Difference between revisions of "Class: Mage"

From Trinity Wiki
Jump to: navigation, search
(Class Features)
(Feats)
 
(112 intermediate revisions by the same user not shown)
Line 1: Line 1:
: '''This class is a work in progress.'''
 
 
 
{| 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="10;" 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="7"|&nbsp;
+
| colspan="2"|&nbsp;
| colspan="3"|'''--------------- Spell Access ---------------'''
+
| colspan="5" style="background:#DA8072;"|'''Magic'''
 
|-
 
|-
|width="8%"|'''Level'''
+
|width="10%"|'''Level'''
|width="8%" align="left"|'''BAB'''
+
|width="30%" align="left"|'''Special'''
|width="9%"|'''Fort'''
+
|width="12%"|''Mana''
|width="9%"|'''Ref'''
+
|width="12%"|''Refresh Rate''
|width="9%"|'''Will'''
+
|width="12%"|''Max Spell Grade''
|width="20%" align="left"|'''Special'''
+
|width="12%"|''Paths''
|width="7%"|'''Mana Die'''
+
|width="12%"|''Spells Known''
|width="10%"|'''Ruling'''
+
|width="10%"|'''Common'''
+
|width="10%"|'''Inferior'''
+
 
|-
 
|-
|1 || align="left"|+0 || +0 || +0 || +2 || align="left"|Paths, Arcane Implement || d4 || Initiate || ----- || -----
+
|1 || align="left"|Arcane Senses || 3 || 1 || Initiate || 1 || 4
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|2 || align="left"|+1 || +0 || +0 || +3 || align="left"|&nbsp; || d4 || Initiate || ----- || -----
+
|2 || align="left"|Leyline Manipulation || 6 || 1 || Initiate || 1 || 6
 
|-
 
|-
|3 || align="left"|+1 || +1 || +1 || +3 || align="left"|&nbsp; || d4 || Apprentice || ----- || -----
+
|3 || align="left"|&nbsp; || 9 || 2 || Apprentice || 2 || 7
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|4 || align="left"|+2 || +1 || +1 || +4 || align="left"|&nbsp; || d4 || Apprentice || Initiate || -----
+
|4 || align="left"|Leyline Manipulation || 12 || 2 || Apprentice || 2 || 8
 
|-
 
|-
|5 || align="left"|+2 || +1 || +1 || +4 || align="left"|&nbsp; || d4 || Apprentice || Initiate || -----
+
|5 || align="left"|&nbsp; || 15 || 3 || Apprentice || 2 || 10
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|6 || align="left"|+3 || +2 || +2 || +5 || align="left"|&nbsp; || d6 || Journeyman || Initiate || -----
+
|6 || align="left"|Leyline Manipulation || 18 || 3 || Apprentice || 2 || 11
 
|-
 
|-
|7 || align="left"|+3 || +2 || +2 || +5 || align="left"|&nbsp; || d6 || Journeyman || Initiate || Initiate
+
|7 || align="left"|&nbsp; || 21 || 4 || Apprentice || 3 || 12
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|8 || align="left"|+4 || +2 || +2 || +6 || align="left"|&nbsp; || d6 || Journeyman || Apprentice || Initiate
+
|8 || align="left"|Leyline Manipulation || 24 || 4 || Journeyman || 3 || 14
 
|-
 
|-
|9 || align="left"|+4 || +3 || +3 || +6 || align="left"|&nbsp; || d6 || Journeyman || Apprentice || Initiate
+
|9 || align="left"|&nbsp; || 27 || 5 || Journeyman || 3 || 15
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|10 || align="left"|+5 || +3 || +3 || +7 || align="left"|Mage Talent || d6 || Adept || Apprentice || Initiate
+
|10 || align="left"|Mage Talent || 30 || 5 || Journeyman || 3 || 16
 
|-
 
|-
|11 || align="left"|+5 || +3 || +3 || +7 || align="left"|&nbsp; || d8 || Adept || Apprentice || Initiate
+
|11 || align="left"|&nbsp; || 33 || 6 || Journeyman || 4 || 18
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|12 || align="left"|+6/+1 || +4 || +4 || +8 || align="left"|Mage Talent || d8 || Adept || Apprentice || Initiate
+
|12 || align="left"|Mage Talent || 36 || 6 || Journeyman || 4 || 19
 
|-
 
|-
|13 || align="left"|+6/+1 || +4 || +4 || +8 || align="left"|&nbsp; || d8 || Adept || Journeyman || Initiate
+
|13 || align="left"|&nbsp; || 39 || 7 || Adept || 4 || 20
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|14 || align="left"|+7/+2 || +4 || +4 || +9 || align="left"|Mage Talent || d8 || Adept || Journeyman || Apprentice
+
|14 || align="left"|Mage Talent || 42 || 7 || Adept || 4 || 22
 
|-
 
|-
|15 || align="left"|+7/+2 || +5 || +5 || +9 || align="left"|&nbsp; || d8 || Master || Journeyman || Apprentice
+
|15 || align="left"|&nbsp; || 45 || 8 || Adept || 5 || 23
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|16 || align="left"|+8/+3 || +5 || +5 || +10 || align="left"|Mage Talent || d10 || Master || Journeyman || Apprentice
+
|16 || align="left"|Mage Talent || 48 || 8 || Adept || 5 || 24
 
|-
 
|-
|17 || align="left"|+8/+3 || +5 || +5 || +10 || align="left"|&nbsp; || d10 || Master || Journeyman || Apprentice
+
|17 || align="left"|&nbsp; || 51 || 9 || Adept || 5 || 26
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|18 || align="left"|+9/+4 || +6 || +6 || +11 || align="left"|Mage Talent || d10 || Master || Journeyman || Apprentice
+
|18 || align="left"|Mage Talent || 54 || 9 || Master || 5 || 27
 
|-
 
|-
|19 || align="left"|+9/+4 || +6 || +6 || +11 || align="left"|&nbsp; || d10 || Master || Adept || Apprentice
+
|19 || align="left"|&nbsp; || 57 || 10 || Master || 6 || 28
 
|-style="background:#FCA294;"
 
|-style="background:#FCA294;"
|20 || align="left"|+10/+5 || +6 || +6 || +12 || align="left"|Mage Talent || d10 || Master || Adept || Apprentice
+
|20 || align="left"|Mage Talent || 60 || 10 || Master || 6 || 30
 
|}
 
|}
  
Line 65: Line 60:
 
: ''"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==
Line 78: Line 75:
 
'''[[ 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 Die:''' d6.
+
'''Hit Points at 1st Level:''' 5 + Con score.
  
'''Class Skills:''' The Mage’s class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int).
+
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
  
'''Skill Points at Each Level:''' 2 + Int.
+
'''Healing Surges:''' 6 + Con modifier.
  
'''Alignment:''' Any.
+
'''Defenses:''' Fort +0; Ref +0; Will +4; Det +4.
  
: '''''[[Journey:_Ethos|Ethos]]:''' Any.''
+
'''Skills:''' Mages are trained in Arcana (Int), plus any four skills from the mage class skill list, below.
 +
 
 +
* Diplomacy (Cha)
 +
* History (Int)
 +
* Insight (Wis)
 +
* Linguistics (Int)
 +
* Psionics (Int)
 +
* Research (Int)
 +
* Science (Int)
  
 
'''Starting Age:''' Moderate.
 
