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<blockquote data-quote="Lorehead" data-source="post: 2814417" data-attributes="member: 40086"><p><strong>The Unbounded Mage</strong></p><p></p><p>Although I’ve posted work on these boards before, and commented on other people’s classes, I’ve yet to share any of my own class ideas here. This seemed like a good moment to change that. I was specifically inspired by the recent “True Mage” thread (<strong>update:</strong> carried off by the continuity waves), but attempted to take this in another direction, more similar to the magister from <em>Monte Cook’s Arcana Evolved</em>. My goals are a new form of spellcasting which is balanced, fits with the core rules, extends rather than partly replaces them, retains the distinct flavors of the sorcerer and wizard classes, and combines the strengths of each. This class receives potent abilities, balanced primarily by the fact that it receives each level of spell three levels later than the single-classed wizard, and secondarily by multiple ability dependency and the weakness of this build between levels five and seven. (Since none of these factors is as significant at epic levels, the epic unbounded mage would need to be weaker than either the epic wizard or the epic sorcerer to compensate.) It makes no sense for a tenth-level unbounded mage to return to either of the base classes, so I've extended the class to thirteen levels.</p><p></p><p>This class has not been playtested as I write, and needs constructive criticism from informed readers like you.</p><p></p><p><strong>Unbounded Mage</strong></p><p>Those born without the potential for sorcery must study for years to match its power, but can never match its spontaneity. The lucky few must still struggle for years to master their gift, but can never achieve a wizard’s versatility. The unbounded mage rejects this false choice. Like the first wizards, who sought to understand and teach what their birthright showed them how to do, unbounded mages use their intellects to analyze and develop the talents Nature has granted. Not content either to let the magic in their blood stagnate, or to settle for power without understanding, they master their spells fully at every stage before moving on to new challenges.</p><p></p><p><strong>Adaptation:</strong> This class would disrupt no part of most published worlds (which had only one kind of “mage” in previous editions of the game anyway). It makes particular sense for characters with a studious approach to their innate arcane magic. If the setting has a deity of arcane knowledge who accepts sorcerers but favors a wizardly approach, he would make a perfect patron. Although this version presumes that there is little separation between wizards and sorcerers, your world could make one much rarer than the other, or even put the two styles of magic at odds. In this case, sorcerers who study wizardry are vanishingly few; unbounded mages may wish to repair this breach, or have studied at the feet of one of the only wizards willing to accept them, or could have taken the common approach of pretending that their sorcery is wizardry, only to fail by actually learning it. Of course, a sorcerer might also pursue this technique with no higher motive than personal power.</p><p></p><p>Unbounded mages draw inspiration from the belief that people like them have always sought to understand the abilities which most sorcerers took for granted, and so discovered wizardry. This might not be true in your campaign world, which is no reason for an unbounded mage not to believe it. In such a world, unbounded mages would seem eccentric, or even heretical. If the story is true, they might have a prominent place in the history of magical learning, although not one that most people would know or care about. They could remain a proud and vital tradition of spellcasters today, or the times could have passed them by, or they could have been more prominent long ago, before events led sorcerers to reject their path. If you would like arcane spell preparation to be rare in your campaign, or even a lost or undiscovered art, this approach could provide a way for you to introduce it.