D&D 4E The Classic Mage for 4E

ren1999

First Post
This is a work in progress. If I can edit this, I'll post revisions as I continue to play test them.

The person who suggested reducing the monster's hit points by 1/4th has a really good idea. The game play is a lot faster and funner.

The Classic Mage’s Spell Book
level 30 object
costs 3,000,000 gold pieces
enchanted with Protective Ward
required to be read only once
arcane and divine students may inscribe 3 spells from the memory of reading this book every level in addition to their regular studies
no dropping spells or retraining is required, casters chose daily, encounter and utility spells when they need them but are subject to the same 4th Edition daily and encounter restrictions
utility spells reset every encounter

Control Effect:
At 5th class level, limit the damage -1d8, -2d8, etc. or the squares, speed, duration -1, -2, etc. of the effect.

Trigger Effect:
At 10th class level, delay an effect. For example, mark a square when entered triggers the effect.

Share Effect: at 15th level,+1 ally/5 levels may be given a utility such as Feather Fall by line of site or Teleport Portal by touching the caster which grants combat advantage +2 to foes

Permanent Effect:
At 20th class level, you can chose to make an effect permanent.

Telekinetic Abjuration

Force Shield | available at 1st level | telekinetic abjuration | trigger at-will | target self | encounter duration | +5 armor and reflex, +1/5 levels

Endure Element | available at 2nd level | requires Force Shield | telekinetic abjuration | trigger utility | target self | encounter duration | reduce all ongoing damage by intelligence modifier | as a non-combat ritual weather protection | at 10th level this spell is used at-will

Dispel Magic | available at 3rd level | requires Force Shield, Endure Element | telekinetic abjuration | trigger encounter | target 1 foe caster | intelligence versus will | spell is negated | encounter spell is not expended on a miss | at 15th level this spell is used at-will
Element Wall | available at 5th level | requires Force Shield, Endure Element, Dispel Magic | telekinetic abjuration | trigger encounter | target all melee foes | 1 round duration | intelligence versus armor class | foes take +1d4/5 levels + weapon damage or +1d6/5 levels + ongoing fire damage or +1d8/5 levels + stunned or +1d10/5 levels cold damage | encounter spell is not expended on a miss | at 20th level this spell is used at-will

Protective Ward | available at 10th level | requires Force Shield, Endure Element, Dispel Magic and Element Wall | telekinetic abjuration | non-combat trigger | 1 object | protected by the mage’s warding symbol having the powers of Force Shield, Endure Element, Dispel Magic, and Element Wall to attack any seeker who disturbs the object. This spell can be combined with Lock Unlock.

Telekinetic Tools

Mage Hand | available at 1st level | telekinetic tool | non-combat utility or standard at-will attack | shape a telekinetic orb into a telepathic hand to move +50 kilograms, +1 square in any direction, +1 speed, +1 Pascal of pressure and +1 turn per class level. | +1 foe and +1 radius burst every 5 class levels up to a distance of +1 range per class level | As a standard at-will attack the mage rolls a 1d20 + intelligence modifier + 1/2 class level versus the foe’s base 10 + fortitude defense + 1/2 level | Foes are tossed in the air doing +1d4 damage every +5 squares high. Or they are slammed against objects doing +1d4 damage every +5 speed. Or they are crushed doing +1d4 damage every +5 Pascals of pressure squeezed. Mages can increase height, speed and pressure every 5 class level-ups. Objects telekinetically thrown at foes do +1d4 damage every 5 mage class level-ups.

Lock Unlock | available at 2nd level | Mage Hand | telekinetic tool | non-combat ritual | Tap into universal knowledge to mimic the Rouge’s Thievery Skill. Roll a 1d20 + your Intelligence modifier + 1/2 your class level +5 Trained to defeat the Difficulty Class of the lock. | Create a lock with a Power Level equal to your Class level.