'''Starting Age:''' Moderate.
 
'''Starting Gold:''' 4d4 x 10gp.
 
 
'''Favored By:''' [[Race:_Elf|Elf]], [[Race:_Esper|Esper]].
 
  
 
==Class Features==
 
==Class Features==
 
All of the following are class features of the mage.
 
All of the following are class features of the mage.
  
'''Weapons and Armor Proficiency:''' Mages are proficient with simple weapons, but no armor except robes. Mages are not proficient with shields.
+
<div id="Proficiencies">
 +
{| 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;">Proficiencies</font></div>
 +
|}
 +
'''Weapons:''' Any three.
  
'''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.
+
'''Armor:''' Mystic.
  
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.
+
'''Implements:''' [[D20_Mechanic:_Implements#Canes|Canes]], [[D20_Mechanic:_Implements#Wands|wands]].
  
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.
+
<div id="Spells">
 +
{| 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;">Spells</font></div>
 +
|}
 +
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.
  
Casting a spell requires mana expenditure as per the table below.
+
&nbsp;
  
'''Initiate  :'''  1 mp
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
'''Apprentice :'''  4 mp
+
! colspan="57;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Magic Paths</font></div>
'''Journeyman :''' 9 mp
+
|-
'''Adept      :''' 16 mp
+
|width="10%"|'''Path'''
'''Master    :''' 25 mp
+
|width="10%"|'''Secondary Ability'''
 +
|width="80%" align="left"|'''Description'''
 +
|-
 +
|Artifice || Cha || align="left"|Artifice is the art of manipulating magical energies and binding them to items, or otherwise manipulating the magics inherent in objects.
 +
|-style="background:#FCA294;"
 +
|Conjury || Wis || align="left"|Conjurations heal creatures, weave protections of both physical and magical natures, and can conjure obstructions and barriers.
 +
|-
 +
|Malediction || Cha || align="left"|Maledictions are baleful magics, impeding creatures or harming them in subtle ways, or even calling forth the dead.
 +
|-style="background:#FCA294;"
 +
|Sorcery || Brv || align="left"|Vulgar magics, sorceries are powerful but obvious, with a wide variety of effects with clear applications.
 +
|-
 +
|Thaumaturgy || Brv || align="left"|Thaumaturgy deals with the direct manipulation of energies and the elements, giving the mage command over the forces of nature.
 +
|-style="background:#FCA294;"
 +
|Wizardry || Wis || align="left"|Subtle magics, wizardry is an art, one whose effects are incredibly varied, which often require clever thinking to utilize to their fullest.
 +
|}
  
A mage completely replenishes his mana points after a night's rest.
+
&nbsp;
  
'''Spells:''' The abilities granted to a mage through an understanding of the magical pathways hewn into the metaphysical underside of the universe are known as "spells."
+
Spells are a combination of the mage's will to modify the world and the power imparted by accessing leylines; as such, so long as the mage has sufficient mana to fuel the spell, it will always function. The mana, minimum Intelligence, and minimum secondary ability needed to use a spell are indicated on the table to the right.
  
Spells are divided into ten categories, called ''paths''; these groupings are relevant to your ability to access spells.
+
{|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>
 +
|-
 +
! width="22%"|Grade
 +
! width="28%"|Minimum Intelligence
 +
! width="34%"|Minimum Secondary Ability
 +
! width="16%"|''Mana'' Cost
 +
|-
 +
| Initiate || 11 || 10 || 1
 +
|-style="background:#FCA294;"
 +
| Apprentice || 14 || 11 || 4
 +
|-
 +
| Journeyman || 17 || 12 || 9
 +
|-style="background:#FCA294;"
 +
| Adept || 20 || 13 || 16
 +
|-
 +
| Master || 23 || 14 || 25
 +
|-style="background:#FCA294;"
 +
| Archmage || 26 || 16 || 36
 +
|}
  
In addition, in order to cast a spell, you must have a minimum Intelligence score, based upon the grade of the spell.
+
The mage has an amount of ''mana'' at his disposal based upon his caster level, per the class table, above.
  
'''Initiate  :''' 11
+
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 his ''refresh rate'', found on the class table, above.
'''Apprentice :''' 13
+
'''Journeyman :''' 15
+
'''Adept      :''' 17
+
'''Master    :''' 19
+
  
At first level, you know a number of spells equal to 2 + your Intelligence modifier. You can select spells from either of your ruling path (see below).
+
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.  
  
Each time you gain a level, you automatically learn two spells. At least one of these spells must be from one of your ruling paths.
+
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.
  
'''Paths:''' Upon beginning his training, the mage finds a certain affinity for certain paths over others. This could be due to any number of factors, such as a metaphysical leyline for some paths crossing over his hometown, or simply having a preference for some over others.
+
The mage'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).  
  
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.
+
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.
  
The paths are as follows.
+
<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.
  
'''Death''' - wielding power over darkness, decay, ectoplasm, enervation, ghosts, and soul stealing.
+
You automatically learn the arcanic language.  
'''Elements''' - wielding power over electricity, elemental fire, gravity, heat, kinetic energy, light, physics, radiation, sound, and
+
      weather.
+
'''Fate''' - wielding power over blessings, curses, destiny, fortune, oaths, and probability.
+
'''Life''' - wielding power over disease, evolution, healing, metamorphosis, and vigor.
+
'''Matter''' - wielding power over alchemy, elemental air, elemental earth, elemental water, shaping, and transmutation.
+
'''Mind''' - wielding power over communication, hallucinations, mental projection, mind control, and telepathy.
+
'''Prime''' - wielding power over illusions, magical imbuement, mana, and the nature of Magic itself.
+
'''Space''' - wielding power over conjuration, scrying, sympathy, teleportation, and wards.
+
'''Spirit''' - wielding power over exorcism, soul retrieval, and spirits.
+
'''Time''' - wielding power over divination, prophecy, and temporal acceleration/deceleration.
+
  
'''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.
+
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.
  
The four types of implements are tomes, staffs, wands, and orbs.
+
<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.
  
'''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.
+
At second, fourth, sixth, and eighth levels, you gain a bonus feat. You can only spend this bonus feat on acquiring [Metamagic] feats.
  
* ''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="Mage Talent">
** '''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="98%" style="text-align:left; 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:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mage Talent</font></div>
** ''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)
+
|}
* ''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.
+
At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.
** ''Quadramagic:'' You can, as a full-round action, cast four spells simultaneously. The combined mana cost of the four spells can be no greater than triple your caster level. (''Prerequisites:'' Doublecast)
+
 
* ''Expanded Implements:'' Choose another magical implement (tome, staff, wand, or orb). You gain affinity for the chosen implement type, as though you had chosen it at first level. You can take this talent up to three times; each time you do, select a new implement.
+
<div id="Channel">
* ''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 ''study of breadth'' or ''study of depth'' talents)
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
* ''Study of Breadth:'' 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 ''study of depth'' talents)
+
! style="background:#FCA294;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Channel</font></div>
* ''Study of Depth:'' 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 ''generalist'' or ''study of breadth'' talents)
+
|}
* ''Wish (Sp):'' You gain knowledge of the ''wish'' spell. (''Prerequisites:'' Caster level 16th+, must be able to access Master spells)
+
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.
* ''Feat:'' The mage may gain a bonus feat in place of a talent.
+
 
 +
<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 ''mana'' cost of the two spells can be no greater than double your level.
 +
 
 +
<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
 +
 
 +
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 ''mana'' cost of the four spells can be no greater than triple your level.
 +
 
 +
<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+
 +
 
 +
You gain knowledge of the ''wish'' spell.
 +
 
 +
<div id="Feat">
 +
{| 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;">▶ Feat</font></div>
 +
|}
 +
The mage may gain a bonus feat in place of a talent.
  
