Difference between revisions of "Mage (3.5e Alternate Class Feature)"
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A mage prepares one less spell per level per day from the Wizard table, but they may prepare two additional spells of their specialty school per spell level each day. They also gain a +2 bonus on Spellcraft checks to learn the spells of their chosen school. If Pathfinder is used this replaces the normal abilities granted by the specialist school. | A mage prepares one less spell per level per day from the Wizard table, but they may prepare two additional spells of their specialty school per spell level each day. They also gain a +2 bonus on Spellcraft checks to learn the spells of their chosen school. If Pathfinder is used this replaces the normal abilities granted by the specialist school. | ||
− | An illusionist may use one of their specialization additional spell slots of their highest spell level to prepare a spell of their masquerade school | + | An illusionist may use one of their specialization additional spell slots of their highest spell level to prepare a spell of their masquerade school instead of an illusion school spell. |
'''Spellcasting:''' | '''Spellcasting:''' | ||
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* Illusion- An illusionist gains [[See Ultraviolet (3.5e Spell)|''see ultraviolet'']] as a spell-like ability usable at will. | * Illusion- An illusionist gains [[See Ultraviolet (3.5e Spell)|''see ultraviolet'']] as a spell-like ability usable at will. | ||
* Necromancy- A necromancer gains [[SRD:Ghost_Touch_(Weapon_Enhancement) |''Ghost Touch'']] weapon enhancement (Su) with any weapon they wield and also with their unarmed attacks. | * Necromancy- A necromancer gains [[SRD:Ghost_Touch_(Weapon_Enhancement) |''Ghost Touch'']] weapon enhancement (Su) with any weapon they wield and also with their unarmed attacks. | ||
− | * Transmutation- A transmuter gains [[SRD: | + | * Transmutation- A transmuter gains [[SRD:Alternate_Form|''alternate form'']] as a supernatural ability usable in 1 hour increments, up to 1 hour per mage level per day, and limited to a single specific alternate form. The form is limited to tiny, small, or medium size, and must be either an animal, humanoid, or vermin type. |
'''A Life of Study:''' A mage is treated as having +4 to their intelligence modifier for the purpose of calculating bonus skill points, but half of their bonus skill points (rounded down) must be used on Intelligence-based skills with each mage level. If using Kaelik Skill Group optional rules, then simply gain 2 bonus knowledge skills instead. | '''A Life of Study:''' A mage is treated as having +4 to their intelligence modifier for the purpose of calculating bonus skill points, but half of their bonus skill points (rounded down) must be used on Intelligence-based skills with each mage level. If using Kaelik Skill Group optional rules, then simply gain 2 bonus knowledge skills instead. | ||
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'''Familiarity:''' At 3rd level mage who obtains a familiar may choose to have their familiar enhanced with powers specified by their school, or replaced by an improved familiar. The mage need not meet the prerequisites to summon the familiar of their school. | '''Familiarity:''' At 3rd level mage who obtains a familiar may choose to have their familiar enhanced with powers specified by their school, or replaced by an improved familiar. The mage need not meet the prerequisites to summon the familiar of their school. | ||
− | * Abjuration- An abjurer’s familiar looks as though it is made out of earth and stone, or other durable material of the player's choosing. The familiar gains DR/adamantine equal to the mage's level. | + | * Abjuration- An abjurer’s familiar looks and feels as though it is made out of earth and stone, or other durable material of the player's choosing. The familiar gains DR/adamantine equal to the mage's level. |
* Conjuration- A conjurer's familiar gains either the [[SRD:Celestial_Creature|''celestial creature'']] template or the [[SRD:Fiendish_Creature|''fiendish creature'']] template. The template chosen may not be opposed to the caster's alignment. | * Conjuration- A conjurer's familiar gains either the [[SRD:Celestial_Creature|''celestial creature'']] template or the [[SRD:Fiendish_Creature|''fiendish creature'']] template. The template chosen may not be opposed to the caster's alignment. | ||
* Divination- A diviner’s familiar as a supernatural ability may imbue the ability to cast [[SRD:Augury|''augury'']] as a spell-like ability upon its master at a caster level equal to the mage's level. The familiar may use this ability a number of times per day equal to the mage's intelligence modifier (minimum 1). | * Divination- A diviner’s familiar as a supernatural ability may imbue the ability to cast [[SRD:Augury|''augury'']] as a spell-like ability upon its master at a caster level equal to the mage's level. The familiar may use this ability a number of times per day equal to the mage's intelligence modifier (minimum 1). | ||
