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Mage

Wielding arcane might like wizards and sorcerers do, the mage (Mag) combines the learning flexibility of a wizard and the casting flexibility of a sorcerer, at the expense of raw power. The mage uses spells from the wizard/sorcerer spell list, but applies his spell levels in a spell-point system, similar to a psion.

Rather than the tedious cast-and-forget system of spellcasting common to wizards, or the simple channeling of power like sorcerers or psions, a mage refreshes his memory of a number of learned spells each day, and is then able to cast spells as he sees fit, drawing upon the spells he refreshed.

This places the mage in a unique position in an adventuring party. With the ability to refresh any spells he has learned each day, he can prepare in advance for coming challenges or have ready a variety of spells to deal with the unknown. Then, upon casting, he can choose to nickel-and-dime his mystical might by casting loads of low-level spells, or spend his energies in a barrage of high-level spells, or anything between.

Alignment
A mage can be of any alignment, but magi (the plural form of mage) do tend toward ethical neutrality, as they do not require such rigorous training nor do they cast spells with wanton disregard.

Hit die
A mage uses d4 for hit dice at each level, adding his Constitution modifier. It is not possible to gain less than 1 hit point when advancing a level, at any rate.

Class skills
If using the class skill/cross-class skill method, a mage’s class skills (and the relevant ability for each) are:

  • Concentration (Con)
  • Craft [any] (Int)
  • Decipher Script (Int)
  • Knowledge [any] (Int)
  • Listen (Wis)
  • Profession [any] (Wis)
  • Spellcraft (Int)
  • Spot (Wis)
  • Use Magic Device (Int)*
  • Bluff (Cha), Diplomacy (Cha) or Intimidate (Str or Cha)—the mage must choose one of these at 1st level, and may not change it later.

For the players in my upcoming campaign, NTotSC, the mage gains 3 key skills.

Skill points at 1st level
(4 + Int modifier) x4.

Skill points per level
4 + Int modifier.

Class Features
All of the following are class features of a mage.

Weapon and Armor Proficiency
Magi are proficient with the club, crossbow (any), dagger, dart, quarterstaff, and sling and may choose a single martial weapon in which to also be proficient (once this choice is made, it cannot be changed later). They are not proficient with any type of armor or shield, as these interfere with the movements necessary to cast many spells, though they may wear bracers and other magical forms of protection.

Bonus Languages
A mage may substitute one of the following languages for one of the bonus languages available to him because of race: Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal or Terran.

Spells
A mage casts spells from the wizard/sorcerer spell list. Each day, a mage must refresh his memory of a number of spells to draw upon later (see below). As he grows in power, so too do the spells he may cast.

To learn or cast a spell, a mage must have an Intelligence score of at least 10 + the spell’s level. The Difficulty Class of a saving throw against a mage’s spell is 10 + the spell’s level + the mage’s Intelligence modifier.

A mage draws upon a pool of knowledge and mental stamina to cast his spells. He gains a number of spell points (SP) per day as shown on Table: The Mage Class. A mage gains extra spell points to add to his total equal to his Intelligence modifier. He also gains extra spell points equal to ½ his mage class level (rounded down).

A spell costs a number of spell points equal to the spell’s level. Casting a cantrip beyond the mage’s allotment of free cantrips (see below) costs 1 spell point. Metamagic feats increase the spell point cost by the number of levels the feat would normally add. Enhancing a metamagic spell in this way does not increase the spell’s normal casting time.

Like a wizard, there is no limit to the number of spells a mage may learn, though all of these spells are not available to him every day. Each day, a mage may refresh his memory of (up to 1 + his Intelligence modifier) spells he has already learned (see below) per spell level he can cast. These are the spells he may spend his spell points on in a given day, though he is not limited in the number of times he may cast a given spell, outside of his daily allotment of spell points, nor is he required to cast any given spell he may have refreshed.

