Difference between revisions of "Class: Mage"

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(Class Features)
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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="12;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Mage</font></div>
+
! colspan="13;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Mage</font></div>
 
|-
 
|-
| colspan="8"|&nbsp;
+
| colspan="9"|&nbsp;
 
| colspan="4" style="background:#DA8072;"|'''Magic'''
 
| colspan="4" style="background:#DA8072;"|'''Magic'''
 
|-
 
|-
|width="8%"|'''Level'''
+
|width="5%"|'''Level'''
 
|width="5%"|'''BAB'''
 
|width="5%"|'''BAB'''
 
|width="5%"|'''FRC'''
 
|width="5%"|'''FRC'''
 +
|width="5%"|'''SKL'''
 
|width="5%"|'''Fort'''
 
|width="5%"|'''Fort'''
 
|width="5%"|'''Ref'''
 
|width="5%"|'''Ref'''
 
|width="5%"|'''Will'''
 
|width="5%"|'''Will'''
 
|width="5%"|'''Det'''
 
|width="5%"|'''Det'''
|width="26%" align="left"|'''Special'''
+
|width="23%" align="left"|'''Special'''
 
|width="9%"|''Mana Die''
 
|width="9%"|''Mana Die''
 
|width="9%"|''Max Spell Grade''
 
|width="9%"|''Max Spell Grade''
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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 || +0 || +2 || +0 || align="left"|Arcane Senses || 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 || +1 || +3 || +1 || align="left"|Leyline Manipulation || d4 || Initiate || 1 || 6
 
|-
 
|-
|3 || +1 || +3 || +1 || +1 || +4 || +1 || align="left"|&nbsp; || d6 || Apprentice || 2 || 7
+
|3 || +1 || +3 || +2 || +1 || +1 || +4 || +1 || align="left"|&nbsp; || d4 || Apprentice || 2 || 7
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|4 || +2 || +4 || +1 || +1 || +4 || +1 || align="left"|Prestidigitation || d6 || Apprentice || 2 || 8
+
|4 || +2 || +4 || +3 || +1 || +1 || +4 || +1 || align="left"|Leyline Manipulation || d4 || Apprentice || 2 || 8
 
|-
 
|-
|5 || +2 || +5 || +2 || +2 || +5 || +2 || align="left"|&nbsp; || d6 || Apprentice || 3 || 10
+
|5 || +2 || +5 || +3 || +2 || +2 || +5 || +2 || align="left"|&nbsp; || 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 || +4 || +2 || +2 || +6 || +2 || align="left"|Leyline Manipulation || d6 || Apprentice || 2 || 11
 
|-
 
|-
|7 || +3 || +7 || +3 || +3 || +7 || +3 || align="left"|&nbsp; || d8 || Apprentice || 3 || 12
+
|7 || +3 || +7 || +5 || +3 || +3 || +7 || +3 || align="left"|&nbsp; || d6 || Apprentice || 3 || 12
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|8 || +4 || +8 || +3 || +3 || +7 || +3 || align="left"|Prestidigitation || d8 || Journeyman || 3 || 14
+
|8 || +4 || +8 || +6 || +3 || +3 || +7 || +3 || align="left"|Leyline Manipulation || d6 || Journeyman || 3 || 14
 
|-
 
|-
|9 || +4 || +9 || +3 || +3 || +8 || +3 || align="left"|&nbsp; || d8 || Journeyman || 4 || 15
+
|9 || +4 || +9 || +6 || +3 || +3 || +8 || +3 || align="left"|&nbsp; || 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 || +7 || +4 || +4 || +9 || +4 || align="left"|Mage Talent || d8 || Journeyman || 3 || 16
 
|-
 
|-
|11 || +5 || +11 || +4 || +4 || +10 || +4 || align="left"|&nbsp; || d10 || Journeyman || 4 || 18
+
|11 || +5 || +11 || +8 || +4 || +4 || +10 || +4 || align="left"|&nbsp; || d8 || Journeyman || 4 || 18
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|12 || +6 || +12 || +5 || +5 || +10 || +5 || align="left"|Mage Talent || d10 || Journeyman || 4 || 19
+
|12 || +6 || +12 || +9 || +5 || +5 || +10 || +5 || align="left"|Mage Talent || d8 || Journeyman || 4 || 19
 