Floating Disk | available at 3rd level | Mage Hand and Lock Unlock | telekinetic tool | non-combat ritual | Create a permanent telepathic floating tray that holds +50 kilograms of your stuff per class level. This spell contains the Enlarge Shrink spell if the mage has learned it.

Secret Chest | available at 4th level | Mage Hand, Lock Unlock, and Floating Disk | telekinetic tool | non-combat ritual | As with Floating Disk, but this is an improved invisible floating chest that holds +50 kilograms of your stuff per class level. This spell contains the Force Invisibility and Enlarge Shrink spells if the mage has learned them.

Tiny Hut | available at 5th level | Mage Hand, Lock Unlock, Floating Disk and Secret Chest | telekinetic tool | non-combat ritual | The Mage casts a protective shelter around the party that lasts for one day at any size up to a maximum of +1 radius burst every 5 class level-ups. Known spells such as Enlarge Shrink of allies, Force Invisibility, Force Shield, Endure Element and Element Wall can be combined with this spell to make the shelter more powerfully resistant to the intrusion of foes.

Telekinetic Anti-Gravity

Feather Fall | available at 1st level | telekinetic anti-gravity | trigger or movement utility | Slow +5 squares per class level. Remaining fall, slam and crush damage is +1d4 every set of remaining 5 squares. | As a standard action +1 ally can be protected every 5 class levels if they are within line of sight and a +1 square range per class level.

Spider Climb | available at 2nd level | Feather Fall | telekinetic anti-gravity | movement utility | Climb surfaces and cling like an insect for +1 turn per class level. If this spell is interrupted, Feather Fall is activated.

Force Jump | available at 3rd level | Feather Fall and Spider Climb | telekinetic anti-gravity utility | movement | Jump +1 square out per class level. If this spell is interrupted, Feather Fall is activated.

Force Levitate | available at 4th level | Feather Fall, Spider Climb and Force Jump | telekinetic anti-gravity utility | movement | Levitate +1 square high per class level and float for +1 turn per class level. If this spell is interrupted, Feather Fall is activated.

Force Fly | available at 5th level | Feather Fall, Spider Climb, Force Jump and Force Levitate | telekinetic anti-gravity | movement utility | speed: fly 8 | At 5th level, fly freely for +1 turn per class level. At 10th level, fly indefinitely an unlimited distance. If this spell is interrupted, Feather Fall is activated.

Telekinetic Teleportation

Blink Shift | available at 6th level | telekinetic teleportation utility | movement | Teleport to any place within your line of sight at a distance of +1 square per class level. If the spell is interrupted, you are returned to the starting square.

Pass Wall | available at 7th level | Blink Shift | telekinetic teleportation utility | movement | Phase through any barrier at +1 square per class level. If the spell is interrupted or the destination is solid, you are returned to the starting square.

Force Invisibility | available at 8th level | Blink Shift and Pass Wall | telekinetic teleportation utility | movement | Become invisible for +1 turn per class level. If you attack an opponent, you become visible.

Teleport Portal | available at 9th level | Blink Shift, Pass Wall and Force Invisibility | telekinetic teleportation utility | movement | Teleport to any previously visited location. If the spell is interrupted, you are returned to the starting square. | As a standard daily action +1 ally can be teleported with the caster every 5 class levels if they are touching the caster.

Stop Time | available at 10th level | Blink Shift, Pass Wall, Force Invisibility and Teleport Portal | telekinetic teleportation utility | movement | Stop time for everything but yourself for 1 turn. If you attack an opponent, time around you returns to normal speed and foes can react.

