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<blockquote data-quote="Beefermatic" data-source="post: 7267171" data-attributes="member: 6670757"><p>This is the first player class I'm posting. I'll be posting a few more here soon, the Maven, a sort of dilettante who can fix items break into places and shoot around corners, the Commando (my favorite) who can actively dodge attacks and makes combat WAY more interesting. Presented here is the Mirror Mage, a fun and viable unique spellcaster with interesting abilities. Powerful at lower levels and always viable their power fades slightly as they grow in comparison to other casters; more on par with Bards or Magus, their magic only goes up to sixth level and it shows.</p><p></p><p> Some of you might recognize some of the names and abilities as I got some inspiration from Kirby's Superstar's Mirror ability. That said, I've used it in several campaigns, and though difficult to face, they fall to the right main or base class pretty readily, they are a powerful mage-tank who excels at medium-short range. </p><p></p><p>Mirror Mages have a unique and welcome party advantage: they can create impenetrable force fields, and can bottleneck opponents and stall or entirely stop entire crowds of enemies in the right conditions, additionally they enjoy a blade of mirror energy that can slice through most materials, and have great divination powers and can summon adds. I hope you guys enjoy. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p><span style="font-size: 15px"><span style="font-size: 18px"></span></span></p><p><span style="font-size: 15px"><span style="font-size: 18px"><u><strong>MIRROR MAGE </strong></u></span></span></p><p></p><p>Focused spellcasters who tap into the indestructible connective tissue between dimensions and bend it to their will. Mirror magic requires a delicate balancing act to achieve requiring intense focus on poise and grace, magically they are tugging at an energy that is supposed to not exist and is utterly invincible, as such, they can do little to affect it; but by quietly, intensely, merging their consciousness with the 'mirror' energy they are able to coax it to a small degree. </p><p></p><p>Called Mirror Mages as the magic they tap reflects and refracts light around it creating a rainbow, metallic glass like, ephemeral, but mirrored effect. Mirror mages are short range-melee spellcasters who excel at harrying foes, causing significant damage, being off dps, spellcasters, or tanks, and working as an ideal rear guard.</p><p></p><p>They are versatile but are vulnerable to gas attacks and aoe environmental effects, surprise attacks, and enemy mages.</p><p></p><p><strong>BAB: </strong>¾ as Cleric</p><p><strong>Good Saves: </strong>Ref/ Will</p><p><strong>HD: </strong>d6</p><p></p><p><strong>Class Skills:</strong> As Wizard</p><p><strong>Weapon Prof:</strong> Rapiers, Repeating Crossbows, Simple, no armor, and bucklers</p><p></p><p><span style="font-size: 12px"><strong>CLASS ABILITIES</strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p>1: Reflect Force 1d6, Mirror Cut, Cantrips, Spells </p><p> </p><p>2: Mirror Movement 10ft</p><p></p><p>3: Reflect Force 2d6, Reflect Guard</p><p></p><p>4: Mirror Body 2, Deflection +1</p><p></p><p>5: Reflect Force 3d6</p><p></p><p>6: Dimension Hop, Mirror Movement 20ft</p><p></p><p>7: Reflect Force 4d6</p><p></p><p>8: Deflection +2, Mirror Body 3</p><p></p><p>9: Reflect Force 5d6</p><p></p><p>10: Evasion</p><p></p><p>11: Reflect Force 6d6, Improved Mirror Movement 30ft </p><p></p><p>12: Mirror Body 4, Deflection +3</p><p></p><p>13: Reflect Force 7d6, Improved Reflect Guard</p><p></p><p>14: Mirror Reaction</p><p></p><p>15: Reflect Force 8d6</p><p></p><p>16: Mirror Body 5, Deflection +4, Mirror Movement 40 ft</p><p></p><p>17: Reflect force 9d6</p><p></p><p>18: Mirror Shroud</p><p></p><p>19: Reflect Force 10d6</p><p></p><p>20: