Force Mage
“My force powers can meet or beat any wizard in power.”
Force mages are those that love the power, the feel, the fact that most think it not there. When they come and deal with those that think their way is right, to show them that it is wrong and that it is not the only way. With their amount of attack and defensive spells they can prove to be hard to kill and hard to stop when they are ready. Many think that the force mage is a fluke but they tend to prove them wrong.
The Force magi are those that know that the power of force can do many things. There masters of many arts glass making, war consul members and many other things that go well with what they think of as the art of magical force. Learning to improve the most basic force spell out their mage armor is one of there best known secrets they have. They learn that if you keep yours self with force and keep learning other things will come there training is like no other they will spend day, years trying to make them selves better at there art.
This Prc is a faverit for Sorcerers even thow Wizards and other spell casters can take it. The more militia types that take this Prc are usually fighter/wizards or sorcerer/fighters.
Hit Die: d4
Requirements
To qualify to become a force mage, a character must fulfill all the following criteria.
Feats: Dodge, Skill Focus [Knowledge (the planes)]
Skills: Concentration 8+ ranks, Knowledge (Arcana) 8+ ranks, Knowledge (the planes) 8+ ranks, Spellcraft 8+ ranks.
Special: The Force mage must have taken at least 30 points of damage from force effects.
Class Skills
The Focre Mage’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill points at each level: 2 + Int modifier.
BAB: As wizard
Good Saves: Will
Bad Saves: Fort, Ref
Class Features
All the following are class features of the master of energy class.
Weapon and Armor Proficiency: Force Mage’s gain no additional proficiency in any weapon or armor.
Spells Per Day: Every level a force mage gains, the charater gains new spells per day as shown. When casting Force Mage Spells, the Force Mage’s caster level is equal to his Force Mage level. A force mage’s bonus spell’s are based on Charisma. The Difficulty class for saving throws against force mage spells is 10 + the Spells level + the force mage’s Charisma modifier.
A force mage learns his spell like a sorcerer as shown in the table spells known. These spells must be force mage spells the character can cast.
Force Damage (Su): Beginning at 1st level, the force mage learns to chanel force to great effect. This is shown by a bonus of +1 point od damage per die of damage to force effects. This bonus improves to +2 at 5th level to +3 at 9th level.
Improved Mage Armor (Su): The AC bonus given by mage armor is improved by +2 at 2nd level, by +4 at 6th level, and by +6 at 10th level.
Force Resistant (Ex): A Force Mage gains DR 15/-- verses force effects.
Class level Special
1st Force Damage +1
2nd Improved Mage Armor +2
3rd
4th
5th Force Damage +2
6th Improved Mage Armor +4
7th
8th
9th Focre Damage +3
10th Force Resistant, Improved Mage Armor +6
Spells per day
1st____2nd__3rd___4th
1______-_____-_____-
2______-_____-_____-
2______0____-______-
3______1____-______-
3______2____0______-
3______2____1______-
4______3____2______0
4______3____2______1
4______3____3______2
4______4____3______2
Spells Known
1st___ 2nd___3rd___4th
1______-_____-_____-
2______-_____-_____-
2______1*____-_____-
3______2_____-_____-
3______2_____1*____-
3______3_____2_____-
4______3_____2_____1*
4______3_____3_____2
4______4_____3_____3
4______4_____3_____3
Force Mage spell list
1st level
Mage armor
Magic Missile
Shield
Tenser’s Floating Disk
2nd level
Force Field
Force Dart
Force Sword
3rd level
Explosive Runes
Leomond’s Tiny Hut
Sepia Snake Sigil
Force Spikes
Summon Force Warrior
4th level
Wall of Force
Greater Force Field
Greater Mage Armor
Forceball
Heres the other parts to it.
Force Dart
Evocation (Force)
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You throw a dart made of force at your target. You must succed at a ranged touch attack to hit your target. The needle deals a total of 1d4 points of force damage per two caster levels (maximum 10d4-force damage)
Material Component: A glass dart worth 1 gp.
Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Touch
Casting Time: 1 action
Target: Creature toughed
Duration: One minute/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force a kin to Mage armor surrounds the subject of force field, providing a protective cover that can takes damage for the creature. The field has HP of 5/level (Max 50 HP) and DR 1/level (Maz 10 DR). All damage that the creature would take is delt to the shield, when the shileds HP is gone the Shield is gone.
