Mage or Magician Class [Need Input]

Technik4

First Post
This can be considered a rough or 1st draft. Loosely based on Mage: The Awakening and a member whose name I don't recall who proposed a Mage class built like a fighter class. It needs some work, but how does it fly off the page to you?

Magician or Mage

HD: d6

BAB: Medium

Saves: Good Will and Reflex, Poor Fortitude

Skills Per Level: 2 + Int

Skill List: Concentration, Escape Artist, Knowledge (All skills, taken individually), Open Lock, Ride, Spellcraft, Use Magic Device.


Class Abilities

Weapon and Armor Proficiency: Light Armor and Bucklers, All Simple Weapons.

Bonus Feats: At 5th, 10th, 15th, and 20th a Mage gets a bonus feat. These feats may be any with the [Mage] descriptor (See Below), Item Creation, or Spell Focus, Greater Spell Focus, and Spell Penetration.

Spells: At 1st, 2nd, 4th, 6th, and every 2 levels afterwards a Mage learns a new spell. The spell can be from any list (always use the highest if there are multiple spell levels), but cannot be higher level than 1/2 the Mage's class level (a mage learns a 0-level spell at 1st level). The mage's primary spell-casting atribute is Dexterity, but he does not get bonus spells. The DC to resist a mage's spell is 10 + Dexterity Modifier + Spell Level. A mage suffers from spell-casting failure by wearing armor, as an arcane spellcaster would. Every spell a mage casts has a somatic component (much like every spell a bard casts has a verbal component) even if the spell does not have one as written a mage must use his hands to cast a spell.

Mage Points: Each level a mage gains 1 mage point. Generally these points are used to cast spells, but they may be used for other reasons. If a spell or ability would cause the loss of spell slots, always deduct 2 mage points for each slot that would be lost. After resting for 8 hours, a mage regains any lost mage points.

Spells Per Day: A mage may cast any number of spells per day as long as he has mage points to do so. You may cast any spell you know by spending one mage point. Casting a spell from the highest level you can costs an additional mage point and forces a Dexterity Check (DC 10 + Spell Level) or the spell fizzles and the attempt is wasted (0-level spells are exempt). If the check is failed by 10 or more he suffers subdual damage equal to the spell level (0 damage for 0-level spells).

Magical Items: A mage can use any spell completion items (like a scroll) or activated items (like a wand or staff) as long as he knows the spell he is using with the item. If he does not know the spell he must have ranks in the skill 'Use Magic Device'. Emulating a spell that a mage does not know is a DC 20 + Spell Level check. If a mage is activating or completing an item with a spell he does not know, he must also spend 1 mage point. A mage must always be able to gesture as if he were fulfilling the somatic portion of a spell to use activated or completed magical items.

Familiar: A mage may, at any time in his career, permanently lose 1 mage point to gain a familiar. The familiar advances just as it would for a sorceror or wizard. If a level 1 mage wishes to begin with a familiar, he may not be able to cast spells (as he will not have any mage points).

Mage Sight: At 3rd level the Magician may notice existing magic spells just by passing by or looking in the right direction. The DM secretly rolls a Spot check for the mage and the DC is 10 + Spell Level (increasing difficulty for distance). A mage gets no information concerning the nature of the spell, just that a spell is active. A mage may spend 1 mage point to gain a +10 bonus to spot checks to notice existing spells. This bonus lasts for 10 minutes per mage class level.

Disrupt Magic: At 7th level the Magician can attempt to dispel magic (as the spell) in exchange for mage points. A targeted dispel magic costs 1 mage point, an area dispel magic costs 2 mage points. A mage may spend an additional mage point to get +10 on his dispel check. A mage must be able to gesture as if he were fulfilling the somatic portion of a spell to use this ability.

Counter Magic: At 11th level the Magician can attempt to counter a spell as it is being cast. A mage must ready an action, make a dispel check, and spend 1 mage point. A mage may spend an additional mage point to get +10 on his dispel check. A mage must be able to gesture as if he were fulfilling the somatic portion of a spell to use this ability.

