Difference between revisions of "Class: Mage"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="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" style="background:#DA8072;"|'''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="5%"|'''Fort'''
+
|width="12%"|''Mana''
|width="5%"|'''Ref'''
+
|width="12%"|''Refresh Rate''
|width="5%"|'''Will'''
+
|width="12%"|''Max Spell Grade''
|width="32%" 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, Expressions of Magic || d4 || Apprentice || ----- || -----
+
|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 || Apprentice || ----- || -----
+
|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 || Journeyman || 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 || Adept || 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
 
|}
 
|}
  
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: ''"Reality is malleable. Nothing is impossible."''
 
: ''"Reality is malleable. Nothing is impossible."''
  
Hidden in the depths of reality, in places where surely no mortal mind was meant to venture, lie secrets: ancient pathways of power, hewn into the metaphysical depths by forces beyond mortal ken. Some of these pathways are accessible only by strange words in alien tongues; some, by bizarre hand gestures; and yet others are unlocked by the combining of seemingly innocuous materials. When a pathway's methods are invoked, the mind calling upon it fills with a sudden surge of energy and knowledge - and the ability to modify the world in some fashion.
+
Hidden in the depths of reality, in places where surely no mortal mind was meant to venture, lie secrets: ancient pathways of power, hewn into the metaphysical depths by forces beyond mortal ken. However, with sufficient knowledge, resolve, and force of will, an individual can tap into these leylines and wrest forth their secrets, revealing powers capable of twisting reality to the wishes of he who tapped into it. Those who steel their minds and seek to map out the myriad twisting lines of power etched into reality are known as mages.
  
These "short-cuts" in reality are the purview of the mage. By studying these pathways, he gains access to abilities that change and modify the world at his whim. By constantly exercising his mind, he expands his ability to handle the rush of power that comes with the unlocking of these metaphysical leylines, and can plumb their depths for greater and more expansive ways to modify reality.
+
The leylines are not a science, and there is no rhyme or reason to their existence, nor are they predictable in their effects. A mage who taps a given leyline may unlock the ability to heal an ally, while another mage who taps the same leyline instead is able to summon forth lightning from his hand. The nature of the interaction between leylines and the individuals who tap them is a mysterious and unknowable interplay between the leyline and the mage; however, one common thread among all mages is the need to speak aloud their desire when accessing a leyline. The precise wording is often irrelevant; it is the intent that matters, and mages must be very clear about their intentions regarding the energy from a leyline before it becomes unleashed.
  
Knowing that these short-cuts in reality exist, and even how to unlock them, is insufficient to using them: a mortal must be mentally prepared for the rush of energy in the mind upon their unlocking, and understand how to put that power to use. Mages dedicate themselves to the study of these methods.
+
Tapping into a leyline is not dangerous by itself, but those who would wield the powers held within must gird their minds and use their own essence to unlock its power. An apprentice mage who has just begun his studies can tap into the simplest and smallest of leylines, while a master can command all but the most dizzying of them. The only vaguely consistent detail of the wielding of magic is the amount of energy an individual must put into a leyline before it unleashes its secrets at his whim: the energy patterns required by each leyline require the mage to make snap decisions with the amount of energy he devotes to a leyline, and brilliant mages are able to conserve their power, giving them significantly greater staying power, while dullards waste their energies summoning even the weakest of spells.
 +
 
 +
Mages are dangerous opponents. One can never tell what powers a given mage has unlocked merely by looking at him, and magic is a powerful force. With a mere whisper, a mage can mend bone, create pillars of flame, or summon otherworldly creatures to do his bidding. With such power, it is no wonder that mages are often feared: for the goal of many magicians is absolute power, and such power has a tendency to corrupt. While many mages work for the common good, many are all too aware that a mage who decides to pursue his own ends can rapidly turn any opposition to ash, or worse.
  
 
==Game Rule Information==
 
==Game Rule Information==
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'''[[ The_Forces#Force_Resistance | Force Resistances]]:''' PR 5 + level, TR 5 + level.
 
'''[[ The_Forces#Force_Resistance | Force Resistances]]:''' PR 5 + level, TR 5 + level.
  
