Age of the Dragons
All classes in the PHB are available, though some have some changes – either mechanically or lore – presented below.
Wizards, Sorcerers and Bards
Arcane magic is stolen straight from the energies of the Astral Sea through an intricate study of magical theory or born innate talent. Bards, Wizards, and Sorcerers cast Arcane spells and are called Mages. Mages draw their mana directly from the mana-wells of the Astral Sea, their bodies acting as the conduit through the veil. The contact has permanent physical effects on the mage. This effect is known as Mana Tinge. The mage’s iris and strands of hair begin to take a slight iridescence or colored glow. At low levels it is difficult to notice unless the subject is studied, but wielders of high level magic are unmistakable. Depending on the culture you are near, this could have positive or negative effects. WIS (Perception) is required to notice the effects of mana tinge. The DC is 20 – (double the highest level of spell the mage can cast) for Sorcerers and Wizards. For bards, it is a DC of 20 – (the highest level of spell the bard can cast).
Wild Magic Origin is a response to significant exposure to Etherium in the womb. it courses through the veins of a wild sorcerer, and anybody who passes a Wisdom (Perception) check at DC 10 notices the glowing tint in the blood veins. A Disguise check can be made to increase the difficulty (use the roll for the DC instead). It is common for slaves or the poor to take up work in Etherium mines when they are discovered. It has little effect on those who work the mines themselves, but should a mother inhale too much dust while pregnant a child may be born infused with Etherium. Often times – especially outside of Trevinter – these children are killed at birth. Some escape notice due to the coloration of their Etherium or skin – which doesn’t glow too brightly at birth – and live long enough to discover their inborn talent for magic. Those that do are often ostracized – as attempting to kill them is simply too dangerous.
Wild Magic Surge – Just to be clear, the chance to have to make this roll is 10% per spell level, and 5% for cantrips. It won’t just be arbitrary, I will roll for it.
Note – I may change some of the entries in the table at some point, because some of them are dumb. Its supposed to be dangerous, not funny. It also shouldn’t TPK the party.
Material Components – Sorcerers do not need to use material components for spells unless a specific cost is mentioned in the spells components or description, or it wouldn’t make logical sense without it.
Spellbook – As in the PHB, when you learn a new spell you may add it to your spellbook for free. It is your own understanding of the working of magic. I will warn you though, that spells will not be easy to obtain in other ways. It will nearly always require in-character work or a written interlude explaining how you obtained it.
Material Components – Wizards will need to strictly adhere to the required material components of spells. They must maintain their inventories and account for the usage of their components individually. Yes, it is work. Welcome to being a wizard.
As stated in the PHB a lute and a song does not make one a “Bard” in the true sense of the word. In this world, “Bard” is a recognized title granted by those who have completed the basic training in one of the Rememberance schools. They weave song and spell together in an effort to record history, lest it be lost again as it was in the Great Winter.
Material Components – Bards will need to strictly adhere to the required material components of spells. They must maintain their inventories and account for the usage of their components individually. You are basically a wizard who likes music.
Clerics and Paladins
In ancient times divine magic stemmed from the 10 creators, but they have all since vanished. Now only four Deities wield the power to grant divine magic. A cleric may worship one or all of them, depending on their faith.
You cannot train to become a divine spellcaster. It is something that requires true heartfelt conviction to your religion. Its something that only those who border on obsessive devotion can achieve. Those who act out of selfishness will not find themselves with these powers.
The magic wielded by these devout men and women does not cause Mana Tinge.
Material Components – Clerics do not need to use material components for spells unless a specific cost is mentioned in the spells components or description, or it wouldn’t make logical sense without it.
Material Components – Paladins do not need to use material components for spells unless a specific cost is mentioned in the spells components or description, or it wouldn’t make logical sense without it.
Druids and Rangers
Followers of the Way of Nature are sometimes granted the ability to use magic by the primal spirits. These spell casters (Druids and Rangers), called Animists, need not reach to the Astral Sea for their spells, the primal spirits themselves deliver it to the spellcaster. As a result, they must simply appease the spirits. They need not study difficult theory like the mages – but they must understand the cycle of life and nature, and serve desires of the spirits. Because they do not touch the mana-wells, they are not subject to mana tinge.
Material Components – Animists of all kinds do not need to use material components for spells unless a specific cost is mentioned in the spells components or description, or it wouldn’t make logical sense without it.
Fighters, Barbarians, and Monks
As far as the general populace of the world is concerned the distinction between these fighters and barbarians is nonexistant. They are soldiers, gladiators, pirates, fencers, archers, or whatever else. They may be reflavored as necessary to suit your character’s background.
Most monks of the world follow the Aikana Order, but not all. Through intense training and control of inner emotions the monks are able to achieve feats of body and mind that few would otherwise think possible.
The territory of Witches and Warlocks, pact magic is obtained by bargaining with powerful creatures from beyond the Prime Material such as Demons, Celestials, Arch-Fae, Undead Lords, or other powerful beings. These beings demand a steep price – often the servitude of the person in the afterlife in the case of Demons or Undead Lords…and those who can use magic to detect the supernatural will find the unmistakable taint of these beings on them.
Material Components – Warlocks will need to strictly adhere to the required material components of spells. They must maintain their inventories and account for the usage of their components individually.