Difference between revisions of "Test Page 4"

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(Mage)
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|width="9%"|''Spells Known''
 
|width="9%"|''Spells Known''
 
|-
 
|-
|1 || +0 || +1 || +0 || +0 || +2 || +0 || align="left"|Prestidigitation || d4 || Initiate || 2 || 4
+
|1 || +0 || +1 || +0 || +0 || +2 || +0 || align="left"|Prestidigitation || d4 || Initiate || 1 || 4
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|2 || +1 || +2 || +1 || +1 || +3 || +1 || align="left"|Prestidigitation || d4 || Initiate || 2 || 6
+
|2 || +1 || +2 || +1 || +1 || +3 || +1 || align="left"|Prestidigitation || d4 || Initiate || 1 || 6
 
|-
 
|-
 
|3 || +1 || +3 || +1 || +1 || +4 || +1 || align="left"|  || d6 || Apprentice || 2 || 7
 
|3 || +1 || +3 || +1 || +1 || +4 || +1 || align="left"|  || d6 || Apprentice || 2 || 7
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|4 || +2 || +4 || +1 || +1 || +4 || +1 || align="left"|Prestidigitation || d6 || Apprentice || 2 || 8
 
|4 || +2 || +4 || +1 || +1 || +4 || +1 || align="left"|Prestidigitation || d6 || Apprentice || 2 || 8
 
|-
 
|-
|5 || +2 || +5 || +2 || +2 || +5 || +2 || align="left"|  || d6 || Apprentice || 3 || 10
+
|5 || +2 || +5 || +2 || +2 || +5 || +2 || align="left"|  || d6 || Apprentice || 2 || 10
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|6 || +3 || +6 || +2 || +2 || +6 || +2 || align="left"|Prestidigitation || d6 || Apprentice || 3 || 11
+
|6 || +3 || +6 || +2 || +2 || +6 || +2 || align="left"|Prestidigitation || d6 || Apprentice || 2 || 11
 
|-
 
|-
 
|7 || +3 || +7 || +3 || +3 || +7 || +3 || align="left"|  || d8 || Apprentice || 3 || 12
 
|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 || d8 || Journeyman || 3 || 14
 
|8 || +4 || +8 || +3 || +3 || +7 || +3 || align="left"|Prestidigitation || d8 || Journeyman || 3 || 14
 
|-
 
|-
|9 || +4 || +9 || +3 || +3 || +8 || +3 || align="left"|  || d8 || Journeyman || 4 || 15
+
|9 || +4 || +9 || +3 || +3 || +8 || +3 || align="left"|  || d8 || Journeyman || 3 || 15
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|10 || +5 || +10 || +4 || +4 || +9 || +4 || align="left"|Mage Talent || d8 || Journeyman || 4 || 16
+
|10 || +5 || +10 || +4 || +4 || +9 || +4 || align="left"|Mage Talent || d8 || Journeyman || 3 || 16
 
|-
 
|-
 
|11 || +5 || +11 || +4 || +4 || +10 || +4 || align="left"|  || d10 || Journeyman || 4 || 18
 
|11 || +5 || +11 || +4 || +4 || +10 || +4 || align="left"|  || d10 || Journeyman || 4 || 18
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|12 || +6 || +12 || +5 || +5 || +10 || +5 || align="left"|Mage Talent || d10 || Journeyman || 4 || 19
 
|12 || +6 || +12 || +5 || +5 || +10 || +5 || align="left"|Mage Talent || d10 || Journeyman || 4 || 19
 
|-
 
|-
|13 || +6 || +13 || +5 || +5 || +11 || +5 || align="left"|  || d10 || Adept || 5 || 20
+
|13 || +6 || +13 || +5 || +5 || +11 || +5 || align="left"|  || d10 || Adept || 4 || 20
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|14 || +7 || +14 || +5 || +5 || +12 || +5 || align="left"|Mage Talent || d10 || Adept || 5 || 22
+
|14 || +7 || +14 || +5 || +5 || +12 || +5 || align="left"|Mage Talent || d10 || Adept || 4 || 22
 
|-
 
|-
 
|15 || +7 || +15 || +6 || +6 || +13 || +6 || align="left"|  || d12 || Adept || 5 || 23
 