 
=Spells=
 
=Spells=
 
The following are mage spells, ordered by path, then by grade.
 
The following are mage spells, ordered by path, then by grade.
  
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
==Artifice Path==
! colspan="3;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Path of Death</font></div>
+
{|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 Artifice Spells</font></div>
 
|-
 
|-
! width="8%"|Grade
+
! width="10%"|Spell Name
! align="left" width="73%"|Spell
+
! width="60%"|Effect
! width="19%"|Other Reqs
+
! width="30%"|Resonance
 +
|-style="background:white;" align="left"
 +
|Flameburst Armor || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Icebound Sigil || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Identify || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Magic Weapon || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Repair Object || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Thundering Armor || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Apprentice Artifice Spells</font></div>
 
|-
 
|-
|rowspan="7" style="background:#FCA294;"|'''Initiate'''
+
! width="10%"|Spell Name
| align="left"|'''Pain Harvest:''' After suffering damage, increase damage taken to gain mana.
+
! width="60%"|Effect
| -----
+
! width="30%"|Resonance
|-style="background:#FCA294;"
+
|-style="background:white;" align="left"
| align="left"|'''Eye of Destruction:''' Discern the hidden flaws in any object made of lifeless matter.
+
|Arcane Anchor || &nbsp; || &nbsp;
| Initiate of ''Matter''
+
|- align="left" style="background:#FCA294;"  
 +
|Break || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|Caustic Rampart || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Crumble || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Ice Shards Trap || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Make Whole || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Proxy || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Reinforced Minion || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Shadowy Figurine || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Use Magic Item || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Journeyman Artifice Spells</font></div>
 
|-
 
|-
| align="left"|'''Forensic Gaze:''' Determine cause and time of death; identify undead.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Grim Sight:''' Reveal connections to death.
+
|-style="background:white;" align="left"  
| -----
+
|Barbed Automaton || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Corrosive Sigil || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Dancing Shield || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Dancing Weapon || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Fabricate || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Flameheart Defender || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Healing Figurine || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Icy Blade || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|Magic Weapon, Greater || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Phantom Structure || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Radiant Sigil || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Sigil of Luck || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Static Shell || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Thunderclap Armor || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Tremor || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Use Force Item || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Vampiric Weapon || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Adept Artifice Spells</font></div>
 
|-
 
|-
| align="left"|'''Shadow Sculpting:''' Shape or strengthen shadows.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Soul Marks:''' Detect alterations to the soul.
+
|-style="background:white;" align="left"  
| -----
+
|Animate Weapon
 +
|- align="left" style="background:#FCA294;"
 +
|Chill Armor || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Coiled Springs Trap || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Dimensional Mooring || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Diminutive Bodyguard || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Hellfire Sigil || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Lightning Sigil || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Planestorm Anchor || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|Radiant Forcefield || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Spell Magnet || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Stalwart Defender || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Vorpal Edge || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Master Artifice Spells</font></div>
 
|-
 
|-
| align="left"|'''Speak with the Dead:''' Detect and converse with undead creatures.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-style="background:white;" align="left"  
 +
|Armor of Storms || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Auramorphic Armor || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Haste Sigil || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Simulacrum || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Synchronized Weaponry || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
==Conjury 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 Conjury Spells</font></div>
 
|-
 
|-
| rowspan="12"|'''Apprentice'''
+
! width="10%"|Spell Name
| align="left" style="background:#FCA294;"|'''Animate Shadows:''' Compel shadows to move, even to an unnatural place.
+
! width="60%"|Effect
| style="background:#FCA294;"|-----
+
! width="30%"|Resonance
 +
|-style="background:white;" align="left"
 +
|Barrier || Target gains ''barrier'' against a specified energy type. || ???
 +
|- align="left" style="background:#FCA294;"
 +
|Basuna || Remove a status ailment with a short duration from a target. || ???
 +
|- align="left"
 +
|Cure || Target can spend one ''healing surge''. || Target can spend an additional ''healing surge''.
 +
|- align="left" style="background:#FCA294;"  
 +
|Light || Create a light that shines like a torch. || ???
 +
|- align="left"
 +
|Protect || Target gains ''protect'' for 5 rounds. || ???
 +
|- align="left" style="background:#FCA294;"
 +
|Shell || Target gains ''shell'' for 5 rounds. || ???
 +
|- align="left"
 +
|Wall || Erect a magickal barrier. || ???
 +
|- align="left" style="background:#FCA294;"  
 +
|??? || ??? || ???
 +
|- align="left"
 +
|??? || ??? || ???
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Apprentice Conjury Spells</font></div>
 
|-
 
|-
| align="left"|'''Corpse Unmasking:''' Determine if corpse has been modified to mask cause of death.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Final Sight:''' Have a vision of the last thing a dead creature saw.
+
|-style="background:white;" align="left"  
| -----
+
|[[Magic:_Conjury_Spell_List#Aid|Aid]] || Target gains a +2 power bonus on all d20 rolls. || Bonus increases to +4.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Conjury_Spell_List#Adloquium|Adloquium]] || Target can spend a ''healing surge'', and gains a ''potency 4 shield.'' || The ''shield'' becomes ''potency 6''.
 +
|- align="left"
 +
|[[Magic:_Conjury_Spell_List#Astra|Astra]] || Target ignores the next status ailment they would be affected by. || Target ignores one additional status ailment.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Conjury_Spell_List#Beacon_of_Hope|Beacon of Hope]] || Enemies within the area gain ''weakened'', allies can spend a ''healing surge''. || Allies can spend two ''healing surges''.
 +
|- align="left"
 +
|[[Magic:_Conjury_Spell_List#Cura|Cura]] || Target can spend two ''healing surges''. || Target can spend an additional ''healing surge''.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Conjury_Spell_List#Daylight|Daylight]] || Create a ''zone'' of bright illumination. || ---
 +
|- align="left"
 +
|[[Magic:_Conjury_Spell_List#Esuna|Esuna]] || Remove one status ailment from the target. || Remove an additional status ailment from the target.
 +
|- align="left" style="background:#FCA294;"  
 +
|[[Magic:_Conjury_Spell_List#Holy|Holy]] || Deal ''potency 4'' holy damage in an area. || The target is also ''stunned''.
 +
|- align="left"  
 +
|[[Magic:_Conjury_Spell_List#Raise|Raise]] || Remove the ''dead'' status from the target, if that status has existed for 5 or fewer rounds. || The target does not gain ''weakened''.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Conjury_Spell_List#Regen|Regen]] || The target gains ''regen'' for 5 rounds. || The target gains an additional copy of ''regen''.
 +
|- align="left"
 +
|[[Magic:_Conjury_Spell_List#Sanctuary|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.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
==Malediction Path==
 +
Words.
 +
 