Material Component: A glass ball worth 10 gp.
Force Spikes
Evocation (Force)
Level: Sor/Wiz 3, FM 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft, radius spread
Casting Time: 1 action
Duration: 10 rounds +1 round/2 levels
Saving Throw: Reflex partial
Spell Resistance: No
As Spike Stones but the damage is 1d4+1 force damage. Creatures that fly, or other typs of movemt are not effected by this spell.
Force Spikes is a magic trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as Force Spikes are hard to detect. A rougou (only) can use the Search skill to find the Focre Spike. The DC is 25 + spell level, DC 28 for force spikes.
Force Sword
Conjuration (Creation) [Force]
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Personal
Target: Caster
Duration: 2 rounds/caster level
Saving Throw: None
Spell Resistamce: Yes (hramless)
You summon a sword (looks like a sword of the casters picking) to his hand. This melee weapon needs a melee touch attack to hit. You us your Int mod instead of you Str mod with this attack and each strike does 1d4 + Int mod force damage.
Material Component: A tiny class sword (the type of sword that the spell will show its self as) worth 10 gp.
Greater Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4
As Force field but has 10 HP per caster level (Max 150) and DR 1 per caster level (max 15)
Material Component: A glass ball worth 100 gp.
Greater Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4
As Mage Armor but that AC bonus is +6.
Summon Force Warrior
Conjuration (Summoning) [Force]
Level: Brd 3, Clr 3, Sor/Wiz 3, FM 3
Components: V, S F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned force warrior
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a force warrior, which looks like a smaller version of the caster in armor with a small sword. It appears where you designate and acts immediately, on your turn. It attacks who you mentaly tell it to. It has the fallow stats
1 + Wis mod HP/Level
11 + Cha mod + caster level AC
1 + Int mod + caster level attack bonus
Damage as fallows with the attack of the force warriors weapon
Level________Damage Die + Int mod
1st-10th_____1d4 + Int mod force damage
11th-15th____1d6 + Int mod force damage
16th-20th____1d8 + Int mod force damage
A speed of 20 ft.
A force warrior can’t go out of the range of this spell the spell ends.
Focus: A small glass warrior worth 5 gp.
So what do you think I still need to make a 2nd level spell for it.
“My force powers can meet or beat any wizard in power.”
Force mages are those that love the power, the feel, the fact that most think it not there. When they come and deal with those that think their way is right, to show them that it is wrong and that it is not the only way. With their amount of attack and defensive spells they can prove to be hard to kill and hard to stop when they are ready. Many think that the force mage is a fluke but they tend to prove them wrong.
The Force magi are those that know that the power of force can do many things. There masters of many arts glass making, war consul members and many other things that go well with what they think of as the art of magical force. Learning to improve the most basic force spell out their mage armor is one of there best known secrets they have. They learn that if you keep yours self with force and keep learning other things will come there training is like no other they will spend day, years trying to make them selves better at there art.
This Prc is a faverit for Sorcerers even thow Wizards and other spell casters can take it. The more militia types that take this Prc are usually fighter/wizards or sorcerer/fighters.
Hit Die: d4
Requirements
To qualify to become a force mage, a character must fulfill all the following criteria.
Feats: Dodge, Skill Focus [Knowledge (the planes)]
Skills: Concentration 8+ ranks, Knowledge (Arcana) 8+ ranks, Knowledge (the planes) 8+ ranks, Spellcraft 8+ ranks.
Special: The Force mage must have taken at least 30 points of damage from force effects.
Class Skills
The Focre Mage’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill points at each level: 2 + Int modifier.
BAB: As wizard
Good Saves: Will
Bad Saves: Fort, Ref
Class Features
All the following are class features of the master of energy class.
Weapon and Armor Proficiency: Force Mage’s gain no additional proficiency in any weapon or armor.
Spells Per Day: Every level a force mage gains, the charater gains new spells per day as shown. When casting Force Mage Spells, the Force Mage’s caster level is equal to his Force Mage level. A force mage’s bonus spell’s are based on Charisma. The Difficulty class for saving throws against force mage spells is 10 + the Spells level + the force mage’s Charisma modifier.
A force mage learns his spell like a sorcerer as shown in the table spells known. These spells must be force mage spells the character can cast.
Force Damage (Su): Beginning at 1st level, the force mage learns to chanel force to great effect. This is shown by a bonus of +1 point od damage per die of damage to force effects. This bonus improves to +2 at 5th level to +3 at 9th level.
