Mage

The Mage are the spellcasters who delve into the arcane knowledge. Much of this knowledge comes from various sources: some came from years of study, some came from apprenticeships, some game from directly consuming pure magic, some came from transfers of knowledge from one caster to another. Regardless, mages are spellcasters with quite a large amount of power, with the most powerful holding the title Archmage.

Class Features
As a mage, you gain the following:

Hit Points
Hit Dice : 1d6 per Mage level

Hit Points at 1st Level : 6 + your Constitution modifier

Hit Points at Higher Levels : 4 + your Constitution modifier per Mage level after 1st

Proficiencies
Armor : None

Weapons : Simple weapons

Tools : None

Saving Throws : Intelligence, Wisdom

Skills : Choose 2; Arcana, History, Insight, Investigation, Medicine, and Religion

Spellcasting
As a Mage. you are able to cast spells and conjure power at your fingertips. You have a spellbook containing all the spells you know and have access to at a time.

Cantrips
You know up to three cantrips from the Mage Spell List, and can gain more at certain levels.

New Spells
At 1st level, you start with 6 1st-Level spells from the Mage Spell List. You also gain 2 spells each time your caster level is increased. However, one must prepare a certain number of spells. Check the spellcasting page for more information. You can also copy Mage spells from other sources, such as other spellbooks or scrolls, and add them to your known for a price.

Spellcasting Ability
Intelligence is your spellcasting ability for your Mage spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC fora mage spell you cast and when making an attack roll.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus
Mages use an Arcane Focus for their Spellcasting Focus.

Arcane Recovery
Mages, thanks to their connections with the lay lines of the world, have the ability to recover their mana quickly. As a Bonus Action, you can regain mana equal to 1d8 + their Mage level. You may only use this ability once per Long Rest.

Magical Study
Starting at 2nd Level, you can choose a Magical Study to delve into, allowing you to specialize your magics further and specialize harder.

Choose one of the following:


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Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Fonts of Magic
At 3rd Level, you're able to access special fonts. These fonts will allow you to alter you spells and make them exceptionally more power, at least in some aspect. To use these fonts, you must increase the Mana Cost of your spell by 2 points, unless stated otherwise. You can only use on Font on one spell at a time.

You know two Fonts at 3rd level, and are able to know one more at both 10th and 17th level.


 * Font of Accuracy : When you cast a spell that targets only one creature, you can give that spell advantage.
 * Font of Annoyance : When you cast a spell that targets only one creature, and the spell requires the target to make a saving throw, that target has disadvantage on the saving throw.
 * Font of Bouncing : When casting a spell that hits a target and does damage, and a 2nd creature is within 5ft of the target, you can make the 2nd creature roll a Dexterity saving throw. The creature takes half the spell's damage of a failed save and no damage on a successful one.
 * Font of Carefulness : When casting an area-of-effect spell that requires a saving throw, you can choose a number of creatures in the area equal to your Intelligence modifier (minimum of 1.) Said chosen creature(s) will automatically succeed their saving throw.
 * Font of Chilled : When you cast a spell that deals ether Frost or Shadow damage, you can make all creatures that took the damage to make a Constitution saving throw. On a failed save, the creature is restrained until the end fo your next turn. This font cannot be used on spells that already have restraining effects.
 * Font of Distance : When casting a spell with a range of 5 Feet or longer, you can use this spell to double the range of the spell. You can also use this Font with a spell that has a range of Touch to make it's range 30 Feet.
 * Font of Empowerment : When dealing damage with a spell you successfully cast with, you can use this to re-roll the damage die. You must use the new roll upon using this Font.
 * Font of Extension : When casting a spell that has a duration of 1 Minute or longer, you can double the length of the effect. The effect cannot last longer then 24 hours.
 * Font of Subtlety : When casting a spell that requires verbal and/or somatic components, you can make it so it no longer requires ether verbal or somatic components.
 * Font of Quickness : When casting a spell with a cast time of 1 Action, you can now cast it as a Bonus Action.
 * Font of Wideness : When casting a spell with an area of effect, you can increase the cone/radius/cube by 5 Feet. This Font costs 4 Mana.

Spell Mastery
At 18th Level, you gain mastery over certain spells and are able to cast them so effortlessly, they no longer cost mana. Choose any 2 Mage spells that are 2nd-Level or lower. Those spells, at their lowest level, are treated as having 0 mana cost. However, if you wish to cast them as a higher level, you must spend mana as normal.

You can spend 8 hours of pure study to change one or both of the chosen spells for a different spell(s) of 2nd-Level or lower.

Signature Spells
When you reach level 20, you have gained a mastery over certain, higher-level spells and can cast them at-will. Choose two 3rd-Level Mage spells in your spellbook. These spells become your Signature Spells and are always prepared, and do not count towards your total number of prepared spells. You can also cast these Signature Spells without spending any mana, but can only do so once per short or long rest. If you wish to cast ether spell at a higher level, you must spend mana as normal.