|-
 
|-
|13 || +6 || +13 || +5 || +5 || +11 || +5 || align="left"|&nbsp; || d10 || Adept || 5 || 20
+
|13 || +6 || +13 || +9 || +5 || +5 || +11 || +5 || align="left"|&nbsp; || 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 || +10 || +5 || +5 || +12 || +5 || align="left"|Mage Talent || d10 || Adept || 4 || 22
 
|-
 
|-
|15 || +7 || +15 || +6 || +6 || +13 || +6 || align="left"|&nbsp; || d12 || Adept || 5 || 23
+
|15 || +7 || +15 || +11 || +6 || +6 || +13 || +6 || align="left"|&nbsp; || d10 || Adept || 5 || 23
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|16 || +8 || +16 || +6 || +6 || +13 || +6 || align="left"|Mage Talent || d12 || Adept || 5 || 24  
+
|16 || +8 || +16 || +12 || +6 || +6 || +13 || +6 || align="left"|Mage Talent || d10 || Adept || 5 || 24  
 
|-
 
|-
|17 || +8 || +17 || +7 || +7 || +14 || +7 || align="left"|&nbsp; || d12 || Adept || 6 || 26  
+
|17 || +8 || +17 || +12 || +7 || +7 || +14 || +7 || align="left"|&nbsp; || 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 || +13 || +7 || +7 || +15 || +7 || align="left"|Mage Talent || d12 || Master || 5 || 27
 
|-
 
|-
|19 || +9 || +19 || +7 || +7 || +16 || +7 || align="left"|&nbsp; || d20 || Master || 6 || 28
+
|19 || +9 || +19 || +14 || +7 || +7 || +16 || +7 || align="left"|&nbsp; || d12 || Master || 6 || 28
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|20 || +10 || +20 || +8 || +8 || +16 || +8 || align="left"|Mage Talent || d20 || Master || 6 || 30
+
|20 || +10 || +20 || +15 || +8 || +8 || +16 || +8 || align="left"|Mage Talent || d12 || Master || 6 || 30
 
|}
 
|}
  
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: ''"Reality is malleable. Nothing is impossible."''
 
: ''"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.
+
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.
  
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.
+
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.
  
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.
+
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==
 
==Game Rule Information==
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'''[[ The_Forces#Force_Resistance | Force Resistances]]:''' PR 5 + level, TR 5 + level.
 
'''[[ The_Forces#Force_Resistance | 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.
+
'''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 1st Level:''' 5 + Con score.
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'''Healing Surges:''' 6 + 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.
 
'''Starting Age:''' Moderate.
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! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 
|}
 
|}
'''Weapons:''' All simple weapons.
+
'''Weapons:''' Any three.
  
'''Armor:''' Light armor, but not shields.
+
'''Armor:''' Cloth.
  
 
'''Implements:''' [[D20_Mechanic:_Implements#Wands|Wands]].
 
'''Implements:''' [[D20_Mechanic:_Implements#Wands|Wands]].
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&nbsp;
 
&nbsp;
  
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.
+
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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|}
 
|}
  
'''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.
+
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.
  
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.
+
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.  
  
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.
+
If you would gain access to a path, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a path and already have access to six paths, you gain a bonus feat instead.
  
Casting a spell requires mana expenditure as per the table below.
+
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).  
  
'''Initiate  :''' 1 mp
+
Many magic spells also have secondary effects that depend upon ''resonance''. Your resonance value for a given spell is equal to your ability modifier for the spell's path's secondary ability. 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. Note that only spells that call for a ''magical attack'' use resonance.
'''Apprentice :''' 4 mp
+
'''Journeyman :'''  9 mp
+
'''Adept      :''' 16 mp
+
'''Master    :''' 25 mp
+
  
A mage completely replenishes his mana points after a night's rest.
+
<div id="Arcane Senses">
 +
{| 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;">Arcane Senses</font></div>
 +
|}
 +
One of the first skills a budding mage develops is the ability to see beyond reality, attuning their senses to the leylines and metaphysics that inform and shape physical existence.
  
'''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."
+
You automatically learn the arcanic language.  
  
Spells are divided into ten categories, called ''paths''; these groupings are relevant to your ability to access spells.
+
In addition, when you look at a creature, you can spend a swift action to detect any and all status boons and ailments that creature is currently affected by.
  