Mirror Body 6, Deflection +5, Mirror Duplicate</p><p></p><p><strong>Cantrips: (Sp)</strong> 0 level spells can be cast indefinitely, effectively granting unlimited 0 level spells per day. Chosen from the Sorc/Wiz spell list</p><p></p><p><strong>Reflect Force: (Su)</strong> Unleashes a wave of expanding mirror like blades in a 15’ cone dealing 1d6 points of slashing damage /2 class levels + Cha Mod. Any round this ability is activated, the user gains a +4 circumstance bonus to AC for 10 minutes. At 8th Level, the range of this ability increases to 30’, at 16th level it increases to 60’, DC 10+1/2 Character Level + Cha Fort for half.</p><p></p><p><strong>Mirror Cut: (Su)</strong> The Mirror Mage can project a near invisible 3ft blade of cutting force, this ability deals 1d8/ 4 Class Levels + Cha Slashing damage. This ability avoids all hardness and is considered magic for the purposes of breaking damage reduction. Activating this ability is considered part of a melee attack and may be used with Iterative attacks.</p><p></p><p><strong>Mirror Movement: (Sp) </strong>The Mirror Mage can glide smoothly over the ground increasing movement speed at 2nd, 6th, 11th and 16th level, avoiding difficult terrain, slopes, and undergrowth penalties. At 11th level he avoids entanglement and can even glide across the surface of still water.</p><p><strong></strong></p><p><strong>Reflect Guard: (Su) </strong>The Mirror Mage is able to surround himself with an impenetrable barrier of pure reflective force. Any time the Mirror Mage takes the Total Defense action, a reflective barrier surrounds him from all angles protecting him from most forms of attack. While in this state the Mirror Mage cannot attack or otherwise take any other actions. Gases and other environmental effects (smoke inhalation, lack of oxygen, etc) work normally. Attacks directed at the Mirror Mage are instead reflected back at the attacker using the mirror mage’s attack bonus. Reflect Guard can be dispelled with Dispel Magic. </p><p></p><p><strong>Deflection: (Sp)</strong> The Mirror Mage gains a defensive field appearing as a barely noticeable glint or sparkle in the air around him granting a Deflection bonus to AC equal to his Cha mod.</p><p></p><p><strong>Mirror Body: (Ex)</strong>The Mirror Mage can appear to momentarily split into two, striking multiple enemies within a 10ft radius, at once. Every 4 levels beyond 4 the Mirror Mage can make an additional split. At 12th level the range increases to 15'. This ability is a full round action and stacks with Mirror Cut, allowing Mirror Cut to be used on multiple targets in one round. </p><p></p><p><strong>Dimension Hop: (Su)</strong> The Mirror Mage can teleport short distances. As a move action, he can teleport 25ft +5ft/ 2 levels. </p><p></p><p><strong>Evasion: (Sp)</strong> As the Rogue ability</p><p><strong></strong></p><p><strong>Mirror Reaction: (Su)</strong> Can Dimension Hop as an immediate action after taking damage. This ability is usable once per round, 3+ Cha Mod/ day.</p><p><strong></strong></p><p><strong>Mirror Shroud: (Su)</strong> The Mirror Mage can bend the light around him granting invisibility as the spell and can extend the radius of this ability to all allies within 10’, allies that move out of this range immediately reappear. Any Hostile action from any person inside the shroud immediately ends the effect.