Lets see how readable this is...
System One: Mage Core Class
Introduction:
This Core Class concept is an alternative to having two separate arcane spell casters, each with their own pros and cons. This class attempts to emulate the magic users most often seen in various media – where a user can learn any number of spells through study, but is not required to prepare spells ahead of time, or to pore over tomes of magic each and every night. This proposal introduces a variant spell point system, the concept of an inborn ‘mage-gift’, and merges Wizards with Sorcerors, eliminating the differences between the two. Specialist mages are still possible.
The concept of ‘mage-gift’ is accomplished by establishing a class ability called ‘mage-gift’. This ability can be tweaked for individual systems to accommodate anything from being a requirement to being a bonus feat, to only being available to a certain race. The variant spell point system refers to spell points by the name of ‘mana’ and requiring spellcasters casting spells to meet the spells mana requirements. The amount of mana a character has is defined by the charisma modifier and the characters level. Intelligence will define what spells the character can learn and cast.
Class Attributes:
Alignment: Any
Hit Die: d4.
Class Skills: The mage’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any) (Int), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Cha), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Where Sorceror or Wizard gains additional skills, GM’s may allow those skills to be added to this list.
Skill Points at 1st Level: (4 + INT modifier) x 4.
Skill Points at Each Additional Level: 4 + INT modifier.
Class Features:
Weapon and Armor Proficiency: Mages are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.
Spells:
A Mage casts arcane spells which are drawn from the sorcerer/wizard spell list by manipulating magical energy in units called ‘mana’ to power spells stored in her spellbook. To enter a spell into her spellbook, the mage must learn the spell. To learn a spell, the mage must have an intelligence score of at least 10 + the spell level. A mage begins play at first level with a spellbook containing all cantrips in the PHB and 2 + intelligence modifier first level spells, and gains her intelligence modifier + 1 in spells each level she gains. These spells can be of any level up to the highest that she can cast.
To cast a spell, the mage chooses a spell and notes the spell level, including metamagic modifiers. She makes a caster level check (d20 + caster level + charisma modifier, DC = 10 + spell level) to see if she can successfully cast the spell (manipulate the magical energies). If successful, she expends an amount of mana equal to the level of the spell. A saving throw will have a DC equal to the result of the caster level check plus the mana expended (note: a mage can expend additional mana to increase the DC of the saving throw at a 4 mana for 1 point enhancement ratio). If the caster level check is not successful, the mana is not lost. If it is a fumble (d20 rolls a 1), the mana is lost and the spell has no effect. If it is a critical success (d20 rolls a 20) then the mana is not lost, but the spell still takes effect.
A Mage can cast a number of cantrips per day equal to her levels of mage without spending any mana. After her allotted number, she must spend 1 mana per cantrip. A mage can also cast spells of a higher level than normal, but the caster level check DC increases to 25 + spell level, and the mana cost doubles. Usage of spell components can reduce the mana cost of the spell by ½ the normal amount. Also, hit points may be substituted for mana. The ‘Blood Magic Feat’ allows a mage to use another’s hit points to fuel her magic, but is considered an evil act. The divine spell “shield other” allows another to suffer the hit point loss in a non-evil way.
A mage recovers mana at the same rate as she would recover hit points, but healing care and magical healing have no effect on her mana pool.
A mage can choose to expend mana to increase her saving throw versus any non-supernatural magical spell or effect. For each point of enhancement bonus she wishes to boost her saving throw by, she must expend 4 mana. Hit points cannot be substituted for this. She must declare the amount of mana she is using, if any, before rolling her saving throw.
A mages mana pool total can never exceed her character level times her charisma modifier.
Bonus Languages: A mage can substitute Draconic for any language normally allowed her race.
Familiar: A mage can obtain a familiar in exactly the same manner as a wizard or sorcerer can. See the sorcerer description and the information on Familiars in the PHB.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: Every four levels, a mage gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or a spell mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Spellbooks: Mage’s keep a private copy of their spells in a spellbook. A mage must spend 1 hour of rest and 1 hour immediately following the rest to study spells. A mage that does not take this time to study her spellbook automatically loses 2*caster level in mana per day until she does.
Spell Mastery: A mage (and only a mage) can take the special feat Spell Mastery. Each time the mage takes this feat, choose a number of spells equal to the mage's Intelligence modifier (they must be spells that the mage already knows) to a maximum of four. From that point on, the mage need not make the caster level check to cast those spells. Concentration checks made while casting the spell can be made by taking 10. Furthermore, any metamagic feats applied no longer increase the casting times of these spells.
Mage Table:
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Summon Familiar, Scribe Scroll, Bonus Feat
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4 Bonus Feat
5th +2 +1 +1 +4
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6 Bonus Feat
9th +4 +3 +3 +6
10th +5 +3 +3 +7
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Bonus Feat
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10 Bonus Feat
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Bonus Feat