Difference between revisions of "Class: Mage"

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|1 || +0 || +1 || +0 || +0 || +2 || +0 || align="left"|Prestidigitation || d4 || Apprentice || ----- || -----
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|3 || +1 || +3 || +1 || +1 || +4 || +1 || align="left"|  || d4 || Apprentice || ----- || -----
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|4 || +2 || +4 || +1 || +1 || +4 || +1 || align="left"|Prestidigitation || d4 || Apprentice || Initiate || -----
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|4 || +2 || +4 || +1 || +1 || +4 || +1 || align="left"|Prestidigitation || d6 || Apprentice || 2 || 8
 
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|5 || +2 || +5 || +2 || +2 || +5 || +2 || align="left"|  || d4 || Journeyman || Initiate || -----
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|5 || +2 || +5 || +2 || +2 || +5 || +2 || align="left"|  || d6 || Apprentice || 3 || 10
 
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|-style="background:#FCA294;"
|6 || +3 || +6 || +2 || +2 || +6 || +2 || align="left"|Prestidigitation || d6 || Journeyman || Initiate || -----
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|6 || +3 || +6 || +2 || +2 || +6 || +2 || align="left"|Prestidigitation || d6 || Apprentice || 3 || 11
 
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|7 || +3 || +7 || +3 || +3 || +7 || +3 || align="left"|  || d6 || Journeyman || Initiate || Initiate
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|7 || +3 || +7 || +3 || +3 || +7 || +3 || align="left"|  || d8 || Apprentice || 3 || 12
 
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|8 || +4 || +8 || +3 || +3 || +7 || +3 || align="left"|Prestidigitation || d6 || Journeyman || Apprentice || Initiate
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|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|10 || +5 || +10 || +4 || +4 || +9 || +4 || align="left"|Mage Talent || d6 || Adept || Apprentice || Initiate
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|10 || +5 || +10 || +4 || +4 || +9 || +4 || align="left"|Mage Talent || d8 || Journeyman || 4 || 16
 
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|11 || +5 || +11 || +4 || +4 || +10 || +4 || align="left"|  || d8 || Adept || Apprentice || Initiate
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|11 || +5 || +11 || +4 || +4 || +10 || +4 || align="left"|  || d10 || Journeyman || 4 || 18
 
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|-style="background:#FCA294;"
|12 || +6 || +12 || +5 || +5 || +10 || +5 || align="left"|Mage Talent || d8 || Adept || Apprentice || Initiate
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|12 || +6 || +12 || +5 || +5 || +10 || +5 || align="left"|Mage Talent || d10 || Journeyman || 4 || 19
 
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|13 || +6 || +13 || +5 || +5 || +11 || +5 || align="left"|  || d8 || Adept || Journeyman || Initiate
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|13 || +6 || +13 || +5 || +5 || +11 || +5 || align="left"|  || d10 || Adept || 5 || 20
 
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|-style="background:#FCA294;"
|14 || +7 || +14 || +5 || +5 || +12 || +5 || align="left"|Mage Talent || d8 || Adept || Journeyman || Apprentice
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|14 || +7 || +14 || +5 || +5 || +12 || +5 || align="left"|Mage Talent || d10 || Adept || 5 || 22
 
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|15 || +7 || +15 || +6 || +6 || +13 || +6 || align="left"|  || d8 || Adept || Journeyman || Apprentice
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|15 || +7 || +15 || +6 || +6 || +13 || +6 || align="left"|  || d12 || Adept || 5 || 23
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|16 || +8 || +16 || +6 || +6 || +13 || +6 || align="left"|Mage Talent || d10 || Master || Journeyman || Apprentice
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|16 || +8 || +16 || +6 || +6 || +13 || +6 || align="left"|Mage Talent || d12 || Adept || 5 || 24
 
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|17 || +8 || +17 || +7 || +7 || +14 || +7 || align="left"|  || d10 || Master || Journeyman || Apprentice
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|-style="background:#FCA294;"
|18 || +9 || +18 || +7 || +7 || +15 || +7 || align="left"|Mage Talent || d10 || Master || Journeyman || Apprentice
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|18 || +9 || +18 || +7 || +7 || +15 || +7 || align="left"|Mage Talent || d12 || Master || 6 || 27
 
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|19 || +9 || +19 || +7 || +7 || +16 || +7 || align="left"|  || d10 || Master || Adept || Apprentice
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|19 || +9 || +19 || +7 || +7 || +16 || +7 || align="left"|  || d20 || Master || 6 || 28
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|20 || +10 || +20 || +8 || +8 || +16 || +8 || align="left"|Mage Talent || d10 || Master || Adept || Apprentice
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|20 || +10 || +20 || +8 || +8 || +16 || +8 || align="left"|Mage Talent || d20 || Master || 6 || 30
 
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Revision as of 14:18, 7 April 2016

