Mage (3.5e Alternate Class Feature)
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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 |