Telekinetic Assault
Force Web | available at 1st level | telekinetic assault | standard at-will ranged | all foes +1 range/level +1 burst/5 levels | intelligence versus reflex | foes -2 speed, grant +2 combat advantage, attack at -2 | save ends the effect | as a non-combat ritual utility | strong ropelike tool

Enchant Weapon | available at 1st level | requires Force Web | telekinetic assault | standard at-will melee | 1 foe | intelligence versus armor class | +1d4/5 levels + weapon damage

Magic Missile | available at 1st level | requires Force Web, Enchant Weapon | telekinetic assault | standard at-will ranged | +1 foe/5 levels within a cone +1 range/level | intelligence versus reflex | +1d4/5 levels + bead to needle weapon damage

Force Orb | available at 5th level | requires Force Web, Enchant Weapon Magic Missile | telekinetic assault | standard encounter burst | all foes, +1 burst/5 levels, +1 range/level | intelligence versus reflex | +1d4/5 levels + bead shrapnel weapon damage | half damage

Pressure Blood | available at 10th level | requires Force Web, Enchant Weapon, Magic Missile, Force Orb | telekinetic assault | standard daily ranged | 1 foe, +1 range/ level | intelligence versus reflex | +1d4/5 levels + weapon damage, foe rolls save versus brain and heart explodes | half damage

Pyrokinetic Assault
Light Bright | available at 1st level | pyrokinetic assault | non-combat ritual at-will | target staff | illuminates +1 square burst/level | caster ends the effect | at 5th level, caster can limit the illumination
Light Blind| standard at-will | target all allies and foes | 1 round duration | intelligence versus fortitude | blinded foes and allies can’t flank, grant combat advantage +2, attack at -5, -10 to perception | at 10th level the caster can trigger the flash targeting foes
Total Darkness |this has the same effect as Light Blind

Burning Hand | available at 1st level | requires Light Bright | pyrokinetic assault | standard melee at-will | target 1 melee foe | intelligence versus armor | +1d6/5 levels + ongoing intelligence modifier fire damage | save ends the effect
Warm Object | non-combat ritual at-will | the caster can boil, fry and cook food

Fire Ball | available at 1st level | requires Light Bright, Burning Hand | pryokinetic assault | standard ranged at-will | target +1 foe/5 levels within a cone| +1 square/level | intelligence versus reflex | +1d6 damage/5 levels + ongoing intelligence modifier fire damage | save ends the effect
Light Torch | non-combat ritual at-will | the caster can light candles, torches, wood, etc. at a distance of +1 square/level

Explosive Rune |available at 5th level | requires Light Bright, Burning Hand, Fire Ball | pyrokinetic assault | standard burst encounter | target foes within +1 burst/5 levels, +1 square/level | intelligence versus reflex | +1d6 damage/5 levels + ongoing intelligence modifier fire damage | save ends the effect | miss causes half-damage no ongoing fire damage

Combust Foe |available at 10th level | requires Light Bright, Burning Hand, Fire Ball, Explosive Rune | pyrokinetic assault | standard ranged daily | target 1 foe of the same caster level or lower | +1 square/level | intelligence versus fortitude | +1d6 damage/5 levels + ongoing intelligence modifier fire damage | save versus death | miss causes half damage and no ongoing fire or death

Electrokinetic Assault

Call Rain | available at 1st level | electrokinetic assault | non-combat ritual or standard utility| call drinkable rain, evaporate water, part water, walk on water, end ongoing fire damage, extinguish fire +50kg/level

Shocking Grasp | available at 1st level | requires Call Rain | electrokinetic assault | standard melee at-will | target 1 melee foe/5 levels | intelligence versus armor | +1d8/5 levels + stunned | save ends the effect

Chain Lightning | available at 1st level | requires Call Rain, Shocking Grasp | electrokinetic assault | standard ranged at-will | target +1 foe/5 levels within a cone| +1 square/level | intelligence versus reflex | +1d8 damage/5 levels + stunned | save ends the effect

Ball Lightning |available at 5th level | requires Call Rain, Shocking Grasp, Chain Lightning | electrokinetic assault | standard burst encounter | target foes within +1 burst/5 levels, +1 square/level | intelligence versus reflex | +1d8 damage/5 levels + stunned | save ends the effect | miss causes half damage and no stun

