Difference between revisions of "Class: Mage"

From Trinity Wiki
Jump to: navigation, search
(Class Features)
(Class Features)
Line 167: Line 167:
 
* ''Study of Breadth:'' Choose two common paths. You can access spells one grade higher for those paths (so if you could normally access apprentice spells, you can now access journeyman spells), and immediately learn two spells of the new grade from each path. (''Special:'' You cannot take this talent and the ''generalist'' or ''study of depth'' talents)
 
* ''Study of Breadth:'' Choose two common paths. You can access spells one grade higher for those paths (so if you could normally access apprentice spells, you can now access journeyman spells), and immediately learn two spells of the new grade from each path. (''Special:'' You cannot take this talent and the ''generalist'' or ''study of depth'' talents)
 
* ''Study of Depth:'' Treat your mage level as two levels higher for determining your spell access to your ruling paths. In addition, learn two additional spells of each grade for each of your ruling paths, and when you gain access to a new grade of spells in those paths, immediately learn one spell of the new grade. Your mage level is treated as four levels lower for determining your spell access to your inferior path, and as one level lower for determining your spell access to your common paths. (''Special:'' You cannot take this talent and the ''generalist'' or ''study of breadth'' talents)
 
* ''Study of Depth:'' Treat your mage level as two levels higher for determining your spell access to your ruling paths. In addition, learn two additional spells of each grade for each of your ruling paths, and when you gain access to a new grade of spells in those paths, immediately learn one spell of the new grade. Your mage level is treated as four levels lower for determining your spell access to your inferior path, and as one level lower for determining your spell access to your common paths. (''Special:'' You cannot take this talent and the ''generalist'' or ''study of breadth'' talents)
* ''Wish (Sp):'' You gain knowledge of the ''wish'' spell. (''Prerequisites:'' Caster level 16th+)
+
* ''Wish (Sp):'' You gain knowledge of the ''wish'' spell. (''Prerequisites:'' Caster level 16th+, must be able to access Master spells)
 
* ''Feat:'' The mage may gain a bonus feat in place of a talent.
 
* ''Feat:'' The mage may gain a bonus feat in place of a talent.
  

Revision as of 04:58, 17 November 2010

This class is a work in progress.
The Mage
  --------------- Spell Access ---------------
Level BAB Fort Ref Will Special Mana Die Ruling Common Inferior
1 +0 +0 +0 +2 Paths, Arcane Implement d4 Initiate ----- -----
2 +1 +0 +0 +3   d4 Initiate ----- -----
3 +1 +1 +1 +3   d4 Apprentice ----- -----
4 +2 +1 +1 +4   d4 Apprentice Initiate -----
5 +2 +1 +1 +4   d4 Apprentice Initiate -----
6 +3 +2 +2 +5   d6 Journeyman Initiate -----
7 +3 +2 +2 +5   d6 Journeyman Initiate Initiate
8 +4 +2 +2 +6   d6 Journeyman Apprentice Initiate
9 +4 +3 +3 +6   d6 Journeyman Apprentice Initiate
10 +5 +3 +3 +7 Mage Talent d6 Adept Apprentice Initiate
11 +5 +3 +3 +7   d8 Adept Apprentice Initiate
12 +6/+1 +4 +4 +8 Mage Talent d8 Adept Apprentice Initiate
13 +6/+1 +4 +4 +8   d8 Adept Journeyman Initiate
14 +7/+2 +4 +4 +9 Mage Talent d8 Adept Journeyman Apprentice
15 +7/+2 +5 +5 +9   d8 Master Journeyman Apprentice
16 +8/+3 +5 +5 +10 Mage Talent d10 Master Journeyman Apprentice
17 +8/+3 +5 +5 +10   d10 Master Journeyman Apprentice
18 +9/+4 +6 +6 +11 Mage Talent d10 Master Journeyman Apprentice
19 +9/+4 +6 +6 +11   d10 Master Adept Apprentice
20 +10/+5 +6 +6 +12 Mage Talent d10 Master Adept Apprentice

 

Mage

Tellah, iconic mage
"Reality is malleable. Nothing is impossible."

Hidden in the depths of reality, in places where surely no mortal mind was meant to venture, lie secrets: ancient pathways of power, hewn into the metaphysical depths by forces beyond mortal ken. Some of these pathways are accessible only by strange words in alien tongues; some, by bizarre hand gestures; and yet others are unlocked by the combining of seemingly innocuous materials. When a pathway's methods are invoked, the mind calling upon it fills with a sudden surge of energy and knowledge - and the ability to modify the world in some fashion.