For example: Flavin the Jade is a 5th-level mage with a 16 Intelligence. Each day, he may choose to refresh his memory of up to 4 spells (1 + 3 [Int]) he has learned of each level from 0-3. He has 15 spell points (10 + 3 [Int] + 2 [half of 5, rounded down]), and he could use them to cast 15 1st-level spells, 5 3rd-level spells, or a combination of 1st, 2nd or 3rd-level spells totaling 15 spell levels.

It takes 1 hour at the beginning of the day for a mage to refresh his knowledge of the spells he has learned. He does not have to change his chosen spells every day, and if he does not change this selection, he only needs to meditate for 1 hour (without requiring access to his spellbooks) at the beginning of the day to refresh his memory.

To learn a spell, a mage must make a successful Spellcraft check with a DC of 10 + the spell’s level.

Delimit
To a mage, there is no such thing as too much power too soon. To that end, a mage has the unique ability to attempt casting a spell normally beyond his reach in power. Once per day, a mage may attempt a delimit, casting a higher-level spell than he is normally allowed, but the price of failure can be steep.

First, he must have learned the spell. Next, he must make a Spellcraft check with a DC of 20 + the level of the spell he wants to cast. If the check succeeds, he spends double the normal number of power points to power the spell, which is cast normally. The spell is cast at the mage’s real caster level, rather than the minimum required caster level. If the mage does not have enough spell points to pay the doubled cost, his attempt automatically fails.

If the check fails, he has overtaxed his mind and spirit. He immediately loses all remaining spell points (specialists also lose their specialist pool of spell points; see below), takes damage equal to the number by which the Spellcraft check was missed, and is exhausted. On a critical failure (rolling a natural 1), he also takes 1d6 points of Intelligence damage, which can be healed normally.

Familiar
A mage may gain a familiar. Doing this takes one full day (24 hours on most worlds) and uses magical materials, incense and the like costing 100 gp. A familiar is a magical beast that appears to be an animal, but is preternaturally intelligent and resilient. The familiar serves the mage as a companion and servant.

The mage chooses the type of familiar he wants. As the mage advances in class level, his familiar also advances in power.

If the familiar dies or is dismissed by the mage, the mage must make a DC 15 Fortitude saving throw. Failure indicates he loses 200 xp per mage class level. If the save succeeds, the mage loses 100 xp per mage class level. The mage’s xp total cannot drop below 0 as a result of losing a familiar.

A lost familiar cannot be replaced for a year and a day. A dead familiar can be raised or resurrected, just like a character can, but it does not lose a level or a point of Constitution, and it maintains its familiar bond with the mage when it is so revivified.

A character with more than one class that grants a familiar may have only one familiar at a time. However, a mage’s class levels stack with his levels in other classes that grant a familiar for the purposes of determining the familiar’s abilities.

Free cantrips
A mage gains a number of free cantrips (able to cast without using spell points) equal to his 1 + his Intelligence bonus. After these free cantrips are used up for the day, the mage must pay 1 spell point to cast a cantrip.

Scribe Scroll
A mage gets Scribe Scroll as a bonus feat at 1st level.

Book magic
Beginning at 5th level, a mage may cast a spell directly out of a spellbook as if it was a scroll. Doing so burns the spell out of the pages of the spellbook, leaving the pages where it resided blank and clean.

Scroll Preservation
Beginning at 10th level, a mage may make a Spellcraft check before using a scroll to cast a spell. The DC is equal to 15 + the scroll-spell’s level. If the check fails, the spell vanishes from the scroll, as usual. If the check succeeds, the mage can instead substitute a number of spell points equal to the ½ the spell’s level (rounded down) to preserve the spell, intact, on the scroll. This ability cannot be used with the book magic class ability (but see improved book magic, below).

Improved book magic
Beginning at 15th level, a mage may use his scroll preservation ability when casting spells from the pages of a spellbook via his book magic ability.

Book mastery
At 20th level, a mage gains the ability to cast spells from scrolls or spellbooks without the spell vanishing from the pages, and without spending any spell points. To do this, the mage must succeed at a Spellcraft check with a DC of 20 + the spell’s level. If this check fails, the mage may elect to spend ½ the spell’s level in spell points (rounded down) to automatically preserve the page, or he may allow the spell to vanish, as usual.