|15 || +7 || +15 || +6 || +6 || +13 || +6 || align="left"|  || d12 || Adept || 5 || 23
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|16 || +8 || +16 || +6 || +6 || +13 || +6 || align="left"|Mage Talent || d12 || Adept || 5 || 24  
 
|16 || +8 || +16 || +6 || +6 || +13 || +6 || align="left"|Mage Talent || d12 || Adept || 5 || 24  
 
|-
 
|-
|17 || +8 || +17 || +7 || +7 || +14 || +7 || align="left"|  || d12 || Adept || 6 || 26  
+
|17 || +8 || +17 || +7 || +7 || +14 || +7 || align="left"|  || d12 || Adept || 5 || 26  
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|18 || +9 || +18 || +7 || +7 || +15 || +7 || align="left"|Mage Talent || d12 || Master || 6 || 27
+
|18 || +9 || +18 || +7 || +7 || +15 || +7 || align="left"|Mage Talent || d12 || Master || 5 || 27
 
|-
 
|-
 
|19 || +9 || +19 || +7 || +7 || +16 || +7 || align="left"|  || d20 || Master || 6 || 28
 
|19 || +9 || +19 || +7 || +7 || +16 || +7 || align="left"|  || d20 || Master || 6 || 28
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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, minimum Intelligence, and minimum secondary ability needed to use a spell are indicated on the table to the right.
 
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, minimum Intelligence, and minimum secondary ability needed to use a spell are indicated on the table to the right.
  
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="5;" style="background:#CD0000; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Spell Stats by Grade</font></div>
 
! colspan="5;" style="background:#CD0000; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Spell Stats by Grade</font></div>
 
|-
 
|-
! width="25%"|Grade
+
! width="22%"|Grade
! width="25%"|Minimum Intelligence
+
! width="28%"|Minimum Intelligence
! width="25%"|Minimum Secondary Ability
+
! width="34%"|Minimum Secondary Ability
! width="25%"|MP Cost
+
! width="16%"|MP Cost
 
|-
 
|-
 
| Initiate || 11 || 10 || 1  
 
| Initiate || 11 || 10 || 1  
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|}
 
|}
  
'''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.
+
The mage gains bonus mana based on his Intelligence. At each level, the mage gains more mana equal to their ''mana die'' for that level, plus his Intelligence bonus.
  
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 mage begins with four known spells. He gains knowledge of additional spells each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two spells for new spells from any path he can access.  
  
The paths are as follows.
+
The mage's ''key ability'' for his ''magical attacks'' is his Intelligence; if his secondary ability score for the spell's path is greater than his Intelligence, he can use that instead (for instance, if you have a 16 Int and an 18 Wis, you can use your Wisdom for ''magical attacks'' made with Conjury spells).  
  
'''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.
+
Magic spells also have secondary effects that depend upon ''resonance''. Your resonance value is equal to your Intelligence modifier. When you make a ''magical attack'', if you hit by an amount equal to your resonance value or less, or if you miss by an amount equal to your resonance value or less, the target suffers the spells' resonance effect.
  
The three types of implements are tomes, staffs, and orbs.
+
<div id="Prestidigitation">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Prestidigitation</font></div>
 +
|}
 +
At first level and every even level before 10th, the mage learns a relatively simple magic trick. Select one of the following abilities; unless otherwise specified, each ability can only be selected once.
  
* '''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.
+
<div id="Mage Talent">
** ''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.
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
** ''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.
+
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mage Talent</font></div>
** ''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.
+
At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.
** ''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''.
 
* ''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''.
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The following are mage spells, ordered by path, then by grade.
 
The following are mage spells, ordered by path, then by grade.
  