Deflect Magic: At 15th level the Magician may attempt to deflect a spell being cast at him. The mage spends 1 mage point and gains Spell Resistance equal to 10 + Mage class levels. A mage may spend an additional mage point to get an additional +10 Spell Resistance. This ability only works against the next spell that targets or affects him. He must be aware and not flat-footed as well as able to gesture as if he were fulfilling the somatic portion of a spell to use this ability.

Claim Magic: At 19th level the Magician may attempt to gain control of an existing spell. The spell must have a duration that is not instantaneous. [Need to work on this ability]


Feats

Magician’s Temperance [Mage]
You have focused your study of magic and gained an important insight.
Prerequisite: Mage 4th +
Benefit: You gain an additional mage point and a +2 bonus on Dexterity checks.
Special:You may take this feat again if you are 10th level or higher.


Magician’s Aptitude [Mage]
You are especially adroit at manipulating magic.
Prerequisite: Mage 4th +
Benefit: You gain 2 mage points that may only be used for Mage Sight, Disrupt Magic, Counter Magic, Deflect Magic, or Claim Magic. These points cannot be used to cast spells or to activate any feats you may have. You also gain +2 to Spellcraft checks.
Special: You may take this feat again if you are 10th level or higher. You permanently lose 1 mage point by taking this feat.


Magician’s Specialty [Mage]
You have evolved a typical spell into something unique.
Prerequisite: Mage 4th +
Benefit: Choose one spell (you may choose a spell you have not yet learned, but gain no benefit until you do learn it). That spell has a +10 DC for anyone using spellcraft to identify it. Further you may spend 2 additional mage points to cast it 1 action faster than the casting time (so standard action becomes free action, 1 round becomes standard action, etc). Finally you never need to make dexterity checks to cast that spell (even if it is the highest level spell you can cast) although you still must be able to make somatic gestures.
Special: You may take this feat again if you are 10th level or higher. You permanently lose 2 mage points by taking this feat.


Magician’s Meditations [Mage]
You have found a way to regain lost mage points simply by meditating.
Prerequisite: Mage 1st, Wisdom 13+
Benefit: Once per day you may enter a meditative state by beating a Concentration check DC 20 + number of lost mage points. This state must be uninterrupted for 10 minutes, any disturbance spoils the attempt for the day. You regain up to 2 mage points (if you have not used at least 2 points, you only gain 1).
Special: You permanently lose 1 mage point by taking this feat.


War Magician [Mage]
You are more apt to enter melee than other magicians.
Prerequisite: Mage 1st, Str 13+
Benefit: Choose 1 martial melee weapon – you gain proficiency with that weapon. Additionally you suffer no penalties for casting spells in Light Armor, although you still must be able to make somatic gestures to cast spells.
Special: You permanently lose 1 mage point by taking this feat.


Reflect Magic [Mage]
You can turn magic spells instead of just deflecting them.
Prerequisite: Deflect Magic ability
Benefit: If a spell would not pass your spell resistance when you have activated your Deflect Magic ability, you may spend one mage point to redirect that spell to any target within range.


Whole Spell Knowledge [General]
You have learned both sides of a spell’s power.
Prerequisite: Spellcasting level 4th +, ability to learn spells
Benefit: Choose a spell with an opposing counterpart (Bless/Bane, Haste/Slow, Cure Lt Wounds/Inflict Lt Wounds, etc). You must already know the higher level counterpart if there is a level difference (if you do not yet know the spell, you get no benefit). You learn the opposing spell.
Special: You may take this feat again, each time it applies to a different set of spells.


Well there it is, please respond with any criticism/praise/cries of 'Broken!' etc ;)

Technik
 
Last edited:

log in or register to remove this ad


So a 20th level mage will typically know 10 spells (plus a few more with "Whole Spell Knowledge")? And be able to cast at most 20 spells per day?

