Description: The mages of the Sunflow are often specialized in elemental magic. They are charged with keeping the elemental forces that keep the asteroids livable in check. Their duties also include serving as helmsmen on all spelljammers owned and operated by the Republic. Most mages of the Republic are nobles, but many members of the middle class have joined as well. For a commoner to join is rare indeed.

The Order of Mages, which includes all of the mages in the Republic, is a powerful organization. While any number of mages is allowed in the lower ranks (below 10th level), the upper ranks are reserved only for those most loyal to the Republic. While technically there is no limit to the number of mages that can serve in the upper ranks of the Order, it is rare that they number more than 100. All mages part of the upper ranks sit upon a Council, which controls the Order and is in charge of training new recruits.

Races Allowed: Elf, Human, Half-Elf, Troglodyte

Requirements: Int 14, Con 13

Secondary Skills: Any allowed.

Weapon Prof.: Any allowed to the wizard class.

Non weapon Prof.: Wizard & General.

Armor & Equipment: As allowed by wizard.

Bonus Weapon Prof.: None.

Bonus Non Weapon Prof.: Spellcraft, History (Sunflow Republic).

Special Benefits: Because of the exceptional training at the Shining Cascades University, the mages of the Republic gain a +1 bonus to their initial intelligence rolls. They also act as spellcasters one level higher than their actual level when they cast elemental spells. They gain the bonus spell per spell level that other specialists gain. Mages of this kit gain a +2 bonus to their saves vs. elemental magic because of their enhanced understanding of elemental magic.

At 5th level, a mage of this kit can conjure a small amount of their chosen elemental material once an hour. The amount of material is roughly 1 cubic foot per level. Summoning the material requires no magic, but does drain the mage such that he can't cast magic for one turn afterwards.

At 10th level, the mage is given a special audience with the Empress. During this audience the mage must declare his undying loyalty to the Empress. If the Empress is pleased with the mage, she will give him her blessing. This blessing takes the form of a special ceremony in which the Empress infuses the mage with the innate ability to teleport directly to the royal palace at any time. This is a one time ability that can only be renewed by another ceremony (thus will not be abused). Those that displease the Empress (such as those who are not truly loyal in their hearts) are stripped of their power and banished from the realm.

At 12th level, these mages gain the ability to communicate with any elemental of their chosen element. This is a telepathic ability, which circumvents the casters' inability to mimic the elemental's language. Because of this understanding, elementals are 25% less likely to turn on the caster.

Upon reaching 15th level, the mages of the Republic can summon a 12 HD elemental without need of spell. They can do this once a week. It might be added that to gain this power the mage must travel to the respective elemental plane, contact an elemental lord, and bargain with it. Ultimately, if the caster is smart and is successful in bargaining with the elemental lord (a reaction roll of friendly; gifts and service can modify this role, at DM's discretion). If successful, the mage gains use of one of the lord's elementals. Thus, unless the circumstances are extreme, these elementals will never turn on their summoner. If the mage fails in his quest, he cannot undertake another quest until he rises in level.

Special Hindrances: Because Republic mages are so specialized in elemental magic, they suffer a -2 penalty to their saves vs. other schools of magic. When they cast any spell that is not from their chosen element school, they cast it as if they were one level less than their actually level.

Republic mages are not as strong as other people, and suffer a -1 penalty to their initial strength scores.

Because they are considered servants of the Republic, Mages must serve when a crisis arises. This includes helping helm local defense ships to ward off pirates, help the local guard apprehend criminals, and be at the beck and call of the Empress.

Wealth Option: d4 x100 gp.

Exp. Cost: 25% more experience is needed to level up with this kit.