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* Illusion- An illusionist's familiar as a supernatural ability is under a constant effect of [[SRD:Blur|''blur'']] at a caster level equal to the mage's level. It may be suppressed or activated by the familiar as a standard action. | * Illusion- An illusionist's familiar as a supernatural ability is under a constant effect of [[SRD:Blur|''blur'']] at a caster level equal to the mage's level. It may be suppressed or activated by the familiar as a standard action. | ||
* Necromancy- A necromancer’s familiar may as a spell-like ability audibly command (it may sound as a normal animal noise if the familiar cannot speak a language, but the intent is understood regardless) a skeleton or zombie within 30 feet (as [[SRD:Command Undead|''command undead'']]) at a caster level equal to the mage's level. Mindless undead never attack the familiar unless compelled. The familiar may use this ability a number of times per day equal to the mage's intelligence modifier (minimum 1). | * Necromancy- A necromancer’s familiar may as a spell-like ability audibly command (it may sound as a normal animal noise if the familiar cannot speak a language, but the intent is understood regardless) a skeleton or zombie within 30 feet (as [[SRD:Command Undead|''command undead'']]) at a caster level equal to the mage's level. Mindless undead never attack the familiar unless compelled. The familiar may use this ability a number of times per day equal to the mage's intelligence modifier (minimum 1). | ||
− | * Transmutation- A transmuter may have a [[Tiny Mimic (3.5e Monster)|''tiny mimic'']] as a familiar. | + | * Transmutation- A transmuter with a familiar may have a [[Tiny Mimic (3.5e Monster)|''tiny mimic'']] as a familiar. |
'''A Fork in the Road''' At 5th level the mage makes a decision about their goals for future advancement. They may choose one of the following benefits: | '''A Fork in the Road''' At 5th level the mage makes a decision about their goals for future advancement. They may choose one of the following benefits: | ||
*'''Boon Companion''' The mage gains a familiar with the benefits of [[SRD:Improved Familiar|Improved Familiar]]. The mage uses their character level for the purpose of determining familiar abilities that depend on the master's class level, instead of their mage level. The familiar's maximum hit points is the same amount as the mage's maximum hit points, or their own hit point total, whichever is greater. The mage has a hammerspace which acts as a permanent ''familiar pocket''<sup>SpC</sup> with the exception that it does not interfere or interact with other extradimensional spaces. | *'''Boon Companion''' The mage gains a familiar with the benefits of [[SRD:Improved Familiar|Improved Familiar]]. The mage uses their character level for the purpose of determining familiar abilities that depend on the master's class level, instead of their mage level. The familiar's maximum hit points is the same amount as the mage's maximum hit points, or their own hit point total, whichever is greater. The mage has a hammerspace which acts as a permanent ''familiar pocket''<sup>SpC</sup> with the exception that it does not interfere or interact with other extradimensional spaces. | ||
* '''Knightly Mage:''' The mage gains proficiency with all simple and martial weapons, and their BAB increases by +1. The mage also gains a number of hit points equal to their current Hit Dice. Each time the character gains a HD (such as by gaining a level), they gain 1 additional hit point. If they lose a HD (such as by losing a level), they lose 1 hit point permanently. When the character gains BAB from a new class level taken in a Low or Moderate Balance level class (this could be any core DnD or Pathfinder +1 BAB class) the character also gains new spells per day and spells known as though they had also gained a level in the mage class. The character does not, however, otherwise gain any other benefit a mage would have gained, nor does this stack with an increase in the mage's caster level or spells per day and spells known if the class already provided it. This ability cannot increase the mage's caster level beyond their character level. | * '''Knightly Mage:''' The mage gains proficiency with all simple and martial weapons, and their BAB increases by +1. The mage also gains a number of hit points equal to their current Hit Dice. Each time the character gains a HD (such as by gaining a level), they gain 1 additional hit point. If they lose a HD (such as by losing a level), they lose 1 hit point permanently. When the character gains BAB from a new class level taken in a Low or Moderate Balance level class (this could be any core DnD or Pathfinder +1 BAB class) the character also gains new spells per day and spells known as though they had also gained a level in the mage class. The character does not, however, otherwise gain any other benefit a mage would have gained, nor does this stack with an increase in the mage's caster level or spells per day and spells known if the class already provided it. This ability cannot increase the mage's caster level beyond their character level. | ||
