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Mana Mages draw their magic from the changing of the land in which they have strong ties or memories of. From the land they derive five different colours of magic. From this magic they can cast spells. Not all Mana Mages rely solely on there magic, some mix and match arcane and steel.
Game Rule Information
Mana Mages have the following game statistics.
Abilities: Wisdom and intelligence determine how powerful a spell a mana mage can cast, how hard those spells are to resist, and any extra mana a mana mage get per day. To cast a spell, a mana mage must have a Wisdom or Intelligence score of 10 + the spell’s level. The Difficulty Class of a saving throw for a mana mage’s spell is 10 + the spell’s level + the mana mage’s Wisdom or Intelligence modifier (whichever is higher).
Alignment: Any. Hit Die: d6.
Class Skills
The mana mage’s class skills (and the key ability for each skill) are Concentrate (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis). In addition a mana mage gains access to additional class skills based on the colors of spells he or she casts:
See Chapter 4 in the Core Rulebook 1 for skill descriptions.
Skill Points at 1st Level: 4+ Int modifier x 4
Skill Points at each additional Level: 4+ Int modifier
Class Features
All of the following are class features of the mana mage
Weapon and Armor Proficiency: A mana mage is proficient with all simple weapons, light hammer, battleaxe, long sword, scimitar, war hammer, halberd, light and heavy shields, and light and medium armor. Mana Mages are prohibited from exotic weapons.
Spells: A mana mage casts arcane spells. Mana mages know a spell if it is of their chosen color(s) (refer to Mana Colors below) or a colorless spell and only if the spell level is half their class level (rounded up) or less. To learn or cast a spell, a mana mage must have a Wisdom or Intelligence score of 10 + the spell’s level. The Difficulty Class of a saving throw for a mana mage’s spell is 10 + the spell’s level + the mana mage’s Wisdom or Intelligence modifier (whichever is higher).
Mana Colors: At first level mana mages chooses up to three different colors of mana they will be able to draw from their memories of the land. The caster makes this choose from the colors red, green, black, blue, and white. Depending on the number of colors the player chooses depends on the amount of mana of each color he or she will receive, displayed in the table below. The colors a mana mage chooses determines which color spells he will be able to cast. A mana mage also gets a base pool of mana, determined by his class level, that can be used as any color mana. A mana mage must rest for at least four hours a day to recover their full reserve of mana.
Colors
Bonus
Multiplier
Color Multiplier
1
Int bonus + wis bonus (max 6)
x 3
x mana mage level for chosen color
2
Int bonus + wis bonus (max 6)
x 1.5 (round up)
x mana mage level for each of chosen colors
3
Int bonus + wis bonus (max 6)
x 1
x mana mage level for each of chosen colors
Mana Burn: When casting spells, the caster takes 1 point of subduel damage, if his or her spell is interrupted, per mana being used for the spell.
Mana Masteries: At 4th, 8th, 12th, 16th, and 20th level the mana mage can gain one mastery, as long as it matches one of the mana mage’s selected colors. These ablities don't apply to spell casting from other classes. A mana mage may select each of the following abilities only once, unless otherwise stated:
Armored Mage (Any): As long as a mana mage is wearing only light armor, he suffers no chance of arcane spell failure while wearing armor. At level 10 and after, this benefit applies to medium armor as well.
Shielded Mage (Any): A mana mage who uses only light or heavy shields, not a tower shield, suffers no chance of arcane spell failure for using a shield.
Channel Spell (Any): A mana mage may channel any spell he can cast into his weapons. Using this ability requires a move action and uses up the same amount of mana as if he had cast the spell. The channeled spell affects the next target that the mana mage successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A mana mage can channel his spells into only one weapon at a time.
Bonus Feat (Any): A mana mage may select any wizard or fighter feat. The mana mage must still meet all prerequisites for a bonus feat. A mana mage may select this mastery more than once.