 +
==Sorcery 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 Sorcery Spells</font></div>
 
|-
 
|-
| align="left"|'''Corpse Mask:''' Disguise the cause of death of a corpse.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Decay:''' Cause an object to corrode.
+
|-style="background:white;" align="left"  
| -----
+
|Enlarge || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Expeditious Retreat || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Feather Fall || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Float || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Glue || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Grease || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Mystical Debris || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Protection from Missiles || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|Shield || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Apprentice Sorcery Spells</font></div>
 
|-
 
|-
| align="left"|'''Entropic Guard:''' Leech energy from an incoming attack.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Ghost Summons:''' Summon the presence of a ghost or other undead.
+
|-style="background:white;" align="left"  
| -----
+
|Darklight || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Dimension Door || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Disguise Self || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Dispel Magic || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Force Ladder || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Glitterdust || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Invisibility || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Levitate || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|Resistance || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Stinking Cloud || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Web || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Journeyman Sorcery Spells</font></div>
 
|-
 
|-
| align="left"|'''Grant the Grim Sight:''' Grant a creature the benefits of the ''grim sight'' spell.
+
! width="10%"|Spell Name
| ''Grim Sight''
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Lighten Anchor:''' Allow a ghost or similar undead to stray from its anchor.
+
|-style="background:white;" align="left"  
| -----
+
|Arcane Gate || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Black Tentacles || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Blur || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Confusion || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|Dig || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Dimension Switch || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Displacement || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Energy Devourer || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Fly || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Grasping Hand || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Hold Monster || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Invisibility, Greater || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Mirror Image || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Resilient Sphere || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Stoneskin || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Twist of Space || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Adept Sorcery Spells</font></div>
 
|-
 
|-
| align="left"|'''Soul Jar:''' Create a physical receptacle for a soul.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Suppress Aura:''' Dampen an aura.
+
|-style="background:white;" align="left"  
| -----
+
|Cloudkill || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Dimensional Journey || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Disintegrate || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Fly, Mass || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Magnificent Mansion || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Preserving Sleep || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Turn to Frog || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Wall of Force || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|Wraithform || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Master Sorcery Spells</font></div>
 
|-
 
|-
| align="left"|'''Touch of the Grave:''' Interact with ethereal objects.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| rowspan="15" style="background:#FCA294;"|'''Journeyman'''
+
|-style="background:white;" align="left"
| align="left"|'''Control Ghost:''' Command undead to take a single action.
+
|Forcecage || &nbsp; || &nbsp;
| -----
+
|- align="left" style="background:#FCA294;"  
 +
|Insanity || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Legion's Hold || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Sequester || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|Time Stop || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
==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>
 
|-
 
|-
| align="left"|'''Curse of Withering:''' Affected object causes its user to lose hp gradually when used.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Destroy Object:''' Destroy a physical object.
+
|-style="background:white;" align="left"  
| -----
+
|[[Magic:_Thaumaturgy_Spell_List#Arc_Lightning|Arc Lightning]] || Strike up to two creatures with lightning, dealing ''potency 3'' lightning damage. || Attempt to strike an additional nearby creature.
 +
|- align="left" style="background:#FCA294;"
 +
|Blazing Starfall || Shower of light deals ''potency 2'' radiance damage in an area, creatures that leave the area suffer ''potency 1'' fire damage. || The target is ''dazzled'' until the end of your next turn.
 +
|- align="left"
 +
|[[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" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Crushing_Wind|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.
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Magic_Missile|Magic Missile]] || Unerringly strike a creature for ''potency 3'' arcane damage. || ---
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Ray_of_Frost|Ray of Frost]] || Strike a creature with a burst of cold dealing ''potency 5'' ice damage. || ''Slow'' the target.
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Rune_Pillar|Rune Pillar]] || Create a crackling column of magical energy that deals ''potency 3'' arcane damage to creatures that near it. || ---
 +
|- align="left" style="background:#FCA294;"  
 +
|[[Magic:_Thaumaturgy_Spell_List#Scorching_Burst|Scorching Burst]] || Blast creatures in a 5 ft radius with ''potency 4'' fire damage. || Inflict ''ongoing fire damage'' with ''potency 1''.
 +
|- align="left"  
 +
|[[Magic:_Thaumaturgy_Spell_List#Thunderwave|Thunderwave]] || Create a burst in front of you that deals ''potency 3'' sonic damage and pushes creatures back. || Also knocks targets ''prone''.
 +
|- align="left" style="background:#FCA294;"
 +
|[[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.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Apprentice Thaumaturgy Spells</font></div>
 
|-
 
|-
| align="left"|'''Devouring the Slain:''' Siphon mana from a wounded creature.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Dissipate Illusion:''' Destroy an illusion.
+
|-style="background:white;" align="left"  
| Journeyman of ''Prime''
+
|[[Magic:_Thaumaturgy_Spell_List#Acid_Arrow|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''.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Arcane_Whirlwind|Arcane Whirlwind]] || Blast an area with wind, dealing ''potency 3'' wind damage to all creatures within it and ''slide'' them, and create a ''zone'' that allows you to move creatures. || Slide the original target further.
 +
|- align="left"
 +
|Blinding Bolt || Temporarily blind a creature with dazzling light and also deal ''potency 5'' radiance damage. || Also knock the target ''prone''.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Concussive_Echo|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.
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Empowering_Lightning|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.
 +
|- align="left" style="background:#FCA294;"
 +
|Flaming Sphere || Create a flaming sphere that deals ''potency 4'' fire damage, and persists, dealing ''potency 2'' fire damage to creatures near it. || ---
 +
|- align="left"
 +
|Frostbind || Bind a creature with ice, dealing ''potency 3'' ice damage, and the target suffers penalties to their Reflex defense. || Target loses ''evasion'' for a short time.
 +
|- align="left" style="background:#FCA294;"  
 +
|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''.
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Freezing_Cloud|Freezing Cloud]] || Create a ''zone'' of freezing air that deals ''potency 3'' ice damage, and continues dealing damage each round. || The target is also ''slowed''.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Guardian_Blades|Guardian Blades]] || Surround an ally with blades of force, which attack adjacent creatures who make attacks for ''potency 3'' arcane damage. || ---
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Rolling_Thunder|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''.
 +
|- align="left" style="background:#FCA294;"
 +
|Skewering Spikes || Earthen spikes deal ''potency 4'' earth damage to several creatures. || Target also becomes ''immobilized''.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Journeyman Thaumaturgy Spells</font></div>
 