These "short-cuts" in reality are the purview of the mage. By studying these pathways, he gains access to abilities that change and modify the world at his whim. By constantly exercising his mind, he expands his ability to handle the rush of power that comes with the unlocking of these metaphysical leylines, and can plumb their depths for greater and more expansive ways to modify reality.

Knowing that these short-cuts in reality exist, and even how to unlock them, is insufficient to using them: a mortal must be mentally prepared for the rush of energy in the mind upon their unlocking, and understand how to put that power to use. Mages dedicate themselves to the study of these methods.

Game Rule Information

Mages have the following game statistics.

Force Alignment: Magic.

Force Resistances: PR 5 + level, TR 5 + level.

Abilities: Intelligence is the prime ability for the mage. With a higher intelligence, his mental fortitude improves, allowing him to command more magical energy, as well as access the deeper secrets of the universe.

Hit Die: d6.

Class Skills: The Mage’s class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int.

Alignment: Any.

Ethos: Any.

Starting Age: Moderate.

Starting Gold: 4d4 x 10gp.

Favored By: Elf, Esper.

Class Features

All of the following are class features of the mage.

Weapons and Armor Proficiency: Mages are proficient with simple weapons, but no armor except robes. Mages are not proficient with shields.

Mana Points: A mage's ability to command magic is represented by his mana points. To cast spells, he must expend mana, and when his pool is empty, he cannot cast until he has rested.

At each caster level, a mage gains additional mana points, as per the table above. A mage rolls for mana points much like a character rolls for hit points. A mage adds his Intelligence modifier to his mana die; as with hit points, later changes in his Intelligence score are retroactive to his mana points.

A character whose first level is taken in mage receives the maximum result for his mana die (just as he receives the maximum result for hit points). A character who multiclasses into mage after first level rolls his mana die as normal.

Casting a spell requires mana expenditure as per the table below.

Initiate   :  1 mp
Apprentice :  4 mp
Journeyman :  9 mp
Adept      : 16 mp
Master     : 25 mp

A mage completely replenishes his mana points after a night's rest.

Spells: The abilities granted to a mage through an understanding of the magical pathways hewn into the metaphysical underside of the universe are known as "spells."

Spells are divided into ten categories, called paths; these groupings are relevant to your ability to access spells.

In addition, in order to cast a spell, you must have a minimum Intelligence score, based upon the grade of the spell.

Initiate   : 11
Apprentice : 13
Journeyman : 15
Adept      : 17
Master     : 19

At first level, you know a number of spells equal to 2 + your Intelligence modifier. You can select spells from either of your ruling path (see below).

Each time you gain a level, you automatically learn two spells. At least one of these spells must be from one of your ruling paths.

Paths: Upon beginning his training, the mage finds a certain affinity for certain paths over others. This could be due to any number of factors, such as a metaphysical leyline for some paths crossing over his hometown, or simply having a preference for some over others.

When you take your first level in mage, you must select two paths as your ruling paths, and one path as your inferior path. All other paths become your common paths. Your studies begin solely in your ruling paths, but you gradually learn to branch out into your common paths; eventually, you learn the basics of your inferior path, but never to the strength of your other paths.

The paths are as follows.

Death - wielding power over darkness, decay, ectoplasm, enervation, ghosts, and soul stealing. 
Elements - wielding power over electricity, elemental fire, gravity, heat, kinetic energy, light, physics, radiation, sound, and
     weather. 
Fate - wielding power over blessings, curses, destiny, fortune, oaths, and probability. 
Life - wielding power over disease, evolution, healing, metamorphosis, and vigor. 
Matter - wielding power over alchemy, elemental air, elemental earth, elemental water, shaping, and transmutation. 
Mind - wielding power over communication, hallucinations, mental projection, mind control, and telepathy. 
Prime - wielding power over illusions, magical imbuement, mana, and the nature of Magic itself.
Space - wielding power over conjuration, scrying, sympathy, teleportation, and wards. 
Spirit - wielding power over exorcism, soul retrieval, and spirits.
Time - wielding power over divination, prophecy, and temporal acceleration/deceleration.

Arcane Implement: At first level, the mage chooses a particular implement to assist him as a mental focus. Some implements serve as a receptacle for arcane power, allowing the mage to draw mana from it when the need is dire; others grant the mage benefits when using spells of certain paths.

The four types of implements are tomes, staffs, wands, and orbs.

Mage Talent: At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.