</p><p></p><p>Under the core rules, only a wizard qualifies to take Spell Mastery, and bards and sorcerers share most of the same spells. If your setting has other base classes which you feel would make sense as foundations for an unbounded mage, you could easily adapt the class to allow them, either by letting them take Spell Mastery or by substituting an equally weak prerequisite feat, such as Skill Focus (Spellcraft). In this case, you should consider how much overlap there is between the spell lists of the two base classes, and whether to use one class’ spell list, or the other, or to combine them. You should also take into account how easily this class combination meets the prerequisites, how the UnboM's spell progression compares, and what powers other than spellcasting the character gets by level 7.</p><p></p><p><strong>Hit Die:</strong> d4</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become an unbounded mage (UnboM), a character must follow all of the following criteria:</p><p></p><p><strong>Skills:</strong> Spellcraft 10 ranks, Knowledge (arcana) 10 ranks, Knowledge (history) 5 ranks</p><p><strong>Feats:</strong> Scribe Scroll, Spell Mastery</p><p><strong>Spells:</strong> Able to prepare and cast arcane spells of at least 2nd level, and to spontaneously cast arcane spells of at least 2nd level through a different class.</p><p><strong>Special:</strong> Must have successfully researched a new arcane spell of at least 2nd level.</p><p><strong>Class Skills</strong></p><p>The unbounded mage’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int)</p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the unbounded mage prestige class:</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Unbounded mages gain no proficiency with any weapon or armor.</p><p></p><p><strong>Spells:</strong> Unbounded mages both prepare spells from spellbooks and spontaneously cast spells. Their spell list is the same as the sorcerer/wizard spell list. If a spell would have different results for the unbounded mage’s two previous arcane classes, he chooses when casting the spell which version he gets. This does not allow him to ignore the chance of arcane spell failure. At each level, an unbounded mage gains spells per day as shown on the table below (“The Unbounded Mage”). The number of spells he can spontaneously cast also increases as shown on the table below (“Unbounded Mage Spontaneous Spells Known”). Whenever he gains a level in this class, he learns to scribe two new spells in his spellbook, of any level he can cast. He can scribe more spells into his spellbook just as a wizard does, so long as they are on the sorcerer/wizard spell list.</p><p></p><p>An unbounded mage prepares spells from his spellbook, just as a wizard does. He can also prepare any wizard spell that he knows how to spontaneously cast, even without his spellbook. At any time, he can lose a prepared spell in order to cast one he knows how to spontaneously cast. This ability functions just like the cleric’s ability to spontaneously cast <em>cure</em> and <em>inflict</em> spells, except that it applies to his unbounded mage spell slots. An unbounded mage must have an Intelligence score of at least 10 + spell level to prepare a spell from his spellbook. He must have a Charisma score of at least 10 + spell level to spontaneously cast a spell or to prepare one he knows how to spontaneously cast. Intelligence governs the saving throw DC of his prepared spells, and Charisma governs the saving throw DC of his spontaneous spells.</p><p></p><p>All sorcerers have some ability to learn new spells in place of old ones, but unbounded mages’ wizardly studies have given them far more insight than most into how this works. Whenever an unbounded mage gains a level in this class, he learns to spontaneously cast more spells. He may also replace any or all of the spells he knows how to spontaneously cast with different spells of the same level from his spellbook. These spells all remain in his spellbook. He cannot, however, learn to spontaneously cast any spell unless it is both in his spellbook and on the spell list of whichever class he used to meet the spontaneous casting requirement. He learns the spell as a sorcerer would.