Improved Mage Armor (Su): The AC bonus given by mage armor is improved by +2 at 2nd level, by +4 at 6th level, and by +6 at 10th level.
Force Resistant (Ex): A Force Mage gains DR 15/-- verses force effects.
Class level Special
1st Force Damage +1
2nd Improved Mage Armor +2
3rd
4th
5th Force Damage +2
6th Improved Mage Armor +4
7th
8th
9th Focre Damage +3
10th Force Resistant, Improved Mage Armor +6
Spells per day
1st____2nd__3rd___4th
1______-_____-_____-
2______-_____-_____-
2______0____-______-
3______1____-______-
3______2____0______-
3______2____1______-
4______3____2______0
4______3____2______1
4______3____3______2
4______4____3______2
Spells Known
1st___ 2nd___3rd___4th
1______-_____-_____-
2______-_____-_____-
2______1*____-_____-
3______2_____-_____-
3______2_____1*____-
3______3_____2_____-
4______3_____2_____1*
4______3_____3_____2
4______4_____3_____3
4______4_____3_____3
Force Mage spell list
1st level
Mage armor
Magic Missile
Shield
Tenser’s Floating Disk
2nd level
Force Field
Force Dart
Force Sword
3rd level
Explosive Runes
Leomond’s Tiny Hut
Sepia Snake Sigil
Force Spikes
Summon Force Warrior
4th level
Wall of Force
Greater Force Field
Greater Mage Armor
Forceball
Heres the other parts to it.
Force Dart
Evocation (Force)
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You throw a dart made of force at your target. You must succed at a ranged touch attack to hit your target. The needle deals a total of 1d4 points of force damage per two caster levels (maximum 10d4-force damage)
Material Component: A glass dart worth 1 gp.
Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Touch
Casting Time: 1 action
Target: Creature toughed
Duration: One minute/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force a kin to Mage armor surrounds the subject of force field, providing a protective cover that can takes damage for the creature. The field has HP of 5/level (Max 50 HP) and DR 1/level (Maz 10 DR). All damage that the creature would take is delt to the shield, when the shileds HP is gone the Shield is gone.
Material Component: A glass ball worth 10 gp.
Force Spikes
Evocation (Force)
Level: Sor/Wiz 3, FM 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft, radius spread
Casting Time: 1 action
Duration: 10 rounds +1 round/2 levels
Saving Throw: Reflex partial
Spell Resistance: No
As Spike Stones but the damage is 1d4+1 force damage. Creatures that fly, or other typs of movemt are not effected by this spell.
Force Spikes is a magic trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as Force Spikes are hard to detect. A rougou (only) can use the Search skill to find the Focre Spike. The DC is 25 + spell level, DC 28 for force spikes.
Force Sword
Conjuration (Creation) [Force]
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Personal
Target: Caster
Duration: 2 rounds/caster level
Saving Throw: None
Spell Resistamce: Yes (hramless)
You summon a sword (looks like a sword of the casters picking) to his hand. This melee weapon needs a melee touch attack to hit. You us your Int mod instead of you Str mod with this attack and each strike does 1d4 + Int mod force damage.
Material Component: A tiny class sword (the type of sword that the spell will show its self as) worth 10 gp.
Greater Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4
As Force field but has 10 HP per caster level (Max 150) and DR 1 per caster level (max 15)
Material Component: A glass ball worth 100 gp.
Greater Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4
As Mage Armor but that AC bonus is +6.
Summon Force Warrior
Conjuration (Summoning) [Force]
Level: Brd 3, Clr 3, Sor/Wiz 3, FM 3
Components: V, S F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned force warrior
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a force warrior, which looks like a smaller version of the caster in armor with a small sword. It appears where you designate and acts immediately, on your turn. It attacks who you mentaly tell it to. It has the fallow stats
1 + Wis mod HP/Level
11 + Cha mod + caster level AC
1 + Int mod + caster level attack bonus
Damage as fallows with the attack of the force warriors weapon
Level________Damage Die + Int mod
1st-10th_____1d4 + Int mod force damage
11th-15th____1d6 + Int mod force damage
16th-20th____1d8 + Int mod force damage
A speed of 20 ft.
A force warrior can’t go out of the range of this spell the spell ends.
Focus: A small glass warrior worth 5 gp.
So what do you think I still need to make a 2nd level spell for it.
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