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==Thaumaturgy Path==
 
==Thaumaturgy Path==
Words.
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{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! 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>
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|-
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! width="10%"|Spell Name
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! width="60%"|Effect
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! width="30%"|Resonance
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|-style="background:white;" align="left"
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|Arc Lightning || Strike up to two creatures with lightning, dealing ''potency 2'' lightning damage. || Attempt to strike an additional nearby creature.
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|- align="left" style="background:#FCA294;"
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|Cloud of Daggers || You create dozens of tiny daggers made arcane energy which fill a space. || The cloud follows the original target.
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|- align="left"
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|Magic Missile || Unerringly strike a creature for ''potency 2'' arcane damage. || ---
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|- align="left" style="background:#FCA294;"
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|Ray of Frost || Strike a creature with a burst of cold dealing ''potency 4'' ice damage. || ''Slow'' the target.
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|- align="left"
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|Scorching Burst || Blast creatures in a 5 ft radius with ''potency 3'' fire damage. || Inflict ''ongoing fire damage'' with ''potency 1''.
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|- align="left" style="background:#FCA294;"
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|Storm Pillar || Create a crackling column of lightning that deals ''potency 2'' lightning damage to creatures that near it. || ---
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|- align="left"
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|Thunderwave || Create a burst in front of you that deals ''potency 3'' sonic damage. || Push the targets away from you.
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|- align="left" style="background:#FCA294;"
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|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.
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|}
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==Wizardry Path==
 
==Wizardry Path==

Revision as of 18:21, 12 June 2016

The Mage
  Magic
Level BAB FRC Fort Ref Will Det Special Mana Die Max Spell Grade Paths Spells Known
1 +0 +1 +0 +0 +2 +0 Prestidigitation d4 Initiate 1 4
2 +1 +2 +1 +1 +3 +1 Prestidigitation d4 Initiate 1 6
3 +1 +3 +1 +1 +4 +1   d4 Apprentice 2 7
4 +2 +4 +1 +1 +4 +1 Prestidigitation d4 Apprentice 2 8
5 +2 +5 +2 +2 +5 +2   d6 Apprentice 2 10
6 +3 +6 +2 +2 +6 +2 Prestidigitation d6 Apprentice 2 11
7 +3 +7 +3 +3 +7 +3   d6 Apprentice 3 12
8 +4 +8 +3 +3 +7 +3 Prestidigitation d6 Journeyman 3 14
9 +4 +9 +3 +3 +8 +3   d8 Journeyman 3 15
10 +5 +10 +4 +4 +9 +4 Mage Talent d8 Journeyman 3 16
11 +5 +11 +4 +4 +10 +4   d8 Journeyman 4 18
12 +6 +12 +5 +5 +10 +5 Mage Talent d8 Journeyman 4 19
13 +6 +13 +5 +5 +11 +5   d10 Adept 4 20
14 +7 +14 +5 +5 +12 +5 Mage Talent d10 Adept 4 22
15 +7 +15 +6 +6 +13 +6   d10 Adept 5 23
16 +8 +16 +6 +6 +13 +6 Mage Talent d10 Adept 5 24
17 +8 +17 +7 +7 +14 +7   d12 Adept 5 26
18 +9 +18 +7 +7 +15 +7 Mage Talent d12 Master 5 27
19 +9 +19 +7 +7 +16 +7   d12 Master 6 28
20 +10 +20 +8 +8 +16 +8 Mage Talent d12 Master 6 30

 

Mage

Tellah, iconic mage
"Reality is malleable. Nothing is impossible."

Hidden in the depths of reality, in places where surely no mortal mind was meant to venture, lie secrets: ancient pathways of power, hewn into the metaphysical depths by forces beyond mortal ken. However, with sufficient knowledge, resolve, and force of will, an individual can tap into these leylines and wrest forth their secrets, revealing powers capable of twisting reality to the wishes of he who tapped into it. Those who steel their minds and seek to map out the myriad twisting lines of power etched into reality are known as mages.

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

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

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

Game Rule Information

Mages have the following game statistics.

Force Alignment: Magic.

Force Resistances: PR 5 + level, TR 5 + level.

Abilities: Intelligence is the prime ability for the mage. With a higher intelligence, his mental fortitude improves, allowing him to command more magical energy, as well as access the deeper secrets of the universe. Each path of magic also requires another ability, however, and so mages cannot pursue intellect to the exclusion of all else.

Hit Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Class Skills: The Mage’s class skills are Analysis, Crafting, Falsify, Insight, Intimidate, Legerdemain, Lore (Magic), Resolve, and Search.

Skill Points at Each Level: 4 + Int modifier.

Starting Age: Moderate.

Class Features

All of the following are class features of the mage.

Proficiencies

Weapons: Any three.

Armor: Cloth.

Implements: Wands.

Spells

Mages are casters, which means that they make use of spells, expressions of power ripped from the leylines that metaphysically cross the material plane. As casters, mages must expend mana to cast spells, a metaphysical resource produced by the strength of his will and personal conviction. With a long rest, the mage replenishes his mana completely.

 

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

 

Spells are a combination of the mage's will to modify the world and the power imparted by accessing leylines; as such, so long as the mage has sufficient mana to fuel the spell, it will always function. The mana, minimum Intelligence, and minimum secondary ability needed to use a spell are indicated on the table to the right.

Spell Stats by Grade
Grade Minimum Intelligence Minimum Secondary Ability MP Cost
Initiate 11 10 1
Apprentice 14 11 4
Journeyman 17 12 9
Adept 20 13 16
Master 23 14 25

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

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

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).

