Difference between revisions of "Class: Mage"

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Revision as of 16:23, 5 October 2016

The Mage
  Magic
Level BAB FRC SKL Fort Ref Will Det Special Mana Max Spell Grade Paths Spells Known
1 +0 +1 +0 +0 +0 +2 +0 Arcane Senses 3 Initiate 1 4
2 +1 +2 +1 +1 +1 +3 +1 Leyline Manipulation 6 Initiate 1 6
3 +1 +3 +2 +1 +1 +4 +1   9 Apprentice 2 7
4 +2 +4 +3 +1 +1 +4 +1 Leyline Manipulation 12 Apprentice 2 8
5 +2 +5 +3 +2 +2 +5 +2   15 Apprentice 2 10
6 +3 +6 +4 +2 +2 +6 +2 Leyline Manipulation 18 Apprentice 2 11
7 +3 +7 +5 +3 +3 +7 +3   21 Apprentice 3 12
8 +4 +8 +6 +3 +3 +7 +3 Leyline Manipulation 24 Journeyman 3 14
9 +4 +9 +6 +3 +3 +8 +3   27 Journeyman 3 15
10 +5 +10 +7 +4 +4 +9 +4 Mage Talent 30 Journeyman 3 16
11 +5 +11 +8 +4 +4 +10 +4   33 Journeyman 4 18
12 +6 +12 +9 +5 +5 +10 +5 Mage Talent 36 Journeyman 4 19
13 +6 +13 +9 +5 +5 +11 +5   39 Adept 4 20
14 +7 +14 +10 +5 +5 +12 +5 Mage Talent 42 Adept 4 22
15 +7 +15 +11 +6 +6 +13 +6   45 Adept 5 23
16 +8 +16 +12 +6 +6 +13 +6 Mage Talent 48 Adept 5 24
17 +8 +17 +12 +7 +7 +14 +7   51 Adept 5 26
18 +9 +18 +13 +7 +7 +15 +7 Mage Talent 54 Master 5 27
19 +9 +19 +14 +7 +7 +16 +7   57 Master 6 28
20 +10 +20 +15 +8 +8 +16 +8 Mage Talent 60 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: Canes, 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. So long as he is not actively engaged in spellcasting, the mage's mana replenishes naturally over time.

 

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 has an amount of mana at his disposal based upon his caster level, per the class table, above.

Although casting spells is mentally taxing, the mage's mana naturally replenishes over time. At the end of any turn on which he does not cast a spell, the mage regains mana equal to 10% of his maximum amount, minimum 1.

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

Initiate Artifice Spells
Spell Name Effect Resonance
Flameburst Armor    
Icebound Sigil    
Identify    
Magic Weapon    
Repair Object    
Thundering Armor    

 

Apprentice Artifice Spells
Spell Name Effect Resonance
Arcane Anchor    
Break    
Caustic Rampart    
Crumble    
Ice Shards Trap    
Make Whole    
Proxy    
Reinforced Minion    
Shadowy Figurine    
Use Magic Item    

 

Journeyman Artifice Spells
Spell Name Effect Resonance
Barbed Automaton    
Corrosive Sigil    
Dancing Shield    
Dancing Weapon    
Fabricate    
Flameheart Defender    
Healing Figurine    
Icy Blade    
Magic Weapon, Greater    
Phantom Structure    
Radiant Sigil    
Sigil of Luck    
Static Shell    
Thunderclap Armor    
Tremor    
Use Force Item    
Vampiric Weapon    

 

Adept Artifice Spells
Spell Name Effect Resonance
Animate Weapon
Chill Armor    
Coiled Springs Trap    
Dimensional Mooring    
Diminutive Bodyguard    
Hellfire Sigil    
Lightning Sigil    
Planestorm Anchor    
Radiant Forcefield    
Spell Magnet    
Stalwart Defender    
Vorpal Edge    

 

Master Artifice Spells
Spell Name Effect Resonance
Armor of Storms    
Auramorphic Armor    
Haste Sigil    
Simulacrum    
Synchronized Weaponry    

 

Conjury Path

Initiate Conjury Spells
Spell Name Effect Resonance

 

Apprentice Conjury Spells
Spell Name Effect Resonance
Aid Target gains a +2 power bonus on all d20 rolls. Bonus increases to +4.
Adloquium Target can spend a healing surge, and gains a potency 4 shield. The shield becomes potency 6.
Astra Target ignores the next status ailment they would be affected by. Target ignores one additional status ailment.
Beacon of Hope Enemies within the area gain weakened, allies can spend a healing surge. Allies can spend two healing surges.
Cura Target can spend two healing surges. Target can spend an additional healing surge.
Daylight Create a zone of bright illumination. ---
Esuna Remove one status ailment from the target. Remove an additional status ailment from the target.
Holy Deal potency 4 holy damage in an area. The target is also stunned.
Raise Remove the dead status from the target, if that status has existed for 5 or fewer rounds. The target does not gain weakened.
Regen The target gains regen for 5 rounds. The target gains an additional copy of regen.
Sanctuary The target gains a +5 power bonus to all defenses until they attack, for up to 5 rounds. The power bonus increases to +8.

 

Malediction Path

Words.