==Conjury==
+
=Design Notes=
Spells of the Conjury path.
+
'''June 12, 2016:''' Not a complete redesign, but quite close.
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Initiate Conjury Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|Barrier || Target creature gains ''barrier'' for one energy type for 5 rounds.
 
|- align="left" style="background:#FCA294;"
 
|Basuna || Remove a status ailment from a creature that has a duration of 5 rounds remaining or less.
 
|- align="left"
 
|Cure || Heal a target for ''potency 4'' hit points; this amount is halved if the target does not spend a healing surge.
 
|- align="left" style="background:#FCA294;"
 
|Light || Create a light that shines like a torch.
 
|- align="left"
 
|Protect || Target creature gains ''protect'' for 5 rounds.
 
|- align="left" style="background:#FCA294;"
 
|Shell || Target creature gains ''shell'' for 5 rounds.
 
|}
 
 
&nbsp;
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Apprentice Conjury Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|Aid || Target creature gets a +1 bonus to most rolls for 5 rounds.
 
|- align="left" style="background:#FCA294;"
 
|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.
 
|- align="left"
 
|Astra || Target creature gains ''astra (1)'' for 5 rounds or until expended.
 
|- align="left" style="background:#FCA294;"
 
|Cura || Heal a target for ''potency 6'' hit points; this amount is halved if the target does not spend a healing surge.
 
|- align="left"
 
|Daylight || Create an area of bright illumination.
 
|- align="left" style="background:#FCA294;"
 
|Esuna || Remove a status ailment from a creature.
 
|- align="left"
 
|Holy || Spell attack deals ''potency 3'' holy damage; resonance causes ''stun'' for 1 round.
 
|- align="left" style="background:#FCA294;"
 
|Raise || Revive a ''dead'' creature, restoring them to 1 hp/level.
 
|- align="left"
 
|Regen || Target creature gains ''regen'' with ''potency 3'' for 5 rounds.
 
|}
 
 
&nbsp;
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Journeyman Conjury Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|Aidara || Target gains +2 to most d20 rolls for 5 minutes.
 
|- align="left" style="background:#FCA294;"
 
|Barriaga || Allies within a 20-foot radius burst gain ''barrier'' against one energy type for 5 rounds.
 
|- align="left"
 
|Basunaga || Allies within a 20-foot radius burst have a single status ailment with short remaining duration removed.
 
|- align="left" style="background:#FCA294;"
 
|Bubble || Target creature gains ''bubble (25%)'' for 5 rounds.
 
|- align="left"
 
|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.
 
|- align="left" style="background:#FCA294;"
 
|Esunara || Remove all status ailments from a single target.
 
|- align="left"
 
|Medica || Heal a target for ''potency 4'' hit points; this amount is halved if the target does not spend a healing surge.
 
|- align="left" style="background:#FCA294;"
 
|Null || Target creature gains ''immunity'' to one energy type for 5 rounds.
 
|- align="left"
 
|Protectaga || Allies within a 20-foot radius burst gain ''protect'' for 5 rounds.
 
|- align="left" style="background:#FCA294;"
 
|Shellaga || Allies within a 20-foot radius burst gain ''shell'' for 5 rounds.
 
|- align="left"
 
|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.
 
|}
 
 
&nbsp;
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Adept Conjury Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|
 
|}
 
 
&nbsp;
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Master Conjury Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|
 
|}
 
 
&nbsp;
 
 
==Thaumaturgy==
 
Spells of the Thaumaturgy path.
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Initiate Thaumaturgy Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|Blizzard || Spell attack deals ''potency 2'' ice damage; resonance causes ''immobilize'' for 1 round.
 
|- align="left"  style="background:#FCA294;"
 
|[[Magic:_Spells_D-F#Fire|Fire]] || Spell attack deals ''potency 3'' fire damage at range; resonance causes ''[[D20_Mechanic:_Status_Effects#Burn|burn]]'' for 1 round.
 
|- align="left"
 
|Magic Missile || Bolt of force automatically hits a target, dealing ''potency 1'' arcane damage.
 
|- align="left" style="background:#FCA294;"
 
|Thunder || Spell attack deals ''potency 2'' lightning damage; resonance causes ''stun'' for 1 round.
 
|}
 
 
&nbsp;
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Apprentice Thaumaturgy Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|Acid || Spell attack deals ''potency 3'' acid damage; resonance causes ''ongoing potency 1 acid damage'' for 3 rounds.
 
|- align="left" style="background:#FCA294;"
 
|Aero || Spell attack deals ''potency 4'' wind damage; resonance disarms the target.
 
|- align="left"
 
|Blizzara || Spell attack deals ''potency 4'' ice damage; resonance causes ''immobilize'' for 3 rounds.
 
|- align="left" style="background:#FCA294;"
 
|[[Magic:_Spells_D-F#Fira|Fira]] || Spell attack deals ''potency 5'' fire damage at range; resonance causes ''[[D20_Mechanic:_Status_Effects#Burn|burn]]'' for 3 rounds.
 