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.

Prestidigitation

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

Mage Talent

At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.

  • Channel: You may, as a swift action, sacrifice any number of hit points. You gain temporary mana equal to half the amount of hit points you sacrificed, rounded down. Temporary mana lasts for 1 round per point of Intelligence modifier you have, and can put you over your maximum mana. In addition, you can go into lifeburn.
    • Lifeburn (Sp): You may, as a swift action, go to 0 hit points. If you do, the base mana cost of all your spells becomes 0, and you gain the benefits of the doublecast talent. This effect lasts for 1 round per point of Intelligence modifier, during which you are immune to damage, can only be destroyed by effects that ignore hit points (such as a sphere of annihilation), and you ignore any penalties for being staggered. After the effect ends, you permanently and irrevocably die. You can only use this ability if you are at 1 or more hit points.
  • Disciplined Mind: Whenever you would gain a mana die, you may roll twice and take the result of your choice. When you take this talent, you may reroll all the mana dice you have accumulated thus far, and take the total of that reroll or your current total (remember that if mage was your first class, your first level's mana die is maximized).
    • Expansive Mind: Whenever you would gain a mana die, the size of the mana die is increased by one step. If your mana die is d12, your mana die becomes d12+d2 (if you further improve your mana die, the next step is d12+d4, then d12+d6, and so on). You can take this talent multiple times; its effects stack. (Prerequisites: Disciplined Mind)
    • Focused Mind: You gain an additional +1 magic point per caster level. You can take this talent multiple times; its effects stack. (Prerequisites: Disciplined Mind)
  • Dilettante: Choose two common paths. You can access spells one grade higher for those paths (so if you could normally access apprentice spells, you can now access journeyman spells), and immediately learn two spells of the new grade from each path. (Special: You cannot take this talent and the generalist or specialist talents)
  • Doublecast: You can, as a full-round action, cast two spells simultaneously. The combined mana cost of the two spells can be no greater than double your caster level.
    • Quadramagic: You can, as a full-round action, cast four spells simultaneously. The combined mana cost of the four spells can be no greater than triple your caster level. (Prerequisites: Doublecast)
  • Expanded Implements: Choose another magical implement (tome, staff, or orb). You gain affinity for the chosen implement type. You can take this talent up to two times; each time you do, select a new implement.
  • Generalist: Your inferior path becomes a common path, and you immediately learn two spells from each grade that you can now access for that path. Your mage level is treated as three levels lower for determining your spell access to your ruling paths. (Special: You cannot take this talent and the dilettante or specialist talents)
  • Orb Mastery: While wielding an orb as an implement, your Locus of Concentration ability no longer makes you flat-footed, and you can apply its enhancement bonus as an insight bonus to your Will saves and Concentration checks. (Prerequisites: Orb as a chosen implement)
  • Specialist: Treat your mage level as two levels higher for determining your spell access to your ruling paths. In addition, learn two additional spells of each grade for each of your ruling paths, and when you gain access to a new grade of spells in those paths, immediately learn one spell of the new grade. Your mage level is treated as four levels lower for determining your spell access to your inferior path, and as one level lower for determining your spell access to your common paths. (Special: You cannot take this talent and the dilettante or generalist talents)
  • Staff Mastery: While wielding a staff as an implement, you can apply its enhancement bonus to the saving throw DCs of spells you cast. (Prerequisites: Staff as a chosen implement)
  • Tome Mastery: While wielding a tome as an implement, you can apply its enhancement bonus to caster level checks to overcome Spell Resistance. (Prerequisites: Tome as a chosen implement)
  • Wish (Sp): You gain knowledge of the wish spell. (Prerequisites: Caster level 16th+, must be able to access Master spells)
  • Feat: The mage may gain a bonus feat in place of a talent.

Spells

The following are mage spells, ordered by path, then by grade.

Artifice Path

Words.

Conjury Path

Words.

Malediction Path

Words.

Sorcery Path

Words.

Thaumaturgy Path

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

 

Wizardry Path

Words.

Feats

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Design Notes

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

I am mildly unhappy with the paths. In particular, time and space are mighty impinging on the epochent's shtick. I am also uncertain that I am happy with the breakdown. I'd like to return to the nine-school setup of standard magic, reallocating the various spells into the original schools.

In general, the mage will seem significantly less powerful than the wizard. This is most likely due to a removal of a significant number of spells - part of the idea here is to cull magic down into something that isn't "do everything ever," so that there are actual niches among Force-using classes.

The end goal is that the mage will be on-par with other Force-using classes, rather than the wizard being utterly ridiculous in comparison to everyone else.

Aside from the paths, I'm pretty happy with the mage so far. Making them point-based is something I've wanted to do for awhile, since spell slots per RAW are... clunky. Rolling randomly for mana points makes it interesting, and in keeping with the theme of the Reality forces (which all have a random element in their usage). The maths for mana seems to work out such that even getting really screwed on mana rolls won't make you useless, provided you have a reasonably high Int; since SAD is in effect here, that shouldn't be an issue.

15/03/20: We're going to the d20 school setup. I need to write up some spells since one of the main antagonists for the upcoming game is a mage, and we need to know what she is capable of.

Also... these spell tables are madness. Need to tone that shit right the hell down, because that's just crazy. I don't know why I thought that would be a good idea... we'll have a separate section for each path, then divide the spells into grades. Because that's actually sane.