Disintegrate Foe |available at 10th level | requires Call Rain, Shocking Grasp, Chain Lightning, Ball Lightning | electrokinetic assault | standard ranged daily | target 1 foe of the same caster level or lower | +1 square/level | intelligence versus will | +1d8 damage/5 levels + stunned | save versus death | miss causes half-damage, no stun and no death

Cryokinetic Assault

Icy Terrain | available at 1st level | cryokinetic assault | standard at-will | +1 burst/5 levels, +1 square/level | intelligence versus fortitude | foes knocked prone

Chilly Touch | available at 1st level | requires Icy Terrain | cryokinetic assault | standard melee at-will | target 1 melee foe | intelligence versus armor | +1d10/5 levels damage

Icicle Volley |available at 1st level | requires Call Rain, Chilly Touch |
cryokinetic assault | standard ranged at-will | target +1 foe/5 levels in a cone +1 square/level| intelligence versus reflex | +1d10/5 levels damage

Ice Storm available at Mage 5th level
The mage manifests a plasmic orb of lightning that travels out and explodes over foes shocking them.
The mage must know Call Rain, Shocking Grasp and Chain Lightning.
electrokinetic encounter
standard burst attack
all foes within +1 radius burst squares every 5 class level-ups at a range of +1 square per class level.
The mage rolls a 1d20 + intelligence modifier + 1/2 class level + situational modifiers versus each foe’s base 10 + reflex defense + 1/2 their class level.
The mage does +1d10 damage every 5 class level-ups. | miss: half damage

Frost Bite
available at Mage 10th level
The mage manifests lightning within a foe turning them to dust.
The mage must know Call Rain, Shocking Grasp, Chain Lightning and Ball Lightning.
electrokinetic daily
standard ranged attack
1 foe within a range of +1 square per mage class level.
The mage rolls a 1d20 + intelligence modifier + 1/2 class level + situational modifiers versus each foe’s base 10 + reflex defense + 1/2 their class level.
The mage does +1d10 every 5 class level-ups. The foe must roll a 10 or greater on a 1d20 saving throw or freeze to death. | miss: half damage.

Telekinetic Alteration

Clean Mend | available at 1st level | telekinetic alteration | non-combat daily ritual | as a utility, straighten and clean an area +1 burst/5 levels, repair objects +1d4/5 levels once per day, repair magical objects with object levels equal to or less than the mage level

Enlarge Shrink
Enlarging allies grants them giant’s strength. Shrinking foes requires a 1d20 roll + the Mage’s intelligence modifier + ½ the Mage’s level versus foes with levels equal or less than the Mage’s level. The result is matched with their will defenses. During non-combat, Mages can Shrink as much treasure as they want to fit in their Secret Chests.

Object to Object
roll a 1d20 + base 5 + your Mage level to transform 1st to 10th level Heroic objects of any material such as metal into any other material such as wood versus DC20. 11th to 20th level Paragon objects are affected by scoring greater than a DC30. Defeat DC35 Epic objects with a level from 21st to 30th.

Disguise Ally
Transform yourself or an ally into the likeness of another person or were-creature with its attack and defense abilities. You can use this effect to get Dark Vision in order to see in the dark. Or you can use it to Breathe Water the way a fish does. The altered effect lasts +1 turn per Mage level. At 15th level, the effect lasts until the Mage ends it. Versus foes, roll a 1d20 + your intelligence modifier + 1/2 your Mage level and match the result to foes whose levels total your Mage level. If they fail, they are transformed into another being for +1 round per level. If you attack them in their animal form, they may roll a 1d20 save. If they roll a 9 or less, they are helpless.

Bless Ally
As an extension of this effect, you can divide your Mage level into temporary power bonus points for you and your ally’s abilities to be divided and added to speed, abilities, armor classes, defenses, saves and attacks in the following ways for +1 turn per Mage level.