Improved Calling (Green): All creatures called by the mana mage are treated as if affected by the Augment Summoning feat and the Extend Spell feat. The levels of summoning spells don’t change. This ability stacks with both the Augment Summoning feat and the Extend Spell feat.
Animal Companion (Green): A mana mage may gain an animal companion as a ranger.
Rebuke Undead (Black): A mana mage may rebuke undead as an evil cleric a number of times per day equal to 3 + his Charisma modifier. A mana mage may only select rebuking or turning, not both.
Turn Undead (White): A mana mage may turn undead as a good cleric a number of times per day equal to 3 + his Charisma modifier. A mana mage may only select turning or rebuking, not both.
Empowered Healing (White): Whenever a mana mage casts a Cure, Healing Circle, Heal or Mass Heal spell, the spell is treated as if it were affected by the Empower Spell feat. The levels of spells don’t change. This ability stacks with the Empower Spell feat.
Empowered Wounding (Black): Whenever a mana mage casts a Wound, Circle of Doom, Harm or Horrid Wilting spell, the spell is treated as if it were affected by the Empower Spell feat. The levels of spells don’t change. This ability stacks with the Empower Spell feat.
Pierce Resistance (Red): Whenever a mana mage casts a red spell that deals damage, he may choose to have 10 points of energy damage dealt by the spell to become untyped damage to which energy resistance and immunity do not apply. A mana mage who selects this mastery may select Piercing Evocation as a bonus feat, even if he does not meet the requirements, and have it apply to all red spells that deal damage. This ability stacks with the Piercing Evocation feat.
Elemental Blast (Red): As a standard action a mana mage may make a ranged attack at a target of up to 60 feet away. If successful this attack does 2d6 damage, and is unaffected by spell resistance. Alternatively a mana mage may make a single melee attack and gain a +1 bonus to attack and +1d6 untyped bonus to damage. These abilities increase by 2d6, +1, and +1d6, respectively, for every four mana mage levels, after level four.
Mysticism (Blue): A mana mage increases the DC of all his illusions by one, and gains a bonus of one to dispel checks. These bonuses increase by one for every four levels of mana mage, after level four.
Sneak Attack (Blue): A mana mage gains 1d6 sneak attack, as the rogue ability. The extra damage dealt increase by +1d6 for every four levels of mana mage, after level four. If a mana mage gets a sneak attack bonus from another source the bonuses on damage stack.
Mana Control: Upon acquiring level 10 the mana mage has mastered channeling mana to the point that he no longer takes damage from mana burn.
Planeswalker: Upon acquiring level 20 the mana mage becomes more than a mere mortal, he becomes a planeswalker. With this ascension the mana mage no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the mana mage still dies of old age when his time is up. Further more the mana mage’s creature type becomes outsider, with the native subtype. Lastly a mana mage gains the ability to use Plane Shift as a supernatural ability, at-will.
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"You think I'm talking about breaking the rules?"
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Level 8
Excavate
Ghostform
Binding
Call Creature VIII *
Level 9
Teleportation Circle
Gate
Genesis
Awaken Construct
Call Creature IX *
*Call Creature, the caster may select from the Summon Monster, Summon Undead, Summon Nature’s Ally, Summon Desert Ally, or Conjure Ice Beast tables, treat each casting according to its respective summon.
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"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
This is a class I have been tinkering with for awhile now, it is based around the MTG concept of a spell caster. I know it could still use some work but I think I need help with it. Any comments you have will be appreciated.
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"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
Was attempting to get the table to space out better, but I guess it doesn't want to.
Anyway, I know the class is presently missing one green, one red, and both blue masteries, but I haven't a solid idea for any of them.
What about for green mastery, they get an animal companion similar to ranger/druid? Or maybe a limited form of Wild Shape?
Red mastery, maybe a form of energy resistance. Like fire or electricty?
Blue mastery is fairly easy. One can be Freedom of Movement (in water only) and Water Breathing, self only. Maybe unlimited or for a certain amount of rounds per day. The other maybe either bonuses or total immunity to illusions or charm spells or something of that nature.