  • Channel: You may, as a swift action, sacrifice any number of hit points. You gain temporary mana equal to half the amount of hit points you sacrificed, rounded down. Temporary mana lasts for 1 round per point of Intelligence modifier you have, and can put you over your maximum mana. In addition, you can go into lifeburn.
    • Lifeburn (Sp): You may, as a swift action, go to 0 hit points. If you do, the base mana cost of all your spells becomes 0, and you gain the benefits of the doublecast talent. This effect lasts for 1 round per point of Intelligence modifier, during which you are immune to damage, can only be destroyed by effects that ignore hit points (such as a sphere of annihilation), and you ignore any penalties for being staggered. After the effect ends, you permanently and irrevocably die. You can only use this ability if you are at 1 or more hit points.
  • Disciplined Mind: Whenever you would gain a mana die, you may roll twice and take the result of your choice. When you take this talent, you may reroll all the mana dice you have accumulated thus far, and take the total of that reroll or your current total (remember that if mage was your first class, your first level's mana die is maximized).
    • Focused Mind: You gain an additional +1 magic point per caster level. You can take this talent multiple times; its effects stack. (Prerequisites: Disciplined Mind)
  • Doublecast: You can, as a full-round action, cast two spells simultaneously. The combined mana cost of the two spells can be no greater than double your caster level.
    • Quadramagic: You can, as a full-round action, cast four spells simultaneously. The combined mana cost of the four spells can be no greater than triple your caster level. (Prerequisites: Doublecast)
  • Expanded Implements: Choose another magical implement (tome, staff, wand, or orb). You gain affinity for the chosen implement type, as though you had chosen it at first level. You can take this talent up to three times; each time you do, select a new implement.
  • Generalist: Your inferior path becomes a common path, and you immediately learn two spells from each grade that you can now access for that path. Your mage level is treated as three levels lower for determining your spell access to your ruling paths. (Special: You cannot take this talent and the study of breadth or study of depth talents)
  • Study of Breadth: Choose two common paths. You can access spells one grade higher for those paths (so if you could normally access apprentice spells, you can now access journeyman spells), and immediately learn two spells of the new grade from each path. (Special: You cannot take this talent and the generalist or study of depth talents)
  • Study of Depth: Treat your mage level as two levels higher for determining your spell access to your ruling paths. In addition, learn two additional spells of each grade for each of your ruling paths, and when you gain access to a new grade of spells in those paths, immediately learn one spell of the new grade. Your mage level is treated as four levels lower for determining your spell access to your inferior path, and as one level lower for determining your spell access to your common paths. (Special: You cannot take this talent and the generalist or study of breadth talents)
  • Wish (Sp): You gain knowledge of the wish spell. (Prerequisites: Caster level 16th+, must be able to access Master spells)
  • Feat: The mage may gain a bonus feat in place of a talent.

Spells

The following are mage spells, ordered by path, then by grade.

Path of Death
Grade Spell Other Reqs
Initiate Pain Harvest: After suffering damage, increase damage taken to gain mana. -----
Eye of Destruction: Discern the hidden flaws in any object made of lifeless matter. Initiate of Matter
Forensic Gaze: Determine cause and time of death; identify undead. -----
Grim Sight: Reveal connections to death. -----
Shadow Sculpting: Shape or strengthen shadows. -----
Soul Marks: Detect alterations to the soul. -----
Speak with the Dead: Detect and converse with undead creatures. -----
Apprentice Animate Shadows: Compel shadows to move, even to an unnatural place. -----
Corpse Unmasking: Determine if corpse has been modified to mask cause of death. -----
Final Sight: Have a vision of the last thing a dead creature saw. -----
Corpse Mask: Disguise the cause of death of a corpse. -----
Decay: Cause an object to corrode. -----
Entropic Guard: Leech energy from an incoming attack. -----
Ghost Summons: Summon the presence of a ghost or other undead. -----
Grant the Grim Sight: Grant a creature the benefits of the grim sight spell. Grim Sight
Lighten Anchor: Allow a ghost or similar undead to stray from its anchor. -----
Soul Jar: Create a physical receptacle for a soul. -----
Suppress Aura: Dampen an aura. -----
Touch of the Grave: Interact with ethereal objects. -----
Journeyman Control Ghost: Command undead to take a single action. -----
Curse of Withering: Affected object causes its user to lose hp gradually when used. -----
Destroy Object: Destroy a physical object. -----
Devouring the Slain: Siphon mana from a wounded creature. -----
Dissipate Illusion: Destroy an illusion. Journeyman of Prime
Entropic Shroud: Grant another creature entropic guard. Entropic Guard
Ghost Gate: Open gateway to the ethereal. -----
Ghostly Object: Turn an object ethereal. -----
Martyr's Bequest: If you die, bestow fortitude (Life), willpower (Mind), or mana (Prime) to allies. Journeyman of Life, Mind, and/or Prime
Quicken Corpse: Turn a corpse into a zombie or similar undead. -----
Restore Corpus: Heal an undead creature. -----
Sever the Soul: Remove the soul of a creature. -----
Summon Shadows: Summon shadows from nothing. -----
Suppress Own Life: Mimic death. -----
Transfer Anchor: Change a ghost or similar creature's anchor to a new object or location. -----
Adept Enervation: Cause a creature to gain negative levels. -----
Haunting: Transform a dying creature's spirit into a ghost. -----
Revenant: Transform a dying creature into an undead. -----
Rotting Flesh: Cause a living creature to decay. -----
Scourge Undead: Cause massive damage to an undead creature. -----
Slay Own Aura: Destroy your aura. -----
Soul Binding: Attach a soul to a soulless target. -----
Suppress Other's Life: Affect another creature with suppress own life. Supress Own Life
Twilight Shift: Enter the ethereal. -----
Master Devouring the Living: As Devouring the Slain, but can be used on an unwounded target. Devouring the Slain
Destroy Mana: Reduce a creature's mana, or destroy mana stored in a receptacle. -----
Quell the Spark: Dispel a spell. -----
Quicken Ghost: Restore a ghost or similar undead to a more stable mental state. -----
Steal Lifespan: Absorb the lifespan of a creature. -----
Summon the Dead: Request presence of a spirit that has passed on beyond the prime material. -----
Create Ghost: Call to the present the ghost of a creature long-dead. Adept of Mind, Apprentice of Time