In addition, in order to cast a spell, you must have a minimum Intelligence score, based upon the grade of the spell.
+
<div id="Leyline Manipulation">
 +
{| 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;">Leyline Manipulation</font></div>
 +
|}
 +
Mages are not content to simply take power they are given access to: part of being a mage is learning to wrest every ounce of magic from leylines and twist it to your advantage, commanding reality to obey your whims.
  
'''Initiate  :''' 11
+
At second, fourth, sixth, and eighth levels, you gain a bonus feat. You can only spend this bonus feat on acquiring [Metamagic] feats.
'''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).
+
<div id="Mage Talent">
 +
{| 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;">Mage Talent</font></div>
 +
|}
 +
At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.
  
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.
+
<div id="Channel">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#FCA294;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Channel</font></div>
 +
|}
 +
As a swift action, you can spend 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.
  
'''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.
+
<div id="Doublecast">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#FCA294;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Doublecast</font></div>
 +
|}
 +
You can, as a full-round action, cast two spells simultaneously, provided neither spell has a casting time of longer than one standard action. The combined MP cost of the two spells can be no greater than double your FRC 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.
+
<div id="Quadramagic">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#FCA294;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Quadramagic</font></div>
 +
|}
 +
'''Prerequisites:''' Doublecast
  
The paths are as follows.
+
You can, as a full-round action, cast four spells simultaneously, provided none of the spells has a casting time of longer than one standard action. The combined MP cost of the four spells can be no greater than triple your FRC bonus.
  
'''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.
+
<div id="Wish">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#FCA294;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Wish</font></div>
 +
|}
 +
'''Prerequisites:''' Mage level 16th+.
  
The three types of implements are tomes, staffs, and orbs.
+
You gain knowledge of the ''wish'' spell.
  
* '''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="Feat">
** ''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:#FCA294;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Feat</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.
+
The mage may gain a bonus feat in place of a talent.
** ''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.
+
=Spells=
 +
The following are mage spells, ordered by path, then by grade.
  
At first level, you can produce the following effects at will, so long as you have at least 1 mp.
+
==Artifice Path==
 +
Words.
  
* ''arcane mark''
+
==Conjury Path==
* ''detect magic''
+
Words.
* ''prestidigitation''
+
* ''light'' (staff only)
+
  
At fifth level, you can produce the following effects at will, so long as you have at least 4 mp.
+
==Malediction Path==
 +
Words.
  
* ''disguise self''
+
==Sorcery Path==
* ''comprehend languages''
+
Words.
* ''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.
+
==Thaumaturgy Path==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="3;" 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="10%"|Spell Name
 +
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-style="background:white;" align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Arc_Lightning|Arc Lightning]] || Strike up to two creatures with lightning, dealing ''potency 2'' lightning damage. || Attempt to strike an additional nearby creature.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Cloud_of_Daggers|Cloud of Daggers]] || You create dozens of tiny daggers made of arcane energy which fill a space. || The cloud follows the original target.
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Crushing_Wind|Crushing Wind]] || A blast of wind deals ''potency 1'' wind damage in an area and knocks the targets ''prone''. || The targets may also become disarmed.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Magic_Missile|Magic Missile]] || Unerringly strike a creature for ''potency 2'' arcane damage. || ---
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Ray_of_Frost|Ray of Frost]] || Strike a creature with a burst of cold dealing ''potency 4'' ice damage. || ''Slow'' the target.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Rune_Pillar|Rune Pillar]] || Create a crackling column of magical energy that deals ''potency 2'' arcane damage to creatures that near it. || ---
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Scorching_Burst|Scorching Burst]] || Blast creatures in a 5 ft radius with ''potency 3'' fire damage. || Inflict ''ongoing fire damage'' with ''potency 1''.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Thunderwave|Thunderwave]] || Create a burst in front of you that deals ''potency 2'' sonic damage and pushes creatures back. || Also knocks targets ''prone''.
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Unraveling_Dart|Unraveling Dart]] || Shoot forth magical missiles that transform into energy the target is ''vulnerable'' to, dealing ''potency 2'' damage of that type. || Temporarily removes ''barrier'' or ''resist damage'' of a random type.
 +
|}
  
* ''arcane sight''
+
&nbsp;
* ''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.
+
==Wizardry Path==
 +
Words.
  
