Mages Focus
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A small object, made of materials worth around 100gp, which the mage keeps on his person.
Can be anything from a marble, to a playing card, to a book.
The mage can charge this focus with any spell that he learns, it can then be cast as a swift action at any point, and will remain charged until cast. A charged focus will slowly float around the mage. At 19th level the spell can be discharged as a free action.
Elemental channeling
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The mage can spontaneously channel a burst of energy into his target. As a ranged touch attack, he may choose to deal 1d4/ 2 Mage levels fire, electricity, or cold damage to a single target within 10ft+10ft/mage level. Reflex saves can only ever halve the effect of this spell, never nullify it entirely(even with mettle and improved mettle).
In addition, at 7th level, a Mages electrical channelling will also deal 1 dexterity damage/ 2 mage levels, his cold channelling will also deal 1 constitution damage/2 mage levels, and his flame channelling will also deal 1 strength damage/2 Mage levels. This ability damage lasts for 1 hour and will be automatically recovered once that time is passed. each successive use both stacks and resets the 1 hour timer.
Signature Spell
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Every Mages path will be different, and every mage will favour different spells from their repertoire. Naturally, as they use the spell more often, they can enhance their effect with it. At 5th level, 9th level, and every 3rd level thereafter, the mage may choose one of their spells and enhance one aspect of it from the following: the range, the area of effect, the DC of saving throws related to to spell, the damage, or the ability damage.
the chosen effect will be multiplied by 1.5x. if the same effect or the same spell is chosen again next option it will be 2x, and the third time it is taken for that effect of that spell it will be 3x. In the case of spells that require die rolls, this will be applied after the normal result is rolled.
if a spell did not previously have an area, the area increase cannot be chosen. however, if the spell did not usually deal damage, choosing the damage option will increase the damage dealt when using those spells in their damaging forms (such as waves from create water or crushing downwards using reverse gravity).
For ability damage, however, if this is chosen for any spell that does not already deal ability damage, you maybe choose one ability from the following: Strength, Constitution, Dexterity, Wisdom. The first use of signature spell will deal one damage to that ability under the same rules as "Improved elemental Channeling", and for each additional use it will deal one more damage, up to the cap of 3. If this is chosen for elemental channeling, then it will multiply the ability damage as normal.
Read Magic
as Normal
Create Water
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The first true “Mage spell” it’s a bit of a departure from the other versions of create water.
It can be used as normal, or it can be used to summon one cube of water of sides 5ft each, per mage level. This water can be summoned at a range of up to 20ft/mage level, where water can be summoned outside the target range, but at least some must be within it,(and linked to the outside section by other summoned water) and can be used to entrap targets. It may be summoned in any simple shape utilising the 5ft cubes as a default size. The currents in the water level can be controlled and redirected by the mage as a free action (up to a speed of 30ft/round), and the default current is to swirl in on any targets, holding them motionless as they struggle for breath. For every round spent the target may make a fortitude save vs The Mages Mage level, and upon succeeding it may swim out as normal, ignoring currents. Usually, after casting the water will fall to the ground at a rate of 10ft/round and drain away as soon as the spell is cast, but the mage may choose to maintain concentration, as a standard action each round, for as long as he wishes, keeping the water in place, even suspended in midair to be dropped onto enemies if he wishes. He can also, at casting, choose to delay the waters fall for one extra round. At the start of his second round after casting the spell, if he does not choose to resume concentration and hold the water in place, it will begin to fall as normal.
The water will form from molecules in the air, and thus doesn’t do any damage, or even displace any objects, as it is created. This water, and any ice made from it, will dissipate into the air immediatley if "create water" is cast again. (preventing Mages just swamping entire dungeons from outside)
If the current is directed forwards or sideways, and the spell is released, the water will travel in that direction in a wave as it recedes, travelling at the speed the current was set at (usually 30ft/round). any targets caught up in a wave like this will be carried along by the current within the wave, with the usual fortitude save to resist the currents flow. if the wave hits something solid, bludgeoning damage will be dealt to any characters and objects within the wave as fall damage equal to half the distance the wave travelled, and buildings, etc struck will also take equivalent damage.
If nothing is struck, characters carried by the wave will be released once it has receded fully, and will be afflicted by the "shaken" status effect, fortitude save negates.
This can also be used with water created in midair, to "project" cubes of water (or even water formed into shapes, if the Mage has a flair for the dramatic) at foes, also dealing bludgeoning damage as per half fall damage for the distance travelled.
Note that similarly to fall damage, waves of under 10ft in hieght will have no effect, and waves of 10ft-20ft in hieght will only deal non-lethal damage.
at 5th level the amount of water possible to create will rise to a cube of sides 10ft/level, making it and equivalent of 8 5ftcubes/mage level
at 8th level this is increased again to cubes of side 15ft/level, making it an equivalent to 27 5ft cubes/mage level.
