magic8BALL
2007-02-08, 08:52 PM
Caution: campaign specific arcane caster variant below! I know that it has a huge spell list, but that's becouse it's the only caster left. Please reply with this in mind.
In my world, there is only one way to arcane power. Outsiders can see the similarity that the Mage has with both Sorcerers and Wizards, but neither cast with quite the same versilitlity or spantanuity.
Ok... Keeping in mind that this is for a homebrew high powered campaign with areas of antimagic common... here it is. Oh, also, in my world, they would start getting 10th level spells at level 19, following the same pattern through epic levels. The player must come up with their own level 10+ spells. Oh, and all other spellcasting classes are axed. Druids got booted, the cleric is being overhauld, and psions manifests powers, so the mage is the only caster left. Keeping all this in mind:
Mage
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Bonus Feat|2|1
2nd|
+1|
+0|
+0|
+3|-|3|2|
3rd|
+1|
+1|
+1|
+3|-|3|2|1|
4th|
+2|
+1|
+1|
+4|-|3|3|2|
5th|
+2|
+1|
+1|
+4|Bonus Feat|4|3|2|1|
6th|
+3|
+2|
+2|
+5|-|4|3|3|2|
7th|
+3|
+2|
+2|
+5|-|4|4|3|2|1|
8th|
+4|
+2|
+2|
+6|-|4|4|3|3|2|
9th|
+5|
+3|
+3|
+6|-|5|4|4|3|2|1|
10th|
+5|
+3|
+3|
+7|Bonus Feat|5|4|4|3|3|2|
11th|
+5|
+3|
+3|
+7|-|5|5|4|4|3|2|1|
12th|
+6/+1|
+4|
+4|
+8|-|5|5|4|4|3|3|2|
13th|
+6/+1|
+4|
+4|
+8|-|5|5|5|4|4|3|2|1|
14th|
+7/+2|
+4|
+4|
+9|-|6|5|5|4|4|3|3|2|
15th|
+7/+2|
+5|
+5|
+9|Bonus Feat|6|5|5|5|4|4|3|2|1|
16th|
+8/+3|
+5|
+5|
+10|-|6|6|5|5|4|4|3|3|2|
17th|
+8/+3|
+5|
+5|
+10|-|6|6|5|5|5|4|4|3|2|1
18th|
+9/+4|
+6|
+6|
+11|-|6|6|6|5|5|4|4|3|3|2
19th|
+9/+4|
+6|
+6|
+11|-|6|6|6|5|5|5|4|4|3|2
20th|
+10/+5|
+6|
+6|
+12|Bonus Feat|7|6|6|6|5|5|4|4|3|3[/table]
[B]Game Rule Information
Mages have the following game statistics.
Abilities: Intelligence determines how powerful a spell a wizard can cast, how many she can cast, and how hard those spells are to resist (se Spells, below). A high Dexterity score is helpful, as this allows for good aim with her spells, and it provides a much needed boost to Armor Class. A good Constitution allows for concentration, and added hit points, a resource the mage is low on.
Alingment: Any
Hit Die: d4
Class Skills
The mage's class skills (and the key ability for each skill) are concentration (con), craft (int), decipher script (int), Knowledge (all skills, taken individually) (int), profession (wis), and spellcraft (int).
Skill Points at 1st Level: (2+Int modifier) x 4.
Skill Points at Each Additional Level: 2+Int modifier.
Class Features
All of the folowing are class features of the mage.
Weapon and Armor Proficiency: Mages are proficient with the club, dagger, heavy crossbow, light crossbow and quaterstaff, but not any type of armour or shield.
Spells: A mage cast arcane spells drawn primarily from the sor/wiz spell list on page 192 of the PHB. A mage must choose wich spells she may cast for the day, but not wholly like a wizard (see below)
To learn, prepare, or cast a spell, the mage must have an Intelligence score of at least 10 + spell level. The DC to save against a spell cast by a mage is 10 + spell level + mage's Int modifier.
A mage can only cast a certain number of spells a day. Her base daily spell allotment is given on the above table. In addition, she recieves bonus spells per day if she has a high intelligence score.
(new bit) Unlike a psion with powers, a mage may know any number of spells, as they are written in a book. She must choose wich spells she may wish to cast during the day. After a good nights rest, a mage studies her spell book, and prepares up to one spell per spell she can cast for the day. For instance, a 3rd level mage with Intelligence17 would perpare two 2nd level spells, and three each of 1st level spells and cantrips. During the day, she may cast any spell prepared any number of times, to a maximum of the daily limit. For instance, if the above mage pepared magic missile, mage armor and shield, she may cast each spell once, or magic missile twice and mage armor once, or any other combination of the three.