* ''alter self''
+
=Feats=
* ''command''
+
The following are a selection of feats that are relevant to mages.
* ''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.
+
&nbsp;
  
* ''permanency''
+
<div id="Arcane_Recovery">
* ''scrying''
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
* ''teleport'' (self only)
+
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ARCANE RECOVERY [Magic]</font></div>
* ''turn to frog'' (staff only)
+
|-style="background:white;" align="left"
 +
|You can turn your reserves of physical energy into magical power.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' When you spend a ''healing surge'', you can instead choose to gain no HP, and instead regain MP equal to 10% of your maximum MP, rounded down (min 1).
 +
|}
 +
</div>
  
'''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.
+
&nbsp;
  
* ''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''.
+
<div id="Empower_Spell">
** '''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.
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
* ''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).
+
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EMPOWER SPELL [Metamagic]</font></div>
** ''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)
+
|-style="background:white;" align="left"
** ''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)
+
|Your spells are significantly more powerful.
* ''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)
+
|-align="left"
* ''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.
+
|'''Prerequisites:''' Caster.
** ''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)
+
|-align="left"
* ''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.
+
|'''Benefit:''' You can increase all variable, numeric effects of an empowered spell by one-half.
* ''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)
+
|-align="left"
* ''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)
+
|Casting a spell modified in this way costs an additional 4 MP per grade of the spell.
* ''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)
+
|-align="left"
* ''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)
+
|Spells without random variables are not affected by this feat.  
* ''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 ''[[Magic:_Spells_W-Z#Wish|wish]]'' spell. (''Prerequisites:'' Caster level 16th+, must be able to access Master spells)
+
</div>
* ''Feat:'' The mage may gain a bonus feat in place of a talent.
+
  
=Spells=
+
&nbsp;
The following are mage spells, ordered by path, then by grade.
+
  
==Conjury==
+
<div id="Energy_Substitution">
Spells of the Conjury path.
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
+
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">ENERGY SUBSTITUTION [Metamagic]</font></div>
{|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"  
 
|-style="background:white;" align="left"  
|Barrier || Target creature gains ''barrier'' for one energy type for 5 rounds.
+
|Your knowledge of the elements allows you to trade out one sort of energy for another.
|- align="left" style="background:#FCA294;"  
+
|-align="left"  
|Basuna || Remove a status ailment from a creature that has a duration of 5 rounds remaining or less.
+
|'''Prerequisites:''' Caster.
|- align="left"  
+
|-align="left"  
|Cure || Heal a target for ''potency 4'' hit points; this amount is halved if the target does not spend a healing surge.
+
|'''Benefit:''' When you take this feat, choose an energy type.
|- align="left" style="background:#FCA294;"  
+
|-align="left"  
|Light || Create a light that shines like a torch.
+
|You can change the descriptor of a spell, and energy damage it deals if any, to one of the types you selected for this feat.
|- align="left"  
+
|-align="left"  
|Protect || Target creature gains ''protect'' for 5 rounds.
+
|Casting a spell modified in this way costs an additional 2 MP per grade of the spell.
|- align="left" style="background:#FCA294;"  
+
|-align="left"  
|Shell || Target creature gains ''shell'' for 5 rounds.
+
|You can take this feat multiple times; each time you do, you select a new energy type.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extend_Spell">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTEND SPELL [Metamagic]</font></div>
! width="20%"|Spell Name
+
! width="80%"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Aid || Target creature gets a +1 bonus to most rolls for 5 rounds.
+
|Your spells last significantly longer.
|- align="left" style="background:#FCA294;"  
+
|-align="left"  
|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.
+
|'''Prerequisites:''' Caster.
|- align="left"
+
|-align="left"  
|Astra || Target creature gains ''astra (1)'' for 5 rounds or until expended.
+
|'''Benefit:''' You can double the duration of a spell.
|- align="left" style="background:#FCA294;"
+
|-align="left"  
|Cura || Heal a target for ''potency 6'' hit points; this amount is halved if the target does not spend a healing surge.
+
|Casting a spell modified in this way costs an additional 2 MP per grade of the spell.
|- align="left"
+
|-align="left"  
|Daylight || Create an area of bright illumination.
+
|Spells without a duration shorter than Brief (5 rounds) or Permanent or longer are not affected by this feat.
|- 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.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extra_Mana">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;">EXTRA MANA [Magic]</font></div>
! width="20%"|Spell Name
+
! width="80%"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Aidara || Target gains +2 to most d20 rolls for 5 minutes.
+
|Your force of will is strong.
|- align="left" style="background:#FCA294;"
+
|-align="left"  
|Barriaga || Allies within a 20-foot radius burst gain ''barrier'' against one energy type for 5 rounds.
+
|'''Prerequisites:''' Caster.
|- align="left"
+
|-align="left"  
|Basunaga || Allies within a 20-foot radius burst have a single status ailment with short remaining duration removed.
+
|'''Benefit:''' You gain 5 MP. You can take this feat multiple times; its effect stacks.
|- 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.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extra_Path">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;">EXTRA PATH [Magic]</font></div>
! width="20%"|Spell Name
+
! width="80%"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|
+
|Your breadth of knowledge of magic is expansive.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster, access to five or fewer paths.
 +
|-align="left"
 +
|'''Benefit:''' You gain access to another magic path of your choice. You can take this feat multiple times; its effect stacks.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extra_Spells">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;">EXTRA SPELLS [Magic]</font></div>
! width="20%"|Spell Name
+
! width="80%"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|
+
|You have more knowledge of magic than your experience would suggest.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' You gain knowledge of two additional spells of any grade you can access, of any path you can access. You can take this feat multiple times; its effect stacks.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
==Thaumaturgy==
+
<div id="Extraordinary_Talent">
Spells of the Thaumaturgy path.
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
 +
|-style="background:white;" align="left"
 +
|You are more talented than your experience would otherwise suggest.
 +
|-align="left"
 +
|'''Prerequisites:''' Character level 21st+.
 +
|-align="left"
 +
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
 +
|}
 +
</div>
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
&nbsp;
! 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>
+
 