</p><p><strong></strong></p><p><strong>Improved reflect Guard: (Su)</strong> The Mirror Mage’s Reflect Guard becomes more powerful. When activated, the Reflect Guard helps to ward off unusual or magical attacks. If he makes a successful Fort or Will save against any effect that would have a lesser effect on a successful save, he instead entirely ignores the effect and the Reflect Guard now repels gases or inhaled poisons, and environmental effects (when plausible). Additionally, for 3+Cha mod rounds/day, the Mirror Mage may project his Reflect Guard over a 5ft radius, those inside may act normally but are confined in the barrier until the Mirror Mage lowers the effect. Attacks and Spells may not pass through the barrier, though spells and abilities that don’t require a direct path (Flame Strike, Call Lightning) can be used normally. Those inside the Barrier can attack the Mirror Mage normally. </p><p></p><p><strong>Mirror Duplicate: (Su)</strong> The Mirror Mage is able to produce a quasi-real duplicate of himself for 1d4+Cha mod rounds once per day. The duplicate is under DM control but is helpful towards the party. It has ½ the Mirror Mage’s total HP but otherwise has the same stats, saves, and abilities as the original but cannot cast actual spells. If the PC dies while this ability is active, their essence transfers to the duplicate and the duplicate becomes fully real, effectively Resurrecting them as True Resurrection. </p><p> </p><p><strong>Spells:</strong> The Mirror Mage may cast a small number of Arcane spells chosen from the list below. (Spells are as Bard for spells per day and spell progression, Spells are Cha based and all require a <strong>mirror or perfectly reflective surface</strong> as a focus object.)</p><p><u><strong><em></em></strong></u></p><p><u><strong><em>Mirror Mage Spell List</em></strong></u></p><p><strong>1st: </strong>Shield, Mage Armor, Summon Monster 1, Unseen Servant, Magic Weapon, True Strike, Floating Disk, Silent Image, Color Spray, Shatter</p><p><strong>2nd:</strong> Protection From Arrows, Obscure object, Glitterdust, Summon Monster 2, Locate Object, See Invisibility, Blur, Minor image, Mirror Image, Misdirection</p><p><strong>3rd:</strong> Dispel Magic, Nondetection, Summon Monster 3, Arcane Sight, Clairaudience/ Clairvoyance, Displacement, Major Image, Blink, Keen Edge, Greater Magic Weapon</p><p><strong>4th:</strong> Dimension Door, Globe of Invulnerability, Minor Creation, Detect Scrying, Summon Monster 4, Locate Creature, Scrying, Wall of Ice (mirrored glass), Illusory Wall, Hallucinatory Terrain, Rainbow Pattern, Arcane Eye</p><p><strong>5th</strong>: Dismissal, Mage’s Sanctum, Major Creation, Summon Monster 5, Secret Chest, Teleport, Prying Eyes, Wall of Force, Contact Other Plane, Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Passwall</p><p><strong>6th:</strong> Greater Dispelling, True Seeing, Wall of Iron (Mirrored Iron), Contingency, Mislead, Permanent Image, Vision, Program Image, Shadow Walk, Phase Door, Greater Teleport, Plane Shift, Teleport Object, Mage’s Mansion</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 7267171, member: 6670757"] This is the first player class I'm posting. I'll be posting a few more here soon, the Maven, a sort of dilettante who can fix items break into places and shoot around corners, the Commando (my favorite) who can actively dodge attacks and makes combat WAY more interesting. Presented here is the Mirror Mage, a fun and viable unique spellcaster with interesting abilities. Powerful at lower levels and always viable their power fades slightly as they grow in comparison to other casters; more on par with Bards or Magus, their magic only goes up to sixth level and it shows. Some of you might recognize some of the names and abilities as I got some inspiration from Kirby's Superstar's Mirror ability. That said, I've used it in several campaigns, and though difficult to face, they fall to the right main or base class pretty readily, they are a powerful mage-tank who excels at medium-short range. Mirror Mages have a unique and welcome party advantage: they can create impenetrable force fields, and can bottleneck opponents and stall or entirely stop entire crowds of enemies in the right conditions, additionally they enjoy a blade of mirror energy that can slice through most materials, and have great divination powers and can summon