steeldragons
Steeliest of the dragons
Mage
No armor or shields.
Weapons*: Staff, Club/Cudgel, Dagger/Knife. *See Class Abilities, below.
Prime Ability: Intelligence. Apply any Intelligence Bonus to all Saves/Defenses against Magic and all Skill/Ability Checks using Int. as their determiner. Add any Intelligence bonus (or subtract any penalty) from your total number of spells able to be cast per day.
A Word About Cantrips (0 level spells): Any Mage knows, has and can cast any of the 0 level Cantrips. These are the simple tricks and minor magics that mages study and master for years before venturing into more serious energies. A mage may spontaneously cast as many cantrips per day as the mage has levels.
Mage.......Hit........Spell Levels per Day........Weapon..........Class
Level.....Points..........1....2....3...............Proficiencies.......Ability
1..............4..............1..................................1............Detect Magic
2......+2 or d4...........2..................................1..........Choose Study
3......+2 or d4...........2....1............................1........Spontaneous Spell
4......+2 or d4...........3....2............................1..........Choose Study
5......+2 or d4...........4....2....1......................1............Mystic Recall
CLASS ABILITIES
Detect Magic: The Mage is able to sense the presence of arcane energies once per day per mage level within 10' per level of the mage.
Magical Studies: The Mage begins play with ONE of the following Magical Studies and may choose to increase the bonuses of their existing Studies or adopt/train in a new one as they increase in level. The Studies are:
"Arcane Adept": the mage receives an additional spell (of their allowed circle) per day. This added spell is cast at its fullest effects (duration, damage, area of effect, etc.)
"Specialist": the mage selects a particular field/school of magic and receives +1 spell allotment per mage level in that particular school. The mage also applies +1 to their Intelligence bonus for Skills/Ability rolls when dealing with their chosen school of study. i.e. a 3rd level Mage who has taken the "Specialist Study: Necromancy" will receive 3 added spells per day that are Necromantic in origin.
"Channeler": the mage is able to summon more than the usual amount of energy to apply to 1 spell per day per 3 levels (2 per day at 3rd, 3 per day at 6th, etc.). This(these) "channeled" spell(s), whether memorized or cast spontaneously, is cast with double the maximum effects of the spell (damage, duration, area of effect, etc. are all x2).
"Wizened Mind": the mage adds +1 to all Wisdom Skill/Ability rolls.
"Area of Interest": the mage gains a +1 to their Intelligence bonus on rolls regarding a chosen Area of Interest. This bonus increase +1 per slot the mage puts into it. i.e. A 4th level mage who took an Interest in Spellcraft at level 2 and again at level 4 would receive +2 to their Int. bonus on rolls regarding Spellcraft. The Area of Interest may include the use/training in a weapon that is not on the Weapons listed above. In this case, the +1 is assigned to the mage's "To Hit/Attack" roll (and increases as the mage puts more slots into this Area of Interest).
Spontaneous Spell: The Mage is able to Spontaneously cast (no memorization necessary) any spell in the spellbook (within the mage's normal allotment of spells. Doing so requires a spell slot so either such a slot may be "left open" by the mage or a memorized spell "ignored/released" to make room for the spontaneous casting. The number of spells able to be cast spontaneously per day increases +1 per mage level above 3rd. i.e. a 5th level mage would able to cast 3 spells spontaneously per day.
Immediate Recall: The Mage is able to immediately recall the last spell they cas and re-cast it the following round. If the spell is not used in the following round, it is lost from the mage's mind as normal (though might still be re-cast as a Spontaneous Spell if slots to do so remain).
CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).
Sorcerer's Apprentice: You've one your time as the wizard's assistant and learn several tricks of the trade along the way. Receive +1 to Intelligence Skill/Ability Rolls when dealing with Spellcraft and Ancient History. +1 to Dexterity to "Sleight of Hand" tricks (which might include picking pockets or palming small items) and +1 to any "To Hit/Attack" rolls with spells that require such. The Apprentice is able to cast "Cantrip" spells equal to their Intelligence bonus +1 per level per day.
Scholar: You've spent years with your nose in old tomes, ancient scrolls, and dusty libraries. Study and research are second nature to you and you are able to impress others with your thoughtful nature and apparent knowledge. Receive +1 to Intelligence Skill/Ability rolls for knowledge regarding general Arcana topics, Ancient History and Religions. The Scholar receives +1 starting language of their choice. +1 to Charisma Skill/Ability rolls for interactions with other scholars/academic types, including mages and clerics of your level or lower.