'''Abilities:''' Intelligence is the prime ability for the mage. With a higher intelligence, his mental fortitude improves, allowing him to command more magical energy, as well as access the deeper secrets of the universe.
+
'''Abilities:''' Intelligence is the prime ability for the mage. With a higher intelligence, his mental fortitude improves, allowing him to command more magical energy, as well as access the deeper secrets of the universe. Each path of magic also requires another ability, however, and so mages cannot pursue intellect to the exclusion of all else.
  
'''Hit 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.
  
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Proficiencies">
! colspan="1;" style="background:#CD0000; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Sidebar: Robes</font></div>
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
|-style="text-align:left;"
+
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
|Robes qualify as "non-armor," in the sense that anyone can wear robes without penalty, even classes that must explicitly not wear armor. Robes have no Max Dex, no ACP, no ASF, provide no AC bonus, and are effectively weightless. However, they can be enchanted like other armor.
+
 
|}
 
|}
 +
'''Weapons:''' Any three.
  
'''Weapons and Armor Proficiency:''' Mages are proficient with simple weapons, but no armor except robes. Mages are not proficient with shields.
+
'''Armor:''' Mystic.
  
'''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.
+
'''Implements:''' [[D20_Mechanic:_Implements#Canes|Canes]], [[D20_Mechanic:_Implements#Wands|wands]].
  
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.
+
<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.
  
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.
+
&nbsp;
  
Casting a spell requires mana expenditure as per the table below.
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! 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>
 +
|-
 +
|width="10%"|'''Path'''
 +
|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.
 +
|}
  
'''Initiate  :'''  1 mp
+
&nbsp;
'''Apprentice :'''  4 mp
+
'''Journeyman :'''  9 mp
+
'''Adept      :''' 16 mp
+
'''Master    :''' 25 mp
+
  
A mage completely replenishes his mana points after a night's rest.
+
Spells 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:''' 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."
+
{|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
 +
|}
  
Spells are divided into ten categories, called ''paths''; these groupings are relevant to your ability to access spells.
+
The mage has an amount of ''mana'' at his disposal based upon his caster level, per the class table, above.
  
In addition, in order to cast a spell, you must have a minimum Intelligence score, based upon the grade of the spell.
+
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.
  
'''Initiate  :''' 11
+
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.
'''Apprentice :''' 13
+
'''Journeyman :''' 15
+
'''Adept      :''' 17
+
'''Master    :''' 19
+
  
At first level, you know a number of Initiate spells equal to 4 + your Intelligence modifier, and a number of Apprentice spells equal to 2 + your Intelligence modifier. You can select spells from either of your ruling paths (see below).
+
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.
  
Each time you gain a level, you automatically learn a number of spells equal to your Intelligence modifier. At least one of these spells must be from one of your ruling paths, and no more than one can be from your inferior path.
+
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).  
  
'''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.
+
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.
  
When you take your first level in mage, you must select two paths as your ''ruling paths'', and one path as your ''inferior path''. All other paths become your ''common paths''. Your studies begin solely in your ruling paths, but you gradually learn to branch out into your common paths; eventually, you learn the basics of your inferior path, but never to the strength of your other paths.
+
<div id="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.
  
The paths are as follows.
+
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.
 +
 
 +
<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.
 +
 
 +
At second, fourth, sixth, and eighth levels, you gain a bonus feat. You can only spend this bonus feat on acquiring [Metamagic] feats.
 +
 
 +
<div id="Mage Talent">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mage Talent</font></div>
 +
|}
 +
At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.
 +
 
 +
<div id="Channel">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#FCA294;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Channel</font></div>
 +
|}
 +
As a swift action, you can spend any number of hit points. You gain temporary mana equal to half the amount of hit points you sacrificed, rounded down. Temporary mana lasts for 1 round per point of Intelligence modifier you have, and can put you over your maximum mana.
 +
 
 +
<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=
 +
The following are mage spells, ordered by path, then by grade.
 +
 
 +
==Artifice 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 Artifice Spells</font></div>
 +
|-
 +
! width="10%"|Spell Name
 +
! width="60%"|Effect
 +
! 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;
 
&nbsp;
  