(here we go, the first big move a mage will get. I’m debating whether the 8th level ability is too powerful, but I really like the idea of a mage who can raise tidal waves out of thin air and flood cities at very high levels. Sorry the description of how the created water is so verbose, but I wanted to make sure it was usable with “clever” strategies such as freezing parts to bust doors etc, and summoning sharks into larger bodies of summoned water for some offensive punch.)
Sleep
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Again, a bit of a departure from the norm, but not as drastic.
For the mage, sleep can only ever affect a single target. However, rather than a flat 4HD limit, it will instead affect 1 HD/mage level, for that single creature. Also, every time a creature is succesfully affected by the "sleep" spell as cast by a mage, it gains a +2 bonus to the mages sleep spell for the rest of the day. This bonus stacks with itself, so after a second sleep it would gain a +4 bonus, and so on.
Freeze
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This ones totally new: immobilise enemies in a single 5ft square per mage level, from a range of up to 10ft/mage level.
This will only work if they’re touching the ground, but otherwise works exactly the same as the “entangled” effect, but while totally preventing all movement. Can be escaped from by taking as a full round action a strength check of DC 5/mages Mage level.
At 10th level freeze will also deal 1d6 of damage per round until the target escapes, and at 16th level the target will take 1d4 strength and constitution damage per round.
Large creatures require 2 5ft squares to immobilise, huge creatures 4, gargantuan 8 and colossal 16
Alternatively, this can be used to freeze up to one cube of sides 5ft/mage level into solid ice. when frozen this way, any unnatended objects (doors, chests, weapons, etc) have their hardness and effective hit points halved.
Gust of Wind
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Another fairly major change. All creatures or large size or smaller are knocked back 5ft/level from the force of the wind, but take no damage. Huge creatures are moved half of that distance, rounded down. Gargantuan creatures are moved a quarter of that distance, rounded down. Colossal creatures are never affected. However, the range of the spell is only a 30ft line, which can be emanated at any point within 10ft/Mage level, so the spell can be used to drag targets towards you, or knock them sideways. The line can also be targeted straight down on top oc2r an enemy, dealing non-lethal damage as if they had fallen a distance equal to the “pushing” distance of the spell.
Similarly, the line can be aimed upwards, allowing allies to “jump” to a height equal to the pushing distance. Rather than a line, the spell can also be cast to affect everything around a target, pushing directly outwards to each 5ft cube surrounding a target 5ft cube which is designated by the Mage, and which is unaffected by the spell. Any targets hit by this effect will be pushed directly away from the central square for half the normal “push” distance.
Sleet storm
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As normal, except the radius is 40ft+5ft/mage level, and the height is 20ft+5ft/mage level
Summon Natures ally IV
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As normal, but can only summon animals or magical beasts. Aquatic animals can be summoned inside created water but will vanish when there is no longer enough water to support them. Also, casting this spell will banish any creatures currently summoned by the mage.
Telekinesis
As spell, but no upper limit on class level, and 20lbs/mage level rather than 15
Call Lightning Storm
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As normal, but may only call 10 bolts, and the same target can only be struck once per use of the spell
Ice storm
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As normal, but the hailstones remain on the ground until melting as normal, and can be thrown at enemies using “gust of wind”
Transmute rock to mud/mud to rock
As normal.
Wall of stone
As normal
Control weather, Control winds
As normal,
Reverse Gravity
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As normal, except gravity can be altered in any direction (sideways, away from you, etc) it affects a 10ft cube/mage level rather than/2levels, and it can be used to double the gravity on enemies, knocking them prone and dealing 1d4 nonlethal damage. extra "cubes" can also be used up to increase the nonlethal damage by one extra d4 per cube used.
Reflex save negates being knocked prone, and halves the nonlethal damage.
Unlike the normal version of the spell, having wings or other flight capabilities does NOT allow you to ignore or avoid the effect of a mages reversed gravity.
Earthquake
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As normal, except instead of creating fissures with a chance to draw targets in, it cracks and tears up the ground, leaving jutting outcroppings of rock wherever its used. It still knocks down all targets within the area
Freezing Blizzard
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As incendiary cloud, but deals cold damage, can be cast underwater, and has a radius of 20ft+5ft per caster level
Whirlwind
As normal
Summon Natures Ally IX
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As normal, except you cannot summon a 9th level creature, instead only summoning 1d3 8th level creatures, and can only summon animals or magical beasts. Aquatic creatures can be summoned inside created water, but will vanish when there is no longer enough water to support them.
Mages fury
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A giant, shining sigil appears in the sky 100ft up.
A 50ft radius beneath the sigil, reaching up to just beneath it, is affected by reversed gravity with no save. As the landscape is torn up by the reversed gravity (as the mages earthquake), every target in this area is pulled upwards, regardless of whether they would be able to resist a reversed gravity effect normally.
After they reach the sigil 100ft in the air, it expands and propels them downwards, dealing 10d6 falling damage to each of them, and effecting them with the mages freeze effect upon impact, and a whirlwind then triggers in the spells area of effect, moving randomly for 1d8 rounds.
After using this spell, the mage falls unconscious for 1d8 rounds (at the beginning of the formation