Alchemist/Herbalist: You spent your youth learning the in's and out's of infusions, potions, poisons and other alchemical concoctions, along with the various and strange materials needed to create such. +1 to Intelligence Skill/Ability rolls regarding identification and general information of minerals, plants, potions and poison. +1 to Constitution Skill/Ability rolls for poisons and other ingested or breathed toxins (including such things as ghoul or troglodyte odors). Given the appropriate time and materials, the Alchemist and/or Herbalist is able to create the following: in one day a "batch" of non-magical "potion" that provides 4 doses that heal d4; in one day a non-magical "antitoxin" that provides 4 doses that will Neutralize any non-magical poison; in 3 days, a single dose of "poison potion" that will put the imbiber into a coma; with one week, they can create a flask of "alchemist's fire" (d6 fire damage) or a vial of caustic acid (d4 acid damage).
SPELLS
Cleric
1st Level...............................2nd Level
Bless........................................Aid
Command...............................Augury
Cure Light Wounds...............Consecrate
Detect Evil/Good..............Darkness 20' radius
Detect Undead.............Detect Lies (Zone of Truth)
Light..................................Hold Person
Protection from Evil.............Shield Other
Remove Fear..........................Silence
Resist Fire/Cold...................Slow Poison
Sanctuary.......................Spiritual Weapon
Mage
1st Level................................2nd Level...........................3rd Level
Burning Hands (Evo)..............Arcane Lock (Abj)............Animate Dead (Nec)
Charm Person (Enc)...........Command Undead (Nec).........Dispel Magic (Abj)
Chill Touch (Nec)...................Darkness (Evo)...............Explosive Runes (Abj)
Color Spray (Ill)..................Detect Thoughts (Div)............Fireball (Evo)
Comprehend Languages (Div) Detect Invisible (Div)................Fly (Tra)
Featherfall (Tra)....................Flaming Sphere (Evo)...........Illusory Script (Ill)
Floating Disc (Con)...............Invisibility (Ill).....................Lightning Bolt (Evo)
Mage Armor (Con)................Knock (Tra).........................Misdirection (Abj)
Magic Missile (Evo)...............Levitate (Tra).....................Stinking Cloud (Con)
Protection from Evil (Abj)......Mirror Image (Ill)...................Suggestion (Enc)
Shield (Abj).........................Phantasm (Ill)........................Tongues (Div)
Sleep (Enc)..........................Web (Con)......................Water Breathing (Tra)
Cantrips
[Mage characters begin with 4 cantrips +Int. Bonus in their spellbook.]
Arcane Mark
Dancing Lights
Daze
Detect Magic
Detect Poison
Light
Mage Hand
Mending
Open/Close
Prestidigitation
Produce Flame
Silent Image
No armor or shields.
Weapons*: Staff, Club/Cudgel, Dagger/Knife. *See Class Abilities, below.
Prime Ability: Intelligence. Apply any Intelligence Bonus to all Saves/Defenses against Magic and all Skill/Ability Checks using Int. as their determiner. Add any Intelligence bonus (or subtract any penalty) from your total number of spells able to be cast per day.
A Word About Cantrips (0 level spells): Any Mage knows, has and can cast any of the 0 level Cantrips. These are the simple tricks and minor magics that mages study and master for years before venturing into more serious energies. A mage may spontaneously cast as many cantrips per day as the mage has levels.
Mage.......Hit........Spell Levels per Day........Weapon..........Class
Level.....Points..........1....2....3...............Proficiencies.......Ability
1..............4..............1..................................1............Detect Magic
2......+2 or d4...........2..................................1..........Choose Study
3......+2 or d4...........2....1............................1........Spontaneous Spell
4......+2 or d4...........3....2............................1..........Choose Study
5......+2 or d4...........4....2....1......................1............Mystic Recall
CLASS ABILITIES
Detect Magic: The Mage is able to sense the presence of arcane energies once per day per mage level within 10' per level of the mage.
Magical Studies: The Mage begins play with ONE of the following Magical Studies and may choose to increase the bonuses of their existing Studies or adopt/train in a new one as they increase in level. The Studies are:
"Arcane Adept": the mage receives an additional spell (of their allowed circle) per day. This added spell is cast at its fullest effects (duration, damage, area of effect, etc.)
"Specialist": the mage selects a particular field/school of magic and receives +1 spell allotment per mage level in that particular school. The mage also applies +1 to their Intelligence bonus for Skills/Ability rolls when dealing with their chosen school of study. i.e. a 3rd level Mage who has taken the "Specialist Study: Necromancy" will receive 3 added spells per day that are Necromantic in origin.
"Channeler": the mage is able to summon more than the usual amount of energy to apply to 1 spell per day per 3 levels (2 per day at 3rd, 3 per day at 6th, etc.). This(these) "channeled" spell(s), whether memorized or cast spontaneously, is cast with double the maximum effects of the spell (damage, duration, area of effect, etc. are all x2).
"Wizened Mind": the mage adds +1 to all Wisdom Skill/Ability rolls.
