Hey all. I have come once again for some advice on balance and general mechanics issues. I had this odd idea, while I was working on a magic user class for a buddy's HB system. The idea was creating a casting class that didn't use spells and could use magic the way a fighter weilds a sword. I had been working on a spell point based system, but at the moment have been taken by this flight of fancy.
The main idea of this system is breaking the spells, or spell like abilities, into 4 categories: elemental, physical, mind and chaos each of these is tied to a caster class who have access to different sets of spell feats. With this in mind I came up with an idea of "charging up" and "sacrificing" as the limiting factors to magic. So either a mage must wait a round or two between spells, the spell costs the mage some price or both. So far I have the main base class and a double handfull of elementalist feats. The feats are not anywhere close to being complete by the way.
I would love for any kind of feed back I could get on this. I know there is a lot of stuff and it is pretty far off the beaten path, but I hope that I can get a little bit of feed back about this. Oh and as for the fluff this was designed for my HB setting but should fit well with most any world. Enjoy.
Mage
Magic, it is an incredible force that can alter reality itself. It is an integral and important factor in the lives of many and yet it is something that very few can perceive let alone manipulate. Mages however are among those few able to wield this potent power.
They can do so because have been bound to spirits, spirits that were once part of the very words used to create the world. Being bound thusly allows those with a strong enough will to bend the very fabric of reality to their whim. It is an art to manipulate the flow of magic, years of study and practice are needed to truly master its subtle ways.
Adventures: Mages are born of a willing mind and powerful rituals, rituals whose secrets have been jealously guarded throughout the ages by various organizations. These same organizations often dictate the actions of the mages they helped to create. Whether a mage's actions are guided by whomever created them or by their own whims many undertake adventure to help them gain a greater connection with the spirit that resides within them and by doing so increasing their own power and ability.
Characteristics: A mage has no inherent power. The spirit within them is what creates their spells. As a mage's bond with their spirit strengthens so to does their ability to draw more power from the spirit and in turn cast more powerful spells. There are four spirits to which a mage may be bound this is chosen when the binding ritual is performed.
These spirits correspond to the four words of creation, the word of elements, power, insight and chaos. The spells a mage has access to are directly dependant on which spirit they bound to, in a way the mage is really 4 classes because an elementalist will play much differently from a telepath. The charisma needed to bend the spirit to one’s will also means that many mages also make good party leaders.
Alignment: The outlook of mages runs the gamut of philosophies and ideals from pragmatic to altruistic. This outlook comes from their backgrounds as well as being influenced by whichever order created them.
Religion: In the lands of Isankur there are no gods. The world and its original people were all made by the Creator. This creator left and as such there is no true religion as such in Isankur. If the mage is being used in an alternate setting any magic specific deity would work.
Background: Mages are not born or trained, but made, made by binding a spirit to a living host. The rituals for this are guarded by many different orders. As such almost all mages are part of some kind of guild or society. For some of these orders one need only apply. While in some one must be born into it. No matter what group spawned them, all mages share one common trait. They survived the ritual.
Indeed something about the nature of the ritual makes it very dangerous undertake, especially for older people. Children it seems are more able to cope with the changes brought about by the bond, so most who become mages do so at a young age. Some joined their orders to escape poverty or seek personal power. Others may not have had a choice as some organizations force the ritual on any with a chance at survival. For many though just surviving the ritual brings a new perspective as well as forever marking them as different.
Races: The ritual which births a mage does not discriminate between races, though the people that perform the rituals may do so. Humans seem to have a natural affinity for magic which some attribute to them having been created by it. Dwarves were the first to discover the binding rituals and many dwarves continue this fine tradition even if they are not always best suited to such endeavors. Only exiles drawn from the nobility are allowed to become mages, though when they came to Isankur a few have cast off their societal traditions. Oghrim are not often mages but their long life span and overall dedication to fighting demonic forces can make them powerful mages indeed.
Other Classes: A mage's unique abilities make them powerful allies and most sane people would rather have a mage working with them than against them. Mages work well with support from other classes whether being kept from harm by front line fighters or providing cover and support to a rogue or ninja as they ply their skills.
Role: The role of a mage in a party can differ vastly depending up on which spirit a mage is bound with. An Elementalist's spells tend to be flashy evocations that can scour large areas clean of opponents while a physician is able to patch up friends and give them the edge they need to succeed in physical tasks. Telepaths can manipulate the minds of others making them very useful in social situations and a sorcerer’s conjurations can always be put to good use.
*note Becoming a mage after 1st level.
Becoming a mage after first level is no easy thing. One must first be able to find a person or group capable of performing the binding ritual and if such can be found one must then survive the ritual. To survive the ritual one must succeed at 2 different saves one a fortitude save the other a will save. The DC is the same for both of the saves (10 + ECL + 2 for every 5 years of age over 10) If either of the saves is failed then you die.