{| class="collapsible" width="92%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Magic Paths</font></div>
+
! 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>
 
|-
 
|-
!width="10%"|'''Path'''
+
! width="10%"|Spell Name
!width="90%" align="left"|'''Description'''
+
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-style="background:white;" align="left"  
 +
|Arcane Anchor || &nbsp; || &nbsp;
 +
|- 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>
 
|-
 
|-
|Abjuration || align="left"|Abjurations create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
+
! width="10%"|Spell Name
|-style="background:#FCA294;"
+
! width="60%"|Effect
|Conjuration || align="left"|Conjurations bring manifestations of objects, creatures, or some form of energy to you, actually transport creatures from another plane of existence to your plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot.
+
! width="30%"|Resonance
 +
|-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>
 
|-
 
|-
|Divination || align="left"|Divinations enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
+
! width="10%"|Spell Name
|-style="background:#FCA294;"
+
! width="60%"|Effect
|Enchantment || align="left"|Enchantments affect the minds of others, influencing or controlling their behavior.  
+
! width="30%"|Resonance
 +
|-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>
 
|-
 
|-
|Evocation || align="left"|Evocations manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing.
+
! width="10%"|Spell Name
|-style="background:#FCA294;"
+
! width="60%"|Effect
|Illusion || align="left"|Illusions deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.  
+
! 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>
 
|-
 
|-
|Necromancy || align="left"|Necromancies manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this path.  
+
! width="10%"|Spell Name
|-style="background:#FCA294;"
+
! width="60%"|Effect
|Transmutation || align="left"|Transmutations change the properties of some creature, thing, or condition.
+
! 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;
 
&nbsp;
  
'''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.
+
{|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>
 +
|-
 +
! width="10%"|Spell Name
 +
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-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.
 +
|}
  
The three types of implements are tomes, staffs, and orbs.
+
&nbsp;
  
* '''Tomes:''' The mage maintains a tome, into which he writes arcane formulae and other notation that better allow him to keep track of his mystic education. A tome made to be an implement, however, becomes more than just a journal or notebook: a tome grants a mage greater versatility with his magic.
+
==Malediction Path==
** ''Arcane Insights:'' The magic inherent in a tome allow the mage to cross-reference his knowledge and make deeper insights as his knowledge of the nature of magic improves. Each time you gain a mage level, you learn an additional two spells, which can be from any path you can access. If you select this implement as your first implement, you may select 6 + your Intelligence modifier Initiate spells, and 4 + your Intelligence modifier Apprentice spells.
+
Words.
** ''Mystic Writings:'' You can choose to imbue a spell written into your tome with magical energy, costing mana equal to the spell's mana cost and taking one hour per grade of the spell. If you have done so, you may, as a full-round action, when wielding a tome, cast such a spell directly from the tome. Doing so costs you no mana; however, the spell is burned out of the tome (it can be written into it again if you so choose). Casting a spell in this manner changes none of the spell's parameters other than its casting time and mana cost. You cannot augment a spell cast this way with metamagic feats.
+
** ''Evidence Yields Truth:'' If you maintain a tome, when you witness a spell cast of a path and grade you can access and know at least one spell from that path, you can attempt to learn the spell by studying what you personally have learned and cross-referencing it with your experience. Doing so requires an hour per grade of the spell, and the base Spellcraft DC to learn a spell in this manner is 25. If the check succeeds, you successfully learn the spell.
+
* '''Staffs:''' The mage carries a staff, a symbol of his position as a mage that demands respect. A staff imbued to become an implement, however, becomes a font of magical power.
+
** ''Arcane Symbol:'' The staff is the traditional symbol of wielders of the arcane, primarily because the imbuing process for staffs enables their carriers to access expressions of magic not accessible to other mages. The mage gains access to the noted additional effects under ''expressions of magic''.
+
** ''Release Power:'' A staff may be broken, releasing any magical energy it stores. Breaking a staff is a standard action, and deals 1d6/caster level points of arcane damage to all creatures within 30 feet (Reflex save DC 10 + mage's caster level for half damage), including the mage. A staff broken in this manner cannot be repaired, and the mage must attune himself to a new staff if he wishes to benefit from such an implement.
+
* '''Orbs:''' The mage wields an orb, an entrancing and often mystical object. Imbued as an implement, the orb becomes a receptacle for arcane power.
+
** ''Mana Receptacle:'' As a swift action, you may transfer mana freely between yourself and an orb you wield. An orb can hold no more mana than your caster level + Intelligence modifier. Mana stored in an orb remains until used.
+
** ''Locus of Concentration:'' The nature of an orb allows a mage using one to focus more intently on forming magical energies. When you cast a spell and are wielding an orb, you can increase the casting time of a spell by one step; if you do, you automatically succeed at Concentration checks to cast defensively, and gain a bonus to Concentration checks to avoid spell disruption equal to your caster level + Intelligence modifier. However, due to your intense concentration, you are considered flat-footed until the beginning of your next turn.
+
  