"Area of Interest": the mage gains a +1 to their Intelligence bonus on rolls regarding a chosen Area of Interest. This bonus increase +1 per slot the mage puts into it. i.e. A 4th level mage who took an Interest in Spellcraft at level 2 and again at level 4 would receive +2 to their Int. bonus on rolls regarding Spellcraft. The Area of Interest may include the use/training in a weapon that is not on the Weapons listed above. In this case, the +1 is assigned to the mage's "To Hit/Attack" roll (and increases as the mage puts more slots into this Area of Interest).
Spontaneous Spell: The Mage is able to Spontaneously cast (no memorization necessary) any spell in the spellbook (within the mage's normal allotment of spells. Doing so requires a spell slot so either such a slot may be "left open" by the mage or a memorized spell "ignored/released" to make room for the spontaneous casting. The number of spells able to be cast spontaneously per day increases +1 per mage level above 3rd. i.e. a 5th level mage would able to cast 3 spells spontaneously per day.
Immediate Recall: The Mage is able to immediately recall the last spell they cas and re-cast it the following round. If the spell is not used in the following round, it is lost from the mage's mind as normal (though might still be re-cast as a Spontaneous Spell if slots to do so remain).
CLASS THEMES
At Character Creation, the player may select one of these Class specific backgrounds for their theme (or may opt, instead, to choose from the General Theme or Racial Theme lists).
Sorcerer's Apprentice: You've one your time as the wizard's assistant and learn several tricks of the trade along the way. Receive +1 to Intelligence Skill/Ability Rolls when dealing with Spellcraft and Ancient History. +1 to Dexterity to "Sleight of Hand" tricks (which might include picking pockets or palming small items) and +1 to any "To Hit/Attack" rolls with spells that require such. The Apprentice is able to cast "Cantrip" spells equal to their Intelligence bonus +1 per level per day.
Scholar: You've spent years with your nose in old tomes, ancient scrolls, and dusty libraries. Study and research are second nature to you and you are able to impress others with your thoughtful nature and apparent knowledge. Receive +1 to Intelligence Skill/Ability rolls for knowledge regarding general Arcana topics, Ancient History and Religions. The Scholar receives +1 starting language of their choice. +1 to Charisma Skill/Ability rolls for interactions with other scholars/academic types, including mages and clerics of your level or lower.
Alchemist/Herbalist: You spent your youth learning the in's and out's of infusions, potions, poisons and other alchemical concoctions, along with the various and strange materials needed to create such. +1 to Intelligence Skill/Ability rolls regarding identification and general information of minerals, plants, potions and poison. +1 to Constitution Skill/Ability rolls for poisons and other ingested or breathed toxins (including such things as ghoul or troglodyte odors). Given the appropriate time and materials, the Alchemist and/or Herbalist is able to create the following: in one day a "batch" of non-magical "potion" that provides 4 doses that heal d4; in one day a non-magical "antitoxin" that provides 4 doses that will Neutralize any non-magical poison; in 3 days, a single dose of "poison potion" that will put the imbiber into a coma; with one week, they can create a flask of "alchemist's fire" (d6 fire damage) or a vial of caustic acid (d4 acid damage).
SPELLS
Cleric
1st Level...............................2nd Level
Bless........................................Aid
Command...............................Augury
Cure Light Wounds...............Consecrate
Detect Evil/Good..............Darkness 20' radius
Detect Undead.............Detect Lies (Zone of Truth)
Light..................................Hold Person
Protection from Evil.............Shield Other
Remove Fear..........................Silence
Resist Fire/Cold...................Slow Poison
Sanctuary.......................Spiritual Weapon
Mage
1st Level................................2nd Level...........................3rd Level
Burning Hands (Evo)..............Arcane Lock (Abj)............Animate Dead (Nec)
Charm Person (Enc)...........Command Undead (Nec).........Dispel Magic (Abj)
Chill Touch (Nec)...................Darkness (Evo)...............Explosive Runes (Abj)
Color Spray (Ill)..................Detect Thoughts (Div)............Fireball (Evo)
Comprehend Languages (Div) Detect Invisible (Div)................Fly (Tra)
Featherfall (Tra)....................Flaming Sphere (Evo)...........Illusory Script (Ill)
Floating Disc (Con)...............Invisibility (Ill).....................Lightning Bolt (Evo)
Mage Armor (Con)................Knock (Tra).........................Misdirection (Abj)
Magic Missile (Evo)...............Levitate (Tra).....................Stinking Cloud (Con)
Protection from Evil (Abj)......Mirror Image (Ill)...................Suggestion (Enc)
Shield (Abj).........................Phantasm (Ill)........................Tongues (Div)
Sleep (Enc)..........................Web (Con)......................Water Breathing (Tra)
Cantrips
[Mage characters begin with 4 cantrips +Int. Bonus in their spellbook.]
Arcane Mark
Dancing Lights
Daze
Detect Magic
Detect Poison
Light
Mage Hand
Mending
Open/Close
Prestidigitation
Produce Flame
Silent Image
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