|-
+
<div id="Irresistible_Spell">
! width="20%"|Spell Name
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! width="80%"|Effect
+
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">IRRESISTIBLE SPELL [Metamagic]</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Blizzard || Spell attack deals ''potency 2'' ice damage; resonance causes ''immobilize'' for 1 round.
+
|Others find it difficult to escape your magical grasp.
|- align="left"  style="background:#FCA294;"
+
|-align="left"
|[[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.
+
|'''Prerequisites:''' Caster.
|- align="left"
+
|-align="left"  
|Magic Missile || Bolt of force automatically hits a target, dealing ''potency 1'' arcane damage.
+
|'''Benefit:''' You can cast a spell in such a way that creatures targeted or otherwise affected by it do not gain the benefits of ''evasion'', ''grit'', ''mettle'', or ''tenacity''. If a creature has an ''improved'' or ''perfect'' variant of one of these abilities, it is treated as one step weaker. This effect cannot remove a quality with the ''innate'' tag.
|- align="left" style="background:#FCA294;"
+
|-align="left"  
|Thunder || Spell attack deals ''potency 2'' lightning damage; resonance causes ''stun'' for 1 round.
+
|Casting a spell modified in this way costs an additional 8 MP per grade of the spell.
 +
|-align="left"  
 +
|Spells that do not target a defense are not affected by this feat.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Quicken_Spell">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">QUICKEN SPELL [Metamagic]</font></div>
! width="20%"|Spell Name
+
! width="80%"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Acid || Spell attack deals ''potency 3'' acid damage; resonance causes ''ongoing potency 1 acid damage'' for 3 rounds.
+
|You can rapidly summon magical power.
|- align="left" style="background:#FCA294;"
+
|-align="left"  
|Aero || Spell attack deals ''potency 4'' wind damage; resonance disarms the target.
+
|'''Prerequisites:''' Caster.
|- align="left"
+
|-align="left"  
|Blizzara || Spell attack deals ''potency 4'' ice damage; resonance causes ''immobilize'' for 3 rounds.
+
|'''Benefit:''' You can reduce a spell's casting time to a swift action.
|- align="left" style="background:#FCA294;"
+
|-align="left"  
|[[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.
+
|Casting a spell modified in this way costs an additional 4 MP per grade of the spell.
|- align="left"
+
|-align="left"  
|Scathe || Spell attack deals ''potency 4'' arcane damage.
+
|Spells with a casting time shorter than a swift action or longer than a full-round action are not affected by this feat.
|- 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.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Resonating_Spell">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">RESONATING SPELL [Metamagic]</font></div>
! width="20%"|Spell Name
+
! width="80%"|Effect
+
 
|-style="background:white;" align="left"  
 
