Difference between revisions of "Class: Mage"

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The paths are as follows.
 
The paths are as follows.
  
'''Death''' - wielding power over darkness, decay, ectoplasm, enervation, ghosts, and soul stealing.
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'''Elements''' - wielding power over electricity, elemental fire, gravity, heat, kinetic energy, light, physics, radiation, sound, and
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      weather.  
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{| class="collapsible" width="92%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
'''Fate''' - wielding power over blessings, curses, destiny, fortune, oaths, and probability.  
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! colspan="2;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Magic Paths</font></div>
'''Life''' - wielding power over disease, evolution, healing, metamorphosis, and vigor.  
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|-
'''Matter''' - wielding power over alchemy, elemental air, elemental earth, elemental water, shaping, and transmutation.  
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!width="10%"|'''Path'''
'''Mind''' - wielding power over communication, hallucinations, mental projection, mind control, and telepathy.  
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!width="90%" align="left"|'''Description'''
'''Prime''' - wielding power over illusions, magical imbuement, mana, and the nature of Magic itself.
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|-
'''Space''' - wielding power over conjuration, scrying, sympathy, teleportation, and wards.  
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|Abjuration || align="left"|Abjurations create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
'''Spirit''' - wielding power over exorcism, soul retrieval, and spirits.
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|-style="background:#FCA294;"
'''Time''' - wielding power over divination, prophecy, and temporal acceleration/deceleration.
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|Conjuration || align="left"|Conjurations bring manifestations of objects, creatures, or some form of energy to you, actually transport creatures from another plane of existence to your plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot.
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|-
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|Divination || align="left"|Divinations enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.  
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|-style="background:#FCA294;"
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|Enchantment || align="left"|Enchantments affect the minds of others, influencing or controlling their behavior.  
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|-
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|Evocation || align="left"|Evocations manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing.
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|-style="background:#FCA294;"
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|Illusion || align="left"|Illusions deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.  
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|-
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|Necromancy || align="left"|Necromancies manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this path.  
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|-style="background:#FCA294;"
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|Transmutation || align="left"|Transmutations change the properties of some creature, thing, or condition.
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|}
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&nbsp;
  
 
'''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.
 
'''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.
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Aside from the paths, I'm pretty happy with the mage so far. Making them point-based is something I've wanted to do for awhile, since spell slots per RAW are... clunky. Rolling randomly for mana points makes it interesting, and in keeping with the theme of the Reality forces (which all have a random element in their usage). The maths for mana seems to work out such that even getting really screwed on mana rolls won't make you useless, provided you have a reasonably high Int; since SAD is in effect here, that shouldn't be an issue.
 
Aside from the paths, I'm pretty happy with the mage so far. Making them point-based is something I've wanted to do for awhile, since spell slots per RAW are... clunky. Rolling randomly for mana points makes it interesting, and in keeping with the theme of the Reality forces (which all have a random element in their usage). The maths for mana seems to work out such that even getting really screwed on mana rolls won't make you useless, provided you have a reasonably high Int; since SAD is in effect here, that shouldn't be an issue.
 +
 +
'''15/03/20:''' We're going to the d20 school setup. I need to write up some spells since one of the main antagonists for the upcoming game is a mage, and we need to know what she is capable of.
 +
 +
Also... these spell tables are madness. Need to tone that shit right the hell down, because that's just crazy. I don't know why I thought that would be a good idea... we'll have a separate section for each path, then divide the spells into grades. Because that's actually sane.

Revision as of 11:43, 20 March 2015

The Mage
  Spell Access
Level BAB Fort Ref Will Special Mana Die Ruling Common Inferior
1 +0 +0 +0 +2 Paths, Arcane Implement, Expressions of Magic d4 Apprentice ----- -----
2 +1 +0 +0 +3   d4 Apprentice ----- -----
3 +1 +1 +1 +3   d4 Apprentice ----- -----
4 +2 +1 +1 +4   d4 Apprentice Initiate -----
5 +2 +1 +1 +4   d4 Journeyman 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 Adept 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.

Sidebar: Robes
Robes qualify as "non-armor," in the sense that anyone can wear robes without penalty, even classes that must explicitly not wear armor. Robes have no Max Dex, no ACP, no ASF, provide no AC bonus, and are effectively weightless. However, they can be enchanted like other armor.

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 Initiate spells equal to 4 + your Intelligence modifier, and a number of Apprentice spells equal to 2 + your Intelligence modifier. You can select spells from either of your ruling paths (see below).

Each time you gain a level, you automatically learn a number of spells equal to your Intelligence modifier. At least one of these spells must be from one of your ruling paths, and no more than one can be from your inferior path.

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.

