Force Mage (Specialization)

Force mages learn to master the raw power of magic. While other mages use mana to create fire or electricity, force mages prefer to pummel their foes with barely restrained magical energy. By mastering the two opposing schools of Spirit and Primal magic, they may learn to manipulate the forces of gravity and even the Veil itself.

Mages of this specialization are more common in Tevinter and in certain Dalish clans than elsewhere. Veil Magic and Graviturgy are widely considered too dangerous and destructive for Circle mages to safely practice within the confines of a Circle Tower, despite their obvious utility on the battlefield.

Requirements
This specialization requires:


 * The Mage Class
 * Ability Stats: Magic 4+
 * Primal Magic Talent (Novice) and Spirit Magic Talent (Novice)

Path of the Force Mage
When a mage takes the Force Mage specialization, they automatically gain the Novice level. As they level up this specialization, they will unlock further paths. All abilities marked in subsequent sections marked with ✹ are abilities that are automatically gained upon earning a level in the specialization.

Novice
You are adept at manipulating raw arcane power. You learn the Force Mage spell Fist of the Maker and one other novice-level Veil magic or Graviturgy spell now.

Journeyman
You learn the spell Telekinetic Burst, and two additional Veil Magic or Graviturgy spells.

Master
You're unshakeable. When an opponent uses any abiliites that would Skirmish you or knock you Prone, you can negate the effect by spending Mana Points: 1 per use of Skirmish and 2 for Knock Prone. You gain two new Veil magic or Graviturgy spells now.

Veil Magic
Veil Magic spells require talent in both the Spirit and Primal magic schools, but lean toward the Spirit school. As such, casting this spells uses the Spirit Magic focus bonus.

Fist of the Maker (Durgen'elgar) ✹
This spell is called Fist of the Maker by Circle Mages, and Durgen'elgar (Spirit Stone) by the Dalish. You pull on the Veil to slam your enemies to the ground with magical force. This spell follows the Rules as Written.

Telekinetic Burst (Spell)
You create a circular burst of force with a 4-yard radius that’s centered anywhere within 24 yards that you can see. For details, see rulebook (this spell follows Rules as Written).

Veilfire (cantrip)

You summon Veilfire into the palm of your hand. It is a green flame that emits a low light and burns neither hot nor cold. You can dismiss the flame as a free action, or it will evaporate after 10 minutes.

Veilfire can be used as a simple light, can be placed in braziers or set torches alight. But it has multiple arcane purposes as well. For example, the ancient Elven and Tevinter mages sometimes used it as a key to certain arcane locks and to reveal hidden messages. You can write secret messages using Veilfire, that can only be revealed again by shining veilfire on the message.

Veilfire is a cantrip that costs a small amount of mana but doesn't require a casting roll, but you may still roll in order to earn Stunt Points. Stunt Points earned from Cantrips are Exploration & Roleplaying stunts rather than Spell Stunts.

Veilstrike
You pull on the veil to create an enormous downward force, smashing nearby foes to the ground. Target an area within 16 yards, and all foes within the 5 yard diameter area of effect are knocked prone and take 2d6+Magic damage unless they pass a Strength (Might) check. If they succeed, they take half damage and are not knocked down.

Unblockable Force (Spell)
Unblockable ForceDrawing upon the power of the Veil, you blast everything in front of you out of the way with a gust of extreme force. Everything before you, in a large 12-yard long cone (12 yards wide at its widest point), is pushed away from you. All foes and loose objects within th

e 5 yard diameter area of effect take 2d6 damage, are knocked Prone, and thrown to the nearest edge of the burst, unless they pass a Dexterity (Acrobatics) test vs. your Spellpower to jump out of the way. Targets may take extra damage from terrain and hazards depending on the situation.

A burst that sends enemies flying into a wall inflicts +1d6 damage if the wall is wood and 2d6 damage if the wall is stone, for example. The DM determines what bonus damage, if any, is applied. Those that succeed on the test are not moved but are still knocked Prone and take half damage.

Minor Fade Rift

You create a small tear in the veil anywhere within 20 yards that you can see,, lasting a number of rounds equal to your Magic. On the round the rift is torn, nothing occurs, starting on the next round, you must roll 1d6 each round until the rift evaporates. Each round, roll 1d6:


 * 1: A creature of the DM’s choice emerges from the rift.
 * 2: A Rage Demon emerges from the rift.
 * 3: A Shade emerges from the rift.
 * 4: A Terror emerges from the rift.
 * 5: No creatures of the Fade emerge.
 * 6: A friendly spirit wisp emerges from the rift, and restores 1d4 mana to you.

All creatures that come through from the Fade are hostile to every creature of the physical plane, unless otherwise noted. All creatures that emerge remain permanently in the physical plane until destroyed.

