Mage Sage Abilities

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Mage sage abilities refer to the collection of fields and studies that are accessible to characters of the Mage Class at the time of creation. These represent the foundational areas of specialised knowledge and magical scholarship in which the mage has received early instruction or has begun to explore independently. Upon reaching 1st level, a mage selects one sage field and one associated study within that field, marking the beginning of their deeper arcane understanding beyond basic spell use.

The selection of field and study is left entirely to the discretion of the player, allowing for flexibility in character design, background and roleplay. In the case of non-player characters, the choice is determined by the dungeon master, typically guided by the NPC's background, purpose or role within the world. This early specialisation not only grants immediate minor abilities or insights but also establishes the direction of the mage's future scholarship and magical development.

There are four fields to choose from:

Black Magic: the practice of "dark magic" for evil and selfish purposes. The practice is greatly hated by much of the world, but the temptation to use magic in order to cause pain and suffering against one's enemies, or to assuage one's sadistic desires, remains very much a part of the magical arts.
Civitas: knowledge of the responsibilities and social contracts that bind citizens within a monarchy or republic, including customs, obligations and expected forms of conduct. this enables individuals to act in concert with one another, coordinating actions through shared understanding of authority and governance. The character is able to operate effectively within the established regulations of the land, navigating its institutions, laws and hierarchies with competence.
Humanities: the study of disciplines related to society and culture, including the customs, beliefs, institutions and behaviours that shape humanoid life. This grants critical and speculative knowledge about humanoid existence from both biological and holistic perspectives, encompassing patterns of development, adaptation and social structure.
Science: describing a systematic approach to knowledge concerned with the study of the physical world and its governing principles. those within the field are driven by curiosity, observation and a desire to uncover underlying mechanisms through reasoned inquiry. Explains natural phenomena, with the application of knowledge to practical problems or theoretical exploration.

Sage Studies

The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of sage abilities that await possession by player characters and others. Following are a list of studies sorted by their field.

Black Magic

  • Golems: the art of bestowing animation and purpose into creature-shaped constructs formed from a single natural material such as flesh, stone, clay, wood, metal, cloth, dough or root. This study includes knowledge of the rituals, glyphs and bindings required to create obedient guardians or labourers, as well as the limitations and dangers inherent in their construction.
  • Magic Fabrication: investigates the design, creation and enchantment of magical instruments, machines, tools and components crafted to serve specific functions. This study includes methods for combining arcane principles with physical craftsmanship, allowing the character to produce objects of utility, augmentation or automation.
  • Occultism: the investigation into the nature and behaviour of magic itself, with emphasis on wild magic — the raw, unpredictable force that moves through existence without fixed rules. This study explores magical anomalies, spontaneous phenomena and the boundaries between structured spellwork and uncontrolled magical expression.
  • Planar Travel & Gating: knowledge of how to transition the self and others between planes of existence, granting the means to enter the ethereal or traverse the Astral Plane. This study includes understanding of planar boundaries, anchoring points and the effects of such travel on physical and mental form.

Civitas

  • Current Affairs: a study of present political interactions, allowing the character to track shifting alliances, conflicts and policies across regions. This includes awareness of key figures, motivations behind recent events and how unfolding situations affect law, trade and diplomacy.
  • Guilds: enables the character to understand the structure, influence and internal politics of business guilds, trade cartels and professional orders. This includes the regulation of crafts, apprenticeship systems, control of production and the negotiation of privileges or monopolies.
  • Construction: the physical and logistical process of building structures, encompassing surveying, excavation, masonry, carpentry, budgeting, labour management and contractual coordination. The character gains the knowledge to oversee or evaluate the feasibility and progress of building projects.
  • Mercantilism: knowledge of trade practices and economic flow, including the movement of goods, regional markets and profit optimisation. The character understands what products are in demand, where to acquire them cheaply and how to negotiate favourable transactions in varied economic environments.

Humanities

  • Geography: provides knowledge of landforms, coastlines, rivers, political boundaries, travel routes and the locations of cities, settlements and cultural groups. Includes an understanding of how terrain shapes migration, trade and conflict.
  • Language: grants intimate knowledge of speech and script, enabling fluent communication with groups outside the common tongue, as well as interpretation of ancient or forgotten languages. Includes both verbal and written forms, dialects and linguistic history.
  • Law & Policy: studies the structure and application of divine and civil law, enabling the character to understand, interpret and enforce religious and legal codes. Allows interaction with systems of governance in both secular and theocratic states.
  • Logic & Ethics: the study of knowledge, reasoning, values and mind, grounding the character in structured thought and philosophical inquiry. Supports the training of others and deepens comprehension of magical or metaphysical systems.
  • Publishing: provides knowledge of written expression and its reproduction, including the composition and distribution of books, scrolls, music and illustrations. Most useful in the creation of magical texts for use by spellcasters and scholars.

Science

  • Alchemy: the study of natural materials, plants, minerals and elemental forces, centered on the creation and refinement of transformative substances. Includes the preparation of poisons, salves, potions, elixirs and other compounds used for healing, enhancement or harm.
  • Engineering: grants skills in fabrication, structural design and the improvement of buildings and tools. Enables the character to create complex mechanisms, reinforce fortifications and manipulate terrain or materials through precise construction.
  • Geology: provides knowledge of the earth's structure, including stone, soil and mineral composition, and the processes that shape landscapes over time. Informs mining, tunneling, fault detection and understanding the properties of terrain.
  • Medicine: studies the preservation, recovery and extension of life through both practical and mystical treatments. Covers anatomy, diagnosis, surgical methods and the use of herbs and energies to mend or maintain the body.

Awarding Knowledge Points

At 1st level, the mage player character will receive 12 knowledge points in a single study within their chosen field. For all other studies within that field, the player rolls 1d8–1, resulting in a range of 0 to 7 points per study. For studies in all other fields, a roll of 1d4–1 is made, producing 0 to 3 points per study. This distribution ensures that the mage will accumulate a base familiarity across many studies, often enough to achieve amateur status in several by the time these knowledge points are tallied. Additional details regarding thresholds for sage ability access and study progression are provided on the sage abilities page.

This accumulation represents a gradual, ambient acquisition of knowledge that occurs through the mage's lived experience within the world — casual discussions with non-player characters, the incidental reading of texts, the observation of rituals, experiments or public lectures, or even moments of personal insight. Since the passage of time in most campaigns is often abbreviated, this learning is presumed to happen in the background: while travelling, in marketplaces, during rest periods or in quiet exchanges with mentors, scribes or fellow practitioners.

As the character gains levels, additional fields and studies are added to reflect expanding expertise. With each increase in level, knowledge points are also gained, allowing the mage to progress through the ranks of amateur, authority, expert and ultimately sage. At 5th, 9th and 13th levels, the mage gains one new study within a field the character already possesses. At 7th and 13th levels, the mage gains access to a completely new field, allowing for greater diversification of magical and scholarly understanding.


See Player Characters