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There are no such weapon groups as archery or thrown. For archery, I assume you mean bows. But for "thrown" there is no specific weapon group that covers that. Thrown weapons exist across several weapon groups (light blades, axes, spears).
Teleportation is explicitly non-existent in the mythos of Dragon Age, so I think Shadow Step needs to be replaced or at least reworked in such a way as to not allow the mage to be disappearing and reappearing.
It is stated that Teleporting is not possible. However one can meld into the ground and travel this way. As seen by the Elf mentioned above, as well as rage demons. What has me thinking is what if Shadow Stepping is Fade Stepping. A Mage uses magically to temporarily slide into the Fade, and then reappear elsewhere. Sort of like Blinking through the shadows/folds of the Fades shadows.


Psychically transporting into the fade is also nearly impossible. It's only been done once by a huge number of Tevinter mages working together, and that destroyed the Golden City (turning it into the Black City).





The idea of an Assassin that specialises in killing Mages is a logical one, which I definitely think has a place within the Dragon Age Setting. The Tevinter Imperium, The Circle, The Chantry, The Mages Collective & the Antivan Crows would all have use for them (probably other organisations too).
To be honest, aside from the teleportation (which as has been mentioned doesn't fit with the setting) the Shadow Mage hasn't got any real advantage that will help them in assassinating a Mage.
The Mana costs in the Journeyman level are too low. Either increase them, or drop them completely. Keeping track of spending 1 point here and there when you have over 100 points of Mana is just going to be annoying, and only effect the character in the rare and extreme circumstance that they're running super low on Mana and don't have any potions.
If you keep Mana costs (and increase them), which I suggest you do, I'd also make them pay for the ammunition for bows as well as summoning additional thrown weapons.



I would likely avoid the shadow step for reasons others have mentioned and in that it makes the Shadow Blade better as a thief than an assassin, as an alternative I'd go something like
Shadow Strike
When attacking with a spectral weapon the Shadow Blade can perform a Backstab (as a rogue). If the hit is successful the damage done reduces the targets magic points by an equal number to the damage inflicted on the mage, in addition any armour given by magic (such as Rock Armour) is also ignored.
Shadow Cloak
As a minor action a Shadow Blade can spend 3 mana and draw in the shadows about themselves (for upto 1 round per magic point) making them difficuilt to see. The Shadow Blade can immediatly make a Dexterity (Stealth) test vs a perception (seeing), of any on-lookers, if successful the Shadow Blade appears to have vanished from view of those the test was successful against. To anyone else the Shadow Blade appears as a shadowy figure.
Shadow Cloak could give the impression of the Blade teleporting, as they would 'disapear' from one location and appear in another but still not actually be teleporting.]





Unless I missed it, there's no mention of what action/time is involved in summoning weapons. I don't know if that's intentional or not.
Shadow Dissolutions Mana cost is WAY too low. I'd be inclined to push it up to as high as 20.





Look at Shadow Dissolution as if it was a spell.
Spells have a casting time of AT LEAST a Major action.
All spells you have to roll against a TN just to see if it works at all. ie, they all have a chance of failure. And the ones with prerequisites can cause Magical Mishaps when you do fail.
Shadow Dissolution as it stands, has the fastest casting time of any spell. No TN, so it's 100% reliable and even though it's of a magnitude high enough that it would have prerequisites, it'll never risk a Magical Mishap. It also allows the character to move further than they could ever hope to move under their own steam in the same action as they otherwise would do so. I my opinion it's at least as powerful as a mid range spell, if not more so. Given the effect, and reliability, I don't think 20MP is too much.


Maybe so, but the Templar ability has severe drawbacks. The user suffers a -2 to defense until the beginning of his next turn and it cancels ALL spells, those of allies and those of foes alike.

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