Mage

Primary Statistic: Mentality
Power Source: Primal Energy
Starting Health: 4
Spell Charges: Mentality
General Skill Ranks: 3 per level
Skill Bonus: +2 Knowledge (any)
Starting Equipment: Apprentice Staff and a Spellbook
Variant Class Feature: Warlock

Mages may prepare a number of spells equal to their Mentality bonus
Mages can expend a maximum number of charges per round equal to their level + 1
Prepared spells may be exchanged after studying a spellbook for two hours
Mages replenish spell charges after resting six hours
A mage’s staff stores charges for future use and provides a spell attack bonus
Mages wearing armor suffer a casting attack penalty equal to the armor’s deflection penalty
A mage must have a free hand or wield a staff in order to cast a spell

Spellbooks
Contain a varied number of spells in each book
Cost of creating a spell is dependent on the number of charges used and pages filled
Generally written in a magical beast’s blood or other magic storing ink
Vulnerable to water, fire, and pretty much every kind of damage

Arcane Spells:

Bolt
Fragments of power stream from the caster’s fingertips toward a foe
Charge Cost: X
Attack Modifier: Mentality Bonus
Attack Type: Projectile
Damage: Xd4 + Mentality Bonus
Damage Type: Chosen when creating the spell
Range: 50 feet

Bolt Storm
Numerous missiles stream from the caster’s fingertips towards his foes
Charge Cost: X * Targets
Attack Modifier: Mentality Bonus
Attack Type: X Projectiles
Damage: 1d6 per bolt
Damage Type: Chosen when creating the spell
Range: 50 feet

Shackle
Enemies take residual damage as more foes are shackled
Charge Cost: X
Attack Modifier: Mentality Bonus
Attack Type: Projectile for X Targets
Damage: 1d6 + Number of Creatures Cursed; Status Effect (Cursed)
Damage Type: Chosen when creating the spell
Range: 50 feet

Blast
Arcane power erupts beneath the enemy
Charge Cost: 2X
Attack Modifier: Mentality Bonus
Attack Type: Blast
Damage: Xd6 + Mentality Bonus
Damage Type: Chosen when creating the spell
Range: 10 foot circle within 50 feet

Explosion
A blast of energy explodes at the feet of your enemies
Charge Cost: 2X
Attack Modifier: Mentality Bonus
Attack Type: Blast
Damage: 1d8 + Mentality Bonus
Damage Type: Chosen when creating the spell
Range: 5X foot circle within 75 feet

Ward
A large area is engulfed by destructive energy
Charge Cost: 2X
Casting Time: 2 Rounds
Attack Modifier: Mentality Bonus
Attack Type: Zone
Damage: 1d8 + Mentality Bonus
Damage Type: Chosen when creating the spell
Range: X 5 foot zones within 50 feet
Duration: 6 Rounds
Sustain Cost: X

Lash
Engage melee foes with arcane energy
Charge Cost: X
Attack Modifier: Mentality Bonus
Attack Type: Melee
Damage: Xd4 + Mentality Bonus
Damage Type: Chosen when creating the spell
Range: 5 feet

Animal Conjuration
Startled animals appear and fight those in the vicinity
Charge Cost: X
Casting Time: X/3 Rounds
Conjure Check: Mentality Bonus
Effect: Conjured animals appear at the desired location
Range: 50 feet
Duration: 18 rounds or dispelled by caster
Material Components: Biological sample of creatures to be conjured (snake scales, etc…)
Note: A caster may always choose to conjure fewer or smaller animals
Note: Animals are hostile to all creatures