 

Magic Paths
Path Description
Abjuration Abjurations create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Conjuration Conjurations bring manifestations of objects, creatures, or some form of energy to you, actually transport creatures from another plane of existence to your plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot.
Divination Divinations enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Enchantment Enchantments affect the minds of others, influencing or controlling their behavior.
Evocation Evocations manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing.
Illusion Illusions deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Necromancy Necromancies manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this path.
Transmutation Transmutations change the properties of some creature, thing, or condition.

 

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 three types of implements are tomes, staffs, and orbs.

  • Tomes: The mage maintains a tome, into which he writes arcane formulae and other notation that better allow him to keep track of his mystic education. A tome made to be an implement, however, becomes more than just a journal or notebook: a tome grants a mage greater versatility with his magic.
    • Arcane Insights: The magic inherent in a tome allow the mage to cross-reference his knowledge and make deeper insights as his knowledge of the nature of magic improves. Each time you gain a mage level, you learn an additional two spells, which can be from any path you can access. If you select this implement as your first implement, you may select 6 + your Intelligence modifier Initiate spells, and 4 + your Intelligence modifier Apprentice spells.
    • Mystic Writings: You can choose to imbue a spell written into your tome with magical energy, costing mana equal to the spell's mana cost and taking one hour per grade of the spell. If you have done so, you may, as a full-round action, when wielding a tome, cast such a spell directly from the tome. Doing so costs you no mana; however, the spell is burned out of the tome (it can be written into it again if you so choose). Casting a spell in this manner changes none of the spell's parameters other than its casting time and mana cost. You cannot augment a spell cast this way with metamagic feats.
    • Evidence Yields Truth: If you maintain a tome, when you witness a spell cast of a path and grade you can access and know at least one spell from that path, you can attempt to learn the spell by studying what you personally have learned and cross-referencing it with your experience. Doing so requires an hour per grade of the spell, and the base Spellcraft DC to learn a spell in this manner is 25. If the check succeeds, you successfully learn the spell.
  • Staffs: The mage carries a staff, a symbol of his position as a mage that demands respect. A staff imbued to become an implement, however, becomes a font of magical power.
    • Arcane Symbol: The staff is the traditional symbol of wielders of the arcane, primarily because the imbuing process for staffs enables their carriers to access expressions of magic not accessible to other mages. The mage gains access to the noted additional effects under expressions of magic.
    • Release Power: A staff may be broken, releasing any magical energy it stores. Breaking a staff is a standard action, and deals 1d6/caster level points of arcane damage to all creatures within 30 feet (Reflex save DC 10 + mage's caster level for half damage), including the mage. A staff broken in this manner cannot be repaired, and the mage must attune himself to a new staff if he wishes to benefit from such an implement.
  • Orbs: The mage wields an orb, an entrancing and often mystical object. Imbued as an implement, the orb becomes a receptacle for arcane power.
    • Mana Receptacle: As a swift action, you may transfer mana freely between yourself and an orb you wield. An orb can hold no more mana than your caster level + Intelligence modifier. Mana stored in an orb remains until used.
    • Locus of Concentration: The nature of an orb allows a mage using one to focus more intently on forming magical energies. When you cast a spell and are wielding an orb, you can increase the casting time of a spell by one step; if you do, you automatically succeed at Concentration checks to cast defensively, and gain a bonus to Concentration checks to avoid spell disruption equal to your caster level + Intelligence modifier. However, due to your intense concentration, you are considered flat-footed until the beginning of your next turn.

Expressions of Magic (Sp): As a mage, you are able to produce a number of minor magical effects, provided you have at least 1 mp remaining.

At first level, you can produce the following effects at will, so long as you have at least 1 mp.

  • arcane mark
  • detect magic
  • prestidigitation
  • light (staff only)

At fifth level, you can produce the following effects at will, so long as you have at least 4 mp.

  • disguise self
  • comprehend languages
  • magic aura
  • arcane lock (staff only)
  • knock (staff only)

At tenth level, you can produce the following effects at will, so long as you have at least 9 mp.

  • arcane sight
  • darkvision
  • whispering wind
  • darkness (staff only)
  • daylight (staff only)

At fifteenth level, you can produce the following effects at will, so long as you have at least 16 mp.

  • alter self
  • command
  • tongues
  • tiny hut (staff only)

At twentieth level, you can produce the following effects at will, so long as you have at least 25 mp.

