Michael Morris
First Post
Here's s board copy of the Magi Pretige class (OGL) version for comments on any changes you guys might want to look at. A formatted table of their progression along with the spell lists of the colors is here:
http://enworld.cyberstreet.com/hosted/Dusk/index.php?file=classes.php&body=./classes/magi.php
The Magi
Long ago in days the elves cannot remember the laws of magic were discovered and set down. Wizards found that the difference between the arcane and the divine was largely a matter of the attunement of the soul. Many wizards sought to attune their souls to gain access to spells that would normally be beyond their keen. They became the first magi.
Magi today have varying founding approaches to magic. The vast majority are still wizards, though clerics, druids and sorcerers are not unknown. On very rare occasion other spellcasters become magi.
Becoming a mage requires the character to seek out existing members of the order. The magi have long since dispersed from having any large scale organization, especially across planar boundaries, so these exact entry conditions may vary from world to world and even from location to location within a world.
Hit Die: d4
Requirements
The following requirements are the only ones known to be relatively consistent.
Spellcasting: Ability to cast seven different spells of the color the character wishes to enter, all of which must be at least first level and one of which must be third level or above.
Feats: Any three metamagic feats
Other: Each order requires the character to take an oath to obey its ethics. Those who are known violate those ethics are shunned (blue), reprimanded (white) or hunted down and killed (black).
Class Skills
The Class skills of a Magi are determined by the color of his order.
Black
Alchemy (INT), Bluff (CHR), Concentration (CON), Craft (INT), Knowledge (All Skills, taken individually)(INT), Profession (WIS), Scry (INT), Sense Motive (WIS) and Spellcraft (INT)
Blue
Alchemy (INT), Bluff (CHR), Concentration (CON), Craft (INT), Diplomacy (CHR), Knowledge (All Skills, taken individually)(INT), Profession (WIS), Scry (INT), and Spellcraft (INT)
Green
Alchemy (INT), Animal Empathy (CHR, Exclusive Skill), (CHR) Concentration (CON), Craft (INT), Diplomacy (CHR), Handle Animal (CHR), Heal (WIS), Intuit Direction (WIS), Scry (INT), Spellcraft (INT) and Wilderness Lore (WIS)
Red
Alchemy (INT), Climb (STR), Concentration (CON), Craft (INT), Jump (STR), Listen (WIS), Profession (WIS), Scry (INT), Spellcraft (INT), Spot (WIS), Swim (STR)
White
Alchemy (INT), Concentration (CON), Craft (INT), Diplomacy (CHR), Healing (WIS), Knowledge (All Skills, Taken Individually)(INT), Profession (WIS), Scry (INT), and Spellcraft (INT)
Skill Points at Each Level: 2+Int Modifier
Class Features
Weapons & Armor: The weapons and armor selection of the character are not changed when he becomes a mage.
Spellcaster Level +1: A mage continues the study of magic from the point of view dictated by his order. At all levels except the 10th he adds a level to his previous spellcasting class to determine how many spells of his own color he can use each day and the level at which they are cast. He at the least neglects or, more regularly, foreswears, the study of the spells from his opposition orders. Only his previous caster levels count towards the spells not of the mage’s color. For example, Teresa, a 3rd level blue mage and a 6th level wizard is considered a 9th level caster for all blue spells and a 6th level caster for all other spells. If a character has multiple spellcasting classes, only one of those classes, chosen when the character becomes a 1st level magi, benefits from this ability.
Spell Secret. At each level the mage’s power over his own color increases.
First, he gains a spell normally belonging to another spellcasting class, but within the color of his order and of level he can cast. The level of the spell so chosen cannot exceed the character’s magi level even if the character’s casting level allows him to have access to higher level spells. Hence, a 6th level character with 5 wizard levels and 1 white magi level can only choose a cantrip or a 1st level spell for that magi level. The character can use this ability to drop a spell’s level if he wishes. For instance, Antimagic Field is 8th level for clerics, a 6th level white magi spell, and a 6th level wizard & sorcerer spell. A white mage / cleric can choose the spell as his 6th level spell secret to drop the spell down two levels. For the purposes of this power, cleric domains do not count as another class.