Game Rule Information
Mages have the following game statistics.
Abilities: Charisma is of the utmost importance to a mage as it determines how difficult it is to resist their spells as well as how many spell points they gain per level. A mage also benefits from having a high constitution. Those looking to become a mage after first level should try to have both a high constitution as well as a high wisdom or some other way of helping ensure their survival of the binding rituals.
Alignment: Any
Hit Dice: d4
Class Skills
The Mage's class skills (and the key ability for each) are Concentration (Con.), Craft (Int.), Knowledge; (all skills taken separately (Int.), Profession (Wis.) and Spellcraft (Int.)
A mage gains access to addition skills based on the spirit they are bound to.
Elementalist (spirit of elements) Intimidate (Cha.)
Physician (spirit of power) Heal (Wis.)
Telepath (spirit of insight) Diplomacy (Cha.)
Sorcerer (spirit of chaos) Bluff (Cha.)
Skill Points at 1st Level: (2 + Int. modifier) x4.
Skill Points at Each Additional Level: 2 + Int. modifier.
Class Features
All the following are class features of the Mage.
The Embrace: No matter which spirit a mage is bound with, to achieve any magical effect a mage must first open themselves to the power of the spirit. This is an act known as embracing. Embracing is a demanding task as hard as swinging swords or running a race and requires a certain amount of focus to achieve. A mage must succeed at a concentration check (DC = 15) to enter the embrace under normal conditions. This is a movement action that incurs attacks of opportunity. When in the embrace a mage's markings (see below) begin to glow and pulse with awakening power. They are also usually surrounded by a nimbus of energy which grants different abilities depending upon the spirit and how a mage is attuned to the spirit. If a mage takes damage their is a chance they may lose their connection. Any time a mage takes damage they must succeed at a concentration check (DC = 5 + damage) to maintain the embrace. If a mage falls unconcious they also lose their connection to their spirit and all spell effects end.
Attunement: Spirits are multifaceted entities and as such a mage can rarely access all of the aspects of their spirit's powers at one time. Instead mages must "attune" themselves to the different aspects of their spirit. For example an elementalist can't use abilities attuned to the power of the earth while they are attuned to the power of fire. They must change their attunement to access different abilities. Changing attunement is a movement action.
Mage Markings (SU): The ritual which binds a spirit to a mage is a harsh one and it leaves its marks plainly visible on those who undertake it. These "mage markings" appear as tattoo like marks that sprawl across parts of a mages body physical showing their spiritual joining. The exact colour or colours as well as the look of the mage markings differ greatly from mage to mage, though there are some similarities depending upon which spirit a mage is bound to.
Elementalist (spirit of elements) The marks of these mages most often cover their arms and shoulders.
Physician (spirit of power) The marks of these mages most often cover their torso and back.
Telepath (spirit of insight) The marks of these mages most often cover their head and neck.
Sorcerer (spirit of chaos) The marks of these mages are as eccentric as the mages they cover and can appear nearly anywhere.
When casting a spell a mage’s markings become even more pronounced as they glow fiercely, along with a mages eyes, the marks also twist, writhe and even seem to lift up from the body. The light produced by the markings can be seen even through the densest clothing or armor and sheds light as a torch in a 10 foot area.
One trained in studying mages can actually be able to determine what spell is being cast by observing the ways in which a mage marking moves while a spell is being cast.
Arcane Senses (SU): The bond a mage shares with their spirit does more than allow a mage to cast spells it also allows them actually "feel" the ambient magic around them. This ability works in the same manner as the Detect magic spell with the following changes. The effect radiates from the caster in a 5 foot sphere +5 feet for every level above 1. It is at least a full round action to use this ability and it provokes attacks of opportunity.
Bonus Feats: A mage gains bonus feats which can be drawn from the elementalist feats list or from a meta magic feat.
Elementalist Feats
The pounding surf of the sea; the white searing crack of lightning, these and other forces or nature are at the disposal of one bound to the spirits of the elements.
Elemental energies and Attunement: Elementalists have four aspects of their spirits which they can attune themselves to, fire, water, air and earth. Depending upon which element the mage is channeling will change the effects of many of an elementalists spells as well as which spells they may be able to call upon.
Fire: Fire spells deal fire damage and ignite any easily combustable material such straw, paper or cloth. Any sentient creature hit by such a spell must spend a movement action extinguishing the flames. If the spell allows a saving throw then on a successful save the target is not set a flame.
Water: Water spells deal ice damage and ignores 1 point or DR or Hardness for every dice of damage dealt by the spell.
