Difference between revisions of "Journey Class: Mage"

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==Spells==
 
==Spells==
 
Whee, this is where we're going to work on spells, for now!
 
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.
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 +
'''''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===
 
===Spell Acquisition===
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   Evocation [Fire]
 
   Evocation [Fire]
 
   '''JP Cost:''' 1
 
   '''JP Cost:''' 1
  '''Spell Type:''' Encounter
 
 
   '''Range:''' 20 feet
 
   '''Range:''' 20 feet
 
   '''Target:''' One creature
 
   '''Target:''' One creature

Revision as of 16:26, 6 April 2008

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)