</p><p></p><p>Because an unbounded mage combines his previously fragmented arcane spellcasting into a single path, his caster levels in the unbounded mage class and in both of the arcane spellcasting classes which he used to qualify all stack, for all three classes. Thus, a Wiz 3/Sor 4/UnboM 2 has a caster level of 9 for all three classes.</p><p></p><p>An unbounded mage receives bonus spells per day based on either his Intelligence or Charisma score. He chooses which ability score will determine his bonus spells when he enters the class. This class grants him no bonus spells of second level or below.</p><p></p><p><em>Innate Spellcasting:</em> An unbounded mage with the innate ability to cast spells as a sorcerer of at least 6th level can, with great effort, learn to cast its innate spells with the spontaneity of a sorcerer and the versatility of a wizard. This requires months of seclusion and meditation.</p><p></p><p>The unbounded mage chooses to sacrifice at least two levels of innate spellcasting to gain effective levels in the unbounded mage class. It cannot reduce its innate ability to cast spells below that of a 4th-level sorcerer. It gains one fewer effective levels than it gives up. Effective unbounded mage levels grant spells per day, spontaneous spells known, and the ability to scribe two new spells per effective level into a spellbook, but not hit dice, skill points, class features, breakthroughs or any other benefit of class levels.</p><p></p><p><strong>The Unbounded Mage</strong></p><p>[code]</p><p> Fort Ref Will Spells Per Day</p><p>[u]Level BAB Save Save Save Special 3rd 4th 5th 6th 7th 8th 9th[/u]</p><p>1st +0 +0 +0 +2 Arcane Synergies, 3 — — — — — —</p><p> Overcome Training</p><p>2nd +1 +0 +0 +3 Intellectual 4 — — — — — —</p><p> Breakthrough</p><p>3rd +1 +1 +1 +3 5 3 — — — — —</p><p>4th +2 +1 +1 +4 Personal 6 4 — — — — —</p><p> Breakthrough</p><p>5th +2 +1 +1 +4 6 5 3 — — — —</p><p>6th +3 +2 +2 +5 Intellectual 6 6 4 — — — —</p><p> Breakthrough</p><p>7th +3 +2 +2 +5 6 6 5 3 — — —</p><p>8th +4 +2 +2 +6 Personal 6 6 6 4 — — —</p><p> Breakthrough</p><p>9th +4 +3 +3 +6 6 6 6 5 3 — —</p><p>10th +5 +3 +3 +7 Intellectual 6 6 6 6 4 — —</p><p> Breakthrough</p><p>11th +5 +3 +3 +7 6 6 6 6 5 3 —</p><p>12th +6 +4 +4 +8 Personal 6 6 6 6 6 4 —</p><p> Breakthrough</p><p>13th +6 +4 +4 +8 6 6 6 6 6 5 3</p><p>[/code]</p><p><strong>Unbounded Mage Spontaneous Spells Known</strong></p><p>[code]</p><p> Spells Known</p><p>[u]Level 3rd 4th 5th 6th 7th 8th 9th[/u]</p><p>1st 1 — — — — — —</p><p>2nd 2 — — — — — —</p><p>3rd 2 1 — — — — —</p><p>4th 3 2 — — — — —</p><p>5th 3 2 1 — — — —</p><p>6th 4 3 2 — — — —</p><p>7th 4 3 2 1 — — —</p><p>8th 5 4 3 2 — — —</p><p>9th 5 4 3 2 1 — —</p><p>10th 5 5 4 3 2 — —</p><p>11th 5 5 4 3 2 1 —</p><p>12th 5 5 5 4 3 2 —</p><p>13th 5 5 5 4 3 2 1</p><p>[/code]</p><p></p><p><strong>Arcane Synergies:</strong> An unbounded mage belongs to at least three arcane spellcasting classes, and combines several of their abilities. His caster level in each of these three classes is the sum of his caster levels in all three classes combined. When determining his familiar’s abilities, his class levels stack with his levels in each other class that grants him the ability to take a familiar. He can scribe every spell on the sorcerer/wizard list that he can cast as an arcane spell into his spellbook at no cost.</p><p></p><p><strong>Overcome Training:</strong> If an unbounded mage originally received defective wizardly training which prohibited him from learning spells of one or more schools, he transcends it. He loses all restrictions and benefits of being a specialist wizard and becomes a generalist wizard instead.</p><p></p><p><strong>Intellectual Breakthrough:</strong> At second level, and every fourth level thereafter, an unbounded mage chooses one intellectual breakthrough from the table below. His class level plus his Intelligence modifier determines which intellectual breakthroughs he can choose. If the breakthrough grants a bonus feat, he need not have the prerequisites for that feat. He can’t choose the same intellectual breakthrough twice.