School Specialization
A school is one of eight categories of spells, each category defined by its spells’ common traits. A mage may specialize in one of these schools of arcane magic, making this choice at 1st level. In exchange, the specialist mage may not learn or cast spells from two other schools, also chosen at 1st level, which become prohibited schools. If the mage specializes in divination, only one school is chosen as a prohibited school. Once these choices are made, they cannot be changed later.

Divination may not be chosen as a prohibited school. It may, however, be a specialist’s chosen school (see below).

A specialist mage gains a secondary pool of spell points, to be tracked separately from the mage’s standard (primary) spell points. These secondary spell points may be used only to cast spells of the specialist’s chosen school (it also bears mentioning that the spells of the specialist mage’s chosen school may always be cast using his standard spell point allotment). A specialist mage gains bonus spell points in this secondary pool equal to his Intelligence modifier. This is in addition to the bonus spell points he gains from his Intelligence modifier in his primary pool.

Spells of prohibited schools are not available to the wizard, nor can he cast them from scrolls, wands or other spell-completion devices.

There are eight schools of spells, and any spells that do not fall into these schools are considered universal spells. Universal spells are not a school, so they cannot be either a chosen or prohibited school. The eight schools of spells are:

· Abjuration. Spells that protect, block, banish or otherwise abjure. An abjuration specialist is called an abjurer.
· Conjuration. Spells that bring creatures, energies or materials to the caster. A conjuration specialist is called a conjurer.
· Divination. Spells that reveal, especially information. A divination specialist is called a diviner.
· Enchantment. Spells that affect the mind or imbue a target with some property. An enchantment specialist is called an enchanter.
· Evocation. Spells that manipulate, direct or shape energy. An evocation specialist is called an evoker.
· Illusion. Spells that alter perception or create false stimuli. An illusion specialist is called an illusionist.
· Necromancy. Spells that create, manipulate or destroy life force and living (or once-living) things. A necromancy specialist is called a necromancer.
· Transmutation. Spells that transform the target, either subtly or drastically. A transmutation specialist is called a transmuter.

*This is the one exception I have to UMD being a class skill only for rogues. It broadens a mage’s range somewhat without giving the class too much extra.

Table: The Mage Class

Level

 

BAB

 

Fort save

Ref save

Will save

 

Base SP

Specialist SP pool

Max spell level

Special

1

 

+0

 

+0

+0

+2

 

1

1

1

Summon familiar, Scribe Scroll, Free Cantrips, Delimit

2

 

+1

 

+0

+0

+3

 

2

1

1

 

3

 

+1

 

+1

+1

+3

 

4

3

2

 

4

 

+2

 

+1

+1

+4

 

6

3

2

 

5

 

+2

 

+1

+1

+4

 

10

6

3

Book magic

6

 

+3

 

+2

+2

+5

 

13

6

3

 

7

 

+3

 

+2

+2

+5

 

19

10

4

 

8

 

+4

 

+2

+2

+6

 

23

10

4

 

9

 

+4

 

+3

+3

+6

 

31

15

5

 

10

 

+5

 

+3

+3

+7

 

36

15

5

Scroll preservation

11

 

+5

 

+3

+3

+7

 

46

21

6

 

12

 

+6/+1

 

+4

+4

+8

 

53

21

6

 

13

 

+6/+1

 

+4

+4

+8

 

60

28

7

 

14

 

+7/+2

 

+4

+4

+9

 

69

28

7

 

15

 

+7/+2

 

+5

+5

+9

 

83

36

8

Improved book magic

16

 

+8/+3

 

+5

+5

+10

 

94

36

8

 

17

 

+8/+3

 

+5

+5

+10

 

110

45

9

 

18

 

+9/+4

 

+6

+6

+11

 

123

45

9

 

19

 

+9/+4

 

+6

+6

+11

 

131

55

9

 

20

 

+10/+5

 

+6

+6

+12

 

145

55

9

Book mastery

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