Mage
(wizard variant)
by Wm Jay Carter III, inspired by the Incanter class from Spheres of Power
a mage |
A mage in
Athanasia begins as a scholar magician in Elementary School where she learns
how to harness the classical elements from arcane textbooks called grimoires.
There, she also learns the Wizard’s Creed, a set of ideological tenets that are
intended to guide a mage’s actions when using magic. The next step is Dueling
College where she learns the form and function of the Wizard’s Duel, and
focuses her arcane learning toward one or more specializations (spheres).
After
graduating she is known as a mage, and she may wish to join a mage’s guild
focused in her specialization, or further her education pursuant to becoming an
archmage. Those mages who learn the arcane arts outside of Euzoria’s
educational system are known as hedge-mages.
Among
spellcasters, archmages are the academic elite, regarded as the foremost
authorities in their specializations, even taking part in composing grimoires
for the up-and-coming generation of scholar magicians. Archmages may choose to
teach in institutions of arcane learning, or establish their own guild. An
archmage’s journey is not complete, however, until she one day becomes a
fully-fledged wizard.
Wizards
are spellcasters appointed by the Wizard’s Tribunal to be the steward of some
powerful magical artifact or crucial ley-line. A wizard is granted a tower in
order to better safeguard her magical charge, and she receives a personalized
staff from the Tribunal as a symbol of her position. Should a wizard ever fail
to follow the Creed or dishonor the Tribunal and her craft, her appointed
stewardship is revoked, she is dismissed from her tower, and her staff is
broken.
The
Wizard’s Tribunal is composed of three governing members: Alkandros of the
bóreans, Kléber of the leonians, and Ipiktok of the seraphim, each of whom
holds one of the three remaining staffs of power. Based out the Tower of
Towers, the Tribunal oversees the creation of arcane curriculum, enforces the
proper use of magic by the Wizard’s Creed, and monitors the activities of all
wizard’s towers across Athanasia.
Throughout
a scholar magician’s education, career as a mage, and her potential appointment
as a wizard, she is always seeking knowledge from any source available. The
most accessible source is a network of formless, ambient intelligences that
pervade the length and breadth of Athanasia. According to extensive academic
research, these intelligences are theorized to be the state of fey beings
before they materialize in the Fey Realm. Regardless of their true nature,
however, they are employed constantly to aid a mage in her research, most
notably through the Divination sphere.
The
subject of a mage’s research is most often words of power from the language of
the Strangers (Druidic), a language that actually defies being written, and is
only comprehensively understood by the dendrites. The Wizard’s Tribunal has
formally requested that the Circle divulge the language many times, always with
the provision that its use would be duly regulated, but over the centuries the
Circle has consistently refused.
Spheres
Mages
from Euzoria consider at least some knowledge in Divination and Destruction as
essential components of their magical education. Beyond this, they are equally
likely to learn any other sphere, with the sole exception of the Death sphere
(Necromancy), which is forbidden by the tenets of the Wizard’s Creed.
Hedge-mages (from inside or outside Euzoria’s boundaries) do not follow the
Creed and acknowledge no such limitations—much to their dismay when the
Tribunal sends representatives to censure them...
Alignment: Any
Hit Die: d6
Starting
Wealth: 3d6 x 10 gp (Average 105 gp) In addition, each character begins
with an outfit worth 10 gp or less.
Class
Skills
The mage's
class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all; Int),
Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill
Ranks Per Level: 2 + Int modifier
Weapon
and Armor Proficiency: Simple Weapons
Casting
(Su)
A mage
may combine spheres and talents to create magical effects. A mage is considered
a High-Caster and uses Intelligence as her casting ability modifier. (Note: All
casters gain 2 bonus talents and may select drawbacks the first time they gain
the casting class feature. Mages may not select the Focus Casting drawback.)
Spell
Pool
A mage
gains a small reservoir of energy she can call on to create truly wondrous
effects, called a spell pool. This pool contains a number of spell points equal
to 1 + her level + her Intelligence modifier (minimum: 2). This pool
replenishes once per day after roughly 8 hours of rest. The mage gains a bonus
spell point every 6 levels. (+1 spell point at 6th level, +2 at 12th, and +3 at
18th.)
Magic
Talents
Magical
Education
Every
scholar magician learned the tenets of magic use by attending an institution of
arcane learning. During her time there, she was required to choose a
specialization. At character creation, the mage chooses one sphere as her
specialization. She gains this as a bonus sphere at level 1 and has a +1 bonus
to her caster level when using abilities, talents, and powers from this sphere.
This choice cannot be changed.
A mage’s
ability to use magic comes from study. She must always refer to a book of
instructions, called a grimoire, in order to use sphere abilities and talents.
Without her grimoire, she can only use sphere abilities and talents if she
succeeds on a concentration check. This class feature functions as the Focus
Casting drawback.
Duel
Training
Scholar
magicians are taught defensive magic from the first year of their education.
This comes into play no more often than in the Wizard's Duel, a long-standing
tradition of chivalrous competition among other students. The mage gains
Counterspell at 1st level as a bonus feat, even if she does not meet the
prerequisites.