|-
 
|-
| align="left"|'''Entropic Shroud:''' Grant another creature ''entropic guard''.
+
! width="10%"|Spell Name
| ''Entropic Guard''
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Ghost Gate:''' Open gateway to the ethereal.
+
|-style="background:white;" align="left"  
| -----
+
|[[Magic:_Thaumaturgy_Spell_List#Acid Mire|Acid Mire]] || Create a ''zone'' of acid that deals ''potency 5'' acid damage, then ''potency 2'' acid damage to creatures who stay in the area, or fall prone in it. || The target gains ''acid vulnerability'' for 5 rounds.
 +
|- align="left" style="background:#FCA294;"
 +
|[[Magic:_Thaumaturgy_Spell_List#Cinderfall|Cinderfall]] || Create a ''zone'' of fire and ash that deals ''potency 4'' fire damage, then ''potency 2'' fire damage to creatures who stay in the area, and suffer a -2 power penalty to attack rolls. || The target is ''blind'' until the end of your next turn.
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Color Spray|Color Spray]] || Blast nearby creatures with a flash of light, dealing ''potency 4'' radiant damage and ''dazing'' them until the end of your next turn. || The target is ''stunned'' until the end of your next turn.
 +
|- align="left" style="background:#FCA294;"
 +
|Essence Prism || You channel raw ''mana'' at a creature, dealing ''potency 6'' arcane damage, and temporarily strip them of ''resists''. || The target also loses ''protect'', ''shell'', and ''reflect''.
 +
|- align="left"
 +
|Fireball || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Glacial Armor || A blast of cold deals ''potency 4'' ice damage to creatures around you, and encases you in ice, treating you as wearing ''mail chainmail'' for a short time that deals ''potency 2'' ice damage to creatures that strike you. || You can choose to treat the armor as ''plate battlegear'' or ''leather gear'' instead.
 +
|- align="left"
 +
|Ice Knife || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Ice Storm || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|[[Magic:_Thaumaturgy_Spell_List#Lightning Bolt|Lightning Bolt]] || Deal ''potency 5'' lightning damage to three targets, ''potency 6'' lightning damage to two targets, or ''potency 7'' lightning damage to one target. || The target is ''stunned'' until the end of your next turn.
 +
|- align="left" style="background:#FCA294;"
 +
|Lightning Serpent || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Minute Meteors || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Pinioning Vortex || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Scattering Shock || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Spectral Ram || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Thunder Bomb || Deal ''potency 5'' sonic damage in a small area, and ''slow'' creatures in the area. || The target is also ''immobilized''.
 +
|- align="left" style="background:#FCA294;"
 +
|Thunder Cage || &nbsp; || &nbsp;
 +
|- align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Thunderstaff|Thunderstaff]] || Deal ''potency 8'' sonic damage to a creature that comes near you, ''daze'' and ''deafen'', and ''push'' up to 25 feet. || The target is also knocked ''prone''.
 +
|- align="left" style="background:#FCA294;"
 +
|Volcanic Jaw || You erupt volcanic stalagmites from the ground beneath up to three creatures, dealing ''potency 6'' earth damage minus one point of ''potency'' per target after the first; creatures near the stalagmites take ''potency 2'' fire damage. || The target is ''immobilized''.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Adept Thaumaturgy Spells</font></div>
 
|-
 
|-
| align="left"|'''Ghostly Object:''' Turn an object ethereal.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Martyr's Bequest:''' If you die, bestow fortitude (''Life''), willpower (''Mind''), or mana (''Prime'') to allies.
+
|-style="background:white;" align="left"  
| Journeyman of ''Life'', ''Mind'', and/or ''Prime''
+
|Acid Wave || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Combust || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Cone of Cold || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Force Volley || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Frostburn || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Ice Tomb || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Prismatic Beams || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"  
 +
|Thunderlance || &nbsp; || &nbsp;
 +
|- align="left"  
 +
|Titan's Fist || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Twisting Lightning || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|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;">Master Thaumaturgy Spells</font></div>
 
|-
 
|-
| align="left"|'''Quicken Corpse:''' Turn a corpse into a zombie or similar undead.
+
! width="10%"|Spell Name
| -----
+
! width="60%"|Effect
|-style="background:#FCA294;"
+
! width="30%"|Resonance
| align="left"|'''Restore Corpus:''' Heal an undead creature.
+
|-style="background:white;" align="left"  
| -----
+
|Acid Storm || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Chain Lightning || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Meteor Swarm || &nbsp; || &nbsp;
 +
|- align="left" style="background:#FCA294;"
 +
|Prismatic Spray || &nbsp; || &nbsp;
 +
|- align="left"
 +
|Thunderclap || &nbsp; || &nbsp;
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
==Wizardry Path==
 +
Words.
 +
 
 +
=Feats=
 +
The following are a selection of feats that are relevant to mages.
 +
 
 +
&nbsp;
 +
 
 +
<div id="Arcane_Recovery">
 +
{|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;">ARCANE RECOVERY [Magic]</font></div>
 +
|-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 ''mana'' equal to double your ''refresh rate''.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Boon of the Octophant">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#d66b27;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">BOON OF THE OCTOPHANT [Legacy - Hecatonchires, Metamagic]</font></div>
 +
|-style="background:white;" align="left"
 +
|You have been given a boon by Viraxis, the Goddess of Magic, to aid you in seeking out those who would hinder the return of her sister, Edena.
 +
|-align="left"
 +
|'''Prerequisites:''' Hecatonchires.
 +
|-align="left"
 +
|'''Benefit:''' You can cast a spell in such a way as to ignore Magic Resistance.
 +
|-align="left"
 +
|Casting a spell modified in this way costs an additional 2 ''mana'' per grade of the spell.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Empower_Spell">
 +
{|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;">EMPOWER SPELL [Metamagic]</font></div>
 +
|-style="background:white;" align="left"
 +
|Your spells are significantly more powerful.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' You increase the ''potency'' of a spell by +2; you cannot increase a spell's ''potency'' beyond the ''potency cap''.
 +
|-align="left"
 +
|Casting a spell modified in this way costs an additional 4 ''mana'' per grade of the spell.
 +
|-align="left"
 +
|Spells without a ''potency'' value are not affected by this feat.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Energy_Substitution">
 +
{|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>
 +
|-style="background:white;" align="left"  
 +
|Your knowledge of the elements allows you to trade out one sort of energy for another.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' When you take this feat, choose an energy type.
 +
|-align="left"
 +
|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"
 +
|Casting a spell modified in this way costs an additional 2 ''mana'' per grade of the spell.
 +
|-align="left"
 +
|You can take this feat multiple times; each time you do, you select a new energy type.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Extend_Spell">
 +
{|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>
 +
|-style="background:white;" align="left"
 +
|Your spells last significantly longer.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' You can double the duration of a spell.
 +
|-align="left"
 +
|Casting a spell modified in this way costs an additional 2 ''mana'' per grade of the spell.
 +
|-align="left"
 +
|Spells without a duration shorter than Brief (5 rounds) or Permanent or longer are not affected by this feat.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Extra_Mana">
 +
{|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>
 +
|-style="background:white;" align="left"
 +
|Your force of will is strong.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' You gain a feat bonus to your ''mana'' based upon the number of times you have taken this feat.
 +
|-align="left"
 +
|&nbsp;
 +
|-align="left"
 +
|
 +
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:90%; font-family:verdana;"
 +
! colspan="15;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Extra Mana: Bonus Mana</font></div>
 