  • permanency
  • scrying
  • teleport (self only)
  • turn to frog (staff only)

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).
    • Expansive Mind: Whenever you would gain a mana die, the size of the mana die is increased by one step. If your mana die is d12, your mana die becomes d12+d2 (if you further improve your mana die, the next step is d12+d4, then d12+d6, and so on). You can take this talent multiple times; its effects stack. (Prerequisites: Disciplined Mind)
    • 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)
  • Dilettante: 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 specialist talents)
  • 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, or orb). You gain affinity for the chosen implement type. You can take this talent up to two 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 dilettante or specialist talents)
  • Orb Mastery: While wielding an orb as an implement, your Locus of Concentration ability no longer makes you flat-footed, and you can apply its enhancement bonus as an insight bonus to your Will saves and Concentration checks. (Prerequisites: Orb as a chosen implement)
  • Specialist: 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 dilettante or generalist talents)
  • Staff Mastery: While wielding a staff as an implement, you can apply its enhancement bonus to the saving throw DCs of spells you cast. (Prerequisites: Staff as a chosen implement)
  • Tome Mastery: While wielding a tome as an implement, you can apply its enhancement bonus to caster level checks to overcome Spell Resistance. (Prerequisites: Tome as a chosen implement)
  • 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.

Prerequisites: Some spells require that you be, for example, an Apprentice of Fate. In order to qualify for such a requirement, you must know and be capable of casting at least one spell from the indicated grade of the indicated path (in the example's case, you must know and be capable of casting at least one Apprentice spell from the Fate path).

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 Elements
Grade Spell Other Reqs
Initiate Influence Heat: Guide flow of existing heat. -----
Influence Light: Guide flow of existing light. -----
Influence Sound: Guide flow of existing sound. -----
Nightsight: Gain darkvision. -----
Read Matrices: Perceive magical resonance and the flow of energy. -----
Receiver: Gain ultrasonic hearing. -----
Tuner: Listen in on transmitted information (such as radio). -----
Apprentice Alter Frequency: Alter a sound's frequency to make it sound deeper or higher. -----
Control Heat: Increase or decrease temperature of an area. -----
Control Light: Create or extinguish light. -----
Control Sound: Amplify or diminish sound. -----
Eyes of the Matrix: Grant the read matrices spell to another creature. Read Matrices
False Speech: Cause spoken words to be heard as other words. Apprentice of Mind
Friction Reduction: Reduce friction between two objects. -----
Influence Electricity: Alter the path of electrical current. -----
Influence Fire: Alter the direction or flow of an existing fire. -----
Invisible Object: Render an object invisible. -----
Kinetic Blow: Deal physical damage at a distance. -----
Unseen Shield: Create a field of energy that protects you from attacks. -----
Journeyman Autonomous Servant: Spell performs an extended action while you are otherwise engaged. Initiate or Master of Mind, (Opt) Apprentice of Space
Bestow Unseen Shield: Grant another the benefit of unseen shield. Unseen Shield
Call Lightning: Call lightning from the sky to strike a creature. -----
Control Electricity: Reroute or diminish electrical current. -----
Control Fire: Increase or decrease intensity of an existing fire. -----
Light Mastery: Create light from nothing or extinguish existing light sources. -----
Personal Invisibility: Caster becomes invisible. -----
Sound Mastery: Create sounds from nothing, or completely silence existing sounds. -----
Telekinesis: Move objects without touching them. -----
Telekinetic Strike: Strike a creature with telekinetic force. -----
Turn Projectile: Alter the course of a projectile. -----
Adept Bestow Invisibility: Grant a creature invisibility. -----
Burst of Speed: Walk and run inhumanly fast. -----
Change Weather: Alter local weather conditions, within normal possibility. -----
Control Velocity: Increase or decrease velocity of an object. -----
Fiery Transformation: Turn yourself into living flame. Adept of Life, (Opt) Adept of Matter
Friction Knife: Target takes damage just by moving. -----
Influence Magnet: Strengthen or weaken magnets, grant or remove magnetic resistance or vulnerability. -----
Levitation: Float slowly in the air. -----
Thunderbolt: Throw lightning from your hands. -----
Transform Energy: Turn one type of energy into another. -----
Unseen Hand: Telekinetically lift living creatures. Telekinesis
Master Adverse Weather: Create major weather disturbances, such as tornadoes or tsunamis. -----
Bestow Burst of Speed: Grant another creature the burst of speed spell. Burst of Speed
Bestow Levitation: Grant another creature the levitation spell. Levitation
Complete Invisibility: Become invisible without the need to maintain concentration. Personal Invisibility
Control Gravity: Alter the direction of gravity in an area. -----
Create Sunlight: Create an area of true sunlight. -----
Earthquake: Create a localized earthquake. -----
Electromagnetic Pulse: Generate an electromagnetic pulse. -----
Eradicate Radiation: Extinguish a source of nuclear radiation. -----
Flight: Fly through the air. -----
Increase Gravity: Increase the force of gravity in an area. -----
Nullify Gravity: Decrease the force of gravity in an area. -----
Velocity Mastery: Completely control an object or creature's velocity, even stopping bullets in midair. -----