Second, at each level the magi gains access to all the spells of his color that belongs to no class but magi (all examples of which are in this book) or belong only to magi and a particular cleric domain (but not clerics in general).
Third, some of the spells on this site are lower level for magi then they are for the basic spell casting classes. The mage is able to use the level listed for his color if he belongs to the class the spell comes from. For example, bask is a 5th level druid spell and a 4th level white mage spell. A druid who is also a white mage can take this spell as a fourth level spell. Any other druid must take it at 5th level and any non-druid white mage must treat the spell as a spell secret.
Finally, at tenth level the character gains insight into all spells of his color, but by advancing to this level, the magi forever sacrifices the ability to use the spells of his opposition colors. All his spells become the level indicated for the magi class, without regard to their level in his previous casting classes. A 10th level black mage / wizard casts animate dead as a 3rd level spell.
Spell Power: At each even level the magi gains an increase to the DC of all the spells of his color, a bonus to his caster level checks when he attempts to break through spell resistance, and a saving throw bonus against the spells of his own color. At 2nd level this bonus is +1, at 4th it is +2 and so on.
Opposition Colors: The ability of the magi to use the spells of their two opposition or “enemy” colors is greatly hindered. The character cannot learn new spells from those two colors and when the character elects to use a spell he already knows from those colors it’s effect will be calculated from the minimum casting level of that spell. Further, he cannot use any metamagic feat with a spell of an opposition color nor can he create a magic item that uses those spells. If the character advances to the tenth level in the magi class, he outright loses the ability to cast spells of his opposition colors.
Special Rules for Specific Classes
Clerics: A cleric magi can choose from any of the domain spells available to him regardless of their color. These spells represent special gifts from his deity. Note that a deity that grants domain spells opposed to a cleric’s color is unlikely to approve of him becoming a mage of that color.
Bards & Sorcerers: Upon reaching 10th level these casters can choose new spells to go into the slots occupied by any spells they can no longer cast.
http://enworld.cyberstreet.com/hosted/Dusk/index.php?file=classes.php&body=./classes/magi.php
The Magi
Long ago in days the elves cannot remember the laws of magic were discovered and set down. Wizards found that the difference between the arcane and the divine was largely a matter of the attunement of the soul. Many wizards sought to attune their souls to gain access to spells that would normally be beyond their keen. They became the first magi.
Magi today have varying founding approaches to magic. The vast majority are still wizards, though clerics, druids and sorcerers are not unknown. On very rare occasion other spellcasters become magi.
Becoming a mage requires the character to seek out existing members of the order. The magi have long since dispersed from having any large scale organization, especially across planar boundaries, so these exact entry conditions may vary from world to world and even from location to location within a world.
Hit Die: d4
Requirements
The following requirements are the only ones known to be relatively consistent.
Spellcasting: Ability to cast seven different spells of the color the character wishes to enter, all of which must be at least first level and one of which must be third level or above.
Feats: Any three metamagic feats
Other: Each order requires the character to take an oath to obey its ethics. Those who are known violate those ethics are shunned (blue), reprimanded (white) or hunted down and killed (black).
Class Skills
The Class skills of a Magi are determined by the color of his order.