|-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.
+
|You pour additional power into a spell, increasing its resonance bound.
|- align="left" style="background:#FCA294;"
+
|-align="left"  
|Blizzaga || Deal ''potency 3'' ice damage in a 30-foot cone; resonance causes ''immobilize'' for 1 round.
+
|'''Prerequisites:''' Caster.
|- align="left"
+
|-align="left"  
|Earth Shield || Surround target with orbs of elemental earth, granting ''regen''. Expend an orb to gain a ''potency 3'' shield.
+
|'''Benefit:''' You can increase a spell's ''resonance bound'' by a number no greater than your FRC bonus.
|- align="left" style="background:#FCA294;"
+
|-align="left"  
|[[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.
+
|Casting a spell modified in this way costs additional MP equal to the amount you increased the ''resonance bound'' per grade of the spell
|- align="left"
+
|-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.
+
|Spells that do not call for a ''magical attack'' are not affected by this feat.  
|- 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.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Spell_Focus">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;">SPELL FOCUS [Magic]</font></div>
! width="20%"|Spell Name
+
! width="80%"|Effect
+
 
|-style="background:white;" align="left"  
 
|-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]]''.
+
|Your ability to wield one path of magic is improved.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' Choose a magic path you can access. You gain a +2 feat bonus on ''magical attacks'' with spells of that path. You can take this feat multiple times; each time you do, select a path you can access for which you have not taken this feat.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Widen_Spell">
! 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>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|-
+
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">WIDEN SPELL [Metamagic]</font></div>
! width="20%"|Spell Name
+
! width="80%"|Effect
+
 
|-style="background:white;" align="left"  
 
|-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]]''.
+
|Your area spells can affect an even greater area.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area are doubled.
 +
|-align="left"
 +
|Casting a spell modified in this way costs an additional 3 MP per grade of the spell.
 +
|-align="left"
 +
|Spells that do not have an area of one of these four sorts are not affected by this feat.  
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
 
=Design Notes=
 
=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.
 
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 21:19, 14 June 2016

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

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.

If you would gain access to a path, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a path and already have access to six paths, you gain a bonus feat instead.

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).

Many magic spells also have secondary effects that depend upon resonance. Your resonance value for a given spell is equal to your ability modifier for the spell's path's secondary ability. 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. Note that only spells that call for a magical attack use resonance.

Arcane Senses

One of the first skills a budding mage develops is the ability to see beyond reality, attuning their senses to the leylines and metaphysics that inform and shape physical existence.

You automatically learn the arcanic language.

In addition, when you look at a creature, you can spend a swift action to detect any and all status boons and ailments that creature is currently affected by.

Leyline Manipulation

Mages are not content to simply take power they are given access to: part of being a mage is learning to wrest every ounce of magic from leylines and twist it to your advantage, commanding reality to obey your whims.

At second, fourth, sixth, and eighth levels, you gain a bonus feat. You can only spend this bonus feat on acquiring [Metamagic] feats.

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

As a swift action, you can spend 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.

▶ Doublecast

You can, as a full-round action, cast two spells simultaneously, provided neither spell has a casting time of longer than one standard action. The combined MP cost of the two spells can be no greater than double your FRC bonus.

▶ Quadramagic

Prerequisites: Doublecast

You can, as a full-round action, cast four spells simultaneously, provided none of the spells has a casting time of longer than one standard action. The combined MP cost of the four spells can be no greater than triple your FRC bonus.

▶ Wish

Prerequisites: Mage level 16th+.

You gain knowledge of the wish spell.

▶ 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.

Artifice Path

Words.

Conjury Path

Words.

Malediction Path

Words.

Sorcery Path

Words.

Thaumaturgy Path

Initiate Thaumaturgy Spells
Spell Name Effect Resonance
Arc Lightning Strike up to two creatures with lightning, dealing potency 2 lightning damage. Attempt to strike an additional nearby creature.
Cloud of Daggers You create dozens of tiny daggers made of arcane energy which fill a space. The cloud follows the original target.
Crushing Wind A blast of wind deals potency 1 wind damage in an area and knocks the targets prone. The targets may also become disarmed.
Magic Missile Unerringly strike a creature for potency 2 arcane damage. ---
Ray of Frost Strike a creature with a burst of cold dealing potency 4 ice damage. Slow the target.
Rune Pillar Create a crackling column of magical energy that deals potency 2 arcane damage to creatures that near it. ---
Scorching Burst Blast creatures in a 5 ft radius with potency 3 fire damage. Inflict ongoing fire damage with potency 1.
Thunderwave Create a burst in front of you that deals potency 2 sonic damage and pushes creatures back. Also knocks targets prone.
Unraveling Dart Shoot forth magical missiles that transform into energy the target is vulnerable to, dealing potency 2 damage of that type. Temporarily removes barrier or resist damage of a random type.