|- align="left"
 
|Scathe || Spell attack deals ''potency 4'' arcane damage.
 
|- align="left" style="background:#FCA294;"
 
|Stone || Spell attack deals ''potency 3'' earth damage; resonance causes ''confusion'' for 1 round.
 
|- align="left"
 
|Thundara || Spell attack deals ''potency 4'' lightning damage; resonance causes ''stun'' for 2 rounds.
 
|- align="left" style="background:#FCA294;"
 
|Water || Spell attack deals ''potency 3'' water damage; resonance pushes the target away from you.
 
|}
 
 
&nbsp;
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Journeyman Thaumaturgy Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|Air Shield || Surround target with orbs of elemental air, granting flight. Expend an orb to restore swift/immediate action and attacks of opportunity.
 
|- align="left" style="background:#FCA294;"
 
|Blizzaga || Deal ''potency 3'' ice damage in a 30-foot cone; resonance causes ''immobilize'' for 1 round.
 
|- align="left"
 
|Earth Shield || Surround target with orbs of elemental earth, granting ''regen''. Expend an orb to gain a ''potency 3'' shield.
 
|- align="left" style="background:#FCA294;"
 
|[[Magic:_Spells_D-F#Firaga|Firaga]] || Deal ''potency 4'' fire damage in a 20-foot radius burst; resonance causes ''[[D20_Mechanic:_Status_Effects#Burn|burn]]'' for 1 round.
 
|- align="left"
 
|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.
 
|- align="left" style="background:#FCA294;"
 
|Flashfreeze || Create an area of ice that causes creatures who move to move erratically, possibly become frozen.
 
|- align="left"
 
|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''.
 
|- align="left" style="background:#FCA294;"
 
|Ice Shield || Surround target with orbs of elemental ice, granting DR. Expend an orb to counter a physical attack.
 
|- align="left"
 
|Infernal Nail || Create a pillar of flame that deals ''potency 4'' fire damage to all near it.
 
|- align="left" style="background:#FCA294;"
 
|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.
 
|- align="left"
 
|Lightning Tether || Join two creatures with a tether of lightning; if not broken by your next turn, deals ''potency 5'' lightning damage to both.
 
|- align="left" style="background:#FCA294;"
 
|Mistral Shriek || Send forth a shock wave of air, dealing ''potency 4'' wind/sonic damage and strips status boons.
 
|- align="left"
 
|Shatterstones || Create rocks infused with elemental earth that explode at the beginning of your next turn, dealing ''potency 3'' earth damage.
 
|- align="left" style="background:#FCA294;"
 
|Shout || Deal ''potency 4'' ice damage in a 30-foot cone; resonance causes ''deafen'' for 5 rounds.
 
|- align="left"
 
|Thundaga || Deal ''potency 2'' lightning damage in a 60-foot line; resonance causes ''stun'' for 1 round.
 
|- align="left" style="background:#FCA294;"
 
|Water Shield || Surround target with orbs of elemental water, granting ''regen''. Expend an orb to restore ''potency 1'' MP.
 
|}
 
 
&nbsp;
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Adept Thaumaturgy Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|[[Magic:_Spells_D-F#Firaya|Firaya]] || Spell attack deals ''potency 7'' fire damage at range; a critical hit causes ''[[D20_Mechanic:_Status_Effects#Burn|burn]]''.
 
|}
 
 
&nbsp;
 
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Master Thaumaturgy Spells</font></div>
 
|-
 
! width="20%"|Spell Name
 
! width="80%"|Effect
 
|-style="background:white;" align="left"
 
|[[Magic:_Spells_D-F#Firaja|Firaja]] || Deal ''potency 6'' fire damage in a 40-foot radius burst; creatures that fail the save with a ''natural 1'' also gain ''[[D20_Mechanic:_Status_Effects#Burn|burn]]''.
 
|}
 
 
&nbsp;
 
 
=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.
 
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.
  