Black
Alchemy (INT), Bluff (CHR), Concentration (CON), Craft (INT), Knowledge (All Skills, taken individually)(INT), Profession (WIS), Scry (INT), Sense Motive (WIS) and Spellcraft (INT)
Blue
Alchemy (INT), Bluff (CHR), Concentration (CON), Craft (INT), Diplomacy (CHR), Knowledge (All Skills, taken individually)(INT), Profession (WIS), Scry (INT), and Spellcraft (INT)
Green
Alchemy (INT), Animal Empathy (CHR, Exclusive Skill), (CHR) Concentration (CON), Craft (INT), Diplomacy (CHR), Handle Animal (CHR), Heal (WIS), Intuit Direction (WIS), Scry (INT), Spellcraft (INT) and Wilderness Lore (WIS)
Red
Alchemy (INT), Climb (STR), Concentration (CON), Craft (INT), Jump (STR), Listen (WIS), Profession (WIS), Scry (INT), Spellcraft (INT), Spot (WIS), Swim (STR)
White
Alchemy (INT), Concentration (CON), Craft (INT), Diplomacy (CHR), Healing (WIS), Knowledge (All Skills, Taken Individually)(INT), Profession (WIS), Scry (INT), and Spellcraft (INT)
Skill Points at Each Level: 2+Int Modifier
Class Features
Weapons & Armor: The weapons and armor selection of the character are not changed when he becomes a mage.
Spellcaster Level +1: A mage continues the study of magic from the point of view dictated by his order. At all levels except the 10th he adds a level to his previous spellcasting class to determine how many spells of his own color he can use each day and the level at which they are cast. He at the least neglects or, more regularly, foreswears, the study of the spells from his opposition orders. Only his previous caster levels count towards the spells not of the mage’s color. For example, Teresa, a 3rd level blue mage and a 6th level wizard is considered a 9th level caster for all blue spells and a 6th level caster for all other spells. If a character has multiple spellcasting classes, only one of those classes, chosen when the character becomes a 1st level magi, benefits from this ability.
Spell Secret. At each level the mage’s power over his own color increases.
First, he gains a spell normally belonging to another spellcasting class, but within the color of his order and of level he can cast. The level of the spell so chosen cannot exceed the character’s magi level even if the character’s casting level allows him to have access to higher level spells. Hence, a 6th level character with 5 wizard levels and 1 white magi level can only choose a cantrip or a 1st level spell for that magi level. The character can use this ability to drop a spell’s level if he wishes. For instance, Antimagic Field is 8th level for clerics, a 6th level white magi spell, and a 6th level wizard & sorcerer spell. A white mage / cleric can choose the spell as his 6th level spell secret to drop the spell down two levels. For the purposes of this power, cleric domains do not count as another class.
Second, at each level the magi gains access to all the spells of his color that belongs to no class but magi (all examples of which are in this book) or belong only to magi and a particular cleric domain (but not clerics in general).
Third, some of the spells on this site are lower level for magi then they are for the basic spell casting classes. The mage is able to use the level listed for his color if he belongs to the class the spell comes from. For example, bask is a 5th level druid spell and a 4th level white mage spell. A druid who is also a white mage can take this spell as a fourth level spell. Any other druid must take it at 5th level and any non-druid white mage must treat the spell as a spell secret.
Finally, at tenth level the character gains insight into all spells of his color, but by advancing to this level, the magi forever sacrifices the ability to use the spells of his opposition colors. All his spells become the level indicated for the magi class, without regard to their level in his previous casting classes. A 10th level black mage / wizard casts animate dead as a 3rd level spell.
Spell Power: At each even level the magi gains an increase to the DC of all the spells of his color, a bonus to his caster level checks when he attempts to break through spell resistance, and a saving throw bonus against the spells of his own color. At 2nd level this bonus is +1, at 4th it is +2 and so on.
Opposition Colors: The ability of the magi to use the spells of their two opposition or “enemy” colors is greatly hindered. The character cannot learn new spells from those two colors and when the character elects to use a spell he already knows from those colors it’s effect will be calculated from the minimum casting level of that spell. Further, he cannot use any metamagic feat with a spell of an opposition color nor can he create a magic item that uses those spells. If the character advances to the tenth level in the magi class, he outright loses the ability to cast spells of his opposition colors.
Special Rules for Specific Classes
Clerics: A cleric magi can choose from any of the domain spells available to him regardless of their color. These spells represent special gifts from his deity. Note that a deity that grants domain spells opposed to a cleric’s color is unlikely to approve of him becoming a mage of that color.
Bards & Sorcerers: Upon reaching 10th level these casters can choose new spells to go into the slots occupied by any spells they can no longer cast.