</p><p>[code]</p><p>Level + Int</p><p>[u]Modifier Breakthrough Effect [/u]</p><p>1 Arcane Heritage Learn the language of your supernatural ancestor</p><p> (draconic or a planar language)</p><p>2 Magical Historian +2 bonus on Knowledge (arcana) and Knowledge (history) checks</p><p>3 Dodge Trick +1 Dodge bonus to AC</p><p>4 Expert on Dragons +10 bonus on Knowledge (arcana) checks about dragons</p><p>5 Master of Golems +10 bonus on Knowledge (arcana) checks about constructs</p><p>6 Arcane Naturalist +10 bonus on Knowledge (arcana) checks about magical beasts</p><p>7 Clever Dispeller +2 bonus on dispel checks (after applying level caps)</p><p>8 Knowledge of +2 bonus on Reflex saving throws</p><p> Avoidance</p><p>9 Anticipate Trouble +4 bonus on initiative checks</p><p>10 Theory of Tumbling Apply your Intelligence instead of your Dexterity modifier to</p><p> Tumble checks</p><p>11 Magical Knowledge Gain one non-epic metamagic or item creation feat as a bonus feat,</p><p> even if you do not meet the prerequisites</p><p>12 Evasion If you make a successful Reflex saving throw against an attack that</p><p> normally deals half damage on a successful save, you take no damage.</p><p>13 Canny Dodge Add your Intelligence bonus as a Dodge bonus to AC</p><p>[/code]</p><p></p><p><strong>Personal Breakthrough:</strong> At fourth level, and every fourth level thereafter, an unbounded mage chooses one personal breakthrough from the table below. His class level plus his Charisma modifier determines which personal breakthroughs he can choose. If the breakthrough grants a bonus feat, he need not have the prerequisites for that feat. Personal breakthroughs that add metamagic feats to a spell do not increase the casting time or the level of the slot he needs for casting, and he can use only one such breakthrough at a time. He can’t choose the same personal breakthrough twice.</p><p>[code]</p><p>Level + Int</p><p>[u]Modifier Breakthrough Effect [/u]</p><p>1 Love of Life Gain Diehard as a bonus feat</p><p>2 Great Aptitude +2 bonus on Spellcraft and Use Magic Device checks</p><p>3 Inner Focus +4 bonus to Concentration checks</p><p>4 Cast in Silence Cast one spell per day as a silent spell</p><p>5 Motionless Casting Cast one spell per day as a stilled spell</p><p>6 Conceal Spell Your Bluff check sets the DC of observers’ Spellcraft</p><p> checks to identify a spell you cast</p><p>7 True Stamina +2 bonus on Fortitude saving throws</p><p>8 Cling to Life +1 hit point per character level</p><p>9 Overwhelm +2 bonus on caster level checks against spell</p><p> Resistance resistance</p><p>10 Powerful Casting Cast one spell per day as an empowered spell</p><p>11 Optimal Casting Cast one spell per day as a maximized spell</p><p>12 Uncanny Luck +2 bonus on all saving throws</p><p>13 Cast Quickly Cast one spell per day as a quickened spell</p><p>[/code]</p><p></p><p><strong>Sample Unbounded Mage</strong></p><p><strong>Baim Lowspin:</strong> Male gnome wiz 3/sor 4/UnboM 4; CR 11; Small Humanoid (gnome); HD 11d4+11; HP 38; Init +1; Spd 20 ft.; AC 17, touch 14, flat-footed 15; Base Atk +5; Grp -1; Atk +3 melee (1d4-2) or +6 ranged touch (by spell); Full Atk +3 melee (1d4-2) or +6 ranged touch (by spell); SA —; SQ gnome traits, call familiar, arcane synergies, dodge trick, conceal spell; AL N; SV Fort +4, Ref +4, Will +12; Str 6, Dex 13, Con 12, Int 18, Wis 12, Cha 17</p><p></p><p><em>Skills and Feats:</em> Bluff +9, Concentration +15, Hide +5, Listen +1, Knowledge (arcana) +18, Knowledge (history) +16, Move Silently +1, Spellcraft +18, Spot +1; Scribe Scroll, Spell Mastery, Spell Focus (illusion), Greater Spell Focus (illusion), Spell Penetration</p><p></p><p><em>Possessions: headband of intellect +2, cloak of Charisma +2, bracers of armor +2, ring of protection +1, amulet of natural armor +1,</em> masterwork quarterstaff, spellbook.</p><p></p><p><em>Wizard and unbounded mage spells known:</em> 0th—all; 1st—<em>mage armor, magic missile, shield, identify, color spray</em> (DC 18), <em>disguise self, ventriloquism</em> (DC 18); 2nd—<em>acid arrow, blur, glitterdust</em> (DC 16), <em>hypnotic pattern</em> (DC 19), <em>scorching ray</em>, plus at least one original spell; 3rd—<em>dispel magic, fireball</em> (DC 17), <em>fly, lightning bolt</em> (DC 17); 4th—<em>dimension door, enervation, greater invisibility, phantasmal killer</em> (DC 21)</p><p></p><p><em>Sorcerer and spontaneous unbounded mage spells known:</em> 0th—<em>acid splash, detect magic, ray of frost, dancing lights, ghost sound, message</em>, 1st—<em>color spray</em> (DC 17), <em>identify, ventriloquism</em> (DC 17); 2nd—<em>glitterdust</em> (DC 15); 3rd—<em>dispel magic</em>, <em>fly</em>; 4th—<em>dimension door</em></p><p></p><p><em>Sorcerer spells per day:</em> 6/7/4</p><p></p><p><em>Wizard spells prepared:</em> 4/3/2; 0th—<em>flare, light, prestidigitation, resistance</em>; 1st—<em>mage armor, magic missile, shield</em>; 2nd—<em>hypnotic pattern, scorching ray</em></p><p></p><p><em>Unbounded mage spells prepared:</em> —/—/—/7/5; 3rd—<em>fireball</em> × 4, <em>lightning bolt</em> × 3; 4th—<em>enervation</em> × 2, <em>greater invisibility, phantasmal killer</em> × 2</p></blockquote><p></p>