Air: Air spells deal electircity damge. Due to the nature of electrity such spells deal -1 point of damage less for every dice of damge. Conversely such spells are also harder to avoid. They initially gain a +1 to attack and DC and also get +1 for every 3 dice of damage dealt.
Earth: Earth spells deal physical damage ( slashing, crushing, piercing) as such they don't count as magical for bypassing damage but they deal an extra +1 damage for every dice of damage dealt.
Elementalist Abilities
Elemental Aura
The most basic ability of elementalists. All elementalists gain this ability at first level.
Prerequisites: Bound to an elemental spirit.
Benefits: Once a mage has embraced their spirit they are surrounded by an aura of elemental energy. This energy does not harm the caster or anything they carry. The benefits of the aura depend upon which elemental force the mage is attuned to as follows.
Fire: The casters melee attacks deal +1 fire damage and anyone that attacks the caster in melee takes 1 point of fire damage. The caster also gains +5 resistance against fire.
Water: The casters melee attacks deal +1 ice damage and anyone that attacks the caster in melee takes 1 point of ice damage. The caster also gains +5 resistance against ice.
Air: The casters melee attacks deal +1 electricity damage and anyone that attacks the caster in melee takes 1 point of electricity damage. The caster also gains +5 resistance against electricity.
Earth: The casters melee attacks deal +1 damage depending upon what type of damage their attack deals and anyone that attacks the caster in melee takes 1 point of physical damage. The caster also gains damage reduction 2/magic.
Elemental Dart
Creates a small burst of elemental energy to hurl at opponents.
Prerequisites: Elemental Aura
Benefits: Once a mage has embraced their spirit they may as an attack action hurl a small bolt of energy at targets within 25 feet (+5 feet per caster level). This bolt is a range touch attack deals 1d4 + Cha. Mod. damage. At 5th caster level and every 5 caster levels after the damage dealt by this ability increases by once dice type, so 1d6 at caster level 5 up to 1d12 at caster level 20.
Special: If a mage has multiple attacks from their base attack bonus or the rapid shot feat they may us this ability to fire multiple bolts as a full round attack action.
Elemental Sheath
Surrounds a casters hands or melee weapon in an aura of energy.
Prerequisites: Elemental Aura
Benefits: Once a mage has embraced their spirit they may as a movement action shift the power of their aura from their body to their weapon. This ends the effects of the elemental aura ability but grants their weapons 1d6 energy damage. If the mage surrounds their hands they may make touch attacks that deal 1d6 damage. A mage can transfer this ability to another as a movement action, though they lose their own sheath, and can affect up to their charisma modifier worth of targets. These transfered sheaths are weaker than the mage's and only deal 1d4 points of damage. While the elementalist is maintaining the sheath they may not cast any other spells, though they may undertake other actions.
Elemental Flash
A spray of energy spews forth from the mages out streched hands.
Prerequisites: Elemental Aura
Benefits: Once a mage has embraced their spirit they may as an attack action, that provokes an attack of opportunity, send forth a fan shaped jet of elemental energy to envelope their foes. The energy spreads out from the caster in a 15 foot cone shaped blast and deals 1d4 + Cha. Mod. damage to all targets caught in the blast. Targets are allowed a reflex save (DC = 10 + Caster level + Cha. Modifier) for half damage. At 5th caster level and every 5 caster levels after the damage dealt by this ability increases by once dice type, so 1d6 at caster level 5 up to 1d12 at caster level 20.
Aura of Resistance
The elemental aura of the mage is strengthed against elemental attacks.
Prerequisites: Elemental Aura
Benefits: This passive ability enhances the properties of the elemental aura ability. It doubles the resistance or damage reduction granted by elemental aura. Also as a standard action a mage can erect a field of energy, centered on the caster, with a 25 foot (+5 feet/ caster level) radius. In this field a mage may grant any target resistance or damage reduction as if they were effected by the elemental aura ability. While this field is in effect an elementalist may not cast any other spells, but they can undertake other actions.
Elemental Blade
A blade of enegry springs forth into the mage's waiting grasp.
Prerequisites: Elemental Aura, Elemental Sheath, Base Attack Bonus +1
Benefits: This ability causes a blade of elemental energy, which the caster is proficient with, to spring forth into the caster's hand. This blade deals 1d8 + Cha. modifier damage and has a critical threat range of 19 - 20 x 2. It requires a move action to form the blade and doing so removes the effects of any aura or spell that the mage had previously cast. While weilding the blade a mage may not cast any other spells, though they may undertake other actions.
Special: The blade is immaterial and does not gain bonus damage for strength. But it is effected by the weapon finesse feat.
Spell Blade
Allows a mage to create a sheath or blade and still cast some spells.