Conjure Check
Spell Charges 6 – 10 11 – 15 16 – 20 21 – 25 26 – 30
1 Failure 1 Bantam 2 Bantam 3 Bantam 4 Bantam
2 1 Bantam 2 Bantam 3 Bantam 4 Bantam 3 Small
4 2 Bantam 3 Bantam 2 Small 3 Small 2 Medium
6 1 Small 2 Small 3 Small 2 Medium 3 Medium
8 2 Small 3 Small 2 Medium 3 Medium 4 Medium
10 1 Medium 2 Medium 3 Medium 3 Medium 2 Large
Animal Size Bantam Small Medium Large
Health 5 12 20 35
Attack Bonus +1 +3 +6 +9
Damage (Phys) 1d4+1 1d6+2 1d8+3 1d10+5
Defenses 1 3 5 7
Damage Reduction None 2 Physical 4 Physical
2 Impact
5 Physical
3 Impact

Barrier
Magical aura deflects incoming attacks from striking the caster
Charge Cost: X
Effect: Gain 3X temporary health
Range: Self
Duration: End of combat or recasting of spell

Deafening Sound
The caster overwhelms the target with a sudden blast of sound
Charge Cost: 2
Attack Modifier: Mentality Bonus
Attack Type: Blast
Damage: Status Effect (Deafened)
Range: 10 foot circle within 50 feet
Duration: 1d4+1 Rounds

Detect Magic
Magical auras become visible within ten feet of the caster
Charge Cost: 1
Effect: All magical items and effects begin to glow
Range: 5 foot circle around caster
Duration: 5 minutes or dispelled by caster

Flash Freeze
Targets in the zone are immediately frozen solid
Charge Cost: 8
Casting Time: 3 Rounds
Attack Modifier: Mentality Bonus
Attack Type: Zone
Damage: Status Effect (Frozen)
Miss: Status Effect (Chilled)
Range: 5 foot zone within 50 feet
Note: The target area is illuminated and emits cold during the first two rounds of casting

Fly
The caster propels himself through the air with arcane energy
Charge Cost: 2X
Effect: Caster is able to fly his normal movement speed
Range: Self
Duration: 1 round
Sustain Cost: X

Illusionary Display
The caster manipulates sound and light to deceive enemies
Charge Cost: 2X
Attack Modifier: Mentality Bonus
Attack Type: Detection Skill
Effect: Caster manipulates X images, sounds, or scents to create a believable environment
Range: Zone within a 50 foot circle
Duration: 4 hours
Sustain Cost: X

Illusionary Presence
The caster creates an object using light and sound
Charge Cost: X per effect
Attack Modifier: Mentality Bonus
Attack Type: Detection Skill
Effect: Caster manipulates X images, sounds, or scents to create a believable illusion
Range: 50 feet
Duration: 4 hours
Sustain Cost: 1

Light
An object in the caster’s possession emits a sphere of light
Charge Cost: 0
Effect: An object held by the caster provides illumination
Range: 50 foot circle
Duration: Until dispelled by caster

Mask Presence
Obscure your presence from would-be trackers
Charge Cost: X
Effect: Mask X forms of detection such as visible light, heat sources, or scent
Range: Self
Duration: 10 minutes
Sustain Cost: 1

Matter Manipulation
Use arcane energy to interact with the environment
Charge Cost: 1
Effect: Arcane force interacts with the environment; can exert up to 30 lbs of force
Range: 10 feet
Note: This spell does not cause direct damage and can not be used as an attack

Slide Ground
Shift dirt and rock to create new paths
Charge Cost: 5X
Attack Modifier: Mentality Bonus
Attack Type: Zone
Effect: Move stone to open walls, construct barriers, or create bridges over gaps
Range: Touch; X 5 foot zones
Note: This spell does not cause damage and can not be used as an attack

Solar Flare
The caster blazes with a sudden burst of light
Charge Cost: 3
Attack Modifier: Mentality Bonus
Attack Type: Melee Blast
Damage: Status Effect (Blinded)
Range: Self; 50 foot circle
Duration: 1d4+1 Rounds
Note: All creatures looking toward the caster are affected by this spell (affects infrared vision)

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Mage

Requiem Gaming Taruwolf