[QUOTE="Lorehead, post: 2814417, member: 40086"] [b]The Unbounded Mage[/b] Although I’ve posted work on these boards before, and commented on other people’s classes, I’ve yet to share any of my own class ideas here. This seemed like a good moment to change that. I was specifically inspired by the recent “True Mage” thread ([b]update:[/b] carried off by the continuity waves), but attempted to take this in another direction, more similar to the magister from [i]Monte Cook’s Arcana Evolved[/i]. My goals are a new form of spellcasting which is balanced, fits with the core rules, extends rather than partly replaces them, retains the distinct flavors of the sorcerer and wizard classes, and combines the strengths of each. This class receives potent abilities, balanced primarily by the fact that it receives each level of spell three levels later than the single-classed wizard, and secondarily by multiple ability dependency and the weakness of this build between levels five and seven. (Since none of these factors is as significant at epic levels, the epic unbounded mage would need to be weaker than either the epic wizard or the epic sorcerer to compensate.) It makes no sense for a tenth-level unbounded mage to return to either of the base classes, so I've extended the class to thirteen levels. This class has not been playtested as I write, and needs constructive criticism from informed readers like you. [b]Unbounded Mage[/b] Those born without the potential for sorcery must study for years to match its power, but can never match its spontaneity. The lucky few must still struggle for years to master their gift, but can never achieve a wizard’s versatility. The unbounded mage rejects this false choice. Like the first wizards, who sought to understand and teach what their birthright showed them how to do, unbounded mages use their intellects to analyze and develop the talents Nature has granted. Not content either to let the magic in their blood stagnate, or to settle for power without understanding, they master their spells fully at every stage before moving on to new challenges. [b]Adaptation:[/b] This class would disrupt no part of most published worlds (which had only one kind of “mage” in previous editions of the game anyway). It makes particular sense for characters with a studious approach to their innate arcane magic. If the setting has a deity of arcane knowledge who accepts sorcerers but favors a wizardly approach, he would make a perfect patron. Although this version presumes that there is little separation between wizards and sorcerers, your world could make one much rarer than the other, or even put the two styles of magic at odds. In this case, sorcerers who study wizardry are vanishingly few; unbounded mages may wish to repair this breach, or have studied at the feet of one of the only wizards willing to accept them, or could have taken the common approach of pretending that their sorcery is wizardry, only to fail by actually learning it. Of course, a sorcerer might also pursue this technique with no higher motive than personal power. Unbounded mages draw inspiration from the belief that people like them have always sought to understand the abilities which most sorcerers took for granted, and so discovered wizardry. This might not be true in your campaign world, which is no reason for an unbounded mage not to believe it. In such a world, unbounded mages would seem eccentric, or even heretical. If the story is true, they might have a prominent place in the history of magical learning, although not one that most people would know or care about. They could remain a proud and vital tradition