|-
 
|-
| align="left"|'''Sever the Soul:''' Remove the soul of a creature.
+
! colspan="15" style="background:#DA8072;"|Times Taken
| -----
+
|- style="background:#FCA294;"
|-style="background:#FCA294;"
+
|width="10%"|''1''
| align="left"|'''Summon Shadows:''' Summon shadows from nothing.
+
|width="10%"|''2''
| -----
+
|width="10%"|''3''
 +
|width="10%"|''4''
 +
|width="10%"|''5''
 +
|width="10%"|''6''
 +
|width="10%"|''7''
 +
|width="10%"|''8''
 +
|width="10%"|''9''
 +
|width="10%"|''10''
 
|-
 
|-
| align="left"|'''Suppress Own Life:''' Mimic death.
+
| +2 || +4 || +6 || +10 || +14 || +20 || +26 || +32 || +40 || +50
| -----
+
|}
|-style="background:#FCA294;"
+
|-align="left"  
| align="left"|'''Transfer Anchor:''' Change a ghost or similar creature's anchor to a new object or location.
+
|&nbsp;
| -----
+
|-align="left"  
|-
+
|'''Special:''' Each time you take this feat, it counts as though you had taken a "half feat" of the [[#Mana Attunement|Mana Attunement]] feat (thus, for every two times you take this feat, you gain [[#Mana Attunement|Mana Attunement]] as a virtual bonus feat).
| rowspan="9"|'''Adept'''
+
| align="left"|'''Enervation:''' Cause a creature to gain negative levels.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Haunting:''' Transform a dying creature's spirit into a ghost.
+
| -----
+
|-
+
| align="left"|'''Revenant:''' Transform a dying creature into an undead.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Rotting Flesh:''' Cause a living creature to decay.
+
| -----
+
|-
+
| align="left"|'''Scourge Undead:''' Cause massive damage to an undead creature.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Slay Own Aura:''' Destroy your aura.
+
| -----
+
|-
+
| align="left"|'''Soul Binding:''' Attach a soul to a soulless target.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Suppress Other's Life:''' Affect another creature with ''suppress own life''.
+
| ''Supress Own Life''
+
|-
+
| align="left"|'''Twilight Shift:''' Enter the ethereal.
+
| -----
+
|-style="background:#FCA294;"
+
| rowspan="8"|'''Master'''
+
| align="left"|'''Devouring the Living:''' As ''Devouring the Slain'', but can be used on an unwounded target.
+
| ''Devouring the Slain''
+
|-
+
| align="left"|'''Destroy Mana:''' Reduce a creature's mana, or destroy mana stored in a receptacle.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Quell the Spark:''' Dispel a spell.
+
| -----
+
|-
+
| align="left"|'''Quicken Ghost:''' Restore a ghost or similar undead to a more stable mental state.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Steal Lifespan:''' Absorb the lifespan of a creature.
+
| -----
+
|-
+
| align="left"|'''Summon the Dead:''' Request presence of a spirit that has passed on beyond the prime material.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Create Ghost:''' Call to the present the ghost of a creature long-dead.
+
| Adept of ''Mind'', Apprentice of ''Time''
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Extra_Path">
! colspan="3;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Path of Fate</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>
 +
|-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;
 +
 
 +
<div id="Extraordinary_Talent">
 +
{|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>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Irresistible_Spell">
 +
{|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;">IRRESISTIBLE SPELL [Metamagic]</font></div>
 +
|-style="background:white;" align="left"
 +
|Others find it difficult to escape your magical grasp.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''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"
 +
|Casting a spell modified in this way costs an additional 8 ''mana'' per grade of the spell.
 +
|-align="left"
 +
|Spells that do not target a defense are not affected by this feat.
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Mana Attunement">
 +
{|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;">MANA ATTUNEMENT [Magic]</font></div>
 +
|-style="background:white;" align="left"
 +
|You have a heightened sense of awareness of the ebb and flow of mana.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' You gain a feat bonus to your ''refresh rate'' based upon how many times you have taken this feat.
 +
|-align="left"
 +
|&nbsp;
 +
|-align="left"
 +
|
 +
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:90%; font-family:verdana;"
 +
! colspan="15;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mana Atunement: Bonus Refresh Rate</font></div>
 
|-
 
|-
! width="8%"|Grade
+
! colspan="15" style="background:#DA8072;"|Times Taken
! align="left" width="73%"|Spell
+
|- style="background:#FCA294;"
! width="19%"|Other Reqs
+
|width="10%"|''1''
|-
+
|width="10%"|''2''
|rowspan="8" style="background:#FCA294;"|'''Initiate'''
+
|width="10%"|''3''
| align="left"|'''Interconnections:''' Read sympathetic connections between people, places, and things
+
|width="10%"|''4''
| -----
+
|width="10%"|''5''
|-style="background:#FCA294;"
+
|width="10%"|''6''
| align="left"|'''Quantum Flux:''' Mitigate or negate small factors that affect the caster's rolls.
+
|width="10%"|''7''
| -----
+
|width="10%"|''8''
|-
+
|width="10%"|''9''
| align="left"|'''Reading the Outmost Eddies:''' Knowledge of outcome of small random action in the vicinity.
+
|width="10%"|''10''
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Sacrifice Fortune:''' Forgo a critical success in exchange for mana.
+
| -----
+
|-
+
| align="left"|'''Archer's Eye:''' Eliminate all random factors in ranged or firearm attack roll.
+
| Apprentice of ''Space'', Apprentice of ''Life'' or ''Matter''
+
|-style="background:#FCA294;"
+
| align="left"|'''The Sybil's Sight:''' Mage sight and detects qualities a mystic force has in fate.
+
| -----
+
|-
+
| align="left"|'''Signs:''' Caster gains cryptic guidance from meaningful exercises of apparently random chance.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Winds of Fortune:''' Recipient evades or attracts good or ill fortune.
+
| -----
+
|-
+
| rowspan="10"|'''Apprentice'''
+
| align="left"|'''Exceptional Luck:''' Treat 18 and 19 as natural 20's on future dice rolls.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''The Evil Eye:''' Immediate ill fortune upon another.
+
| -----
+
|-
+
| align="left"|'''Fortune's Protection:''' Fate is used to strengthen the caster's defense and protect him from harm.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Grant the Sybil's Sight:''' Grant another creature the ''Sybil's Sight'' spell.
+
| ''The Sybil's Sight''
+
|-
+
| align="left"|'''The Perfect Moment:''' Gain a small bonus to a skill check regarding social interaction.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Querulous Minds:''' Detect creatures that have had contact with the Forces.
+
| -----
+
|-
+
| align="left"|'''Shifting the Odds:''' Push fate slightly to bring about slight good or bad luck.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Sniffing the Winds of Fate:''' Determine the subject's default "destiny."
+
| -----
+
|-
+
| align="left"|'''Swearing an Oath:''' Swear a magical oath and gain small benefits if something tries to prevent you from fulfilling it.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Zone of Extremity:''' Mundane actions within the area resolve either as critical successes or critical failures.
+
| -----
+
|-
+
| rowspan="10" style="background:#FCA294;"|'''Journeyman'''
+
| align="left"|'''Alter Oath:''' Alter the terms of a magical oath.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Bad Penny:''' Enchants a cursed item so that when any one attempts to dispose of it, a chain of coincidences conspires to return it.
+
| -----
+
 
