The Mage

Overview
The Mage is Unyha's master of the arcane — not the fragile glass cannon the class looks like at first glance, but something stranger: a spellcaster whose mana is at once their weapon and their armor. Where others train muscle and steel, the Mage trains the mind and the connection to the world's aliveness that all magic draws on.
Skills
Spellcasting — the core arcane discipline: channeling raw magic into offensive and utility spells through the Circle's systematized method (see Magic & the Arcane).
Meditation — restores and manages mana, the fuel of every spell — and, thanks to the Magic Shield, the fuel of survival too.
Alchemy — brewing potions, reagents, and poisons — the Mage's craft, and a source of real party utility (see Crafting Traditions).
The Magic Shield
On reaching class level 1, a Mage gains their defining passive: the Magic Shield. While it holds, physical blows are drained from mana instead of health — turning the Mage's mana pool into their real suit of armor. Keep that mana topped up and a Mage can wade through punishment like a tank; let it run dry, and they become as fragile as they first appeared. A Mage's defense is not steel but a deep, fast-regenerating mana pool, which is why meditation matters as much as raw power.
Leveling the Mage
The Mage grows more one-sided with every class level. Each level brings more magical protection and more magical output, and quickens mana regeneration — which, through the Magic Shield, means a physical buffer that both holds more and refills faster. The same steps trade the physical side away: less physical protection and less physical output the deeper you specialize. A fully specced Mage is a mana-armored engine of destruction who can barely throw a punch, and who cannot wear armor at all — a Mage's defense was never meant to be steel, but the shield.
Playstyle
Manage your mana and you manage your life. A Mage holds ground far better than their reputation suggests, soaking blows into mana while pouring out spells — but every hit spent on the shield is mana not spent on casting, and a drained Mage is a dead Mage. The whole art of the class is that balance: attack, absorb, and meditate, and never let the pool reach zero. In a group, a frontline that draws fire frees a Mage to spend mana on offense instead of survival (see Party Play).
In Short
Mana is everything — your damage and your armor at once. Keep it flowing and the Mage is nearly unstoppable; let it run dry and the tank vanishes in an instant.