'''Expressions of Magic (Sp):''' As a mage, you are able to produce a number of minor magical effects, provided you have at least 1 mp remaining.
+
==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>
 +
|-
 +
! width="10%"|Spell Name
 +
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-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;
 +
|}
  
At first level, you can produce the following effects at will, so long as you have at least 1 mp.
+
&nbsp;
  
* ''arcane mark''
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
* ''detect magic''
+
! 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>
* ''prestidigitation''
+
|-
* ''light'' (staff only)
+
! width="10%"|Spell Name
 +
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-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;
 +
|}
  
At fifth level, you can produce the following effects at will, so long as you have at least 4 mp.
+
&nbsp;
  
* ''disguise self''
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
* ''comprehend languages''
+
! 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>
* ''magic aura''
+
|-
* ''arcane lock'' (staff only)
+
! width="10%"|Spell Name
* ''knock'' (staff only)
+
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-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;
 +
|}
  
At tenth level, you can produce the following effects at will, so long as you have at least 9 mp.
+
&nbsp;
  
* ''arcane sight''
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
* ''darkvision''
+
! 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>
* ''whispering wind''
+
|-
* ''darkness'' (staff only)
+
! width="10%"|Spell Name
* ''daylight'' (staff only)
+
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-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;
 +
|}
  
At fifteenth level, you can produce the following effects at will, so long as you have at least 16 mp.
+
&nbsp;
  
* ''alter self''
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
* ''command''
+
! 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>
* ''tongues''
+
|-
* ''tiny hut'' (staff only)
+
! width="10%"|Spell Name
 +
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-style="background:white;" align="left"
 +
|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;
 +
|}
  
At twentieth level, you can produce the following effects at will, so long as you have at least 25 mp.
+
&nbsp;
  
* ''permanency''
+
==Thaumaturgy Path==
* ''scrying''
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
* ''teleport'' (self only)
+
! 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>
* ''turn to frog'' (staff only)
+
|-
 +
! width="10%"|Spell Name
 +
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-style="background:white;" align="left"
 +
|[[Magic:_Thaumaturgy_Spell_List#Arc_Lightning|Arc Lightning]] || Strike up to two creatures with lightning, dealing ''potency 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.
 +
|}
  
'''Mage Talent:''' At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.
+
&nbsp;
  