of spellcasters today, or the times could have passed them by, or they could have been more prominent long ago, before events led sorcerers to reject their path. If you would like arcane spell preparation to be rare in your campaign, or even a lost or undiscovered art, this approach could provide a way for you to introduce it. Under the core rules, only a wizard qualifies to take Spell Mastery, and bards and sorcerers share most of the same spells. If your setting has other base classes which you feel would make sense as foundations for an unbounded mage, you could easily adapt the class to allow them, either by letting them take Spell Mastery or by substituting an equally weak prerequisite feat, such as Skill Focus (Spellcraft). In this case, you should consider how much overlap there is between the spell lists of the two base classes, and whether to use one class’ spell list, or the other, or to combine them. You should also take into account how easily this class combination meets the prerequisites, how the UnboM's spell progression compares, and what powers other than spellcasting the character gets by level 7. [b]Hit Die:[/b] d4 [b]Requirements[/b] To qualify to become an unbounded mage (UnboM), a character must follow all of the following criteria: [b]Skills:[/b] Spellcraft 10 ranks, Knowledge (arcana) 10 ranks, Knowledge (history) 5 ranks [b]Feats:[/b] Scribe Scroll, Spell Mastery [b]Spells:[/b] Able to prepare and cast arcane spells of at least 2nd level, and to spontaneously cast arcane spells of at least 2nd level through a different class. [b]Special:[/b] Must have successfully researched a new arcane spell of at least 2nd level. [b]Class Skills[/b] The unbounded mage’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis) and Spellcraft (Int) [b]Skill Points at Each Level:[/b] 2 + Int modifier [b]Class Features[/b] All the following are class features of the unbounded mage prestige class: [b]Weapon and Armor Proficiency:[/b] Unbounded mages gain no proficiency with any weapon or armor. [b]Spells:[/b] Unbounded mages both prepare spells from spellbooks and spontaneously cast spells. Their spell list is the same as the sorcerer/wizard spell list. If a spell would have different results for the unbounded mage’s two previous arcane classes, he chooses when casting the spell which version he gets. This does not allow him to ignore the chance of arcane spell failure. At each level, an unbounded mage gains spells per day as shown on the table below (“The Unbounded Mage”). The number of spells he can spontaneously cast also increases as shown on the table below (“Unbounded Mage Spontaneous Spells Known”). Whenever he gains a level in this class, he learns to scribe two new spells in his spellbook, of any level he can cast. He can scribe more spells into his spellbook just as a wizard does, so long as they are on the sorcerer/wizard spell list. An unbounded mage prepares spells from his spellbook, just as a wizard does. He can also prepare any wizard spell that he knows how to spontaneously cast, even without his spellbook. At any time, he can lose a prepared spell in order to cast one he knows how to spontaneously cast. This ability functions just like the cleric’s ability to spontaneously cast [i]cure[/i] and [i]inflict[/i] spells, except that it applies to his unbounded mage spell slots. An unbounded mage must have an Intelligence score of at least 10 + spell level to prepare a spell from his spellbook. He must have a Charisma score of at least 10 + spell level to spontaneously cast a spell or to prepare one he knows how to spontaneously cast. Intelligence governs the saving throw DC of his prepared spells, and Charisma governs the saving throw DC of his spontaneous spells. All sorcerers have some ability to learn new spells in place of old ones, but unbounded mages’ wizardly studies have given them far more insight than most into how this works. Whenever an unbounded mage gains a level in this class, he learns to spontaneously cast more spells. He may also replace any or all of the spells he knows how to spontaneously cast with different spells of the same level from his spellbook. These spells all remain in his spellbook. He cannot, however, learn to spontaneously cast any spell unless it is both in