Also, I think you should take out the heavy sheild and medium armor use. That's how I would have made mine if I'd have made them. Just my 2 copper anyway.
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Originally Posted by Lady Tialait
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What about for green mastery, they get an animal companion similar to ranger/druid? Or maybe a limited form of Wild Shape?
Ranger AC probably wouldn't be too bad. Wild Shape or druid AC would probably be over the top though.
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Red mastery, maybe a form of energy resistance. Like fire or electricty?
Hmm, that wouldn't be half bad, but would probably be better folded into their Pierce Resistance.
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Blue mastery is fairly easy. One can be Freedom of Movement (in water only) and Water Breathing, self only. Maybe unlimited or for a certain amount of rounds per day. The other maybe either bonuses or total immunity to illusions or charm spells or something of that nature.
That would be a good single mastery, I like it. It is limited based on the place where you are having the adventure, but if the charm/illusion protection were to be a scaling save bonus vs them, it would still be useful all around.
I am trying to keep the masteries on roughly the same power level, to keep them all attractive as options, instead of cherry picking.
What would you think of half rogue sneak attack for blue?
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Also, I think you should take out the heavy sheild and medium armor use. That's how I would have made mine if I'd have made them. Just my 2 copper anyway.
Well I gave them the proficiencies so they wouldn't have to dip or burn extra feats for them. They then would have to take the masteries to lose the ASF of them. It just seemed rather thematic if you wanted to make one into a melee character.
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Wait. Is this a Magic: The Gathering conversion?
It is themed off of that, as stated, but not necessarily the game part of it, more around the books. Mana burn for unexpended mana, summoning for the basic combat, level 20 is basically gaining a spark.
__________________
"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
Green masteries: Animal Companion, which you can gain multiple times, Scent and Blindsense, Wild Empathy (Should be a 1st level thing).
Blue Masteries: Mirror Image, Blur, Counterspelling, Miss Chance and Telepathy.
White masteries: Marshal Auras, Lawful, bonus to saves and defences against chaos.
Red Masteries: Eldritch Blast refluffed, Mantle of Flame, Speed increase.
Some issues with balance is that the versatility of 2 colors may well trump the reduced mana base. Also, non-lethal damage is seriously annoying...
How does this class interact with adding spells to your spell list? That might cause some imbalances if you handle it a certain way. Also, this is the first arcane healer (Apart from Bard) who can heal well, I don't know if that's a good thing or a bad thing.
Also, for spells, would it work to limit the summon monster/nature's ally/undead/conjure Ice Beat/Dragon Ally/Planaar Ally etc? I'm happy to help with compiling a list for that.
Red might appreciate the following spell additions:
Spoiler
1st:
Kelgore's Fire Bolt
Burning Rage
2nd:
Palandrusk's fire breath
3rd:
Call Ligtning
White might appreciate the Power Word line, but I understand if the power of those spells (geddit? Heh heh heh) limits their inclusion. White needs Heroism and Shield of Faith...
Good job on balancing the spell lists, however. You've got a lower tier spellcaster right here, who shows the inverse law of utility. However, the non-lethal damage stops him from working and gaining a benefit from his single color focus, so you might want to reduce the non-lethal damage or do away with it all together.
What I mean is that the benefit of being only one color is that you have lots of mana, hence, can cast more spells per day. However, your hit points limit all color uses (From 1 - 3) to the same number of spells per day.
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Good job on balancing the spell lists, however. You've got a lower tier spellcaster right here, who shows the inverse law of utility.
Thank you, I have tried to keep it as themed and as balanced as I could.
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Some issues with balance is that the versatility of 2 colors may well trump the reduced mana base.
What I mean is that the benefit of being only one color is that you have lots of mana, hence, can cast more spells per day. However, your hit points limit all color uses (From 1 - 3) to the same number of spells per day.