* ''Channel:'' You may, as a swift action, sacrifice any number of hit points. You gain temporary mana equal to half the amount of hit points you sacrificed, rounded down. Temporary mana lasts for 1 round per point of Intelligence modifier you have, and can put you over your maximum mana. In addition, you can go into ''lifeburn''.
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
** '''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.
+
! 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>
* ''Disciplined Mind:'' Whenever you would gain a mana die, you may roll twice and take the result of your choice. When you take this talent, you may reroll all the mana dice you have accumulated thus far, and take the total of that reroll or your current total (remember that if mage was your first class, your first level's mana die is maximized).
+
|-
** ''Expansive Mind:'' Whenever you would gain a mana die, the size of the mana die is increased by one step. If your mana die is d12, your mana die becomes d12+d2 (if you further improve your mana die, the next step is d12+d4, then d12+d6, and so on). You can take this talent multiple times; its effects stack. (''Prerequisites:'' Disciplined Mind)
+
! width="10%"|Spell Name
** ''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)
+
! width="60%"|Effect
* ''Dilettante:'' Choose two common paths. You can access spells one grade higher for those paths (so if you could normally access apprentice spells, you can now access journeyman spells), and immediately learn two spells of the new grade from each path. (''Special:'' You cannot take this talent and the ''generalist'' or ''specialist'' talents)
+
! width="30%"|Resonance
* ''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.
+
|-style="background:white;" align="left"
** ''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)
+
|[[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''.
* ''Expanded Implements:'' Choose another magical implement (tome, staff, or orb). You gain affinity for the chosen implement type. You can take this talent up to two times; each time you do, select a new implement.
+
|- align="left" style="background:#FCA294;"
* ''Generalist:'' Your inferior path becomes a common path, and you immediately learn two spells from each grade that you can now access for that path. Your mage level is treated as three levels lower for determining your spell access to your ruling paths. (''Special:'' You cannot take this talent and the ''dilettante'' or ''specialist'' talents)
+
|[[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.
* ''Orb Mastery:'' While wielding an orb as an implement, your ''Locus of Concentration'' ability no longer makes you flat-footed, and you can apply its enhancement bonus as an insight bonus to your Will saves and Concentration checks. (''Prerequisites:'' Orb as a chosen implement)
+
|- align="left"
* ''Specialist:'' Treat your mage level as two levels higher for determining your spell access to your ruling paths. In addition, learn two additional spells of each grade for each of your ruling paths, and when you gain access to a new grade of spells in those paths, immediately learn one spell of the new grade. Your mage level is treated as four levels lower for determining your spell access to your inferior path, and as one level lower for determining your spell access to your common paths. (''Special:'' You cannot take this talent and the ''dilettante'' or ''generalist'' talents)
+
|Blinding Bolt || Temporarily blind a creature with dazzling light and also deal ''potency 5'' radiance damage. || Also knock the target ''prone''.
* ''Staff Mastery:'' While wielding a staff as an implement, you can apply its enhancement bonus to the saving throw DCs of spells you cast. (''Prerequisites:'' Staff as a chosen implement)
+
|- align="left" style="background:#FCA294;"
* ''Tome Mastery:'' While wielding a tome as an implement, you can apply its enhancement bonus to caster level checks to overcome Spell Resistance. (''Prerequisites:'' Tome as a chosen implement)
+
|[[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.
* ''Wish (Sp):'' You gain knowledge of the ''[[Magic:_Spells_W-Z#Wish|wish]]'' spell. (''Prerequisites:'' Caster level 16th+, must be able to access Master spells)
+
|- align="left"
* ''Feat:'' The mage may gain a bonus feat in place of a talent.
+
|[[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''.
 +
|}
  
=Spells=
+
&nbsp;
The following are mage spells, ordered by path, then by grade.
+
  
'''Prerequisites:''' Some spells require that you be, for example, an Apprentice of Fate. In order to qualify for such a requirement, you must know and be capable of casting at least one spell from the indicated grade of the indicated path (in the example's case, you must know and be capable of casting at least one Apprentice spell from the Fate 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;">Journeyman Thaumaturgy Spells</font></div>
 +
|-
 +
! width="10%"|Spell Name
 +
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-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''.
 +
|}
  
==Evocation==
+
&nbsp;
Spells of the Evocation path.
+
  
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Initiate Evocation Spells</font></div>
+
! 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>
 
|-
 
|-
! width="20%"|Spell Name
+
! width="10%"|Spell Name
! width="80%"|Effect
+
! width="60%"|Effect
 +
! width="30%"|Resonance
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Arcane Bolt || 1d4+1 arcane damage; +1 missile per two levels above 1st (max 5).
+
|Acid Wave || &nbsp; || &nbsp;
|-align="left" style="background:#FCA294;"  
+
|- align="left" style="background:#FCA294;"
|Burning Hands || 1d4/level fire damage (max 5d4).
+
|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>
 +
|-
 +
! width="10%"|Spell Name
 +
! width="60%"|Effect
 +
! width="30%"|Resonance
 +
|-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"  
 
|-align="left"  
|Ear-Piercing Scream || Deal sonic damage and daze target.
+
|'''Prerequisites:''' Caster.
|-align="left" style="background:#FCA294;"
+
|Flare || Dazzles one creature (–1 on attack rolls).
+
 
|-align="left"  
 
|-align="left"  
|Floating Disk || Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
+
|'''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''.
|-align="left" style="background:#FCA294;"  
+
|}
|Gentle Breeze || Light wind protects one target from clouds, gases, heat, and vapors.
+
</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"  
 
|-align="left"  
|Hydraulic Push || Wave of water bull rushes an enemy.
+
|'''Prerequisites:''' Hecatonchires.
|-align="left" style="background:#FCA294;"
+
|Light || Object shines like a torch.
+
 
