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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
Hit die
Class skills
Skill points at 1st level
Skill points per level
Class Features
Weapon and Armor Proficiency
Bonus Languages
Spells
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
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
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
Scribe Scroll
Book magic
Scroll Preservation
Improved book magic
Book mastery
School Specialization
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.
*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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