I questioned it when I made it and even now, to if requiring half the spell’s cost be of one color was enough. Your point is valid, there is basically no reason no to be two colors with that line in there…I had mainly worried that a multicolor mage may need to focus on only one of his lists for a certain task, while the rest of his daily allotment remained unused.
You may have brought up a good enough point to restrict it to only that color, save the default mana/day which is to be able to be used as any color.
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Also, non-lethal damage is seriously annoying...
However, the non-lethal damage stops him from working and gaining a benefit from his single color focus, so you might want to reduce the non-lethal damage or do away with it all together.
Remember the damage only happens if their spell is interrupted. It was meant as a slight reduction to the base chassis of the class, and a minor incentive, in addition to the masteries, to stay in the class instead of PrC out ASAP.
Now, non-lethal is not all that bad. It has the redeeming quality of being healed by the same amount as lethal from magical healing, which was an intent. I didn’t want the ability to kill them, but I wanted a minor downside.
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Also, for spells, would it work to limit the summon monster/nature's ally/undead/conjure Ice Beat/Dragon Ally/Planaar Ally etc? I'm happy to help with compiling a list for that.
I have been meaning to search through all my books for summon monster lists, just haven’t sat down and done it yet. It was just so much easier to call it one name and add a note than listing them all for each level…
I would rather keep Dragon Ally/Planar Ally/Planar Binding/ etc out, but desert ally/undead/etc would be more along the lines of what would probably fit.
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How does this class interact with adding spells to your spell list? That might cause some imbalances if you handle it a certain way.
My first thought is strait to colorless, you went as far as to spend a feat/class feature/whatever to get the spell, and you probably want to use it quite a bit.
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Also, this is the first arcane healer (Apart from Bard) who can heal well, I don't know if that's a good thing or a bad thing.
Arcane can get healing from jumping through hoops if they really want to, just this way, you get a whole spell list to go with them, but have ASF, a smaller spell list, and less book support.
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Red might appreciate the following spell additions:
Spoiler
1st:
Kelgore's Fire Bolt
Burning Rage
2nd:
Palandrusk's fire breath
3rd:
Call Ligtning
I only know the last one, where are the rest from? Anyway, rereading Call Lightning, it might be a suitable, replacement for Lightning Bolt. It has a nice visual to it, deals more damage overall, but loses some in the rocket tag game.
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White might appreciate the Power Word line, but I understand if the power of those spells (geddit? Heh heh heh) limits their inclusion. White needs Heroism and Shield of Faith...
I would have to review the Power Words. Shield of Faith actually got cut to allow Sanctuary, partly due to its duration. Heroism…hmm…decent duration, but which spell to drop?
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Suggestions for Mana Masteries
Spoiler
Green masteries: Animal Companion, which you can gain multiple times, Scent and Blindsense, Wild Empathy (Should be a 1st level thing).
Blue Masteries: Mirror Image, Blur, Counterspelling, Miss Chance and Telepathy.
White masteries: Marshal Auras, Lawful, bonus to saves and defences against chaos.
Red Masteries: Eldritch Blast refluffed, Mantle of Flame, Speed increase.
An aura for each may not be a bad idea…maybe an aura mastery, only being allowed to be picked once…interesting, that would add another option for single color mages.
Animal companion looks like it will be the one to make it for green, I don’t know about more than one. A wilder side mastery would be an interesting third option, but first I think I need to fill in the other holes.
Telepathy doesn’t sound too bad…maybe a small range, scales up some, toss on a free Mindsight later?
Eldritch Blast, not a bad option, should I offer different types of elemental damage, or is that already untyped?
I can’t recall off hand an ability by the name of Mantle of Flame, care to enlighten?