his spellbook and on the spell list of whichever class he used to meet the spontaneous casting requirement. He learns the spell as a sorcerer would. Because an unbounded mage combines his previously fragmented arcane spellcasting into a single path, his caster levels in the unbounded mage class and in both of the arcane spellcasting classes which he used to qualify all stack, for all three classes. Thus, a Wiz 3/Sor 4/UnboM 2 has a caster level of 9 for all three classes. An unbounded mage receives bonus spells per day based on either his Intelligence or Charisma score. He chooses which ability score will determine his bonus spells when he enters the class. This class grants him no bonus spells of second level or below. [i]Innate Spellcasting:[/i] An unbounded mage with the innate ability to cast spells as a sorcerer of at least 6th level can, with great effort, learn to cast its innate spells with the spontaneity of a sorcerer and the versatility of a wizard. This requires months of seclusion and meditation. The unbounded mage chooses to sacrifice at least two levels of innate spellcasting to gain effective levels in the unbounded mage class. It cannot reduce its innate ability to cast spells below that of a 4th-level sorcerer. It gains one fewer effective levels than it gives up. Effective unbounded mage levels grant spells per day, spontaneous spells known, and the ability to scribe two new spells per effective level into a spellbook, but not hit dice, skill points, class features, breakthroughs or any other benefit of class levels. [b]The Unbounded Mage[/b] [code] Fort Ref Will Spells Per Day [u]Level BAB Save Save Save Special 3rd 4th 5th 6th 7th 8th 9th[/u] 1st +0 +0 +0 +2 Arcane Synergies, 3 — — — — — — Overcome Training 2nd +1 +0 +0 +3 Intellectual 4 — — — — — — Breakthrough 3rd +1 +1 +1 +3 5 3 — — — — — 4th +2 +1 +1 +4 Personal 6 4 — — — — — Breakthrough 5th +2 +1 +1 +4 6 5 3 — — — — 6th +3 +2 +2 +5 Intellectual 6 6 4 — — — — Breakthrough 7th +3 +2 +2 +5 6 6 5 3 — — — 8th +4 +2 +2 +6 Personal 6 6 6 4 — — — Breakthrough 9th +4 +3 +3 +6 6 6 6 5 3 — — 10th +5 +3 +3 +7 Intellectual 6 6 6 6 4 — — Breakthrough 11th +5 +3 +3 +7 6 6 6 6 5 3 — 12th +6 +4 +4 +8 Personal 6 6 6 6 6 4 — Breakthrough 13th +6 +4 +4 +8 6 6 6 6 6 5 3 [/code] [b]Unbounded Mage Spontaneous Spells Known[/b] [code] Spells Known [u]Level 3rd 4th 5th 6th 7th 8th 9th[/u] 1st 1 — — — — — — 2nd 2 — — — — — — 3rd 2 1 — — — — — 4th 3 2 — — — — — 5th 3 2 1 — — — — 6th 4 3 2 — — — — 7th 4 3 2 1 — — — 8th 5 4 3 2 — — — 9th 5 4 3 2 1 — — 10th 5 5 4 3 2 — — 11th 5 5 4 3 2 1 — 12th 5 5 5 4 3 2 — 13th 5 5 5 4 3 2 1 [/code] [b]Arcane Synergies:[/b] An unbounded mage belongs to at least three arcane spellcasting classes, and combines several of their abilities. His caster level in each of these three classes is the sum of his caster levels in all three classes combined. When determining his familiar’s abilities, his class levels stack with his levels in each other class that grants him the ability to take a familiar. He can scribe every spell on the sorcerer/wizard list that he can cast as an arcane spell into his spellbook at no cost. [b]Overcome Training:[/b] If an unbounded mage originally received defective wizardly training which prohibited him from learning spells of one or more schools, he transcends it. He loses all restrictions and benefits of being a specialist wizard and becomes a generalist wizard instead. [b]Intellectual Breakthrough:[/b] At second level, and every fourth level thereafter, an unbounded mage chooses one intellectual breakthrough from the table below. His class level plus his Intelligence modifier determines which intellectual breakthroughs he can choose. If the breakthrough grants a bonus feat, he need not have the prerequisites for that feat. He can’t choose the same intellectual breakthrough twice. [code] Level + Int [u]Modifier Breakthrough Effect [/u] 1 Arcane Heritage Learn the language of your supernatural ancestor (draconic or a planar language) 2 Magical Historian +2 bonus on Knowledge (arcana) and Knowledge (history) checks 3 Dodge Trick +1 Dodge bonus to AC 4 Expert on Dragons +10 bonus on Knowledge (arcana) checks about dragons 5 Master of Golems +10 bonus on Knowledge (arcana) checks about constructs 6 Arcane Naturalist +10 bonus on Knowledge (arcana) checks about magical beasts 7 Clever Dispeller +2 bonus on dispel checks (after applying level caps) 8 Knowledge of +2 bonus on Reflex saving throws Avoidance 9 Anticipate Trouble +4 bonus on initiative checks 10 Theory of Tumbling Apply your Intelligence instead of your Dexterity modifier to Tumble checks 11 Magical Knowledge Gain one non-epic metamagic or item creation feat as a bonus feat, even if you do not meet the prerequisites 12 Evasion If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you take no damage. 