Path of Mage

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• Quickened Spell

The Path of the Mage When you cast a spell that has a casting time of 1
The Path of the Mage differs among the Paths in action, you change the casting time to 1 free action for
several ways. First the only class that can take up The this casting.
Path of the Mage is the Spellcaster. The path also differs • Subtle Spell
from others in that the levels are taken only at certain When you cast a spell, you cast it without any somatic
levels or verbal components.
Level 2 • Twinned Spell
Create Common Magical Items When you cast a spell that targets only one creature
and doesn't have a range of self, you can target a
The Spellcaster can now create magic items that have
second creature in range with the same spell. a spell
the common descriptor.
must be incapable of targeting more than one
It is up to the GM to determine the process this takes
creature at the spell's current level. For example, magic
Ritual Casting missile and scorching ray aren't eligible, but ray of
Certain spells have a special tag: ritual. Such a spell frost and chromatic orb are
can be cast following the normal rules for spellcasting,
or the spell can be cast as a ritual. The ritual version of a
spell takes 10 minutes longer to cast than normal.
Level 10
It also doesn’t expend a spell slot, which means the Create Rare Magical Items
ritual version of a spell can’t be cast at a higher level. The Mage can now create magic items that have the
Upon becoming a mage, the mage knows the ritual for Rare descriptor.
any spells he already can cast on the fly. 2nd Metamagic Option
Also, anytime a Mage gains a new spell from the The Mage gains a second Metamagic Option.
spellcaster class that has the ritual descriptor, the mage Level 15
gains the ritual for it also from his arcane studies.
Create Very Rare Magical Items
Spellcasting Focus The Mage can now create magic items that have the
You can use an arcane focus as a focus in place of Very Rare descriptor.
Material Components when casting your rituals.
3rd Metamagic Option
Level 5 The Mage gains a third Metamagic Option.
Create Uncommon Magical Items Level 20
The Mage can now create magic items that have the
Uncommon descriptor.
Arch-Mage
When reaching this point, the Mage is now an Arch-
Metamagic Mage and is renown throughout the realm of Pangaea.
At 5th, 10th , 15th and 20th level the Mage gains a Currently there is only one Arch-mage living, Zoso.
Metamagic Option.
You can use only one Metamagic option on a spell
Create Legendary Magic Items
when you cast it, unless otherwise noted. The Spellcaster can create Magic Items of Legendary
level. Creating magic items of this level or higher
• Careful Spell
should entail a great quest. It is up to the GM to
When you cast a spell that forces other creatures to
determine the process this takes.
make a saving throw, you can protect some of those
creatures from the spell's full force. Choose a number of 4th Metamagic Option
those creatures up to your Charisma modifier (minimum The Arch-Mage gains a fourth Metamagic option.
of one creature). A chosen creature automatically
succeeds on its saving throw against the spell.
• Distant Spell
When you cast a spell that has a range of 5 feet or
greater, you double the range of the spell.
When you cast a spell that has a range of touch, you
make the range of the spell 30 feet.
• Empowered Spell
When you roll damage for a spell, you reroll several the
damage dices up to your Charisma modifier (minimum
of one). You must use the new rolls.
You can use Empowered Spell even if you have
already used a different Metamagic option during the
casting of the spell.
• Extended Spell
When you cast a spell that has a duration of 1 minute
or longer, you double its duration, to a maximum
duration of 24 hours.
• Heightened Spell
When you cast a spell that forces a creature to make a
saving throw to resist its effects, you give one target of
the spell disadvantage on its first saving throw made
against the spell.

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