|-align="left"  
 
|-align="left"  
|Penumbra || Protects creature or object touched from bright light.
+
|'''Benefit:''' You can cast a spell in such a way as to ignore Magic Resistance.  
|-align="left" style="background:#FCA294;"  
+
|-align="left"  
|Ray of Frost || Ranged touch attack deals 1d4 cold damage + 1d4 per two levels above first (max 5d4).
+
|Casting a spell modified in this way costs an additional 2 ''mana'' per grade of the spell.
|-align="left"
+
|Shocking Grasp || Touch delivers 1d6/level electricity damage (max 5d6).
+
|-align="left" style="background:#FCA294;"
+
|Thunderstomp || Trip one creature within range.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Empower_Spell">
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Apprentice Evocation Spells</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">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>
 
|-
 
|-
! width="20%"|Spell Name
+
! colspan="15" style="background:#DA8072;"|Times Taken
! width="80%"|Effect
+
|- style="background:#FCA294;"
 +
|width="10%"|''1''
 +
|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''
 +
|-
 +
| +2 || +4 || +6 || +10 || +14 || +20 || +26 || +32 || +40 || +50
 +
|}
 +
|-align="left"
 +
|&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).
 +
|}
 +
</div>
 +
 
 +
&nbsp;
 +
 
 +
<div id="Extra_Path">
 +
{|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"  
 
|-style="background:white;" align="left"  
|Arcane Ray || You fire one arcane ray plus one additional ray for every four levels (maximum three rays). Each ray deals 3d6 points of arcane damage.
+
|Your breadth of knowledge of magic is expansive.
|-align="left" style="background:#FCA294;"
+
|Burning Arc || Create an arc of flame that burns one target plus one additional target/3 levels for 1d6 fire dmg/CL (maximum 10d6). Reduce the damage by 1/2 (rounded down) for every additional target the discharge arcs to.
+
 
|-align="left"  
 
|-align="left"  
|Darkness || 20-ft. radius of supernatural shadow.
+
|'''Prerequisites:''' Caster, access to five or fewer paths.
|-align="left" style="background:#FCA294;"
+
|Defensive Shock || Electricity damages your attackers.
+
 
|-align="left"  
 
|-align="left"  
|Flaming Sphere || Rolling ball of fire deals 3d6 fire damage.
+
|'''Benefit:''' You gain access to another magic path of your choice. You can take this feat multiple times; its effect stacks.
|-align="left" style="background:#FCA294;"  
+
|}
|Frigid Touch || Target takes cold damage and is staggered.
+
</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"  
 
|-align="left"  
|Frost Fall || The area is covered in a chilling frost.
+
|'''Prerequisites:''' Character level 21st+.
|-align="left" style="background:#FCA294;"
+
|Gust of Wind || Blows away or knocks down smaller creatures.
+
 
|-align="left"  
 
|-align="left"  
|Gusting Sphere || Ball of wind can bull rush creatures inflicting 1d6 wind damage.
+
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
|-align="left" style="background:#FCA294;"
+
|Ice Slick || You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.
+
|-align="left"
+
|Scorching Ray || Ranged touch attack deals 3d6 fire damage, + 1 ray/four levels (max 3).
+
|-align="left" style="background:#FCA294;"
+
|Shatter || Sonic energy damages objects or crystalline creatures.
+
|-align="left"
+
|Sonic Scream || Create a cone of damaging sound at will.
+
|-align="left" style="background:#FCA294;"
+
|Thundercloud || Flying storm cloud deals 3d6 electricity damage.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Irresistible_Spell">
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Journeyman Evocation Spells</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#F08080;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">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="20%"|Spell Name
+
! colspan="15" style="background:#DA8072;"|Times Taken
! width="80%"|Effect
+
|- style="background:#FCA294;"
 +
|width="10%"|''1''
 +
|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''
 +
|-
 +
| +1 || +2 || +3 || +4 || +6 || +8 || +10 || +13 || +16 || +20
 +
|}
 +
|-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;
 +
 