 

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. -----

 

Path of Prime
Grade Spell Other Reqs
Initiate Analyze Item: Identify the properties of a Magic item. -----
Discern Phantasm: See through illusion effects. -----
Dispel Magic: Dispel an existing spell from a path you can access. -----
Supernal Vision: Mage sight. -----
Apprentice Activate Item: Activate a Magic item. -----
Arcane Shield: Create a shield that protects against magic. -----
Counterspell: Counter a spell. -----
Ephemeral Image: Create two-dimensional illusions. -----
Primal Flow: Grant another creature the supernal vision spell. Supernal Vision
Sense the Threads: Sense when someone is scrutinizing or dispelling your spells. Apprentice of Space
Sigilization: Impose your aura on objects. -----
Transform Aura: Alter the nature of your aura, allowing you to hide your Force alignment, seem to be another type of creature, or remove it entirely. -----
Unseen Spy: Scrutinize or dispel others' spells without their knowledge. -----
Journeyman Armor of the Soul: Prevent effects that target a soul. -----
Celestial Fire: Create a blast of flame that affects your current plane and overlapping transitive planes (such as the ethereal). -----
Channel Mana: Siphon mana from a location without the necessary components. -----
Controlled Dispellation: Fray a spell to modify its targets. -----
Create Tass: Congeal mana into a solid, inanimate object. -----
Disguise Resonance: Alter the resonance of an area. -----
Dissipate Unreal Construct: Dissolve an illusion effect or an object made out of "unreal" matter. Journeyman of Death
Dissolve Tass: Destroy an object made out of mana. -----
Energetic Tass: Force mana into a tangible form of energy. Journeyman of Elements
Ephemeral Enchantment: Enchant an item to be able to affect ethereal creatures. -----
Imbue Mana: Imbue a creature with mana. -----
Ley Lines: Tap into existing ley lines to power a structure or equipment. -----
Magic Wall: Grant another creature the benefit of arcane shield. Arcane Shield
Phantasm: Create an inanimate phantasm. -----
Transform Other Aura: Alter the appearance of another's aura. -----
Supernal Script: Shapes energy into enchanted glowing pigment invisible to normal senses, but glows brightly to appropriate Mage Sight. -----
Adept
Disenchant: Permanently remove one Magic quality from a magic item. -----
Marionette: Create a solid illusion that mimics a nonhuman creature. -----
Phantasmal Weapon: Create an illusionary item that is substantial enough to be used as a weapon, shield, or other equipment. -----
Siphon Essence: Drain the Essence from a spirit, ghost, or locus to replenish your mana. -----
Siphon Integrity: Drain mana from inanimate objects, destroying them in the process. -----
Supernal Dispellation: Dispel any spell, regardless of whether you know the arcana involved. -----
Suppress Enchantment: Temporarily suppress the Magical qualities of an item. -----
Suppress Hallow: Suppress an active Hallow. -----
Master Create Complex Phantasm: Create a phantasm that can mimic a living person or complex machine. -----
Dead Zone: Create an antimagic zone. -----
Disjunction: Counter a spell or dispel a magic effect, even a magically-created antimagic zone. -----
Siphon Mana: Drain the mana from another mage to replenish your own. -----
Supernal Sense: The mage expands his sense of the Supernal until he can sense the presence and rough location of all active spells within a certain radius. Journeyman of Space

 

Design Notes

I am mildly unhappy with the paths. In particular, time and space are mighty impinging on the epochent's shtick. I am also uncertain that I am happy with the breakdown. I'd like to return to the nine-school setup of standard magic, reallocating the various spells into the original schools.

In general, the mage will seem significantly less powerful than the wizard. This is most likely due to a removal of a significant number of spells - part of the idea here is to cull magic down into something that isn't "do everything ever," so that there are actual niches among Force-using classes.

The end goal is that the mage will be on-par with other Force-using classes, rather than the wizard being utterly ridiculous in comparison to everyone else.

Aside from the paths, I'm pretty happy with the mage so far. Making them point-based is something I've wanted to do for awhile, since spell slots per RAW are... clunky. Rolling randomly for mana points makes it interesting, and in keeping with the theme of the Reality forces (which all have a random element in their usage). The maths for mana seems to work out such that even getting really screwed on mana rolls won't make you useless, provided you have a reasonably high Int; since SAD is in effect here, that shouldn't be an issue.

15/03/20: We're going to the d20 school setup. I need to write up some spells since one of the main antagonists for the upcoming game is a mage, and we need to know what she is capable of.

Also... these spell tables are madness. Need to tone that shit right the hell down, because that's just crazy. I don't know why I thought that would be a good idea... we'll have a separate section for each path, then divide the spells into grades. Because that's actually sane.