Journey Class: Mage
The MAGE HD: d4+2 Lvl ATK DEF FRC DMG Fort Ref Will Special 1 +0 +0 +1 1d4 +0 +0 +1 2 +0 +0 +2 +0 +1 +2 3 +1 +1 +3 +1 +1 +3 4 +1 +1 +4 +1 +2 +4 5 +1 +1 +5 +1 +2 +5 6 +2 +2 +6 +2 +3 +6 7 +2 +2 +7 +2 +3 +7 8 +2 +2 +8 1d6 +2 +4 +8 9 +3 +3 +9 +3 +4 +9 10 +3 +3 +10 +3 +5 +10 11 +3 +3 +11 +3 +5 +11 12 +4 +4 +12 +4 +6 +12 13 +4 +4 +13 +4 +6 +13 14 +4 +4 +14 +4 +7 +14 15 +5 +5 +15 +5 +7 +15 16 +5 +5 +16 1d8 +5 +8 +16 17 +5 +5 +17 +5 +8 +17 18 +6 +6 +18 +6 +9 +18 19 +6 +6 +19 +6 +9 +19 20 +6 +6 +20 +6 +10 +20 21 +7 +7 +21 +7 +10 +21 22 +7 +7 +22 +7 +11 +22 23 +7 +7 +23 +7 +11 +23 24 +8 +8 +24 1d10 +8 +12 +24 25 +8 +8 +25 +8 +12 +25 26 +8 +8 +26 +8 +13 +26 27 +9 +9 +27 +9 +13 +27 28 +9 +9 +28 +9 +14 +28 29 +9 +9 +29 +9 +14 +29 30 +10 +10 +30 +10 +15 +30
Spells
Whee, this is where we're going to work on spells, for now!
Determining Spell Type (At-Will/Encounter/Daily)
If the JP cost of a spell is less than or equal to your base Force bonus, it is an at-will spell.
If the JP cost of a spell is less than or equal to total Force bonus for this class (base Force bonus + your Intelligence modifier), but is higher than your base Force bonus, it is an encounter spell.
If the JP cost of a spell is higher than your total Force bonus for this class, it is a daily spell.
Example: You are a 3rd-level wizard with a 16 Intelligence. Your base Force bonus is +3, and your total for this class is +6. All spells you know with JP cost 3 or less are at-will; spells with JP cost 4, 5, and 6 are encounter; and anything with JP cost 7 or higher is daily.
Spell Acquisition
You have to spend JP to gain access to spells. Once you have access to a spell, you can spend more JP to improve it.
The names are probably going to be rather bland, for the time being. We're also going to focus on combat-centric spells, for now.
FIRE Evocation [Fire] JP Cost: 1 Range: 20 feet Target: One creature Avoid: Reflex negates Cast Action: Standard Cast Time: 5 ticks Duration: Instant You conjure a ball of flame that burns the target, dealing 1d6 + (Int) [fire] damage. A successful Reflex save negates this damage. UPGRADES Each upgrade after the first increases the JP cost by +1 for each previous upgrade. Range (1 JP): The range of this spell is increased by 5 feet. Effect (2 JP): The base damage dealt by this spell increases by 1d6. Burn (3 JP): 5 ticks after this spell lands, it deals 1 [fire] damage per 1d6 dealt by the base spell. Creatures that successfully save against the initial effect are immune to this ongoing damage. Extended Burn (2 JP): The burn effect occurs an additional time 5 ticks after the initial proc. (Requires: Burn) Area (5 JP): The spell affects a 5-foot radius area. Extended Area (3 JP): The area affected by this spell increases by 5 feet. (Requires: Area) Engulf (5 JP): The avoid for this spell becomes "Avoid: Reflex quarter." Improved Engulf (10 JP): The avoid for this spell becomes "Avoid: Reflex half." (Requires: Engulf)
...the journey of a thousand miles...
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Journey
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...begins beneath your feet...
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