Bonus
Feat
At 2nd
level and every even level thereafter, a mage gains a bonus feat. This may be
spent to gain an extra magic talent, any feat which has casting as a
prerequisite (craft item feats, metamagic feats, sphere focus, circle casting,
etc.), or a guild power (see below).
Guild
Training
The
natural next step in a mage's education is to train with a mage's guild. The
saying goes that in order to become an archmage the mage must learn more and
more about less and less until she knows everything about nothing. While this
may not be strictly true, the mage's tendency is to spend ever-increasing
amounts of time learning the nuances of only a few fields of magic.
Each time
the mage would gain a bonus feat, she may instead gain a power associated with
a particular mage's guild. If acquiring a guild power at 2nd level, the mage
gains the minor power from a guild of her choice.
At 4th
level and every even level thereafter, the mage may choose to gain the minor
power of new guild, or gain access to the next higher power from a guild she
has already trained with (lesser, greater, or master).
A mage
cannot gain a lesser power before 4th level, a greater power before 8th level,
or a master power before 10th level (unless specified otherwise). You must have
the sphere associated with a guild power before you may learn it.
The more
a mage trains with the guild of her specialization, the easier it is for her to
recall the steps necessary to use magic from that sphere; eventually, simple
magics from her specialization sphere become rote. Each time the mage gains a
power from her chosen specialization sphere, she also gains a +5 circumstance
bonus on all concentration checks made to use magic from that sphere without
the use of a grimoire.
Large
urban centers commonly have mage’s guilds for every sphere except Death,
Conjuring, and War. Necromancy (the Death sphere) is forbidden by the Wizard’s
Tribunal, and is only practiced by hedge-mages who refuse to follow the
Wizard’s Creed. Conjurers and war mages tend to be solo practitioners and do
not congregate in guilds. The guilds of smaller towns may offer only a handful
of spheres, while villages might only have a solo guild practitioner who may
train in one or two guild powers.
If a
mage’s guild specializing in a given sphere is not available at the time a mage
would choose her next guild power, the GM may rule that choosing a power from
that sphere is not possible. Alternatively, guilds might lend grimoires to the
occasional adventuring mage...for a price or other favor. The GM is the final
arbiter for whether training in a particular sphere is available.
Guild
Powers
Guild
powers are identical to the specialization abilities offered in the Incanter
class from Spheres of Power; the first specialization ability counts as the
minor guild power from the same sphere, the second ability counts as the lesser
guild power, and the third counts as the greater guild power. Master guild
powers are based on Advanced Talents from Spheres of Power and are listed
below. If a master power has prerequisite talents, you gain these prerequisite
talents when you gain the master power (if you do not already have them).
Alteration
Minor: Shapeshifter's Renewal
Lesser: Battleshaping
Greater: Change Shape
Master: Permanent
Transformation
Creation
Minor: Creator's Focus
Lesser: Create Gear
Greater: Forceful Alteration
Master: Fabricate
Dark
Minor: Home in the Dark
Lesser: Binding Darkness
Greater: Shadow Step
Master: Shadow Walker
Death
Minor: Power over Undead
Lesser: Bolster
Greater: Spirit Touch
Master: Possession
Destruction
Minor: Intense Magic
Lesser: Movement Burst
Greater: Elemental Wall
Master: Elemental Defense
(You gain Resistance 20 vs. one chosen energy type—acid, cold, fire, or
electricity. Stacks with other sources of energy resistance.)
Divination
Minor: Forewarned
Lesser: Diviner's Fortune
Greater: Foretell
Master: Scrying
Enhancement
Minor: Physical Enhancement
Lesser: Augment
Greater: Perfection of Self
Master: Bestow Life
Fate
Minor: Fated Protection
Lesser: Prescience
Greater: Tugging Strands
Master: Greater Geas
Illusion
Minor: Extended Illusion
Lesser: Illusionary Marvels
Greater: Invisibility Field
Master: Permanent Image
Life
Minor: Life Essence
Lesser: Steal Essence
Greater: Life Sight
Master: Resurrection
Light
Minor: Lighteyes
Lesser: Blinding Ray
Greater: Revelation Aura
Master: Daylight
Mind
Minor: Enchanting Smile
Lesser: Terror
Greater: Aura of Despair
Master: Greater Communication
Nature
Minor: Animal Companion
Lesser: Wild Empathy
Greater: Empower Companion
Master: Rapid Growth (15th
level)
Protection
Minor: Resistance
Lesser: Protective Ward
Greater: Energy Absorption
Master: Anti-Magic Aura
Telekinesis
Minor: Telekinetic Stability
Lesser: Telekinetic
Impediment
Greater: Great Flight
Master: Effortless
Telekinesis
Time
Minor: Fast
Lesser: Slowing Touch
Greater: Retry
Master: Temporal Stasis (15th
level)
Warp
Minor: Shift
Lesser: Diagram
Greater: Aura of Banishment
Master: Portal
Weather
Minor: Untouched
Lesser: Wind Servant
Greater: Cloak of the
Elements
Master: Climate
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