The Mage
  Magic
Level BAB FRC Fort Ref Will Det Special Mana Die Max Spell Grade Paths Spells Known
1 +0 +1 +0 +0 +2 +0 Prestidigitation d4 Initiate 2 4
2 +1 +2 +1 +1 +3 +1 Prestidigitation d4 Initiate 2 6
3 +1 +3 +1 +1 +4 +1   d6 Apprentice 2 7
4 +2 +4 +1 +1 +4 +1 Prestidigitation d6 Apprentice 2 8
5 +2 +5 +2 +2 +5 +2   d6 Apprentice 3 10
6 +3 +6 +2 +2 +6 +2 Prestidigitation d6 Apprentice 3 11
7 +3 +7 +3 +3 +7 +3   d8 Apprentice 3 12
8 +4 +8 +3 +3 +7 +3 Prestidigitation d8 Journeyman 3 14
9 +4 +9 +3 +3 +8 +3   d8 Journeyman 4 15
10 +5 +10 +4 +4 +9 +4 Mage Talent d8 Journeyman 4 16
11 +5 +11 +4 +4 +10 +4   d10 Journeyman 4 18
12 +6 +12 +5 +5 +10 +5 Mage Talent d10 Journeyman 4 19
13 +6 +13 +5 +5 +11 +5   d10 Adept 5 20
14 +7 +14 +5 +5 +12 +5 Mage Talent d10 Adept 5 22
15 +7 +15 +6 +6 +13 +6   d12 Adept 5 23
16 +8 +16 +6 +6 +13 +6 Mage Talent d12 Adept 5 24
17 +8 +17 +7 +7 +14 +7   d12 Adept 6 26
18 +9 +18 +7 +7 +15 +7 Mage Talent d12 Master 6 27
19 +9 +19 +7 +7 +16 +7   d20 Master 6 28
20 +10 +20 +8 +8 +16 +8 Mage Talent d20 Master 6 30

 

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 Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Class Skills: The Mage’s class skills are Analysis, Crafting, Falsify, Insight, Intimidate, Legerdemain, Lore (Magic), Resolve, and Search.

Skill Points at Each Level: 4 + Int modifier.

Starting Age: Moderate.

Class Features

All of the following are class features of the mage.

Proficiencies

Weapons: All simple weapons.

Armor: Light armor, but not shields.

Implements: Wands.

Spells

Mages are casters, which means that they make use of spells, expressions of power ripped from the leylines that metaphysically cross the material plane. As casters, mages must expend mana to cast spells, a metaphysical resource produced by the strength of his will and personal conviction. With a long rest, the mage replenishes his mana completely.

 

Magic Paths
Path Description Example Spells
Artifice Artifice is the art of manipulating magical energies and binding them to items, or otherwise manipulating the magics inherent in objects. It can also magically fabricate short-lived objects from thin air. break, identify, repair
Conjury Conjurations heal creatures, weave protections of both physical and magical natures, and can conjure obstructions and barriers. Conjury has a limited ability to manipulate objects and locations, preventing unwanted access. astra, curaga, protect
Malediction Maledictions are baleful magics, impeding creatures or harming them in subtle ways, or even calling forth the dead. Powerful maledictions can even bind the service of outsiders, binding them to the maledictor's will. bio, corruption, hex
Sorcery Vulgar magics, sorceries are powerful but obvious magics, with a wide variety of effects. Sorceries are usually not versatile spells, with most having direct, obvious applications. flight, invisibility, polymorph
Thaumaturgy Thaumaturgy deals with the direct manipulation of energies and the elements, giving the mage command over the forces of nature. Lightning, fire, and ice are the most common tools of this path. blizzard, fira, thundaja
Wizardry Subtle magics, wizardry is an art, its spellcraft focused on spells whose effects are incredibly varied. Scrying, manipulating creatures' minds, and illusions are the hallmark of wizardry. charm, image, scrying

 

Spells are a combination of the mage's will to modify the world and the power imparted by accessing leylines; as such, so long as the mage has sufficient mana to fuel the spell, it will always function. The mana and minimum Intelligence needed to use a spell are indicated on the table to the right.

Spell Stats by Grade
Grade Minimum Intelligence Minimum Secondary Ability MP Cost
Initiate 11 10 1
Apprentice 14 11 4
Journeyman 17 12 9
Adept 20 13 16
Master 23 14 25

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.

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.

Conjury

Spells of the Conjury path.

Initiate Conjury Spells
Spell Name Effect
Barrier Target creature gains barrier for one energy type for 5 rounds.
Basuna Remove a status ailment from a creature that has a duration of 5 rounds remaining or less.
Cure Heal a target for potency 4 hit points; this amount is halved if the target does not spend a healing surge.
Light Create a light that shines like a torch.
Protect Target creature gains protect for 5 rounds.
Shell Target creature gains shell for 5 rounds.