 

Path of Fate
Grade Spell Other Reqs
Initiate Interconnections: Read sympathetic connections between people, places, and things -----
Quantum Flux: Mitigate or negate small factors that affect the caster's rolls. -----
Reading the Outmost Eddies: Knowledge of outcome of small random action in the vicinity. -----
Sacrifice Fortune: Forgo a critical success in exchange for mana. -----
Archer's Eye: Eliminate all random factors in ranged or firearm attack roll. Apprentice of Space, Apprentice of Life or Matter
The Sybil's Sight: Mage sight and detects qualities a mystic force has in fate. -----
Signs: Caster gains cryptic guidance from meaningful exercises of apparently random chance. -----
Winds of Fortune: Recipient evades or attracts good or ill fortune. -----
Apprentice Exceptional Luck: Treat 18 and 19 as natural 20's on future dice rolls. -----
The Evil Eye: Immediate ill fortune upon another. -----
Fortune's Protection: Fate is used to strengthen the caster's defense and protect him from harm. -----
Grant the Sybil's Sight: Grant another creature the Sybil's Sight spell. The Sybil's Sight
The Perfect Moment: Gain a small bonus to a skill check regarding social interaction. -----
Querulous Minds: Detect creatures that have had contact with the Forces. -----
Shifting the Odds: Push fate slightly to bring about slight good or bad luck. -----
Sniffing the Winds of Fate: Determine the subject's default "destiny." -----
Swearing an Oath: Swear a magical oath and gain small benefits if something tries to prevent you from fulfilling it. -----
Zone of Extremity: Mundane actions within the area resolve either as critical successes or critical failures. -----
Journeyman Alter Oath: Alter the terms of a magical oath. -----
Bad Penny: Enchants a cursed item so that when any one attempts to dispose of it, a chain of coincidences conspires to return it. -----
Bestow Exceptional Luck: Allows a creature to treat 18 and 19 as natural 20's on d20 rolls. -----
Blessing: Protects a creature from harm for a time. -----
Curse Object: Imbue an item with bad luck, which rubs off on its primary owner or user. -----
Grant Fortune's Protection: Grant the Fortune's Protection spell to another person. Fortune's Protection
Lucky Coin: Increase the equipment bonus an item grants. -----
Monkey's Paw: Decrease the equipment bonus an item grants. -----
Occlude Destiny: Hide a person or being's destiny from others. -----
Superlative Luck: Treat 16 and up as natural 20 on d20 rolls. -----
Adept Forbidden Fate: Specify a specific goal that you do not wish for an opponent to accomplish, and ill fortune will seem to plague the opponent every step of the way. -----
Gift of Fortune: Cause a distant object to be delivered to a person. Apprentice of Space
Probable Cause: Reroll future dice rolls. -----
Sanctify Oath: Magically enforce an oath another swears. -----
Sever Oaths: Sever an oath another has sworn, or modify one of your own oaths. -----
Unfettered: Reflexively counter offensive or harmful magic. -----
Master Break the Chains: Dispel or change the conditions of another's geas. -----
Forge Destiny: Create a destiny for a person or object, granting bonuses to fulfill it and penalties to fight it. -----
Forge Doom: Increase damage while a creature is within the influence of the chosen doom. -----
Geas: Place a magical oath upon another (potentially unwilling) target. -----
Great Curse: Target suffers a penalty to all rolls. -----
Unto the 7th Generation: Make magical oaths pass to the target's descendants. -----