Mana Stress, can either act twice in the same round or reset Physical and Mental Stress. A mage in tune with the Fade around them, through great concentration, can alter their own perception of time; though only in bursts.

Repulsion Field path

Ripping the raw fabric of the Fade into the real world, creating spectacular but largely uncontrolled effects.

Level 1

Repulsion Field: Create a Block with Control against any approach of the mage for one Mana Stress. The mage can unleash waves of air-like mass from Fade, creating pressure away from their center.

Level 2

Invigorate: Can refresh any single Stress box from a target (including the mage) by filling the same box (or shifting up) from the mage’s Mana Stress track as a supplemental action. Pulling the sustaining life energy of restful sleep directly from the Fade can bolster flagging allies.

Level 3

Arcane Field: For two Mana Stress declare an Arcane Field with Control on the mage’s zone, or an adjacent zone; Threshold determined by ambient Mana. This Aspect will spiritually attack everyone in the zone (if the mage targets his own zone and remains in the zone, he gains Eye of the Storm and the field will not attack him). The mage unleashes waves of destructive energy from the Fade.

Level 4

Mystical Negation: For three Mana Stress declare a Mana Void on the mage’s zone (that moves with the mage), any spell with a duration longer than instant or power drawn for a future spell is banished at the start of each of the mage’s turns (even the mage’s spells or drawn power). Creating a subtle flow of Mana back into the Fade, magic is drawn away from the world in waves.

Mage Abilities

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