adds. I hope you guys enjoy. :) [SIZE=4][SIZE=5] [U][B]MIRROR MAGE [/B][/U][/SIZE][/SIZE] Focused spellcasters who tap into the indestructible connective tissue between dimensions and bend it to their will. Mirror magic requires a delicate balancing act to achieve requiring intense focus on poise and grace, magically they are tugging at an energy that is supposed to not exist and is utterly invincible, as such, they can do little to affect it; but by quietly, intensely, merging their consciousness with the 'mirror' energy they are able to coax it to a small degree. Called Mirror Mages as the magic they tap reflects and refracts light around it creating a rainbow, metallic glass like, ephemeral, but mirrored effect. Mirror mages are short range-melee spellcasters who excel at harrying foes, causing significant damage, being off dps, spellcasters, or tanks, and working as an ideal rear guard. They are versatile but are vulnerable to gas attacks and aoe environmental effects, surprise attacks, and enemy mages. [B]BAB: [/B]¾ as Cleric [B]Good Saves: [/B]Ref/ Will [B]HD: [/B]d6 [B]Class Skills:[/B] As Wizard [B]Weapon Prof:[/B] Rapiers, Repeating Crossbows, Simple, no armor, and bucklers [SIZE=3][B]CLASS ABILITIES [/B][/SIZE] 1: Reflect Force 1d6, Mirror Cut, Cantrips, Spells 2: Mirror Movement 10ft 3: Reflect Force 2d6, Reflect Guard 4: Mirror Body 2, Deflection +1 5: Reflect Force 3d6 6: Dimension Hop, Mirror Movement 20ft 7: Reflect Force 4d6 8: Deflection +2, Mirror Body 3 9: Reflect Force 5d6 10: Evasion 11: Reflect Force 6d6, Improved Mirror Movement 30ft 12: Mirror Body 4, Deflection +3 13: Reflect Force 7d6, Improved Reflect Guard 14: Mirror Reaction 15: Reflect Force 8d6 16: Mirror Body 5, Deflection +4, Mirror Movement 40 ft 17: Reflect force 9d6 18: Mirror Shroud 19: Reflect Force 10d6 20: Mirror Body 6, Deflection +5, Mirror Duplicate [B]Cantrips: (Sp)[/B] 0 level spells can be cast indefinitely, effectively granting unlimited 0 level spells per day. Chosen from the Sorc/Wiz spell list [B]Reflect Force: (Su)[/B] Unleashes a wave of expanding mirror like blades in a 15’ cone dealing 1d6 points of slashing damage /2 class levels + Cha Mod. Any round this ability is activated, the user gains a +4 circumstance bonus to AC for 10 minutes. At 8th Level, the range of this ability increases to 30’, at 16th level it increases to 60’, DC 10+1/2 Character Level + Cha Fort for half. [B]Mirror Cut: (Su)[/B] The Mirror Mage can project a near invisible 3ft blade of cutting force, this ability deals 1d8/ 4 Class Levels + Cha Slashing damage. This ability avoids all hardness and is considered magic for the purposes of breaking damage reduction. Activating this ability is considered part of a melee attack and may be used with Iterative attacks. [B]Mirror Movement: (Sp) [/B]The Mirror Mage can glide smoothly over the ground increasing movement speed at 2nd, 6th, 11th and 16th level, avoiding difficult terrain, slopes, and undergrowth penalties. At 11th level he avoids entanglement and can even glide across the surface of still water. [B] Reflect Guard: (Su) [/B]The Mirror Mage is able to surround himself with an impenetrable barrier of pure reflective force. Any time the Mirror Mage takes the Total Defense action, a reflective barrier surrounds him from all angles protecting him from most forms of attack. While in this state the Mirror Mage cannot attack or otherwise take any other actions. Gases and other environmental effects (smoke inhalation, lack of oxygen, etc) work normally. Attacks directed at the Mirror Mage are instead reflected back at the attacker using the mirror mage’s attack bonus. Reflect Guard can be dispelled with Dispel Magic. [B]Deflection: (Sp)[/B] The Mirror Mage gains a defensive field appearing as a barely noticeable glint or sparkle in the air around him granting a Deflection bonus to AC equal to his Cha mod. [B]Mirror