 

Wizardry Path

Words.

Feats

The following are a selection of feats that are relevant to mages.

 

ARCANE RECOVERY [Magic]
You can turn your reserves of physical energy into magical power.
Prerequisites: Caster.
Benefit: When you spend a healing surge, you can instead choose to gain no HP, and instead regain MP equal to 10% of your maximum MP, rounded down (min 1).

 

EMPOWER SPELL [Metamagic]
Your spells are significantly more powerful.
Prerequisites: Caster.
Benefit: You can increase all variable, numeric effects of an empowered spell by one-half.
Casting a spell modified in this way costs an additional 4 MP per grade of the spell.
Spells without random variables are not affected by this feat.

 

ENERGY SUBSTITUTION [Metamagic]
Your knowledge of the elements allows you to trade out one sort of energy for another.
Prerequisites: Caster.
Benefit: When you take this feat, choose an energy type.
You can change the descriptor of a spell, and energy damage it deals if any, to one of the types you selected for this feat.
Casting a spell modified in this way costs an additional 2 MP per grade of the spell.
You can take this feat multiple times; each time you do, you select a new energy type.

 

EXTEND SPELL [Metamagic]
Your spells last significantly longer.
Prerequisites: Caster.
Benefit: You can double the duration of a spell.
Casting a spell modified in this way costs an additional 2 MP per grade of the spell.
Spells without a duration shorter than Brief (5 rounds) or Permanent or longer are not affected by this feat.

 

EXTRA MANA [Magic]
Your force of will is strong.
Prerequisites: Caster.
Benefit: You gain 5 MP. You can take this feat multiple times; its effect stacks.

 

EXTRA PATH [Magic]
Your breadth of knowledge of magic is expansive.
Prerequisites: Caster, access to five or fewer paths.
Benefit: You gain access to another magic path of your choice. You can take this feat multiple times; its effect stacks.

 

EXTRA SPELLS [Magic]
You have more knowledge of magic than your experience would suggest.
Prerequisites: Caster.
Benefit: You gain knowledge of two additional spells of any grade you can access, of any path you can access. You can take this feat multiple times; its effect stacks.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

IRRESISTIBLE SPELL [Metamagic]
Others find it difficult to escape your magical grasp.
Prerequisites: Caster.
Benefit: You can cast a spell in such a way that creatures targeted or otherwise affected by it do not gain the benefits of evasion, grit, mettle, or tenacity. If a creature has an improved or perfect variant of one of these abilities, it is treated as one step weaker. This effect cannot remove a quality with the innate tag.
Casting a spell modified in this way costs an additional 8 MP per grade of the spell.
Spells that do not target a defense are not affected by this feat.

 

QUICKEN SPELL [Metamagic]
You can rapidly summon magical power.
Prerequisites: Caster.
Benefit: You can reduce a spell's casting time to a swift action.
Casting a spell modified in this way costs an additional 4 MP per grade of the spell.
Spells with a casting time shorter than a swift action or longer than a full-round action are not affected by this feat.

 

RESONATING SPELL [Metamagic]
You pour additional power into a spell, increasing its resonance bound.
Prerequisites: Caster.
Benefit: You can increase a spell's resonance bound by a number no greater than your FRC bonus.
Casting a spell modified in this way costs additional MP equal to the amount you increased the resonance bound per grade of the spell
Spells that do not call for a magical attack are not affected by this feat.

 

SPELL FOCUS [Magic]
Your ability to wield one path of magic is improved.
Prerequisites: Caster.
Benefit: Choose a magic path you can access. You gain a +2 feat bonus on magical attacks with spells of that path. You can take this feat multiple times; each time you do, select a path you can access for which you have not taken this feat.

 

WIDEN SPELL [Metamagic]
Your area spells can affect an even greater area.
Prerequisites: Caster.
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area are doubled.
Casting a spell modified in this way costs an additional 3 MP per grade of the spell.
Spells that do not have an area of one of these four sorts are not affected by this feat.

 

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.