Mage
[Description--what is this class?]
Features by Level:
Level | Class Features | Spell Points | Base Combat Bonus | Charm Save | Reflex Save | Death Save | Fear Save | Spell Save |
1st | Arcane Tradition, Spells | 12 | +0 | +2 | +0 | +1 | +1 | +1 |
2nd | Spell Mastery (Tier 0) | 18 | +1 | +3 | +0 | +1 | +1 | +1 |
3rd | 24 | +1 | +3 | +1 | +2 | +2 | +2 | |
4th | Spell Mastery (Tier 1) | 30 | +2 | +4 | +1 | +2 | +2 | +2 |
5th | 36 | +2 | +4 | +1 | +2 | +2 | +2 | |
6th | Spell Mastery (Tier 2) | 42 | +3 | +5 | +2 | +3 | +3 | +3 |
Class Features:
Hit Points:
Recovery Dice: 1D6 per mage level
Hit Points at first level: 6 + Constitution modifier
Hit Points at higher levels: 4 + Constitution modifier
Proficiencies:
Unlike other classes, mages do not all share the same proficiencies. Your tradition (see below) determines your proficiencies.
Arcane Tradition
Every mage belongs to an arcane tradition, a system which attempts to explain how and why magic works. Some traditions are broad, offering comprehensive theories which explain all but the strangest spells; other traditions have grown around a single narrow branch of magic, mastering it at the expense of all others. Many traditions have discovered unique spells and bits of magical lore; they guard these secrets carefully.
Your tradition determines which of your abilities you use to cast spells. It grants you an initiate bonus at first level and a master bonus at sixth level. Some traditions also impose restrictions on their practitioners; these can practical (like an instrument to focus magic) or social (like a ban on black necromancy, enforceable by death or expulsion from the order).
Each tradition also has a list of traditional spells. These spells and their underlying principles are well understood by the tradition. A selection of these spells will fill out a character's starting repertoire, and likely continue to form the backbone of their magical arsenal throughout their career.
Spells from outside a mage's magical tradition are learned more slowly (see ??? below).
Spells
Mages cast spells drawn from the mage spell list. Normally, a mage can only cast spells which they have Learned and Prepared.
Basics
To learn or cast a spell, a mage must have a spellcasting ability score of at least 10. The DC for a saving throw against a mage's spell is 10 + the spell tier + the mage's spellcasting ability modifier.
In order to cast a spell which they have learned, a mage must first prepare the spell by readying their mind (a minor action which provokes reaction attacks). Once the spell has been prepared, a mage can cast it using its listed casting time. The spell remains prepared until the mage prepares a different spell or takes any major action other than casting the prepared spell. Significant distractions (like damage or a heated argument) could also cause a mage to lose focus on a prepared spell.
When casting a spell, you can choose to upcast the spell, casting it as a higher tier. This increases the cost to that of the new tier, but also boosts the save DC (as explained above) and may have other effects, depending on the spell.
A mage can only cast a certain number of spells before exhausting their mind. To cast a spell, a mage must expend energy in the form of spell points. If a mage has the required spell points, they have the energy to safely cast the spell. A mage's spell points are fully restored after a full night’s rest. A mage can also spend recovery dice to regain SP instead of HP (see Recovering from Normal Damage). If you use a recovery die to regain SP, you do not gain your Constitution modifier as a bonus on the roll.
Spell Tier | Spell Point Cost |
0 | 0 |
1 | 3 |
2 | 6 |
3 | 9 |
4 | 12 |
Learning Spells
A mage may learn any number of spells. In order to learn a new spell, a mage must have access to the spell’s magical formula (either by locating an existing copy, or by inventing it themselves), and must have deciphered this formula. To decipher a written spell, a mage must spend at least 1d4 rounds and make a Spellcraft check (DC 15 + spell’s tier). If this check is failed, the mage cannot understand or copy the spell, and cannot retry until they have received a full night’s rest.
Once the spell is deciphered, the mage must then spend a day closely studying the spell. At the end of the day, make a Spellcraft check (DC 20 + spell’s tier); if the mage succeeds, they have learned the new spell. If they fail, they have not, and may not try again until they have gained new insight into the spell (the tutelage of another mage, improving their own Spellcraft skill, etc.) You get a +5 bonus to learn a traditional spell. A mage can only learn spells of up to a certain tier, based on their level.
Level | Traditional | Nontraditional |
1st | Tier 1 | Tier 0 |
2nd | Tier 1 | Tier 0 |
3rd | Tier 2 | Tier 1 |
4th | Tier 2 | Tier 1 |
5th | Tier 3 | Tier 2 |
6th | Tier 4 | Tier 2 |
Spellbooks
Because they require magical writing to cast their spells, almost all mages compile their formulas and notes into a spellbook; many mages possess so much magical knowledge that it cannot fit into a single tome. A spell takes up one page per tier, so a tier 1 spell takes one page, and a tier 4 spell takes four; even a tier 0 spell takes a single page.
Many mages guard their knowledge carefully, concealing it with their own idiosyncratic notation and placing magical wards and traps upon their grimoires.
Overreach
When pressed, a mage can attempt a spell they have not learned. A particularly daring mage can even attempt a spell one tier higher than they are able to learn, though even more complex spells are totally beyond their ability. To attempt a spell they have not learned, a mage must still have a source of magical writing, and must have deciphered this source. Make a Spellcraft check (DC 20 + spell’s tier). On a success, the mage casts the spell, but takes a number of points of nonlethal damage equal to the spell’s tier. If the mage fails, the spell fizzles and a mishap may occur (roll on the mishaps table). This ability can also be used to upcast known spells to a tier one higher than normally possible.
Overdraw
When a mage has too few spell points to fully pay for a spell, they must roll a save against Overdraw (a Death saving throw against DC 10 + the spell point deficit); if they succeed, they successfully cast the spell. On a failed save, the mage casts the spell, but immediately falls to 0 hp and is stable. If the mage fails by 10 or more, they are dying. A character who falls unconscious by overdrawing can still be treated with the heal skill.
Powerful Spells and Resonance
Casting powerful (tier 3 and up) spells in succession is dangerous. When a mage casts such a spell on a round after casting another tier 3 and up spell, they must make a DC 15 Spell save or suffer the effects of magical resonance. On a failed save, the mage takes 1d12 points of damage after casting the spell.
Spell Mastery
Through endless practice and rote memorization, mages can so thoroughly master a spell that they no longer need to prepare it before casting it. A mage is always fully prepared to cast a mastered spell; they need ready their mind ahead of time.
At 2nd level, a mage can master a number of tier 0 spells equal to twice their spellcasting ability bonus.
At 4th level, a mage can master a number of tier 1 spells equal to their spellcasting ability bonus.
At 6th level, a mage can master a number of tier 2 spells equal to half their spellcasting ability bonus (minimum 1).
1 Comment
Add overdraw rules