Prerequisites: Elemental Aura, Caster Level 3
Benefits:This potent ability allows a mage to cast spells and still maintain their elemental sheath or blade, but not sheaths transfered to others. If a spell causes the caster to break their embrace with their spirit, such as an elemental blast spell, then their elemental sheath or blade also vanishes. While this ability is in effect they can not transfer the effect of the elemental sheath ability to other targets.
Elemental Infusion
Improved elemental sheath
Prerequisites: Elemental Aura, Elemental Sheath, Base Attack Bonus +1
Benefits: This ability strengthens and enhance the elemental sheath ability. This spell works almost exactly as elemental sheath with the following exceptions. On a critical hit the weapon deals an additional 1d10 damage (2d10 for x3 crit, 3d10 for x4 crit etc.) or if effecting the weapons of others grants an additional 1d6 damage on a critical hit(2d6 for x3 crit, 3d6 for x4 crit etc.). Or a mage can chose to infuse a number of mundane missiles (10 x Cha. modifier worth) with elemental energy. Ammunition so effected deals an additional 1d6 points of damage, though no extra damage on critical hits. The ammunition may be divided up however the mage sees fit though they lose their ability once fired or taken more than 25 feet (+5 feet/ level) of the mage. While the elementalist is maintaining the infusion they may not cast any other spells, though they may undertake other actions.
Zephyr Blast
Creates a powerful gust of wind.
Prerequisites: Elemental Aura, Caster level 3
Benefits: To use this ability a mage must be attuned to the element of air. This ability requires a full round action to use and usually creates a line of gusting wind (approximately 50 mph) that originates from from the caster and affects all creatures in its path. This line is 25 feet (+5 feet/ level) long. Targeted creatures are allowed to make a fortitude to avoid this effect. If they fail the targets are affected as follows
A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet. Large or larger creatures are not affected by this ability. Zephyr blast can’t move a creature beyond the limit of its range. Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of the wind. The force of the blast automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, this ability can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. A mage can maintain this ability almost indefinately but they must spend a full round action every round to maintain its effect.
Special: A mage need not make this ability effect only a line they may also use it to create a cone shaped effect half as long as a line they can make or a shperical effect with a radius one third of the line's length.
Elemental Blast
Creates a powerful explosion of energy.
Prerequisites: Elemental Aura, Elemental Flash, Caster level 4
Benefits: By summoning up the awesome power of the elements an elementalist can, as a full round action, create a blast of energy at a designated point, that they must be able to see, within 25 feet x caster level + Cha. modifier. This blast deals 1d6 points of damage for every 2 caster levels, rounded down, and has a radius of 20 feet. Using this ability is a great strain on the caster and severs the embrace with their spirit.
Special:A mage may, at their discretion, attempt to draw more power from their spirit to fuel this ability. Doing so causes the blast to deal 1d6 per caster level, but the caster takes 1 point of temporary Con. damage and there is a chance they may be fatigued if they fail a fortitude save (DC=10 + caster level). If a mage is already fatigued they become exhausted instead and if exhausted already they fall unconcious.
Elemental Lance
Creates a beam of elemental energy.
Prerequisites: Elemental Aura, Elemental Flash, Caster level 4
Benefits: Similar to elemental blast this potent ability summons forth an arching stream of elemental energy 80 feet, + 5 feet/ caster level, long. The lance deals 1d6 damage for every 2 caster levels and is so powerful it breaks the embrace.
Special: A mage may, at their discretion, attempt to draw more power from their spirit to fuel this ability. Doing so causes the blast to deal 1d6 per caster level, but the caster takes 1 point of temporary Con. damage and there is a chance they may be fatigued if they fail a fortitude save (DC=10 + caster level). If a mage is already fatigued they become exhausted instead and if exhausted already they fall unconcious.
Elemental Cone
Creates a cone shaped blast of energy.
Prerequisites: Elemental Aura, Elemental Flash, Caster level 4
Benefits: Similar to elemental blast this potent ability spews forth an roilling cone of elemental energy 25 feet, + 5 feet/ 2 caster level, long. The lance deals 1d6 damage for every 2 caster levels and is so powerful it breaks the embrace.
Special: A mage may, at their discretion, attempt to draw more power from their spirit to fuel this ability. Doing so causes the blast to deal 1d6 per caster level, but the caster takes 1 point of temporary Con. damage and there is a chance they may be fatigued if they fail a fortitude save (DC=10 + caster level). If a mage is already fatigued they become exhausted instead and if exhausted already they fall unconcious.
The main idea of this system is breaking the spells, or spell like abilities, into 4 categories: elemental, physical, mind and chaos each of these is tied to a caster class who have access to different sets of spell feats. With this in mind I came up with an idea of "charging up" and "sacrificing" as the limiting factors to magic. So either a mage must wait a round or two between spells, the spell costs the mage some price or both. So far I have the main base class and a double handfull of elementalist feats. The feats are not anywhere close to being complete by the way.