− | *'''Multipotentiality''' The mage gains may select a second school of magic to benefit from their school specialization. The mage does not receive additional bonus spells, but may select their bonus spells for specialization from either school. | + | *'''Multipotentiality''' The mage gains may select a second school of magic to benefit from their school specialization. The mage does not receive additional bonus spells, but may select their bonus spells for specialization from either school. At levels 10, 15, and 20 the mage may select an additional school to benefit from their school specialization. |
*'''Mystic Dualism''' The mage gains the ability to cast divine magic. The mage chooses a base class that grants divine spellcasting, and gains 3 virtual levels as a spellcaster of that class only for the purpose of determining their divine spellcasting abilities (caster level, spells prepared, spell known, casting attribute, etc.). The mage's virtual levels as a divine spellcaster increase whenever they would receive an additional divine caster level, but cannot exceed their character level -2. The mage is considered to have met the prerequisites to qualify for [[SRD:Mystic_Theurge|Mystic Theurge]] Prestige Class so long as they have at least 6 ranks in Knowledge (arcana), and 6 ranks in either Knowledge (religion) or Knowledge (nature). | *'''Mystic Dualism''' The mage gains the ability to cast divine magic. The mage chooses a base class that grants divine spellcasting, and gains 3 virtual levels as a spellcaster of that class only for the purpose of determining their divine spellcasting abilities (caster level, spells prepared, spell known, casting attribute, etc.). The mage's virtual levels as a divine spellcaster increase whenever they would receive an additional divine caster level, but cannot exceed their character level -2. The mage is considered to have met the prerequisites to qualify for [[SRD:Mystic_Theurge|Mystic Theurge]] Prestige Class so long as they have at least 6 ranks in Knowledge (arcana), and 6 ranks in either Knowledge (religion) or Knowledge (nature). | ||
* '''Studied Lore:''' The mage gains a +3 bonus to Craft checks, and can enchant magic items as though the mage had all the prerequisite feats if you have at least 8 ranks in the appropriate craft skill. You still need to meet the other prerequisites for item creation, such as caster level and spells known, or have enough scrolls or wands to meet those requirements for you. The mage also gains a +2 bonus on all Knowledge checks and Bardic Knowledge or Lore checks. The mage is considered to have met the prerequisites to qualify for [[SRD:Loremaster|Lore Master]] Prestige Class so long as they have maximum ranks in at least 2 Knowledge skills and know seven different divination spells, one of which must be 2nd level or higher. | * '''Studied Lore:''' The mage gains a +3 bonus to Craft checks, and can enchant magic items as though the mage had all the prerequisite feats if you have at least 8 ranks in the appropriate craft skill. You still need to meet the other prerequisites for item creation, such as caster level and spells known, or have enough scrolls or wands to meet those requirements for you. The mage also gains a +2 bonus on all Knowledge checks and Bardic Knowledge or Lore checks. The mage is considered to have met the prerequisites to qualify for [[SRD:Loremaster|Lore Master]] Prestige Class so long as they have maximum ranks in at least 2 Knowledge skills and know seven different divination spells, one of which must be 2nd level or higher. | ||
− | * '''Trickster:''' The mage gains [[SRD:Rogue#Sneak_Attack|Sneak Attack]] as a rogue, but the number of dice is set at 2d6. If | + | * '''Trickster:''' The mage gains [[SRD:Rogue#Sneak_Attack|Sneak Attack]] as a rogue, but the number of dice is set at 2d6. If the mage already has sneak attack, it instead increases by +2d6. The mage gains the [[SRD:Rogue#Trapfinding|Trapfinding]] ability as a rogue, and also Disable Device and Escape Artist become class skills and gain bonus ranks up to the character's maximum skill rank. If the mage already had skill points in those skills then may be placed into any other skill they are able to put skill points into. The mage is considered to have met the prerequisites to qualify for [[SRD:Arcane_Trickster|Arcane Trickster]] Prestige Class. |
'''Metamagic Specialization:''' At 10th level a mage can exert greater power over their spells applying a metamagic feat to their spells, specified by their school. They do not need to meet the prerequisites to gain and use this feat. | '''Metamagic Specialization:''' At 10th level a mage can exert greater power over their spells applying a metamagic feat to their spells, specified by their school. They do not need to meet the prerequisites to gain and use this feat. |
Revision as of 04:08, 15 May 2024
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Mage
A more elaborate take on specialist wizards. Reducing their versatility but giving flavorful rewards towards their specializations.