Body: (Ex)[/B]The Mirror Mage can appear to momentarily split into two, striking multiple enemies within a 10ft radius, at once. Every 4 levels beyond 4 the Mirror Mage can make an additional split. At 12th level the range increases to 15'. This ability is a full round action and stacks with Mirror Cut, allowing Mirror Cut to be used on multiple targets in one round. [B]Dimension Hop: (Su)[/B] The Mirror Mage can teleport short distances. As a move action, he can teleport 25ft +5ft/ 2 levels. [B]Evasion: (Sp)[/B] As the Rogue ability [B] Mirror Reaction: (Su)[/B] Can Dimension Hop as an immediate action after taking damage. This ability is usable once per round, 3+ Cha Mod/ day. [B] Mirror Shroud: (Su)[/B] The Mirror Mage can bend the light around him granting invisibility as the spell and can extend the radius of this ability to all allies within 10’, allies that move out of this range immediately reappear. Any Hostile action from any person inside the shroud immediately ends the effect. [B] Improved reflect Guard: (Su)[/B] The Mirror Mage’s Reflect Guard becomes more powerful. When activated, the Reflect Guard helps to ward off unusual or magical attacks. If he makes a successful Fort or Will save against any effect that would have a lesser effect on a successful save, he instead entirely ignores the effect and the Reflect Guard now repels gases or inhaled poisons, and environmental effects (when plausible). Additionally, for 3+Cha mod rounds/day, the Mirror Mage may project his Reflect Guard over a 5ft radius, those inside may act normally but are confined in the barrier until the Mirror Mage lowers the effect. Attacks and Spells may not pass through the barrier, though spells and abilities that don’t require a direct path (Flame Strike, Call Lightning) can be used normally. Those inside the Barrier can attack the Mirror Mage normally. [B]Mirror Duplicate: (Su)[/B] The Mirror Mage is able to produce a quasi-real duplicate of himself for 1d4+Cha mod rounds once per day. The duplicate is under DM control but is helpful towards the party. It has ½ the Mirror Mage’s total HP but otherwise has the same stats, saves, and abilities as the original but cannot cast actual spells. If the PC dies while this ability is active, their essence transfers to the duplicate and the duplicate becomes fully real, effectively Resurrecting them as True Resurrection. [B]Spells:[/B] The Mirror Mage may cast a small number of Arcane spells chosen from the list below. (Spells are as Bard for spells per day and spell progression, Spells are Cha based and all require a [B]mirror or perfectly reflective surface[/B] as a focus object.) [U][B][I] Mirror Mage Spell List[/I][/B][/U] [B]1st: [/B]Shield, Mage Armor, Summon Monster 1, Unseen Servant, Magic Weapon, True Strike, Floating Disk, Silent Image, Color Spray, Shatter [B]2nd:[/B] Protection From Arrows, Obscure object, Glitterdust, Summon Monster 2, Locate Object, See Invisibility, Blur, Minor image, Mirror Image, Misdirection [B]3rd:[/B] Dispel Magic, Nondetection, Summon Monster 3, Arcane Sight, Clairaudience/ Clairvoyance, Displacement, Major Image, Blink, Keen Edge, Greater Magic Weapon [B]4th:[/B] Dimension Door, Globe of Invulnerability, Minor Creation, Detect Scrying, Summon Monster 4, Locate Creature, Scrying, Wall of Ice (mirrored glass), Illusory Wall, Hallucinatory Terrain, Rainbow Pattern, Arcane Eye [B]5th[/B]: Dismissal, Mage’s Sanctum, Major Creation, Summon Monster 5, Secret Chest, Teleport, Prying Eyes, Wall of Force, Contact Other Plane, Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Passwall [B]6th:[/B] Greater Dispelling, True Seeing, Wall of Iron (Mirrored Iron), Contingency, Mislead, Permanent Image, Vision, Program Image, Shadow Walk, Phase Door, Greater Teleport, Plane Shift, Teleport Object, Mage’s Mansion [/QUOTE]
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