I would love for any kind of feed back I could get on this. I know there is a lot of stuff and it is pretty far off the beaten path, but I hope that I can get a little bit of feed back about this. Oh and as for the fluff this was designed for my HB setting but should fit well with most any world. Enjoy.
Mage
Magic, it is an incredible force that can alter reality itself. It is an integral and important factor in the lives of many and yet it is something that very few can perceive let alone manipulate. Mages however are among those few able to wield this potent power.
They can do so because have been bound to spirits, spirits that were once part of the very words used to create the world. Being bound thusly allows those with a strong enough will to bend the very fabric of reality to their whim. It is an art to manipulate the flow of magic, years of study and practice are needed to truly master its subtle ways.
Adventures: Mages are born of a willing mind and powerful rituals, rituals whose secrets have been jealously guarded throughout the ages by various organizations. These same organizations often dictate the actions of the mages they helped to create. Whether a mage's actions are guided by whomever created them or by their own whims many undertake adventure to help them gain a greater connection with the spirit that resides within them and by doing so increasing their own power and ability.
Characteristics: A mage has no inherent power. The spirit within them is what creates their spells. As a mage's bond with their spirit strengthens so to does their ability to draw more power from the spirit and in turn cast more powerful spells. There are four spirits to which a mage may be bound this is chosen when the binding ritual is performed.
These spirits correspond to the four words of creation, the word of elements, power, insight and chaos. The spells a mage has access to are directly dependant on which spirit they bound to, in a way the mage is really 4 classes because an elementalist will play much differently from a telepath. The charisma needed to bend the spirit to one’s will also means that many mages also make good party leaders.
Alignment: The outlook of mages runs the gamut of philosophies and ideals from pragmatic to altruistic. This outlook comes from their backgrounds as well as being influenced by whichever order created them.
Religion: In the lands of Isankur there are no gods. The world and its original people were all made by the Creator. This creator left and as such there is no true religion as such in Isankur. If the mage is being used in an alternate setting any magic specific deity would work.
Background: Mages are not born or trained, but made, made by binding a spirit to a living host. The rituals for this are guarded by many different orders. As such almost all mages are part of some kind of guild or society. For some of these orders one need only apply. While in some one must be born into it. No matter what group spawned them, all mages share one common trait. They survived the ritual.
Indeed something about the nature of the ritual makes it very dangerous undertake, especially for older people. Children it seems are more able to cope with the changes brought about by the bond, so most who become mages do so at a young age. Some joined their orders to escape poverty or seek personal power. Others may not have had a choice as some organizations force the ritual on any with a chance at survival. For many though just surviving the ritual brings a new perspective as well as forever marking them as different.
Races: The ritual which births a mage does not discriminate between races, though the people that perform the rituals may do so. Humans seem to have a natural affinity for magic which some attribute to them having been created by it. Dwarves were the first to discover the binding rituals and many dwarves continue this fine tradition even if they are not always best suited to such endeavors. Only exiles drawn from the nobility are allowed to become mages, though when they came to Isankur a few have cast off their societal traditions. Oghrim are not often mages but their long life span and overall dedication to fighting demonic forces can make them powerful mages indeed.
Other Classes: A mage's unique abilities make them powerful allies and most sane people would rather have a mage working with them than against them. Mages work well with support from other classes whether being kept from harm by front line fighters or providing cover and support to a rogue or ninja as they ply their skills.
Role: The role of a mage in a party can differ vastly depending up on which spirit a mage is bound with. An Elementalist's spells tend to be flashy evocations that can scour large areas clean of opponents while a physician is able to patch up friends and give them the edge they need to succeed in physical tasks. Telepaths can manipulate the minds of others making them very useful in social situations and a sorcerer’s conjurations can always be put to good use.
*note Becoming a mage after 1st level.
Becoming a mage after first level is no easy thing. One must first be able to find a person or group capable of performing the binding ritual and if such can be found one must then survive the ritual. To survive the ritual one must succeed at 2 different saves one a fortitude save the other a will save. The DC is the same for both of the saves (10 + ECL + 2 for every 5 years of age over 10) If either of the saves is failed then you die.
Code:
[B]The Mage[/B]
[B]Level BAB Fort Ref Will Special [/B]
1 +0 0 0 2 Spirit Bond, Mage Markings, Arcane Senses
Bonus Feat
2 +1 0 0 3 Bonus Feat
3 +1 1 1 3 ---
4 +2 1 1 4 Bonus Feat
5 +2 1 1 4
6 +3 2 2 5 Bonus Feat
7 +3 2 2 5 ---
8 +4 2 2 6 Bonus Feat
9 +4 3 3 6 ---
10 +5 3 3 7 Bonus Feat
11 +5 3 3 7 ---
12 +6 4 4 8 Bonus Feat
13 +6 4 4 8 ---
14 +7 4 4 9 Bonus Feat
15 +7 5 5 9 ---
16 +8 5 5 10 Bonus Feat
17 +8 5 5 10 ---
18 +9 6 6 11 Bonus Feat
19 +9 6 6 11 ---
20 +10 6 6 12 Bonus Feat
Game Rule Information
Mages have the following game statistics.