I'm not sure that there are spells sufficiently versatile to prevent this from being awfully limiting to a character. The improved hit points, saves and BAB don't really go very far in giving the character more flexibility.

Perhaps I am mistaken; could you give a sample build, with spells known and feats chosen?
 

Hmm, it looks pretty limited to me too. I think it's weaker than a wizard or sorcerer.

Also: why dex? That doesn't really seem to make sense to me.

What aspect(s) did you base off the Storyteller Mage?
 

Elf Rog3/Mag4
BAB: +5
HP: 6d6 + 6
Saves: 2/7/5
Abilities: Sneak Attack +2d6, Evasion, Trap Sense +1, Trapfinding
Spells Known: Prestidigation, Magic Missile, Invisibility
Mage Points: 4
Feats: War Magician, Weapon Finesse, Magician's Temperence, Mage Sight
Possible Spells Per Day: Magic Missile x2, Invisibility x1

Human Mage 7
BAB: +5
HP: 6d6 + 6
Saves: 2/5/5
Spells Known: Light, Divine Favor, Cure Moderate Wounds (2d8+7), Inflict Moderate Wounds (2d8+7), Fireball
Mage Points: 6 (can regain 2 points by meditating for 10 min
Abilities: Mage Sight, Disrupting Magic
Feats: Magician's Meditations, Point Blank Shot, Precise Shot, Whole Spell Knowledge (Cure/Inflict), Rapid Shot
Possible Spells Per Day: Divine Favor x1, Cure Mod x1, Fireball x2 (meditate) Cure Mod x2

The best foil for the above examples is to substitute Sorcerer or Wizard levels. Both would have more spells but worse saves, hp, and BAB. While the first example could be emulated with the same spells the second could not (maybe a bard would be a better foil for the second exmple).

As I said, its a rough draft. The spells you choose must be 'keepers', and spell-casting is only a component of the class. At higher levels they can cast their high-level spells more often than a wizard or sorcerer, but they must be sure to pick a variety of spells at different levels. The fact that they can choose from all lists, always have dispel magic (as long as they have mage points), and their non-wiz/sor base abilities are what I was shooting for with the balance. Essentially, since Dex is their primary ability for casting spells, they make excellent archers, multi well with rogues, can play back-up healers, and with appropriate feat/magic item combinations do well when they run out of spells.

My biggest problem is that I would like the class to be slightly more spell-oriented at low levels, and slightly less powerful at higher levels.

The inspiration was from the storyteller game that they can wield magic more as a force than by knowing spells and memorizing and such. Thats why every mage can eventually sit there and eventually dispel something, or notice magic in the area. I was thinking of adding Detect Magic at will at some point, but didn't have room.
 
Last edited:

why wouldn't I just take levels in wilder?

average bab, d6 hd, decent skills, and the ability to gain a few powers to help in a pinch.

DC
 

How does the first character get 5 mage points? Don't Mage's Temperance and War Magician cancel each other out?

To make a character weaker at high levels, make a mechanic based on the dex bonus. Spells whose level is higher than the dex bonus cost 2 mage points, say. Calculate the dex bonus without magic- gloves and tomes don't help.

To help balance this, and make characters more spell oriented at lower levels, give bonus mage points at lower levels. 1 point per point of (unassisted) dex bonus, to the max of their mage level.

A character with an 18 dex would get 2 mage points per level up to 4th level, and one point thereafter. At 16th level he would have a 22 dex, a bonus of +6. 7th and 8th level spells would thus cost 2 mage points to cast, limiting him slightly.
 


I have an irrational dislike for psionics, so I can understand someone not wanting to take Wilder. And I have never read the Midnight CS.

It's actually a plus, therefore, that mage is similar to these other classes; if it were ever necessary, I could use a mage in lieu of wilder or channeller.
 

Cheiromancer said:
It's actually a plus, therefore, that mage is similar to these other classes; if it were ever necessary, I could use a mage in lieu of wilder or channeller.

Uh... not so much. Similar =/= fungible.

-- N
 

Pets & Sidekicks

Remove ads

Top