Proficient Tracking – The character can spot and follow unobvious tracks in wilderness, and interpret footprints, common animal paw prints, and droppings, etc. The character is also more resilient than average to travel weariness, and can travel faster through wilderness.
Wisps of Light – The mage conjures up to 12 floating wisps of light to provide illumination. The wisps can be commanded to follow, stay, or to glare brightly and to distract enemies, or to fly to illuminate a nearby point. IE. The dark cave where the bear lurks. Casting: Quick, Visible.
Advanced Magic Sense – All mages can sense surrounding magic energies to some degree, but this mage has specialized in it. The character can often pick up more boscure details and specifics about surrounding magic energies and the magic auras of unknown items, details that less trained mages are challenged to discover. Casting: Quick, Inconspicuous.
Arcane Bolt – The caster fires a sphere of magical energy at an enemy. The bolt ignores armor, and causes painful burns and bruising cell damage on the skin and flesh. Casting: Instant, Visible.
Focused Staff Attack - The mage focuses intensely to direct a faster and harder stinging staff attack accurately at a target. The attack uses no mana. Casting: Instant, Visible.
Dispel Magic - The caster briefly conjures an disruptive magic field, removing all dispellable effects from either a single target or an area. Both harmful and beneficial spell effects are removed. Casting: Quick, Visible [Visual]
Mind Blast – The caster projects a wave of telekinetic force that pushes back enemies caught in the sphere, possibly stunning them. Weaker enemies may be knocked down, while strong enemies may altogether resist the effect. Instant, Visible [Gesture & Effect].
Plate Cutter Force Field – The mage enchants an ally's weapon with a powerful and sharp force field. When the enchanted weapon next time connects with an enemy, it will cut through armor like ice cream, and flesh and bone like butter, expending the force field in the attack. Missed attacks do not expend the enchantment. Only one enchantment can be active at once. Casting: Quick, Inconspicuous.
Spell Shield – The caster puts up a barrier of anti-magic defense around themselves or an ally. The barrier has a high chance of absorbing incoming spells, though some may get through. Every absorbed spell significantly drains the caster's mana, and once the caster's reserve is depleted, the shield collapses. The shield can also be dispelled. Casting: Instant, Visible [Visual]
Mana Clash – The caster expels a large amount of mana in direct opposition to enemy spellcasters, who are completely drained of mana and suffer spirit damage proportional to the amount of mana they lost. Tier 2 Spell, useable only once per quest. Casting: Quick, Obvious [Powerful].
Magic Tune - The Mage can produce a disembodied tune of one or more notes, possibly orchestrating melodies. The tune sounds artificial and synthetic, and doesn't resemble any instrument. If high enough in volume and pitch, the tune can cause those who hear it to startle, with a small chance to drop their weapons to cover their ears. Non-combat use consumes insignificant mana, while extremely loud (ie. combat effective) uses expend mana like any other spell. Friendly fire possible. Casting: Instant, Inconspicuous.
Muffle - Conjuring a mild telekinetic shield, a sound mage is able to muffle the sound produced in a medium area. Nearby enemies are unlikely to hear any noises from inside the bubble, but the bubble will alert templars and mages nearby. The shield works only on sounds and doesn't stop physical or magic attacks. The shield is stationary, and only one shield can be sustained at once. Can also be cast in reverse to protect the party from ear-shattering noises. Casting: Quick, Inconspicuous.
Nice character though ^^