|-
 
|-
| align="left"|'''Bestow Exceptional Luck:''' Allows a creature to treat 18 and 19 as natural 20's on d20 rolls.
+
| +1 || +2 || +3 || +4 || +6 || +8 || +10 || +13 || +16 || +20
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Blessing:''' Protects a creature from harm for a time.
+
| -----
+
|-
+
| align="left"|'''Curse Object:''' Imbue an item with bad luck, which rubs off on its primary owner or user.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Grant Fortune's Protection:''' Grant the ''Fortune's Protection'' spell to another person.
+
| ''Fortune's Protection''
+
|-
+
| align="left"|'''Lucky Coin:''' Increase the equipment bonus an item grants.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Monkey's Paw:''' Decrease the equipment bonus an item grants.
+
| -----
+
|-
+
| align="left"|'''Occlude Destiny:''' Hide a person or being's destiny from others.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Superlative Luck:''' Treat 16 and up as natural 20 on d20 rolls.
+
| -----
+
|-
+
| rowspan="6"|'''Adept'''
+
| align="left"|'''Forbidden Fate:''' Specify a specific goal that you do not wish for an opponent to accomplish, and ill fortune will seem to plague the opponent every step of the way.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Gift of Fortune:''' Cause a distant object to be delivered to a person.
+
| Apprentice of ''Space''
+
|-
+
| align="left"|'''Probable Cause:''' Reroll future dice rolls.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Sanctify Oath:''' Magically enforce an oath another swears.
+
| -----
+
|-
+
| align="left"|'''Sever Oaths:''' Sever an oath another has sworn, or modify one of your own oaths.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Unfettered:''' Reflexively counter offensive or harmful magic.
+
| -----
+
|-
+
| rowspan="6" style="background:#FCA294;"|'''Master'''
+
| align="left"|'''Break the Chains:''' Dispel or change the conditions of another's ''geas''.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Forge Destiny:''' Create a destiny for a person or object, granting bonuses to fulfill it and penalties to fight it.
+
| -----
+
|-
+
| align="left"|'''Forge Doom:''' Increase damage while a creature is within the influence of the chosen doom.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Geas:''' Place a magical oath upon another (potentially unwilling) target.
+
| -----
+
|-
+
| align="left"|'''Great Curse:''' Target suffers a penalty to all rolls.
+
| -----
+
|-style="background:#FCA294;"
+
| align="left"|'''Unto the 7th Generation:''' Make magical oaths pass to the target's descendants.
+
| -----
+
 
|}
 
|}
 +
|-align="left"
 +
|&nbsp;
 +
|-align="left"
 +
|'''Special:''' Each time you take this feat, it counts as though you had taken a "half feat" of the [[#Extra Mana|Extra Mana]] feat (thus, for every two times you take this feat, you gain [[#Extra Mana|Extra Mana]] as a virtual bonus feat).
 +
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
 +
 +
<div id="Quicken_Spell">
 +
{|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>
 +
|-style="background:white;" align="left"
 +
|You can rapidly summon magical power.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' You can reduce a spell's casting time to a swift action.
 +
|-align="left"
 +
|Casting a spell modified in this way costs an additional 4 ''mana'' per grade of the spell.
 +
|-align="left"
 +
|Spells with a casting time shorter than a swift action or longer than a full-round action are not affected by this feat.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Resonating_Spell">
 +
{|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>
 +
|-style="background:white;" align="left"
 +
|You pour additional power into a spell, increasing its resonance bound.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' You can increase a spell's ''resonance bound'' by a number no greater than your level.
 +
|-align="left"
 +
|Casting a spell modified in this way costs additional ''mana'' equal to the amount you increased the ''resonance bound''.
 +
|-align="left"
 +
|Spells that do not call for a ''magical attack'' are not affected by this feat.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Spell_Focus">
 +
{|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>
 +
|-style="background:white;" align="left"
 +
|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;
 +
 +
<div id="Spell Knowledge">
 +
{|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 KNOWLEDGE [Magic]</font></div>
 +
|-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;
 +
 +
<div id="Spell Study">
 +
{|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 STUDY [Magic]</font></div>
 +
|-style="background:white;" align="left"
 +
|You have further studied the paths of magic, giving you greater access to their powers.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster.
 +
|-align="left"
 +
|'''Benefit:''' You gain knowledge of one additional spell of any path you can access of a grade one grade higher than you can currently access. You now have access to that higher grade.
 +
|-align="left"
 +
|If you would later gain access to a new spell grade and already have access to it by virtue of this feat, you gain access to the next higher grade instead.
 +
|-align="left"
 +
|'''Special:''' You can take this feat multiple times. You cannot use this feat to gain access to ''archmage'' spells.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Unlock_Archmage">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#9D1309;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">UNLOCK ARCHMAGE [Epic, Magic]</font></div>
 +
|-style="background:white;" align="left"
 +
|You have unlocked the secrets of a spell that transcends the traditional scales of power.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster, ability to cast at least one master spell, 21st+ level.
 +
|-align="left"
 +
|'''Benefit:''' You can learn one ''archmage spell'' of your choice from a path you can access. You can take this feat multiple times; each time, you can select a new ''archmage spell'' to learn.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Unlock_Wish">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#9D1309;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">UNLOCK WISH [Epic, Magic]</font></div>
 +
|-style="background:white;" align="left"
 +
|Reality is malleable. Nothing is impossible.
 +
|-align="left"
 +
|'''Prerequisites:''' Caster, 16th+ level.
 +
|-align="left"
 +
|'''Benefit:''' You learn the ''wish'' spell.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Widen_Spell">
 +
{|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>
 +
|-style="background:white;" align="left"
 +
|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 ''mana'' 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;
 +
 +
=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.
 +
 +
'''Feb 26, 2017:''' t20 v4.
 +
 +
Initiate AW
 +
Apprentice 1E, 1D
 +
Journeyman 3E, 5D, 7E, 9D
 +
Adept 13E, 15D, 17E, 19D
 +
Master 23E, 25D, 27E, 29D
 +
 +
{{Class_Breadcrumb}}
 +
 +
[[category:Mechanics]]
 +
[[category:Base Classes]]
 +
[[category:Magic]]

Latest revision as of 15:39, 22 February 2018

The Mage
  Magic
Level Special Mana Refresh Rate Max Spell Grade Paths Spells Known
1 Arcane Senses 3 1 Initiate 1 4
2 Leyline Manipulation 6 1 Initiate 1 6
3   9 2 Apprentice 2 7
4 Leyline Manipulation 12 2 Apprentice 2 8
5   15 3 Apprentice 2 10
6 Leyline Manipulation 18 3 Apprentice 2 11
7   21 4 Apprentice 3 12
8 Leyline Manipulation 24 4 Journeyman 3 14
9   27 5 Journeyman 3 15
10 Mage Talent 30 5 Journeyman 3 16
11   33 6 Journeyman 4 18
12 Mage Talent 36 6 Journeyman 4 19
13   39 7 Adept 4 20
14 Mage Talent 42 7 Adept 4 22
15   45 8 Adept 5 23
16 Mage Talent 48 8 Adept 5 24
17   51 9 Adept 5 26
18 Mage Talent 54 9 Master 5 27
19   57 10 Master 6 28
20 Mage Talent 60 10 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.