Haste Ally +speed which grants multiple standard actions, +armor class, +reflex defense

Bull’s Strength +strength
Bear’s Endurance +constitution
Cat’s Grace +dexterity
Fox’s Cunning +intelligence
Owl’s Wisdom +wisdom
Eagle’s Splendor +charisma

Stone Skin +armor class

Curse Foe
Divide your Mage level and reduce the abilities, armor class, etc. of foes with levels totaling your Mage level for 1 turn per Mage level. Slow Foe is one effect.

Being to Object
roll a 1d20 + your intelligence modifier + 1/2 your Mage level versus foes with a total level equal to your Mage level and match the result to their will defenses. Allow your foes 1 save 1d20. If they fail with a 9 or less, transmute them into objects for +1 turn per Mage level. The effects can become permanent. Your foes are helpless.

Genekinetic Healing

Heal Wound | available at 1st level | genekinetic healing | standard encounter | heal 1/4th your or an ally’s total hit points + 1d8. At 11th level, heal 1/2 the total hit points +2d8 hit points. At 21st level, 3/4 the total hit points + 3d8 hit points are healed

Cure Affliction | available at 5th level | genekinetic healing | standard encounter | target self or 1 ally | wisdom versus prayer, spell, or level listed for poisons and diseases as listed in the Dungeon Master’s Guide. Use the Difficulty Class Table on page 43.

Slow Affliction
If you roll 1/2 or less than the needed DC, the effect is slowed for the duration of the encounter. The affected takes half damage from ongoing effects.

Neutralize Affliction
If you roll 2/3rds the needed DC, the effect is temporarily neutralized for the duration of the encounter. The affected takes 1/4th the ongoing damage.

Remove Affliction
If you roll the DC or higher, the affliction is completely removed during the encounter and after.

Regenerate Restore
For all permanent afflictions. During a non-combat encounter, you spend 0 Mage action points to restore age, sight, hearing, experience points, limbs, and movement to yourself and party members. You may restore all permanent afflictions.

During an encounter, spend 1 Mage action point to regenerate +1d8 hit points every 5 Mage levels at the beginning of your turn until the end of the combat encounter.

Raise Dead
A dead ally can be raised from the dead within 30 days if the party has part of the corpse. They roll 3 saving throws versus continual death. If the result is 9 or less, 3 times in a row, the corpse will not come back to life.

Free Soul, Gentle Repose
See the 4th Edition Player’s Handbook.

Reincarnate
If the person to be raised from the dead fails 3 saving throws versus continual death, they can chose to reincarnate as a familiar.
Animate Object | at 5th level | telekinetic alteration | standard daily ranged | +1 object or plant/5 levels within +1 square/level are animated and controlled by the caster | intelligence versus armor | +1d4/5 levels damage, +1d4/5 levels hit points

Oxikinetic Cursing

Cause Wound | available at 1st level | oxikinetic curse | standard at-will melee | target 1 foe | intelligence versus fortitude | 1d8 at 1st, 1d10 at 5th, 1d12 at 10th, 1d20 necrotic damage at 15th

Cause Affliction | available at 2nd level | oxikinetic curse | standard encounter ranged | target 1 foe | +1 square/level | intelligence versus fortitude | Foes are blinded, dazed, diseased, immobilized, slowed, or weakened | 1 turn/level | save ends the effect

Vampire Touch | available at 3rd level | oxikinetic curse | standard at-will melee | as with Cause Wound, only the foe’s lost hit points are gained by the caster.

Control Dead | available at 4th level | oxikinetic curse | standard daily ranged | target undead with hit dice equal to or lower than the caster | undead will fight for the caster | encounter duration

Utter Kill | available at 10th level | oxikinetic curse | standard daily ranged | target 1 foe | +1 square/level | intelligence versus fortitude | as with Cause Wound, foe saves versus death | miss: Cause Wound damage only

Telepathic Communication

Know Skill | available at 1st level | telepathy | non-combat daily ritual utility or standard daily | add a +5 trained status to any skill or language | 1 day duration

Arcane Eye | available at 2nd level | telepathy | non-combat daily ritual | the caster can detect hidden doors and traps, +5 temporary Thieving Skill versus DC as listed on page 43 of the Dungeon Master’s Guide | The Dungeon Master determines what is revealed when casters attempt to view events in the past, present and future.

