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Mage Character Class

 Mages specialize in casting arcane magic.

 

Magical limitations: Choose a limitation for your magic off the following list.

  • Concentration: Your magic takes great concentration. You are only considered an expert at casting magic when you can concentrate. Only significant disruptions to concentration (such as serious wounds) impede casting.
  • Spell components: Your magic requires physical components. You are only considered an expert at casting magic when you are able to use your spell components. If you select this limitation you have a pouch containing all of the necessary components for casting your spells.
  • Gestures: Your magic requires extensive physical gestures. You are only considered an expert at casting magic when you are able to use your body to make extensive gestures.
  • Vocalizations: Your magic requires chanting or other verbalizations. You are only considered an expert at casting magic when you are able to speak clearly.

 

Arcane training: Choose four abilities off the following list. Unless otherwise stated, these abilities are used by rolling mind. You are considered an expert when doing your chosen abilities. You can attempt other abilities off the list, but are not considered an expert while doing them.

  • Fire: You can create magical effects with fire and light. Possibilities include magical illumination, dazzling lights, walls of fire, fire balls, fire breath, flaming weapons, fire sensing, fire resistance, putting out fires, and creating darkness.
  • Water: You can create magical effects with water and cold. Possibilities include waves, walls of ice, geysers, cones of cold (blasts of cold that are cone shaped), frost weapons, water sensing, cold resistance, and drying out water.
  • Air: You can create magical effects with air and flight. Possibilities include wind cushions (cushioning someone’s fall so they are not harmed), wind walls, flight, amplifying sound, areas of silence, gusts of wind, vortexes (mini-tornados), and purifying air.
  • Earth: You can create magical effects with earth and stone. Possibilities include moving earth, turning stone to mud, turning mud to stone, creating stone walls, making holes in stone walls, stone fists, and mineral sensing.
  • Animals: You can connect with animals and take on their abilities. Possibilities for connecting with animals include calming animals, speaking with animals, and summoning animals to your aid. Possibilities for taking on animal abilities include eagle eyes, bioluminescence, gills, wings, creating giant webs, climbing like a spider, and transforming into an animal.
  • Plants: You can connect with plants and magically manipulate them. Possibilities include speaking with plants, coating an area with a plant product such as an oil or poison, causing plants to become bioluminescent, causing plants to grow, making plants entangle nearby people, animating plants, harming plants, commanding plant creatures, and creating a wall of thorns.
  • Weather: You can create magical effects with weather and lightning. Possibilities include clouds of fog, sleet storms, sand storms, controlling the path of lightning strikes, lightning bolts, shock weapons, weather sensing, and electricity resistance.
  • Force: You can create magical effects by manipulating an invisible magical force. Possibilities include creating surfaces of magical force such as walls of force and spheres of force, as well as destroying the magical force barriers of others. By holding, pushing, and pulling with magical force telekinesis effects such as levitating, pushing, and throwing objects are also possible. Flexible object like ropes may be animated in a more dynamic fashion.
  • Sensing: You can create magical sensing effects that allow you to find and perceive things. This ability allows you to use your senses to remotely observe people, objects, and places that aren’t present. While you are doing this you are unaware of your physical surroundings. This magic also allows for to detection of a specified person, place, or thing, such as finding the nearest person wearing armor or detecting secret doors. Another possible use of this magic is the creation of magical alarms that will alert you when a specific event occurs (such as a creature entering a specific guarded area). This magic can be used to stop or hide from the magical sensing effects of others.
  • Communication: You can create magical communication effects. Possibilities include voice amplification, sending messages, telepathy, discerning lies, visiting someone’s dreams, and magical translation. This magic can also be used to block communication.
  • Transportation: You can create magical transportation effects. Possibilities include speeding travel, magical mounts, way finding, making people able to easily traverse hazardous terrain, helping people carry heavy loads, large floating disks that carry things for you, and teleportation. This magic can also be used to hinder transportation.
  • Emotion manipulation: You can use magic to manipulate the emotions of others. Possibilities include causing others to feel emotions like fear, friendship, confusion, anger, and paranoia. The subjects of this magic still have free will. This magic can also be used to protect from emotion manipulation.
  • Mind control: You can use magic to manipulate the minds of others. Possibilities range from subtle suggestions to controlling the actions of others. To do this you need to be able to communicate with the subject of your commands, the more complicated your instructions, the better you need to be able to communicate for them to be successfully followed. This magic can also be used to protect from mind control.
  • Illusion: You can use magic to create illusions. Illusions affect one sense primarily. The more successful the roll the more other senses are affected. Possibilities include phantom sounds, invisibility, sudden darkness, illusory lamps, magically hidden doors and traps, disguises, images of people or objects that aren’t there, and entire illusory scenes. This magic can also be used to detect or stop illusions.
  • Objects: You can use magic to create, alter, and repair objects. Possibilities include repairing damaged items, damaging items, instantly making a finished item from raw materials, reshaping wood and stone, speaking with the spirit of an object, and temporarily creating an object from nothing.
  • Summoning: You can summon beings from other planes to act on your behalf for a period of time. They will fight and accomplishing other tasks you designate to the best of their ability. Keep in mind that these creatures still maintain their own natures and desires; they can take actions that do not directly harm you or contradict your instructions if given the opportunity. The beings you can summon include animals, magical creatures, elementals, angels, and demons. If the summoned being is killed on this plane they simply return to their home plane. This magic can also be used to return summoned creatures to wherever they came from.
  • Shapeshifting: You can transform one type of creature into another. Possibilities include transforming yourself and others into animals, other races, magical creatures, or even elementals (creatures made of a pure element like fire, air, earth, or water).
  • Magic analysis: You can use your magic to directly sense, understand, and remove the magic of others. Possibilities include detecting magic, identifying the functions of magic items, counterspelling, analyzing the properties of ongoing magical effects, and dispelling ongoing magical effects.
  • Familiar: You have formed a magical bond with a small animal, such as a bat, cat, eel, hawk, lizard, monkey, owl, rat, raven, snake, toad, or weasel. At the discretion of the game master fantastical creatures like pixies or imps might also be options. You magical bond allows you to speak with your familiar, direct your magic through it, and perceive through its senses (while you do this you become unaware of your physical surroundings). When selecting this ability choose whether you want to direct your familiar with body or mind. Your familiar will follow your instructions to the best of its ability.
  • Flexible casting: Choose a second magical limitation. You may switch between your magical limitation as you desire.
  • Knowledgeable: You are extremely knowledgeable. Three times a day you are considered prepared when you use the arcana, culture, engineering, nature, or religion skills. You may take this ability twice if you desire.
  • Skillful: Choose two additional skills off the skills list.
  • Martial training: Choose a physical ability off the fighter martial training list. This ability is used by rolling body (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Performer: Choose an ability off the bardic training list. If you choose magical performance, you also gain the bardic performance ability (including the accompanying items) with the exception that you do not gain the performance skill. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Divine magic: Choose a magical ability off of the cleric divine magic list. To use this magic you must choose a deity and you cast spells with your holy symbol as clerics do. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Natural sympathy: Choose an ability off the druid training list. This ability is used by rolling mind (unless otherwise stated in the ability). You may take this ability twice if you desire.
  • Disreputable: Choose an ability off the rogue training list. This ability is used by rolling body (unless otherwise stated in the ability). You may take this ability twice if you desire.

 

Mage skills: All mages have the arcana knowledge skill. Choose another skill off the skills list. This is in addition to the skills you choose in step six of character creation.

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