Bonus Languages: a mage may substitute Draconnic for one of the bonus languages available to the character becouse of race.
Bonus Feats: At 1st level, a mage gains a bonus feat. It must be a metamagic feat, an item creation feat, Spell Mastery or Obtain Familiar. The mage must still meet any prerequisites to take a feat. The mage gains another bonus feat at 5th level and every 5 levels thereafter (10th, 15th 20th).
Spellbooks: A mage must study her spellbook each day to perpare her spells. She cannot pepare any spell not recorded in her spellbook, except for read magic.
A mage begins play with 15 cantrips in her spell book, plus one 1st level spell per point of inteligence modifier (minimum 2). At each level a mage adds one spell of to her spellbook for every spell level she can cast. A 5th level mage, for instance, would add one each of 0, 1st, 2nd and 3rd level spells when she levels up. In addition, if a mage gains the ability to cast a new level of spells, she may add one additional spell of that level to her spellbook. So the same mage leveling up form 6th to 7th level would add one each of 0, 1st, 2nd and 3rd level spells and two 4th level spells to her spellbook.
Spell List: A mage's study allows her to unlock many misteries. In game terms, this means that a mage may add any spell in the PBH to her spellbook. This hould be monitered by the DM. Allow all sor/wiz spells. Spells like the cure and, summon natures ally spells, call lightning and the like should also be allowed, as they are either needed by a party, or are in line with the power level of a sor/wis spell. Other spells not on the sor/wiz list may need to be increased a level or more , or not allowed if they seem to be not in line with what a mage does (dispel evil should be a level 6 spell, while commune for instance would be left out). Your character may even create their own spell, or find a tomb with spells long forgotten. If you are looking to play a mage, go through your spellbook with your DM everytime you level up.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The mage has such variety in spells, due to it's "cast everything" spell list, becouse everything else is psionics or a incarnam/invocation blend. The mage needs to be able to step up to the role of healing, blasting and summoning. Elemental forces are the focus of the campaign, but the mage also has nature type spells (and a druid more like the wizards of gaul an britan than the core D&D shape shifting monstorsity may be available as a PrC) and a healing capacity. The mage was designed to be a catch all caster. How did it turn out?
In my world, there is only one way to arcane power. Outsiders can see the similarity that the Mage has with both Sorcerers and Wizards, but neither cast with quite the same versilitlity or spantanuity.
Ok... Keeping in mind that this is for a homebrew high powered campaign with areas of antimagic common... here it is. Oh, also, in my world, they would start getting 10th level spells at level 19, following the same pattern through epic levels. The player must come up with their own level 10+ spells. Oh, and all other spellcasting classes are axed. Druids got booted, the cleric is being overhauld, and psions manifests powers, so the mage is the only caster left. Keeping all this in mind:
Mage
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Bonus Feat|2|1
2nd|
+1|
+0|
+0|
+3|-|3|2|
3rd|
+1|
+1|
+1|
+3|-|3|2|1|
4th|
+2|
+1|
+1|
+4|-|3|3|2|
5th|
+2|
+1|
+1|
+4|Bonus Feat|4|3|2|1|
6th|
+3|
+2|
+2|
+5|-|4|3|3|2|
7th|
+3|
+2|
+2|
+5|-|4|4|3|2|1|
8th|
+4|
+2|
+2|
+6|-|4|4|3|3|2|
9th|
+5|
+3|
+3|
+6|-|5|4|4|3|2|1|
10th|
+5|
+3|
+3|
+7|Bonus Feat|5|4|4|3|3|2|
11th|
+5|
+3|
+3|
+7|-|5|5|4|4|3|2|1|
12th|
+6/+1|
+4|
+4|
+8|-|5|5|4|4|3|3|2|
13th|
+6/+1|
+4|
+4|
+8|-|5|5|5|4|4|3|2|1|
14th|
+7/+2|
+4|
+4|
+9|-|6|5|5|4|4|3|3|2|
15th|
+7/+2|
+5|
+5|
+9|Bonus Feat|6|5|5|5|4|4|3|2|1|
16th|
+8/+3|
+5|
+5|
+10|-|6|6|5|5|4|4|3|3|2|
17th|
+8/+3|
+5|
+5|
+10|-|6|6|5|5|5|4|4|3|2|1
18th|
+9/+4|
+6|
+6|
+11|-|6|6|6|5|5|4|4|3|3|2
19th|
+9/+4|
+6|
+6|
+11|-|6|6|6|5|5|5|4|4|3|2
20th|
+10/+5|
+6|
+6|
+12|Bonus Feat|7|6|6|6|5|5|4|4|3|3[/table]
[B]Game Rule Information
Mages have the following game statistics.
