Class: Mage

From Trinity Wiki
Revision as of 04:26, 15 November 2010 by GnomeWorks (Talk | contribs) (Created page with ': '''This class is a work in progress.''' {| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;" …')

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
This class is a work in progress.
The Mage
  --------------- Spell Access ---------------
Level BAB Fort Ref Will Special Mana Die Ruling Common Inferior
1 +0 +0 +0 +2 Paths d4 Initiate ----- -----
2 +1 +0 +0 +3   d4 Initiate ----- -----
3 +1 +1 +1 +3   d4 Apprentice ----- -----
4 +2 +1 +1 +4   d4 Apprentice Initiate -----
5 +2 +1 +1 +4   d4 Apprentice Initiate -----
6 +3 +2 +2 +5   d6 Apprentice Initiate -----
7 +3 +2 +2 +5   d6 Journeyman Initiate Initiate
8 +4 +2 +2 +6   d6 Journeyman Initiate Initiate
9 +4 +3 +3 +6   d6 Journeyman Apprentice Initiate
10 +5 +3 +3 +7   d6 Journeyman Apprentice Initiate
11 +5 +3 +3 +7   d8 Adept Apprentice Initiate
12 +6/+1 +4 +4 +8   d8 Adept Apprentice Initiate
13 +6/+1 +4 +4 +8   d8 Adept Apprentice Initiate
14 +7/+2 +4 +4 +9   d8 Adept Journeyman Apprentice
15 +7/+2 +5 +5 +9   d8 Master Journeyman Apprentice
16 +8/+3 +5 +5 +10   d10 Master Journeyman Apprentice
17 +8/+3 +5 +5 +10   d10 Master Journeyman Apprentice
18 +9/+4 +6 +6 +11   d10 Master Journeyman Apprentice
19 +9/+4 +6 +6 +11   d10 Master Adept Apprentice
20 +10/+5 +6 +6 +12   d10 Master Adept Apprentice

 

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. 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.

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.

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.

Hit Die: d6.

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).

Skill Points at Each Level: 2 + Int.

Alignment: Any.

Ethos: Any.

Starting Age: Moderate.

Starting Gold: 4d4 x 10gp.

Favored By: Elf, Esper.

Class Features

All of the following are class features of the mage.

Weapons and Armor Proficiency: Mages are proficient with simple weapons, but no armor except robes. Mages are not proficient with shields.

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.

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.

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.

Casting a spell requires mana expenditure as per the table below.

Initiate   :  1 mp
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: The abilities granted to a mage through an understanding of the magical pathways hewn into the metaphysical underside of the universe are known as "spells."

Spells are divided into ten categories, called paths; these groupings are relevant to your ability to access spells.

In addition, in order to cast a spell, you must have a minimum Intelligence score, based upon the grade of the spell.

Initiate   : 11
Apprentice : 13
Journeyman : 15
Adept      : 17
Master     : 19

At first level, you know a number of spells equal to 2 + your Intelligence modifier. You can select spells from either of your ruling path (see below).

Each time you gain a level, you automatically learn two spells. At least one of these spells must be from one of your ruling paths.

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.

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.

The paths are as follows.

Death - wielding power over darkness, decay, ectoplasm, enervation, ghosts, and soul stealing. 
Elements - wielding power over electricity, elemental fire, gravity, heat, kinetic energy, light, physics, radiation, sound, and
     weather. 
Fate - wielding power over blessings, curses, destiny, fortune, oaths, and probability. 
Life - wielding power over disease, evolution, healing, metamorphosis, and vigor. 
Matter - wielding power over alchemy, elemental air, elemental earth, elemental water, shaping, and transmutation. 
Mind - wielding power over communication, hallucinations, mental projection, mind control, and telepathy. 
Prime - wielding power over illusions, magical imbuement, mana, and the nature of Magic itself.
Space - wielding power over conjuration, scrying, sympathy, teleportation, and wards. 
Spirit - wielding power over exorcism, soul retrieval, and spirits.
Time - wielding power over divination, prophecy, and temporal acceleration/deceleration.