Journey Class: Mage

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DEPRECATED
Stop.jpeg This page is deprecated, meaning that it is no longer relevant to anything going on whatsoever, and is probably going to be ignored forever. Information on this page is not usable nor viable for playtesting, so kindly ignore it.
 
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...
Journey
...begins beneath your feet...
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