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Mage

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Mage

 

Game Rule Information

 

Mages have the following game statistics:

Abilities: Wisdom is critical to a mage and his magical spells. Dexterity increases a mage’s Armor Class and Reflex saves, and Constitution increases her hit points and Fortitude saves.

Alignment: Mages can be of any alignment.

Hit Die: d6

 

Class Skills

The mage's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int),Disguise (Cha), Heal (Wis), Knowledge (Int), Search (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at 1st Level: (2 + Intelligence bonus) ×4

Skill Points at Higher Levels: 2 + Intelligence bonus

 

Additional Class Skills:

Iron Mage: Disable Device (Int) and Open Lock (Dex)

Mind Mage: Bluff (Cha) and Intimidate (Cha)

Sea Mage: Spot (Wis) andSwim (Str)

Wind Mage: Listen (Wis) and Survival (Wis)

Winter Mage: Balance (Dex) and Survival (Wis)

Wood Mage: Climb (Str) and Survival (Wis)

 

LevelBABFortRefWillSpecial
1+0+0+0+2Magecraft
2+1+0+0+3
3+1+1+1+3Familiar
4+2+1+1+4
5+2+1+1+4New manifestation
6+3+2+2+5Magecraft spellcasting
7+3+2+2+5
8+4+2+2+6
9+4+3+3+6
10+5+3+3+7 New manifestation
11+5+3+3+7-
12+6/+1+4+4+8Magecraft lord
13+6/+1+4+4+8
14+7/+2+4+4+9
15+7/+2+5+5+9New manifestation
16+8/+3+5+5+10
17+8/+3+5+5+10
18+9/+4+6+6+11Magecraft mastery
19+9/+4+6+6+11
20+10/+5+6+6+12 New manifestation

 

SPELL SLOTS PER DAY/SPELLS READIED AT ONE TIME

Level0123456789Level0123456789
131153
242263
34213642
44324743
5532157532
6533268543
754321786432
864332896543
96443219975432
1065433210976543
116544321119865432
126554332129876543
13665443211399765432
14665543321499876543
1566654432115998765432
1666655433216999876543
176666544321179998765432
186666554332189999876543
196666654432199999876543
206666655443209999987654

 

Class Features

 

All of the following are class features of the mage.

 

Weapon and Armor Proficiency: Mages are proficient in basic weapons or crossbows. Mages are proficient with light armor and shields.

 

Spells: Although spellcasting is not their primary focus—magecraft is—mages still have access to simple spells. A mage may choose to ready any simple spell, provided he can cast spells of that level. He readies spells ahead of time, any of which he can cast up to the maximum number of spell slots available to him for each given level. To ready or cast a spell, a mage must have a Wisdom score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a mage’s spell is 10 + the spell’s level + the mage’s Wisdom modifier. Bonus spells for mages are based on Wisdom.

 

Mage spells always have somatic, verbal, and material components. Thus, they face spell failure chances when wearing armor. A mage can choose to forgo the components, but his spells become more difficult to cast.

 

Material Components: A mage must use strange odds and ends to focus the power of magic—material components. These can include bits of a spider’s web, handfuls of dust, glass beads, the wing of a bat, and so on. If the mage has his component bag (“spellpouch”) with him, assume he has any necessary components when he needs them. If he does not have his spellpouch, the mage can attempt to use items around him to produce makeshift material components, assuming the player can convince the DM the material is appropriate. A scoop of dust from a bookshelf might be appropriate for gentle repose (sprinkled over the corpse), and a tindertwig might work for a fiery energy bolt. Material components are not specific to each spell, but must simply have some logical connection with the effect.

 

Without material components, double the casting time for all spells. (So, spells with a casting time of one standard action would take a full round to cast.) Should the mage not use verbal and somatic components either, double the casting time again (don’t triple it). For example, a spell’s casting time of one standard action becomes 2 rounds when a mage uses no components. In this case the entire spellcasting process becomes only a mental action.

 

Magecraft (Sp): A mage’s primary focus is the direct expression of his inner, magical power. This is known as magecraft. Magecraft abilities depend on the mage’s type:

 

  • Iron Mage: If attacked by a ranged or melee weapon containing iron, the iron mage gains a +1 luck bonus to Armor Class.

 

  • Mind Mage: Mind mages who succumb to mind-influencing effects halve the duration of those effects.

 

  • Sea Mage: Sea mages can breathe water up to 10 minutes per level, once per day.

 

  • Wind Mage: Wind mages enjoy air resistance 20.

 

  • Winter Mage: Winter mages have cold resistance 20.

 

  • Wood Mage: If attacked by a ranged or melee weapon containing wood, the wood mage gains a +1 luck bonus to Armor Class.