Whispering Wind | available at 3rd level | telepathy | non-combat at-will utility or standard encounter | at 3rd level, send one message, at 5th level, send and receive audible messages to and from +1 ally/5 levels, at 10th level, send visual images to allies

Know Thought | available at 4th level | telepathy | standard daily | target 1 foe | intelligence versus will | the Dungeon Master decides to reveal one thing that the foe knows which will be helpful to the party

Obscure Memory | available at 5th level | non-combat daily ritual | target 1 captured foe | intelligence versus will | the caster may erase or alter the foe’s memory

Telepathic Illusion

Ghost Sound | available at 1st level | telepathic illusion | standard at-will ranged | causes a hallucinatory sound that distracts foes and grants +2 combat advantage to all allies for one round only once during an encounter.
Alarm | non-combat ritual utility | creates a perimeter of +1 radius square/level alarming the party camp of intruders | +5 to all allied perception checks versus foe stealth

Dancing Light | available at 2nd level | requires Ghost Sound | telepathic illusion | standard encounter | all foes with a combined level equal to the caster | charisma versus will | foes will waste attacks on hallucinations for one turn

Mirror Image | available at 3nd level | requires Ghost Sound, Dancing Light | telepathic illusion | standard encounter | target self | charisma versus will | +1 mirror image of the caster is created/5 levels and can attack with weapons | successful will defense destroys a mirror image

Create Object | available at 4th level | requires Ghost Sound, Dancing Light, Mirror Image | telepathic illusion | creates +50 kilograms of non-organic material/level, at 15th level, the material can be permanent

Create Food | available at 5th level | requires Ghost Sound, Dancing Light, Mirror Image, Create Object | telepathic illusion | non-combat ritual utility | creates food and drink for your party which will last for one day.

Telepathic Charm
Turn Undead | available at 1st level | telepathic charm | standard encounter burst | all undead foes within +1 range per mage level and +1 radius burst every +5 mage levels | mage wisdom versus undead foe will | +1d10 + mage wisdom modifier damage every 5 mage levels, undead foes pushed 3 + mage wisdom modifier squares and immobilized until the end of the mage’s next turn | half damage and undead foes not pushed or immobilized if missed

Cause Sleep | available at 2nd level | must know Turn Undead | telepathic charm encounter power | standard action | intelligence versus will | foes with a combined level equal to the mage’s level | sleeping foes can’t move and are subject to a coup de grace | attacking foes wakes them up. Allies can wake sleeping friends as a standard action. Sleeping foes can roll a saving throw at the beginning of their turn to end the effect and wake up.

Hold Being | available at 3rd level | must know Turn Undead and Cause Sleep | telepathic charm encounter power | standard action | foes with a combined level equal to the mage’s level | intelligence versus will | foes can’t move and are helpless victims of a coup de grace | striking a held being ends the effect as well as a saving throw at the beginning of their turn if not attacked.

Charm Being | available at 5th level | must know Turn Undead, Cause Sleep and, Hold Being | telepathic charm encounter power | standard action | charisma versus will | foes with a combined level equal to the mage’s level | foes are charmed and will do any non-violent thing for the mage | foes will not allow self harm or hurt friends unless they fail a saving throw | mages must attack again at the beginning of every charmed foe’s turn to maintain control.

Summon Being | available at 10th level | must know Turn Undead, Cause Sleep, Hold Being and Charm Being | telepathic charm daily power | standard action | The mage teleports a being or beings equal to the mage’s level who are loyal to the death for the duration of the encounter.
 
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