Sorcery Path

Initiate Sorcery Spells
Spell Name Effect Resonance
Enlarge    
Expeditious Retreat    
Feather Fall    
Float    
Glue    
Grease    
Mystical Debris    
Protection from Missiles    
Shield    

 

Apprentice Sorcery Spells
Spell Name Effect Resonance
Darklight    
Dimension Door    
Disguise Self    
Dispel Magic    
Force Ladder    
Glitterdust    
Invisibility    
Levitate    
Resistance    
Stinking Cloud    
Web    

 

Journeyman Sorcery Spells
Spell Name Effect Resonance
Arcane Gate    
Black Tentacles    
Blur    
Confusion    
Dig    
Dimension Switch    
Displacement    
Energy Devourer    
Fly    
Grasping Hand    
Hold Monster    
Invisibility, Greater    
Mirror Image    
Resilient Sphere    
Stoneskin    
Twist of Space    

 

Adept Sorcery Spells
Spell Name Effect Resonance
Cloudkill    
Dimensional Journey    
Disintegrate    
Fly, Mass    
Magnificent Mansion    
Preserving Sleep    
Turn to Frog    
Wall of Force    
Wraithform    

 

Master Sorcery Spells
Spell Name Effect Resonance
Forcecage    
Insanity    
Legion's Hold    
Sequester    
Time Stop    

 

Thaumaturgy Path

Initiate Thaumaturgy Spells
Spell Name Effect Resonance
Arc Lightning Strike up to two creatures with lightning, dealing potency 3 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 2 wind damage in an area and knocks the targets prone. The targets may also become disarmed.
Magic Missile Unerringly strike a creature for potency 3 arcane damage. ---
Ray of Frost Strike a creature with a burst of cold dealing potency 5 ice damage. Slow the target.
Rune Pillar Create a crackling column of magical energy that deals potency 3 arcane damage to creatures that near it. ---
Scorching Burst Blast creatures in a 5 ft radius with potency 4 fire damage. Inflict ongoing fire damage with potency 1.
Thunderwave Create a burst in front of you that deals potency 3 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.

 

Apprentice Thaumaturgy Spells
Spell Name Effect Resonance
Acid Arrow Blast a creature with acid, dealing potency 5 acid damage, and deal potency 2 acid damage to adjacent creatures. The target takes ongoing potency 1 acid damage.
Arcane Whirlwind Blast an area with wind, dealing potency 3 wind damage to all creatures within it, and create a zone that allows you to move creatures. So long as the zone persists, you can move the original target.
Concussive Echo Deal potency 4 sonic damage; the next time the target makes an attack, it suffers another potency 2 sonic damage. When the secondary effect is triggered, it affects an area.
Empowering Lightning Deal potency 4 lightning damage, and gain a +1 power bonus to the damage potency of the next spell you cast. Increase the bonus to potency to +2.
Flaming Sphere Create a flaming sphere that deals potency 4 fire damage, and persists, dealing potency 2 fire damage to creatures near it. ---
Force Orb Deal potency 4 arcane damage to a creature, and potency 2 arcane damage in a 10-foot radius around it. Target is also knocked prone.
Freezing Cloud Create a zone of freezing air that deals potency 5 ice damage, and continues dealing damage each round. The target is also slowed.
Guardian Blades Surround an ally with blades of force, which attack adjacent creatures who make attacks for potency 3 arcane damage. ---
Rolling Thunder Deal potency 5 sonic damage and slide targets; also creates small balls of thunder that deal potency 2 sonic damage when creatures move out of their space. Thunderballs also deafen.
Skewering Spikes Earthen spikes deal potency 4 earth damage to several creatures. Target also becomes immobilized.

 

Journeyman Thaumaturgy Spells
Spell Name Effect Resonance
Acid Mire    
Cinderfall    
Color Spray    
Corrosive Mist    
Fireball    
Ice Knife    
Ice Storm    
Lightning Bolt    
Lightning Serpent    
Minute Meteors    
Pinioning Vortex    
Scattering Shock    
Spectral Ram    
Thunder Cage    
Thunderstaff    
Winter's Wrath    

 

Adept Thaumaturgy Spells
Spell Name Effect Resonance
Acid Wave    
Combust    
Cone of Cold    
Force Volley    
Frostburn    
Ice Tomb    
Prismatic Beams    
Thunderlance    
Titan's Fist    
Twisting Lightning    

 

Master Thaumaturgy Spells
Spell Name Effect Resonance
Acid Storm    
Chain Lightning    
Meteor Swarm    
Prismatic Spray    
Thunderclap    

 

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 25% of your maximum MP, rounded down (min 1).

 

EMPOWER SPELL [Metamagic]
Your spells are significantly more powerful.
Prerequisites: Caster.
Benefit: You increase the potency of a spell by +2.
Casting a spell modified in this way costs an additional 4 MP per grade of the spell.
Spells without a potency value 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 additional MP equal to your FRC bonus; recalculate your total bonus whenever your FRC bonus increases. 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.

 

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.

 

SPELL KNOWLEDGE [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.

 

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.

Keeping in mind our focus on making resources encounter-based, rather than daily, mages now refresh their mana by a rate of 10% of their maximum on any turn in which they do not cast a spell.