 

Apprentice Conjury Spells
Spell Name Effect
Aid Target creature gets a +1 bonus to most rolls for 5 rounds.
Adloquium Heal a target for potency 2 hit points; target also gains a shield with a value of potency 2 that lasts for 5 rounds.
Astra Target creature gains astra (1) for 5 rounds or until expended.
Cura Heal a target for potency 6 hit points; this amount is halved if the target does not spend a healing surge.
Daylight Create an area of bright illumination.
Esuna Remove a status ailment from a creature.
Holy Spell attack deals potency 3 holy damage; resonance causes stun for 1 round.
Raise Revive a dead creature, restoring them to 1 hp/level.
Regen Target creature gains regen with potency 3 for 5 rounds.

 

Journeyman Conjury Spells
Spell Name Effect
Aidara Target gains +2 to most d20 rolls for 5 minutes.
Barriaga Allies within a 20-foot radius burst gain barrier against one energy type for 5 rounds.
Basunaga Allies within a 20-foot radius burst have a single status ailment with short remaining duration removed.
Bubble Target creature gains bubble (25%) for 5 rounds.
Curaga Allies within a 20-foot radius heal for potency 5 hit points; this amount is halved if the target does not spend a healing surge.
Esunara Remove all status ailments from a single target.
Medica Heal a target for potency 4 hit points; this amount is halved if the target does not spend a healing surge.
Null Target creature gains immunity to one energy type for 5 rounds.
Protectaga Allies within a 20-foot radius burst gain protect for 5 rounds.
Shellaga Allies within a 20-foot radius burst gain shell for 5 rounds.
Succor Allies within a 20-foot radius burst are healed for potency 3 hit points; targets also gain a shield with a value of potency 3 that lasts for 5 rounds.

 

Adept Conjury Spells
Spell Name Effect

 

Master Conjury Spells
Spell Name Effect

 

Thaumaturgy

Spells of the Thaumaturgy path.

Initiate Thaumaturgy Spells
Spell Name Effect
Blizzard Spell attack deals potency 2 ice damage; resonance causes immobilize for 1 round.
Fire Spell attack deals potency 3 fire damage at range; resonance causes burn for 1 round.
Magic Missile Bolt of force automatically hits a target, dealing potency 1 arcane damage.
Thunder Spell attack deals potency 2 lightning damage; resonance causes stun for 1 round.

 

Apprentice Thaumaturgy Spells
Spell Name Effect
Acid Spell attack deals potency 3 acid damage; resonance causes ongoing potency 1 acid damage for 3 rounds.
Aero Spell attack deals potency 4 wind damage; resonance disarms the target.
Blizzara Spell attack deals potency 4 ice damage; resonance causes immobilize for 3 rounds.
Fira Spell attack deals potency 5 fire damage at range; resonance causes burn for 3 rounds.
Scathe Spell attack deals potency 4 arcane damage.
Stone Spell attack deals potency 3 earth damage; resonance causes confusion for 1 round.
Thundara Spell attack deals potency 4 lightning damage; resonance causes stun for 2 rounds.
Water Spell attack deals potency 3 water damage; resonance pushes the target away from you.

 

Journeyman Thaumaturgy Spells
Spell Name Effect
Air Shield Surround target with orbs of elemental air, granting flight. Expend an orb to restore swift/immediate action and attacks of opportunity.
Blizzaga Deal potency 3 ice damage in a 30-foot cone; resonance causes immobilize for 1 round.
Earth Shield Surround target with orbs of elemental earth, granting regen. Expend an orb to gain a potency 3 shield.
Firaga Deal potency 4 fire damage in a 20-foot radius burst; resonance causes burn for 1 round.
Fire Shield Surround target with orbs of elemental fire, dealing potency 2 fire damage to melee attackers. Expend an orb to increase the potency of next spell by +1.
Flashfreeze Create an area of ice that causes creatures who move to move erratically, possibly become frozen.
Gyre Spout Create a globe of water that deals potency 3 water damage to those near it and causes ongoing water damage with potency 2.
Ice Shield Surround target with orbs of elemental ice, granting DR. Expend an orb to counter a physical attack.
Infernal Nail Create a pillar of flame that deals potency 4 fire damage to all near it.
Lightning Shield Surround target with orbs of elemental lightning, dealing potency 2 lightning damage to ranged attackers. Expend an orb to teleport up to 30 feet.
Lightning Tether Join two creatures with a tether of lightning; if not broken by your next turn, deals potency 5 lightning damage to both.
Mistral Shriek Send forth a shock wave of air, dealing potency 4 wind/sonic damage and strips status boons.
Shatterstones Create rocks infused with elemental earth that explode at the beginning of your next turn, dealing potency 3 earth damage.
Shout Deal potency 4 ice damage in a 30-foot cone; resonance causes deafen for 5 rounds.
Thundaga Deal potency 2 lightning damage in a 60-foot line; resonance causes stun for 1 round.
Water Shield Surround target with orbs of elemental water, granting regen. Expend an orb to restore potency 1 MP.

 

Adept Thaumaturgy Spells
Spell Name Effect
Firaya Spell attack deals potency 7 fire damage at range; a critical hit causes burn.

 

Master Thaumaturgy Spells
Spell Name Effect
Firaja Deal potency 6 fire damage in a 40-foot radius burst; creatures that fail the save with a natural 1 also gain burn.

 

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.