Abilities: Charisma is of the utmost importance to a mage as it determines how difficult it is to resist their spells as well as how many spell points they gain per level. A mage also benefits from having a high constitution. Those looking to become a mage after first level should try to have both a high constitution as well as a high wisdom or some other way of helping ensure their survival of the binding rituals.
Alignment: Any
Hit Dice: d4
Class Skills
The Mage's class skills (and the key ability for each) are Concentration (Con.), Craft (Int.), Knowledge; (all skills taken separately (Int.), Profession (Wis.) and Spellcraft (Int.)
A mage gains access to addition skills based on the spirit they are bound to.
Elementalist (spirit of elements) Intimidate (Cha.)
Physician (spirit of power) Heal (Wis.)
Telepath (spirit of insight) Diplomacy (Cha.)
Sorcerer (spirit of chaos) Bluff (Cha.)
Skill Points at 1st Level: (2 + Int. modifier) x4.
Skill Points at Each Additional Level: 2 + Int. modifier.
Class Features
All the following are class features of the Mage.
The Embrace: No matter which spirit a mage is bound with, to achieve any magical effect a mage must first open themselves to the power of the spirit. This is an act known as embracing. Embracing is a demanding task as hard as swinging swords or running a race and requires a certain amount of focus to achieve. A mage must succeed at a concentration check (DC = 15) to enter the embrace under normal conditions. This is a movement action that incurs attacks of opportunity. When in the embrace a mage's markings (see below) begin to glow and pulse with awakening power. They are also usually surrounded by a nimbus of energy which grants different abilities depending upon the spirit and how a mage is attuned to the spirit. If a mage takes damage their is a chance they may lose their connection. Any time a mage takes damage they must succeed at a concentration check (DC = 5 + damage) to maintain the embrace. If a mage falls unconcious they also lose their connection to their spirit and all spell effects end.
Attunement: Spirits are multifaceted entities and as such a mage can rarely access all of the aspects of their spirit's powers at one time. Instead mages must "attune" themselves to the different aspects of their spirit. For example an elementalist can't use abilities attuned to the power of the earth while they are attuned to the power of fire. They must change their attunement to access different abilities. Changing attunement is a movement action.
Mage Markings (SU): The ritual which binds a spirit to a mage is a harsh one and it leaves its marks plainly visible on those who undertake it. These "mage markings" appear as tattoo like marks that sprawl across parts of a mages body physical showing their spiritual joining. The exact colour or colours as well as the look of the mage markings differ greatly from mage to mage, though there are some similarities depending upon which spirit a mage is bound to.
Elementalist (spirit of elements) The marks of these mages most often cover their arms and shoulders.
Physician (spirit of power) The marks of these mages most often cover their torso and back.
Telepath (spirit of insight) The marks of these mages most often cover their head and neck.
Sorcerer (spirit of chaos) The marks of these mages are as eccentric as the mages they cover and can appear nearly anywhere.
When casting a spell a mage’s markings become even more pronounced as they glow fiercely, along with a mages eyes, the marks also twist, writhe and even seem to lift up from the body. The light produced by the markings can be seen even through the densest clothing or armor and sheds light as a torch in a 10 foot area.
One trained in studying mages can actually be able to determine what spell is being cast by observing the ways in which a mage marking moves while a spell is being cast.
Arcane Senses (SU): The bond a mage shares with their spirit does more than allow a mage to cast spells it also allows them actually "feel" the ambient magic around them. This ability works in the same manner as the Detect magic spell with the following changes. The effect radiates from the caster in a 5 foot sphere +5 feet for every level above 1. It is at least a full round action to use this ability and it provokes attacks of opportunity.
Bonus Feats: A mage gains bonus feats which can be drawn from the elementalist feats list or from a meta magic feat.
Elementalist Feats
The pounding surf of the sea; the white searing crack of lightning, these and other forces or nature are at the disposal of one bound to the spirits of the elements.
Elemental energies and Attunement: Elementalists have four aspects of their spirits which they can attune themselves to, fire, water, air and earth. Depending upon which element the mage is channeling will change the effects of many of an elementalists spells as well as which spells they may be able to call upon.