13 Canny Dodge Add your Intelligence bonus as a Dodge bonus to AC [/code] [b]Personal Breakthrough:[/b] At fourth level, and every fourth level thereafter, an unbounded mage chooses one personal breakthrough from the table below. His class level plus his Charisma modifier determines which personal breakthroughs he can choose. If the breakthrough grants a bonus feat, he need not have the prerequisites for that feat. Personal breakthroughs that add metamagic feats to a spell do not increase the casting time or the level of the slot he needs for casting, and he can use only one such breakthrough at a time. He can’t choose the same personal breakthrough twice. [code] Level + Int [u]Modifier Breakthrough Effect [/u] 1 Love of Life Gain Diehard as a bonus feat 2 Great Aptitude +2 bonus on Spellcraft and Use Magic Device checks 3 Inner Focus +4 bonus to Concentration checks 4 Cast in Silence Cast one spell per day as a silent spell 5 Motionless Casting Cast one spell per day as a stilled spell 6 Conceal Spell Your Bluff check sets the DC of observers’ Spellcraft checks to identify a spell you cast 7 True Stamina +2 bonus on Fortitude saving throws 8 Cling to Life +1 hit point per character level 9 Overwhelm +2 bonus on caster level checks against spell Resistance resistance 10 Powerful Casting Cast one spell per day as an empowered spell 11 Optimal Casting Cast one spell per day as a maximized spell 12 Uncanny Luck +2 bonus on all saving throws 13 Cast Quickly Cast one spell per day as a quickened spell [/code] [b]Sample Unbounded Mage[/b] [b]Baim Lowspin:[/b] Male gnome wiz 3/sor 4/UnboM 4; CR 11; Small Humanoid (gnome); HD 11d4+11; HP 38; Init +1; Spd 20 ft.; AC 17, touch 14, flat-footed 15; Base Atk +5; Grp -1; Atk +3 melee (1d4-2) or +6 ranged touch (by spell); Full Atk +3 melee (1d4-2) or +6 ranged touch (by spell); SA —; SQ gnome traits, call familiar, arcane synergies, dodge trick, conceal spell; AL N; SV Fort +4, Ref +4, Will +12; Str 6, Dex 13, Con 12, Int 18, Wis 12, Cha 17 [i]Skills and Feats:[/i] Bluff +9, Concentration +15, Hide +5, Listen +1, Knowledge (arcana) +18, Knowledge (history) +16, Move Silently +1, Spellcraft +18, Spot +1; Scribe Scroll, Spell Mastery, Spell Focus (illusion), Greater Spell Focus (illusion), Spell Penetration [i]Possessions: headband of intellect +2, cloak of Charisma +2, bracers of armor +2, ring of protection +1, amulet of natural armor +1,[/i] masterwork quarterstaff, spellbook. [i]Wizard and unbounded mage spells known:[/i] 0th—all; 1st—[i]mage armor, magic missile, shield, identify, color spray[/i] (DC 18), [i]disguise self, ventriloquism[/i] (DC 18); 2nd—[i]acid arrow, blur, glitterdust[/i] (DC 16), [i]hypnotic pattern[/i] (DC 19), [i]scorching ray[/i], plus at least one original spell; 3rd—[i]dispel magic, fireball[/i] (DC 17), [i]fly, lightning bolt[/i] (DC 17); 4th—[i]dimension door, enervation, greater invisibility, phantasmal killer[/i] (DC 21) [i]Sorcerer and spontaneous unbounded mage spells known:[/i] 0th—[i]acid splash, detect magic, ray of frost, dancing lights, ghost sound, message[/i], 1st—[i]color spray[/i] (DC 17), [i]identify, ventriloquism[/i] (DC 17); 2nd—[i]glitterdust[/i] (DC 15); 3rd—[i]dispel magic[/i], [i]fly[/i]; 4th—[i]dimension door[/i] [i]Sorcerer spells per day:[/i] 6/7/4 [i]Wizard spells prepared:[/i] 4/3/2; 0th—[i]flare, light, prestidigitation, resistance[/i]; 1st—[i]mage armor, magic missile, shield[/i]; 2nd—[i]hypnotic pattern, scorching ray[/i] [i]Unbounded mage spells prepared:[/i] —/—/—/7/5; 3rd—[i]fireball[/i] × 4, [i]lightning bolt[/i] × 3; 4th—[i]enervation[/i] × 2, [i]greater invisibility, phantasmal killer[/i] × 2 [/QUOTE]
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