Revision as of 11:37, 12 June 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 1 4
2 +1 +2 +1 +1 +3 +1 Prestidigitation d4 Initiate 1 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 2 10
6 +3 +6 +2 +2 +6 +2 Prestidigitation d6 Apprentice 2 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 3 15
10 +5 +10 +4 +4 +9 +4 Mage Talent d8 Journeyman 3 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 4 20
14 +7 +14 +5 +5 +12 +5 Mage Talent d10 Adept 4 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 5 26
18 +9 +18 +7 +7 +15 +7 Mage Talent d12 Master 5 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. However, with sufficient knowledge, resolve, and force of will, an individual can tap into these leylines and wrest forth their secrets, revealing powers capable of twisting reality to the wishes of he who tapped into it. Those who steel their minds and seek to map out the myriad twisting lines of power etched into reality are known as mages.

The leylines are not a science, and there is no rhyme or reason to their existence, nor are they predictable in their effects. A mage who taps a given leyline may unlock the ability to heal an ally, while another mage who taps the same leyline instead is able to summon forth lightning from his hand. The nature of the interaction between leylines and the individuals who tap them is a mysterious and unknowable interplay between the leyline and the mage; however, one common thread among all mages is the need to speak aloud their desire when accessing a leyline. The precise wording is often irrelevant; it is the intent that matters, and mages must be very clear about their intentions regarding the energy from a leyline before it becomes unleashed.

Tapping into a leyline is not dangerous by itself, but those who would wield the powers held within must gird their minds and use their own essence to unlock its power. An apprentice mage who has just begun his studies can tap into the simplest and smallest of leylines, while a master can command all but the most dizzying of them. The only vaguely consistent detail of the wielding of magic is the amount of energy an individual must put into a leyline before it unleashes its secrets at his whim: the energy patterns required by each leyline require the mage to make snap decisions with the amount of energy he devotes to a leyline, and brilliant mages are able to conserve their power, giving them significantly greater staying power, while dullards waste their energies summoning even the weakest of spells.

Mages are dangerous opponents. One can never tell what powers a given mage has unlocked merely by looking at him, and magic is a powerful force. With a mere whisper, a mage can mend bone, create pillars of flame, or summon otherworldly creatures to do his bidding. With such power, it is no wonder that mages are often feared: for the goal of many magicians is absolute power, and such power has a tendency to corrupt. While many mages work for the common good, many are all too aware that a mage who decides to pursue his own ends can rapidly turn any opposition to ash, or worse.

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. Each path of magic also requires another ability, however, and so mages cannot pursue intellect to the exclusion of all else.

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: Any three.

Armor: Cloth.

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 Secondary Ability Description
Artifice Cha Artifice is the art of manipulating magical energies and binding them to items, or otherwise manipulating the magics inherent in objects.
Conjury Wis Conjurations heal creatures, weave protections of both physical and magical natures, and can conjure obstructions and barriers.
Malediction Cha Maledictions are baleful magics, impeding creatures or harming them in subtle ways, or even calling forth the dead.
Sorcery Brv Vulgar magics, sorceries are powerful but obvious, with a wide variety of effects with clear applications.
Thaumaturgy Brv Thaumaturgy deals with the direct manipulation of energies and the elements, giving the mage command over the forces of nature.
Wizardry Wis Subtle magics, wizardry is an art, one whose effects are incredibly varied, which often require clever thinking to utilize to their fullest.

 

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, minimum Intelligence, and minimum secondary ability 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

The mage gains bonus mana based on his Intelligence. At each level, the mage gains more mana equal to their mana die for that level, plus his Intelligence bonus.

The mage begins with four known spells. He gains knowledge of additional spells each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two spells for new spells from any path he can access.

The mage's key ability for his magical attacks is his Intelligence; if his secondary ability score for the spell's path is greater than his Intelligence, he can use that instead (for instance, if you have a 16 Int and an 18 Wis, you can use your Wisdom for magical attacks made with Conjury spells).

Magic spells also have secondary effects that depend upon resonance. Your resonance value is equal to your Intelligence modifier. When you make a magical attack, if you hit by an amount equal to your resonance value or less, or if you miss by an amount equal to your resonance value or less, the target suffers the spells' resonance effect.

Prestidigitation

At first level and every even level before 10th, the mage learns a relatively simple magic trick. Select one of the following abilities; unless otherwise specified, each ability can only be selected once.

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.

Design Notes

June 12, 2016: Not a complete redesign, but quite close.

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.