Fire: Fire spells deal fire damage and ignite any easily combustable material such straw, paper or cloth. Any sentient creature hit by such a spell must spend a movement action extinguishing the flames. If the spell allows a saving throw then on a successful save the target is not set a flame.
Water: Water spells deal ice damage and ignores 1 point or DR or Hardness for every dice of damage dealt by the spell.
Air: Air spells deal electircity damge. Due to the nature of electrity such spells deal -1 point of damage less for every dice of damge. Conversely such spells are also harder to avoid. They initially gain a +1 to attack and DC and also get +1 for every 3 dice of damage dealt.
Earth: Earth spells deal physical damage ( slashing, crushing, piercing) as such they don't count as magical for bypassing damage but they deal an extra +1 damage for every dice of damage dealt.
Elementalist Abilities
Elemental Aura
The most basic ability of elementalists. All elementalists gain this ability at first level.
Prerequisites: Bound to an elemental spirit.
Benefits: Once a mage has embraced their spirit they are surrounded by an aura of elemental energy. This energy does not harm the caster or anything they carry. The benefits of the aura depend upon which elemental force the mage is attuned to as follows.
Fire: The casters melee attacks deal +1 fire damage and anyone that attacks the caster in melee takes 1 point of fire damage. The caster also gains +5 resistance against fire.
Water: The casters melee attacks deal +1 ice damage and anyone that attacks the caster in melee takes 1 point of ice damage. The caster also gains +5 resistance against ice.
Air: The casters melee attacks deal +1 electricity damage and anyone that attacks the caster in melee takes 1 point of electricity damage. The caster also gains +5 resistance against electricity.
Earth: The casters melee attacks deal +1 damage depending upon what type of damage their attack deals and anyone that attacks the caster in melee takes 1 point of physical damage. The caster also gains damage reduction 2/magic.
Elemental Dart
Creates a small burst of elemental energy to hurl at opponents.
Prerequisites: Elemental Aura
Benefits: Once a mage has embraced their spirit they may as an attack action hurl a small bolt of energy at targets within 25 feet (+5 feet per caster level). This bolt is a range touch attack deals 1d4 + Cha. Mod. damage. At 5th caster level and every 5 caster levels after the damage dealt by this ability increases by once dice type, so 1d6 at caster level 5 up to 1d12 at caster level 20.
Special: If a mage has multiple attacks from their base attack bonus or the rapid shot feat they may us this ability to fire multiple bolts as a full round attack action.
Elemental Sheath
Surrounds a casters hands or melee weapon in an aura of energy.
Prerequisites: Elemental Aura
Benefits: Once a mage has embraced their spirit they may as a movement action shift the power of their aura from their body to their weapon. This ends the effects of the elemental aura ability but grants their weapons 1d6 energy damage. If the mage surrounds their hands they may make touch attacks that deal 1d6 damage. A mage can transfer this ability to another as a movement action, though they lose their own sheath, and can affect up to their charisma modifier worth of targets. These transfered sheaths are weaker than the mage's and only deal 1d4 points of damage. While the elementalist is maintaining the sheath they may not cast any other spells, though they may undertake other actions.
Elemental Flash
A spray of energy spews forth from the mages out streched hands.
Prerequisites: Elemental Aura
Benefits: Once a mage has embraced their spirit they may as an attack action, that provokes an attack of opportunity, send forth a fan shaped jet of elemental energy to envelope their foes. The energy spreads out from the caster in a 15 foot cone shaped blast and deals 1d4 + Cha. Mod. damage to all targets caught in the blast. Targets are allowed a reflex save (DC = 10 + Caster level + Cha. Modifier) for half damage. At 5th caster level and every 5 caster levels after the damage dealt by this ability increases by once dice type, so 1d6 at caster level 5 up to 1d12 at caster level 20.
Aura of Resistance
The elemental aura of the mage is strengthed against elemental attacks.
Prerequisites: Elemental Aura
Benefits: This passive ability enhances the properties of the elemental aura ability. It doubles the resistance or damage reduction granted by elemental aura. Also as a standard action a mage can erect a field of energy, centered on the caster, with a 25 foot (+5 feet/ caster level) radius. In this field a mage may grant any target resistance or damage reduction as if they were effected by the elemental aura ability. While this field is in effect an elementalist may not cast any other spells, but they can undertake other actions.
Elemental Blade
A blade of enegry springs forth into the mage's waiting grasp.
Prerequisites: Elemental Aura, Elemental Sheath, Base Attack Bonus +1
Benefits: This ability causes a blade of elemental energy, which the caster is proficient with, to spring forth into the caster's hand. This blade deals 1d8 + Cha. modifier damage and has a critical threat range of 19 - 20 x 2. It requires a move action to form the blade and doing so removes the effects of any aura or spell that the mage had previously cast. While weilding the blade a mage may not cast any other spells, though they may undertake other actions.
