Difference between revisions of "Class: Mage"

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Revision as of 22:09, 23 April 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.

Abjuration

Spells of the Abjuration path.

Initiate Abjuration Spells
Spell Name Effect
Dispel Magic Dispel magical effects or counter spells as they are being cast.
Esuna Attempt to remove status ailments.
Mage Armor Grant yourself a +4 armor bonus to AC.
Protect Grant a creature the protect status boon.
Seal Hold doors shut, lock portals.
Shell Grant a creature the shell status boon.
Shield Create a magical shield for yourself, giving you a +4 shield bonus to AC.

 

Apprentice Abjuration Spells
Spell Name Effect
Arrow Ward Gain a +4 deflection bonus to AC against ranged attacks.
Barrier Grant a creature the barrier status boon.
Blink Grant a creature evasion.
Deflect Gain a deflection bonus to AC against a single attack as an immediate action.
Hold The target gains the paralyzed status ailment.
Mute The target gains the mute status ailment.
Obscure Object Prevent an object from being scried upon.
Wall Create a wall of force that is impervious to almost any attack.

 

Journeyman Abjuration Spells
Spell Name Effect
Dispel Reality Dispel magical, psionic, and technological effects, or counter effects as they are being used.
Reflect Grant a creature the reflect status boon.

 

Journeyman Abjuration Spells
Spell Name Effect

 

Master Abjuration Spells
Spell Name Effect
Dispel Force Dispel any force effects, or counter effects as they are being used.

 

Evocation

Spells of the Evocation path.

Initiate Evocation Spells
Spell Name Effect
Arcane Bolt 1d4+1 arcane damage; +1 missile per two levels above 1st (max 5).
Burning Hands 1d4/level fire damage (max 5d4).
Ear-Piercing Scream Deal sonic damage and daze target.
Flare Dazzles one creature (–1 on attack rolls).
Floating Disk Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Gentle Breeze Light wind protects one target from clouds, gases, heat, and vapors.
Hydraulic Push Wave of water bull rushes an enemy.
Light Object shines like a torch.
Penumbra Protects creature or object touched from bright light.
Ray of Frost Ranged touch attack deals 1d4 cold damage + 1d4 per two levels above first (max 5d4).
Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).
Thunderstomp Trip one creature within range.

 

Apprentice Evocation Spells
Spell Name Effect
Arcane Ray You fire one arcane ray plus one additional ray for every four levels (maximum three rays). Each ray deals 3d6 points of arcane damage.
Burning Arc Create an arc of flame that burns one target plus one additional target/3 levels for 1d6 fire dmg/CL (maximum 10d6). Reduce the damage by 1/2 (rounded down) for every additional target the discharge arcs to.
Darkness 20-ft. radius of supernatural shadow.
Defensive Shock Electricity damages your attackers.
Flaming Sphere Rolling ball of fire deals 3d6 fire damage.
Frigid Touch Target takes cold damage and is staggered.
Frost Fall The area is covered in a chilling frost.
Gust of Wind Blows away or knocks down smaller creatures.
Gusting Sphere Ball of wind can bull rush creatures inflicting 1d6 wind damage.
Ice Slick You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.
Scorching Ray Ranged touch attack deals 3d6 fire damage, + 1 ray/four levels (max 3).
Shatter Sonic energy damages objects or crystalline creatures.
Sonic Scream Create a cone of damaging sound at will.
Thundercloud Flying storm cloud deals 3d6 electricity damage.

 

Journeyman Evocation Spells
Spell Name Effect
Air Geyser Blast of air deals 2d6 wind damage and knocks opponent upward.
Cone of Cold 1d6/level cold damage.
Daylight 60-ft. radius of bright light.
Fireball 1d6 damage per level, 20-ft. radius.
Hurricane Blast Creates a severe blast of wind.
Hydraulic Torrent Creates torrent of water that bull rushes any creature in its path.
Interposing Hand Hand provides cover against 1 opponent.
Lightning Bolt Electricity deals 1d6/level damage.
Resilient Sphere Force globe protects but traps one subject.
River of Wind A stream of wind causes wind damage and can knock down or push creatures.
Shout Deafens all within cone and deals 1d6/level sonic damage.
Tiny Hut Creates shelter for 10 creatures.
Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.
Wall of Force Wall is immune to damage.
Wall of Ice Ice plane creates wall or hemisphere creates dome.
Wall of Light An immobile curtain of blinding light blocks line of sight and sheds light to a range of 60 ft. in all directions.
Wall of Lightning Deals 2d4 electricity damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 1d6 damage + 1/level and can paralyze.
Wall of Sound Sonic wall deflects and damages creatures.
Wall of Wind Deflects arrows, smaller creatures, and gases.

 

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.