Defenses: Fort +0; Ref +0; Will +4; Det +4.

Skills: Mages are trained in Arcana (Int), plus any four skills from the mage class skill list, below.

  • Diplomacy (Cha)
  • History (Int)
  • Insight (Wis)
  • Linguistics (Int)
  • Psionics (Int)
  • Research (Int)
  • Science (Int)

Starting Age: Moderate.

Class Features

All of the following are class features of the mage.

Proficiencies

Weapons: Any three.

Armor: Mystic.

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 Mana Cost
Initiate 11 10 1
Apprentice 14 11 4
Journeyman 17 12 9
Adept 20 13 16
Master 23 14 25
Archmage 26 16 36

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 his refresh rate, found on the class table, above.

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 mana cost of the two spells can be no greater than double your level.

▶ 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 mana cost of the four spells can be no greater than triple your level.

▶ 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
Barrier Target gains barrier against a specified energy type.  ???
Basuna Remove a status ailment with a short duration from a target.  ???
Cure Target can spend one healing surge. Target can spend an additional healing surge.
Light Create a light that shines like a torch.  ???
Protect Target gains protect for 5 rounds.  ???
Shell Target gains shell for 5 rounds.  ???
Wall Erect a magickal barrier.  ???
???  ???  ???
???  ???  ???

 

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.
Blazing Starfall Shower of light deals potency 2 radiance damage in an area, creatures that leave the area suffer potency 1 fire damage. The target is dazzled until the end of your next turn.
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 slide them, and create a zone that allows you to move creatures. Slide the original target further.
Blinding Bolt Temporarily blind a creature with dazzling light and also deal potency 5 radiance damage. Also knock the target prone.
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. ---
Frostbind Bind a creature with ice, dealing potency 3 ice damage, and the target suffers penalties to their Reflex defense. Target loses evasion for a short time.
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 3 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 Create a zone of acid that deals potency 5 acid damage, then potency 2 acid damage to creatures who stay in the area, or fall prone in it. The target gains acid vulnerability for 5 rounds.
Cinderfall Create a zone of fire and ash that deals potency 4 fire damage, then potency 2 fire damage to creatures who stay in the area, and suffer a -2 power penalty to attack rolls. The target is blind until the end of your next turn.
Color Spray Blast nearby creatures with a flash of light, dealing potency 4 radiant damage and dazing them until the end of your next turn. The target is stunned until the end of your next turn.
Essence Prism You channel raw mana at a creature, dealing potency 6 arcane damage, and temporarily strip them of resists. The target also loses protect, shell, and reflect.
Fireball    
Glacial Armor A blast of cold deals potency 4 ice damage to creatures around you, and encases you in ice, treating you as wearing mail chainmail for a short time that deals potency 2 ice damage to creatures that strike you. You can choose to treat the armor as plate battlegear or leather gear instead.
Ice Knife    
Ice Storm    
Lightning Bolt Deal potency 5 lightning damage to three targets, potency 6 lightning damage to two targets, or potency 7 lightning damage to one target. The target is stunned until the end of your next turn.
Lightning Serpent    
Minute Meteors    
Pinioning Vortex    
Scattering Shock    
Spectral Ram    
Thunder Bomb Deal potency 5 sonic damage in a small area, and slow creatures in the area. The target is also immobilized.
Thunder Cage    
Thunderstaff Deal potency 8 sonic damage to a creature that comes near you, daze and deafen, and push up to 25 feet. The target is also knocked prone.
Volcanic Jaw You erupt volcanic stalagmites from the ground beneath up to three creatures, dealing potency 6 earth damage minus one point of potency per target after the first; creatures near the stalagmites take potency 2 fire damage. The target is immobilized.

 

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 mana equal to double your refresh rate.

 

BOON OF THE OCTOPHANT [Legacy - Hecatonchires, Metamagic]
You have been given a boon by Viraxis, the Goddess of Magic, to aid you in seeking out those who would hinder the return of her sister, Edena.
Prerequisites: Hecatonchires.
Benefit: You can cast a spell in such a way as to ignore Magic Resistance.
Casting a spell modified in this way costs an additional 2 mana per grade of the spell.

 

EMPOWER SPELL [Metamagic]
Your spells are significantly more powerful.
Prerequisites: Caster.
Benefit: You increase the potency of a spell by +2; you cannot increase a spell's potency beyond the potency cap.
Casting a spell modified in this way costs an additional 4 mana 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 mana 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 mana 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 a feat bonus to your mana based upon the number of times you have taken this feat.
 
Extra Mana: Bonus Mana
Times Taken
1 2 3 4 5 6 7 8 9 10
+2 +4 +6 +10 +14 +20 +26 +32 +40 +50
 
Special: Each time you take this feat, it counts as though you had taken a "half feat" of the Mana Attunement feat (thus, for every two times you take this feat, you gain Mana Attunement as a virtual bonus feat).

 

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 mana per grade of the spell.
Spells that do not target a defense are not affected by this feat.

 

MANA ATTUNEMENT [Magic]
You have a heightened sense of awareness of the ebb and flow of mana.
Prerequisites: Caster.
Benefit: You gain a feat bonus to your refresh rate based upon how many times you have taken this feat.
 
Mana Atunement: Bonus Refresh Rate
Times Taken
1 2 3 4 5 6 7 8 9 10
+1 +2 +3 +4 +6 +8 +10 +13 +16 +20
 
Special: Each time you take this feat, it counts as though you had taken a "half feat" of the Extra Mana feat (thus, for every two times you take this feat, you gain Extra Mana as a virtual bonus 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 mana 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 level.
Casting a spell modified in this way costs additional mana equal to the amount you increased the resonance bound.
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.

 

SPELL STUDY [Magic]
You have further studied the paths of magic, giving you greater access to their powers.
Prerequisites: Caster.
Benefit: You gain knowledge of one additional spell of any path you can access of a grade one grade higher than you can currently access. You now have access to that higher grade.
If you would later gain access to a new spell grade and already have access to it by virtue of this feat, you gain access to the next higher grade instead.
Special: You can take this feat multiple times. You cannot use this feat to gain access to archmage spells.

 

UNLOCK ARCHMAGE [Epic, Magic]
You have unlocked the secrets of a spell that transcends the traditional scales of power.
Prerequisites: Caster, ability to cast at least one master spell, 21st+ level.
Benefit: You can learn one archmage spell of your choice from a path you can access. You can take this feat multiple times; each time, you can select a new archmage spell to learn.

 

UNLOCK WISH [Epic, Magic]
Reality is malleable. Nothing is impossible.
Prerequisites: Caster, 16th+ level.
Benefit: You learn the wish spell.

 

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 mana 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.

Feb 26, 2017: t20 v4.

Initiate	AW
Apprentice	1E, 1D
Journeyman	3E, 5D, 7E, 9D
Adept		13E, 15D, 17E, 19D
Master		23E, 25D, 27E, 29D


Back to Main Page d20 Mechanics Classes