__________________
"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
Blue:You could use illusion masteries, and dispel specializations for mastery's. White:Healing Augmentation (which you already have), and perhaps resistances or immunities to fear, death effects, mind effects. White is a Protection color. Or, they could gain a limited version of flight, say their movement speed, with a maneuverability based upon their dexterity. Red: Ragemage like abilities, the ability to forcefully burn another mages mana, knockback spell addon (such as what fireball is supposed to do. Lets see... what else... fire/lightning in melee, the ability to use some small level 0 electrical or fire based spell as a (Su)... say, 1d4 lightning damage as a touch attack or through a weapon with electricity. 1d4 fire as a short ranged grenade-like attack. Reds are Offensive. Black: White has healing augmentation, so perhaps an augmentation to spells that deal negative energy damage? A fear-based gaze ability? Green: Some form of raise undead related to plants, allowing them to make say... tiny Trents... fast healing 1 while in sunlight... natural armor bonuses... the ability to ignore spells such as charm person and the like?
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Neutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
I had thought about that for blue, but I didn't know exactly how to do it. Do you think a scaling bonus to illusion DC and disple checks would work? +1 per four levels, totally +5.
Aura of courage for white it will be.
I don't know if rage would fit this class. I know it would fit a red mage if there were 5 different classes, that I fully agree with.
Removal of spells...Sounds somewhat lack luster in the hands of a player, and really good in the hands of a DM...
Elemental energy channeled through a weapon...interesting...how to scale it though....
Frightful pressence for black's aura?
The idea of a type change has merit. I know I don't want wildshape, but a minor change might not be all that bad...warshaper like stuff maybe.
__________________
"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
I had thought about that for blue, but I didn't know exactly how to do it. Do you think a scaling bonus to illusion DC and disple checks would work? +1 per four levels, totally +5. Hum, perhaps an Empowered effect for those abilities, costing 2 more mana than normal?
Aura of courage for white it will be. ME:
I don't know if rage would fit this class. I know it would fit a red mage if there were 5 different classes, that I fully agree with.
Removal of spells...Sounds somewhat lack luster in the hands of a player, and really good in the hands of a DM... Not removal of spells, just mana burn as an attack ability.
Elemental energy channeled through a weapon...interesting...how to scale it though.... According to the mana used. Ignoring somatic components, since the man is channeled directly into the weapon.
Frightful pressence for black's aura? Is one of the ideas I was getting at. Of course, the opposite of augmented healing would also fit.
The idea of a type change has merit. I know I don't want wildshape, but a minor change might not be all that bad...warshaper like stuff maybe. Um... or like... fast healing in sunlight... equal to 1/3rd level. scaling up from level 6, so it's +2 at 6 +3 at 9, +4 at 12, +5 at 15, +6 at 18.
Message filler.
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Neutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
I had thought about that for blue, but I didn't know exactly how to do it. Do you think a scaling bonus to illusion DC and disple checks would work? +1 per four levels, totally +5. Hum, perhaps an Empowered effect for those abilities, costing 2 more mana than normal?
Eh, no cost increase is probably alright. One blue down.
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Aura of courage for white it will be.ME:
I just hadn't started on the aura mastery, that sets one.
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Removal of spells...Sounds somewhat lack luster in the hands of a player, and really good in the hands of a DM... Not removal of spells, just mana burn as an attack ability.
Oh, causing non-lethal?
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Elemental energy channeled through a weapon...interesting...how to scale it though.... According to the mana used. Ignoring somatic components, since the man is channeled directly into the weapon.
THAT type of channeling, I thought we were talking about something slightly different. Channeling a spell is already a mastery.
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Frightful pressence for black's aura? Is one of the ideas I was getting at. Of course, the opposite of augmented healing would also fit.
Added to the list for auras. (Nevermind, based on HD/level, not so good for a PC) Empowered wounding is already up there.
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"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
THAT type of channeling, I thought we were talking about something slightly different. Channeling a spell is already a mastery.
Yes,... nonlethal... of course that's what I meant.... >.> No. More like typeless fire damage. Because the red mage actually causes the enemies mana to burn. Literally.