Class: Wizard
Level: 1-20
Replaces: Familiar, Scribe Scroll, Bonus Feats, modifies School Specialization, modifies Spellcasting
Benefit: Goal is to have lower balance (but probably still very high) wizards by being more compartmentalized to make them more flavorful, and overall less dominant.The idea is to have ACF for core classes to make an alternate campaign setting with re-jiggered power levels
Fluff
Mages have academies and in formal settings most spellcasters wear a short braided tassel with a quartz crystal at the end and a number of small rings denoting their level of expertise (alternating gold and silver rings translating to caster levels). In a ritual they dye their braid a certain color to bond with a specialty in a certain school. The braid is often worn in the hair or beard, or sometimes on a belt. The length is usually about 10-15 cm.
Mages are specialist wizards, and refer to themselves in general as mages, or specifically by their school name.
The braid colors are:
- Abjurer: Orange
- Conjurer: Blue
- Diviner: Yellow
- Enchanter: Green
- Evoker: Red
- Illusionist: Ultraviolet
- Necromancer: Black
- Transmuter: Purple
Illusionists are a secretive school that will masquerade as another caster type, using the color of their masquerade school under an ultraviolet reflective coating.
Mages are certainly under no obligation or expectation to advertise their powers or weaknesses and some do not wear their braids when adventuring or expecting combat; however, wearing their braid where it can be seen does give the benefit of allowing the mage the ability to cast spells without need for inexpensive material components as the feat Eschew Materials. The braid only functions in this manner for mages of the school it represents.
School Specialization: A school is one of eight groupings of spells, each defined by a common theme. A mage must specialize in one school of magic. Specialization allows a mage to cast extra spells from their chosen school, but they have more difficulty casting spells from other schools. To cast spells outside of their school the mage must use at least 1 level higher spell slot to prepare the spell. Universal spells are not of a particular school and may be prepared by any mage without penalty.
A mage prepares one less spell per level per day from the Wizard table, but they may prepare two additional spells of their specialty school per spell level each day. They also gain a +2 bonus on Spellcraft checks to learn the spells of their chosen school. If Pathfinder is used this replaces the normal abilities granted by the specialist school.
An illusionist may use one of their specialization additional spell slots of their highest spell level to prepare a spell of their masquerade school instead of an illusion school spell.
Spellcasting: 10th level Spell Access: A mage adds the following 10th level spell to their spell list, specified by their school.
- Abjuration- invulnerability
- Conjuration- annihilation
- Divination- sands of time
- Enchantment- majesty
- Evocation- nova
- Illusion- mirror realm
- Necromancy- undying spirit
- Transmutation- surreality
At 19th caster level the mage gains access to 10th level spells, and 10th level spell slots. Modify the Spells per Day table as such:
Level | Spells per Day | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | |||||||||||||||||||||||||||||||
19th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | ||||||||||||||||||||||||||||||
20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | ||||||||||||||||||||||||||||||
(note: for exceptional ability scores, a mage with an Intelligence modifier of +10 gains 1 bonus 10th level spell slot, and at every additional +4 they gain 1 more bonus 10th level spell slot) Cantrips: Mages can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A mage can prepare a cantrip from outside their school, but it uses up two of their available slots. A cantrip from an illusionist's masquerade school does not require an additional slot to prepare. Innate Power: At 1st level, a mage gains an ability determined by their chosen school.
A Life of Study: A mage is treated as having +4 to their intelligence modifier for the purpose of calculating bonus skill points, but half of their bonus skill points (rounded down) must be used on Intelligence-based skills with each mage level. If using Kaelik Skill Group optional rules, then simply gain 2 bonus knowledge skills instead. Spontaneous Casting: A mage may convert a prepared slot to spontaneously cast a known spell from their school that they have practiced assiduously. For each spell level that the mage can cast, the mage may select one spell known from their school as an assiduously practiced spell available to cast by expending a prepared spell slot of the same level or higher. At each new level the mage may change the school spells that compose the list as they refocus their practice. Familiarity: At 3rd level mage who obtains a familiar may choose to have their familiar enhanced with powers specified by their school, or replaced by an improved familiar. The mage need not meet the prerequisites to summon the familiar of their school.
A Fork in the Road At 5th level the mage makes a decision about their goals for future advancement. They may choose one of the following benefits:
Metamagic Specialization: At 10th level a mage can exert greater power over their spells applying a metamagic feat to their spells, specified by their school. They do not need to meet the prerequisites to gain and use this feat.
Potent Specialization: At 15th level a mage gains +1 to their spell DCs for their school spells, and +1 to their caster level for checks to overcome Spell Resistance with their school spells. The mage is also able to shrug off spells of their school. The mage gains SR against spells from their school equal to 10 + their mage level + their intelligence modifier. Back to Main Page → 3.5e Homebrew → Character Options → Alternate Class Features |