 +
<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"  
 
|-style="background:white;" align="left"  
|Air Geyser || Blast of air deals 2d6 wind damage and knocks opponent upward.
+
|You can rapidly summon magical power.
|-align="left" style="background:#FCA294;"
+
|Cone of Cold || 1d6/level cold damage.
+
 
|-align="left"  
 
|-align="left"  
|Daylight || 60-ft. radius of bright light.
+
|'''Prerequisites:''' Caster.
|-align="left" style="background:#FCA294;"  
+
|-align="left"
|Fireball || 1d6 damage per level, 20-ft. radius.
+
|'''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"  
 
|-align="left"  
|Hurricane Blast || Creates a severe blast of wind.
+
|'''Prerequisites:''' Caster.
|-align="left" style="background:#FCA294;"
+
|Hydraulic Torrent || Creates torrent of water that bull rushes any creature in its path.
+
 
|-align="left"  
 
|-align="left"  
|Interposing Hand || Hand provides cover against 1 opponent.
+
|'''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" style="background:#FCA294;"
+
|Lightning Bolt || Electricity deals 1d6/level damage.
+
 
|-align="left"  
 
|-align="left"  
|Resilient Sphere || Force globe protects but traps one subject.
+
|Casting a spell modified in this way costs an additional 3 ''mana'' per grade of the spell.
|-align="left" style="background:#FCA294;"
+
|River of Wind || A stream of wind causes wind damage and can knock down or push creatures.
+
 
|-align="left"  
 
|-align="left"  
|Shout || Deafens all within cone and deals 1d6/level sonic damage.
+
|Spells that do not have an area of one of these four sorts are not affected by this feat.  
|-align="left" style="background:#FCA294;"
+
|Tiny Hut || Creates shelter for 10 creatures.
+
|-align="left"
+
|Wall of Fire || Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.
+
|-align="left" style="background:#FCA294;"
+
|Wall of Force || Wall is immune to damage.
+
|-align="left"
+
|Wall of Ice || Ice plane creates wall or hemisphere creates dome.
+
|-align="left" style="background:#FCA294;"
+
|Wall of Light || An immobile curtain of blinding light blocks line of sight and sheds light to a range of 60 ft. in all directions.
+
|-align="left"
+
|Wall of Lightning || Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 1d6 damage + 1/level and can paralyze.
+
|-align="left" style="background:#FCA294;"
+
|Wall of Sound || Sonic wall deflects and damages creatures.
+
|-align="left"
+
|Wall of Wind || Deflects arrows, smaller creatures, and gases.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
 
=Design Notes=
 
=Design Notes=
I am mildly unhappy with the paths. In particular, time and space are mighty impinging on the epochent's shtick. I am also uncertain that I am happy with the breakdown. I'd like to return to the nine-school setup of standard magic, reallocating the various spells into the original schools.
+
'''June 12, 2016:''' Not a complete redesign, but quite close.
  
In general, the mage will seem significantly less powerful than the wizard. This is most likely due to a removal of a significant number of spells - part of the idea here is to cull magic down into something that isn't "do everything ever," so that there are actual niches among Force-using classes.
+
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.
  
The end goal is that the mage will be on-par with other Force-using classes, rather than the wizard being utterly ridiculous in comparison to everyone else.
+
'''Feb 26, 2017:''' t20 v4.
  
Aside from the paths, I'm pretty happy with the mage so far. Making them point-based is something I've wanted to do for awhile, since spell slots per RAW are... clunky. Rolling randomly for mana points makes it interesting, and in keeping with the theme of the Reality forces (which all have a random element in their usage). The maths for mana seems to work out such that even getting really screwed on mana rolls won't make you useless, provided you have a reasonably high Int; since SAD is in effect here, that shouldn't be an issue.
+
Initiate AW
 +
Apprentice 1E, 1D
 +
Journeyman 3E, 5D, 7E, 9D
 +
Adept 13E, 15D, 17E, 19D
 +
Master 23E, 25D, 27E, 29D
  
'''15/03/20:''' We're going to the d20 school setup. I need to write up some spells since one of the main antagonists for the upcoming game is a mage, and we need to know what she is capable of.
+
{{Class_Breadcrumb}}
  
Also... these spell tables are madness. Need to tone that shit right the hell down, because that's just crazy. I don't know why I thought that would be a good idea... we'll have a separate section for each path, then divide the spells into grades. Because that's actually sane.
+
[[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


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