I am bad at explaining myself in english, so I will attempt to explain again. I do not mean using an actual spell. I meant that the Redmage could deal damage in such a fassion as, perhaps: 1d4/spell level + CL. So a 20th level Red Mage using a 4th level spell deals 4d4+20. Not exactly game breaking. But, the point is, a redmage can use -no- spell. And still deal its casterlevel in damage.
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Neutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
Apologizes, I was just seeing things differently than intended.
So by burning mana you mean a direct attack, which has nothing to do with their mana burn, gotcha.
Ah, so a jade phoenix mage type ability, mana in place of spells. The mention of mana usage got me there.
I like both ideas…drop the cost on the second, scale it a little less than the first…maybe a single attack, effectively make it strike…
How about...
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Elemental Blast (Red): As a standard action a mana mage may make a ranged attack at a target of up to 60 feet away. If successful this attack does 2d6 damage, and is unaffected by spell resistance. Alternatively a mana mage may make a single melee attack and gain a +1 bonus to attack and +1d6 untyped bonus to damage. These abilities increase by 2d6, +1, and +1d6, respectively, for every four mana mage levels.
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"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
that could work... I suppose. be kind of an absolute last resort thing unless you were levels 1-4.
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Neutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
Well, at level 20, it basically grants Eldritch blast 10d6 (1d6 higher than warlock), that is not subject to spell resistance. Then it gives +5 to a single attack, while upping that attack's damage by 5d6. I was almost afraid I was giving too much.
Uh-oh, I need to reword a few things...I have it giving double bonus at fourth level.
Fixed and added.
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"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
the only problem Sohee, is that you are compairing it to a warlock, which does other thigns as well, and can take feats to improve its eldritch blast. etc.
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We require additional gaming!
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Neutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
Which is true, they do get to do other things than blast, and get the chance to add effects to their blast. By contrast, a mana mage would be able to select the mastery for anyone of his 5 masteries, leaving him with 4, allowing him to select "other stuff", in addition to being a full spell casting class, that compounded with a non action, non cost "arcane wrath", that comes with it...I just don't know if any more would really fit without really outshining the others.
I would split them up, but I don't think that by themselves they would worth it.
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"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
Realy cool what you've done here. I was just wondering though, how do they learn their spells? Do they automaticaly know all of them (like a warmage), or do they have to learn them (like a wizard)?
Cool. Oh, here is an idea. Maybe change Armored mage to upgrade if you take it multiple times?
Like: Armored Mage (Any): As long as a mana mage is wearing only light armor, he suffers no chance of arcane spell failure while wearing armor. If taken a second time, he suffers no arcane spell failure while wearing Medium armor. A third time upgrades this to Heavy armor.
Medium armor is covered by the Battle Caster feat. Do you think heavy armor is really needed? I left it off their proficiency list as I didn't know if it would be overboard.
I could easily add some minor scaling, allowing it to cover medium armor, and then heavy via Battle Caster.
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"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
Ah, but getting to efectively use heavy armor would require a feat (just like battlecaster, which I forgot about). Perhaps it's unessisary though, but I figured if a player wanted heavy, they should be able to make use of it.
That light scaling sounds fine. That would mean that to make use of heavy armor, they would need to take two feats. An equal trade off for being a caster in good armor, or so it seems to me.
Armored Mage (Any): As long as a mana mage is wearing only light armor, he suffers no chance of arcane spell failure while wearing armor. At level 10 this upgrades to medium armor.
That looks fine to me.
Oh, about the mana. Do Mana Mages get extra mana for having higher ability scores?
There mana pool is based off of Int and/or Wis. Their bonus stacks to determine it, but caps at at total of +6. This results in the potentional of a larger pool than other classes to start (Wizards and Psions), but hard caps against stacking only one stat for more spells at later levels.
The DC for their spells still runs on only one stat, so a high stat still helps.
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"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
The spell numbers seem to be a bit off. It's looking like White has 39, Black and Green has 38, Blue has 37, Red has 36 (wall of fire is repeated twice), and colorless is about 66. Colorless dosen't have to be even with the other, I'm just adding it for completions sake.