Special: The blade is immaterial and does not gain bonus damage for strength. But it is effected by the weapon finesse feat.
Spell Blade
Allows a mage to create a sheath or blade and still cast some spells.
Prerequisites: Elemental Aura, Caster Level 3
Benefits:This potent ability allows a mage to cast spells and still maintain their elemental sheath or blade, but not sheaths transfered to others. If a spell causes the caster to break their embrace with their spirit, such as an elemental blast spell, then their elemental sheath or blade also vanishes. While this ability is in effect they can not transfer the effect of the elemental sheath ability to other targets.
Elemental Infusion
Improved elemental sheath
Prerequisites: Elemental Aura, Elemental Sheath, Base Attack Bonus +1
Benefits: This ability strengthens and enhance the elemental sheath ability. This spell works almost exactly as elemental sheath with the following exceptions. On a critical hit the weapon deals an additional 1d10 damage (2d10 for x3 crit, 3d10 for x4 crit etc.) or if effecting the weapons of others grants an additional 1d6 damage on a critical hit(2d6 for x3 crit, 3d6 for x4 crit etc.). Or a mage can chose to infuse a number of mundane missiles (10 x Cha. modifier worth) with elemental energy. Ammunition so effected deals an additional 1d6 points of damage, though no extra damage on critical hits. The ammunition may be divided up however the mage sees fit though they lose their ability once fired or taken more than 25 feet (+5 feet/ level) of the mage. While the elementalist is maintaining the infusion they may not cast any other spells, though they may undertake other actions.
Zephyr Blast
Creates a powerful gust of wind.
Prerequisites: Elemental Aura, Caster level 3
Benefits: To use this ability a mage must be attuned to the element of air. This ability requires a full round action to use and usually creates a line of gusting wind (approximately 50 mph) that originates from from the caster and affects all creatures in its path. This line is 25 feet (+5 feet/ level) long. Targeted creatures are allowed to make a fortitude to avoid this effect. If they fail the targets are affected as follows
A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet. Large or larger creatures are not affected by this ability. Zephyr blast can’t move a creature beyond the limit of its range. Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of the wind. The force of the blast automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, this ability can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. A mage can maintain this ability almost indefinately but they must spend a full round action every round to maintain its effect.
Special: A mage need not make this ability effect only a line they may also use it to create a cone shaped effect half as long as a line they can make or a shperical effect with a radius one third of the line's length.
Elemental Blast
Creates a powerful explosion of energy.
Prerequisites: Elemental Aura, Elemental Flash, Caster level 4
Benefits: By summoning up the awesome power of the elements an elementalist can, as a full round action, create a blast of energy at a designated point, that they must be able to see, within 25 feet x caster level + Cha. modifier. This blast deals 1d6 points of damage for every 2 caster levels, rounded down, and has a radius of 20 feet. Using this ability is a great strain on the caster and severs the embrace with their spirit.
Special:A mage may, at their discretion, attempt to draw more power from their spirit to fuel this ability. Doing so causes the blast to deal 1d6 per caster level, but the caster takes 1 point of temporary Con. damage and there is a chance they may be fatigued if they fail a fortitude save (DC=10 + caster level). If a mage is already fatigued they become exhausted instead and if exhausted already they fall unconcious.
Elemental Lance
Creates a beam of elemental energy.
Prerequisites: Elemental Aura, Elemental Flash, Caster level 4
Benefits: Similar to elemental blast this potent ability summons forth an arching stream of elemental energy 80 feet, + 5 feet/ caster level, long. The lance deals 1d6 damage for every 2 caster levels and is so powerful it breaks the embrace.
Special: A mage may, at their discretion, attempt to draw more power from their spirit to fuel this ability. Doing so causes the blast to deal 1d6 per caster level, but the caster takes 1 point of temporary Con. damage and there is a chance they may be fatigued if they fail a fortitude save (DC=10 + caster level). If a mage is already fatigued they become exhausted instead and if exhausted already they fall unconcious.
Elemental Cone
Creates a cone shaped blast of energy.
Prerequisites: Elemental Aura, Elemental Flash, Caster level 4
Benefits: Similar to elemental blast this potent ability spews forth an roilling cone of elemental energy 25 feet, + 5 feet/ 2 caster level, long. The lance deals 1d6 damage for every 2 caster levels and is so powerful it breaks the embrace.
Special: A mage may, at their discretion, attempt to draw more power from their spirit to fuel this ability. Doing so causes the blast to deal 1d6 per caster level, but the caster takes 1 point of temporary Con. damage and there is a chance they may be fatigued if they fail a fortitude save (DC=10 + caster level). If a mage is already fatigued they become exhausted instead and if exhausted already they fall unconcious.