Twisting Veil
You twist the Veil around yourself, weakening enemies and strengthening your own attacks. Any creatures that come within a 5 yard radius of you must pass a Magic (Spirit) test every turn that they remain within the boundary, or they are Weakened and take 1d6 penetrating damage. This spell requires Concentration, and can be maintained for additional turns for 4 MP on each subsequent turn. Friendly fire possible.

Major Fade Rift
You create a large, unstable tear in the Veil, lasting a number of rounds equal to your Magic. On the round the rift is torn, roll 1d6 to see what comes through. You must roll 1d6 at the top of each of your turns, until the rift evaporates:


 * 1: A Pride Demon falls emerges from the rift.
 * 2: Two Rage Demons emerge from the rift.
 * 3: Two Shades emerge from the rift.
 * 4: Two Terrors emerge from the rift.
 * 5: No creatures of the Fade emerge.
 * 6: A friendly spirit wisp emerges from the rift, and instantly restores 1d6 health and mana to you.

Graviturgy Magic
It requires at least the Journeyman level in Primal Magic talent and Novice level in Spirit Magic talent to cast Graviturgy spells. These can be taught to non-specialists, but are rarely heard of outside of Tevinter.

Levitation (Spell Upgrade)
You can now perform the Levitation spell on living creatures, including yourself, and can use your Primal and Spirit school focus bonuses in tandem to make it easier to cast.

Magnify Gravity
One target suddenly weighs four times as much, only moving at half their speed and taking 1d6 penetrating damage, unless the target can pass a Strength (Might) test against your Spellpower at the top of their turn. Targets that pass take half damage and then shrug off the effect, able to move at their full speed.

Pull of the Abyss (Spell)
You focus on a point in space anywhere you can see within 30 yards of you, and create a miniature gravity well. Everything and everyone within a 6-yard radius centered around that point is affected. Those caught inside must make a successful Strength (Might) test vs. your Spellpower or be pulled 10 yds toward the center of the area (or as close as terrain and other obstructions allow). Affected enemies cannot Run, have their Speed reduced by half, and suffer a –2 penalty to Attack and spell casting rolls as long as they are affected. Those that make the test are not moved but do suffer a –1 penalty to attack and spell casting rolls for 1 round. This spell can be maintained for additional rounds through Concentration, by spending 4 MP as a Minor Action at the top of each subsequent round.

Feather Fall (Spell)
Choose one target within range. For the next minute, gravity’s effect on this creature is partially reduced. The effect affects a sphere with a 12 yard radius around the targeted creature, so that all other creatures and objects either touching it or falling within a 12 yard radius are affected as well. A falling creature’s rate of descent slows to 30 yards per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Graviturgical Mastery (Passive)
You’ve gotten the hang of this hybrid sub-school. All spells of the Graviturgy branch now cost -3 MP each (to a minimum of 2 MP) if you are at least at the Journeyman level in both the Primal and Spirit magic talents, and you have a permanent +1 bonus to casting them.

Reverse Gravity (Spell)
This spell reverses gravity in a 10 yard radius, 20 yard high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell.

A creature can make a Dexterity (Acrobatics) TN15 saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.

Gravity Well (Spell)
You create a gravity well centered around a point in space that you can see within 20 yards. The area of effect starts as a sphere with an 8 yard radius, and expands at a rate of 8 yards per round for a number of rounds equal to your Magic. The gravity well pulls all creatures (friend and foe) and loose objects inward toward its center by 12 yards at the top of each creature’s turn and can only move half their Speed, unless the creature passes a Strength (Might) vs. your Spellpower. If they succeed, they are pulled back only 6 yards and then can take actions normally and move their full Speed. However, any steps creatures make toward the center of the gravity well go twice as far (for example, if a creature moves 2 lateral yards and 2 yards toward the center, they only use up 1 yard of their movement speed to move toward the center due to the gravity’s pull). Any creatures caught within 3 yards of the center of the gravity well take 5d6 crushing damage when they start their turn.

Devouring Void (Spell)
You create a 5-yard radius black sphere of immense destructive gravitational force centered on a point you can see within range. This sphere emits no light and keeps all light from entering. All nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried. For the spell's duration, the sphere and any space within 30 yards of the center of the void become difficult terrain (i.e. all attacks, spells, and saving throws are at -3).

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible. You may maintain this spell for additional turns by spending 10 MP at the top of each subsequent turn, up to a number of turns equal to your Magic. Maintaining this spell requires Concentration.

A creature that starts its turn within 30 yards of the sphere must succeed on a Strength (Might) or Magic (Primal) saving throw vs your Spellpower, or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 6d6 crushing damage and is Blind until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength (Might) or Magic (Primal) check against your Spellpower, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is not only dead but their remains are annihilated, along with any nonmagical items it is wearing or carrying.