Abilities: Intelligence determines how powerful a spell a wizard can cast, how many she can cast, and how hard those spells are to resist (se Spells, below). A high Dexterity score is helpful, as this allows for good aim with her spells, and it provides a much needed boost to Armor Class. A good Constitution allows for concentration, and added hit points, a resource the mage is low on.
Alingment: Any
Hit Die: d4
Class Skills
The mage's class skills (and the key ability for each skill) are concentration (con), craft (int), decipher script (int), Knowledge (all skills, taken individually) (int), profession (wis), and spellcraft (int).
Skill Points at 1st Level: (2+Int modifier) x 4.
Skill Points at Each Additional Level: 2+Int modifier.
Class Features
All of the folowing are class features of the mage.
Weapon and Armor Proficiency: Mages are proficient with the club, dagger, heavy crossbow, light crossbow and quaterstaff, but not any type of armour or shield.
Spells: A mage cast arcane spells drawn primarily from the sor/wiz spell list on page 192 of the PHB. A mage must choose wich spells she may cast for the day, but not wholly like a wizard (see below)
To learn, prepare, or cast a spell, the mage must have an Intelligence score of at least 10 + spell level. The DC to save against a spell cast by a mage is 10 + spell level + mage's Int modifier.
A mage can only cast a certain number of spells a day. Her base daily spell allotment is given on the above table. In addition, she recieves bonus spells per day if she has a high intelligence score.
(new bit) Unlike a psion with powers, a mage may know any number of spells, as they are written in a book. She must choose wich spells she may wish to cast during the day. After a good nights rest, a mage studies her spell book, and prepares up to one spell per spell she can cast for the day. For instance, a 3rd level mage with Intelligence17 would perpare two 2nd level spells, and three each of 1st level spells and cantrips. During the day, she may cast any spell prepared any number of times, to a maximum of the daily limit. For instance, if the above mage pepared magic missile, mage armor and shield, she may cast each spell once, or magic missile twice and mage armor once, or any other combination of the three.
Bonus Languages: a mage may substitute Draconnic for one of the bonus languages available to the character becouse of race.
Bonus Feats: At 1st level, a mage gains a bonus feat. It must be a metamagic feat, an item creation feat, Spell Mastery or Obtain Familiar. The mage must still meet any prerequisites to take a feat. The mage gains another bonus feat at 5th level and every 5 levels thereafter (10th, 15th 20th).
Spellbooks: A mage must study her spellbook each day to perpare her spells. She cannot pepare any spell not recorded in her spellbook, except for read magic.
A mage begins play with 15 cantrips in her spell book, plus one 1st level spell per point of inteligence modifier (minimum 2). At each level a mage adds one spell of to her spellbook for every spell level she can cast. A 5th level mage, for instance, would add one each of 0, 1st, 2nd and 3rd level spells when she levels up. In addition, if a mage gains the ability to cast a new level of spells, she may add one additional spell of that level to her spellbook. So the same mage leveling up form 6th to 7th level would add one each of 0, 1st, 2nd and 3rd level spells and two 4th level spells to her spellbook.
Spell List: A mage's study allows her to unlock many misteries. In game terms, this means that a mage may add any spell in the PBH to her spellbook. This hould be monitered by the DM. Allow all sor/wiz spells. Spells like the cure and, summon natures ally spells, call lightning and the like should also be allowed, as they are either needed by a party, or are in line with the power level of a sor/wis spell. Other spells not on the sor/wiz list may need to be increased a level or more , or not allowed if they seem to be not in line with what a mage does (dispel evil should be a level 6 spell, while commune for instance would be left out). Your character may even create their own spell, or find a tomb with spells long forgotten. If you are looking to play a mage, go through your spellbook with your DM everytime you level up.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The mage has such variety in spells, due to it's "cast everything" spell list, becouse everything else is psionics or a incarnam/invocation blend. The mage needs to be able to step up to the role of healing, blasting and summoning. Elemental forces are the focus of the campaign, but the mage also has nature type spells (and a druid more like the wizards of gaul an britan than the core D&D shape shifting monstorsity may be available as a PrC) and a healing capacity. The mage was designed to be a catch all caster. How did it turn out?