 

The mage also gets another magecraft ability based on his inner power’s manifestation type (which the character chooses at creation). The mage may select an additional magecraft manifestation every five levels thereafter (5th, 10th, 15th, 20th). Descriptions of each ability follow:

 

Mage TypeBladeCraftEyeFireHandHex
Iron MageIron BladeForge ItemSteely GazeFire LanceIron AffinityHexo of the Inner Rust
Mind MageMind BladeMind CraftEye of the VoidMindfireReach of ThoughtHex of the Clouded Mind
Sea MageWater SwordWater ShapingWhirlpool EyeLiquid FireHand of WaterHex of the Long Thirst
Wind MageWind BladeFeather WeightAir SightFire ShieldTouch of AirHex of the Whispering Wind
Winter MageIce BladeIce CraftFreezing GlanceIcefireRime TouchHex of the Cold Winter
Wood MageLiving BladeWood PorterWood SightGreenfireHand of the WoodsmanAntipathy of the Green

 

Mage TypeLuckSongSpiritStepStormWord
Iron MageBattle LuckArmor SongPierce SpiritIron StanceHail of MetalWord of Repair
Mind MageSkill LuckThought ChordHide SpiritMind StepMind CloudWord of Command
Sea MageSafety of the WavesSea SongFluid SpiritWater StepSwirling MistWater Word
Wind MageArrow's LuckFar VoiceAir SpiritWind WalkGustWindspeech
Winter MageWinter's StrengthIce SongChill SpiritWinter StepHailstormFreezing Word
Wood MageForest's ArmorLifesongHeal SpiritWood StrideStorm of ThornsNature's Warding Word

 

 

Iron Mage Manifestations

 

Armor Song: The iron mage can sing a song that weaves a sheath of magical, weightless armor around himself. He can move freely and suffers no armor check, spell failure, or movement penalties. The armor adds to his Armor Class an armor bonus equal to his Wisdom modifier + an additional enhancement bonus equal to +1 per five mage levels. Singing an armor song is a full-round action, but the armor lasts until dispelled; it does not remain in place when the mage is asleep or unconscious.

 

Fire Lance: The iron mage summons a lance of any desired size(no more than one size larger than the mage) made of flaming iron. The character is proficient with the weapon, which operates in all ways like a lance, except that it also inflicts 1 point of fire damage + 1 per two mage levels with each strike. The lance can be used only by the mage that created it. That character can create or dispel it at will, each time requiring a standard action. The lance disappears when out of the mage’s grasp.

 

Forge Item: Once per week the Iron Witch can shape a mass of non-magical metal (up to 1 lb. per level) into any form he chooses as a full-round action. The witch must succeed at an appropriate Craft skill check to make a complex item (one that has moving parts, or has a market price greater than 1 GP). This manifestation may be used like the Repair (Lesser) spell on metal objects.

 

Hail of Metal: Once per day as a standard action, the iron mage summons a swirling cloud of jagged metal that can appear anywhere within 100 feet of him, with a diameter of 20 feet. All within the area suffer 1d6 points of damage plus 1d6 per two mage levels, although a Reflex saving throw (DC 10 + half the mage’s level + the mage’s Wisdom modifier) reduces the damage by half. This is an instantaneous effect, and the jagged metal bits left over on the ground fade after 1d4 rounds.

 

Hex of the Inner Rust: The iron mage's victim can feel his blood beginning to thin, as his vital essence slowly fades away. The victim loses a point of Constitution each day that a Fortitude saving throw is failed. The DC is 10 on the first day, increasing by one point each day. The stat point loss will not naturally heal until the curse is lifted, after which it heals as normal temporary stat point loss.

 

Iron Affinity: Once per day per point of Wisdom bonus (1/week if no bonus), the iron mage can cast Magnetism on himself, cast at the witch's class level.

 

Iron Blade: The iron mage creates a short sword, longsword, or greatsword out of iron; it appears in his hand. The mage is proficient with the blade, which operates in all ways like a normal sword except that it also has a +1 enhancement bonus + 1 per five mage levels. Only the mage who created it can use the sword. He can create or dispel it at will, each requiring a standard action. The sword disappears when out of the mage’s grasp.

 

Iron Stance: The iron mage adds half his level (+2 at level 4-5, +3 at level 6-7, etc.) to any defense roll, balance check or saving throw any time something tries to move, trip, or knock him down against his will (including, for example, bull rush, the Stomp feat, the winter mage's Freezing Word ability, and the Forcebeam spell), while he is touching the ground.

 

Luck: Once per day per point of Charisma bonus (once per week if no Charisma bonus), as a free action, the iron mage may add half her level as a luck bonus to any d20 attack roll made in melee combat. This must be declared before the die is rolled.

 

Steely Gaze: The iron mage gains an additional bonus equal to half her level to saves against all gaze attacks, charm attempts and illusions.

 

Word of Repair: With a single word, the iron mage can mend a torn cloak, a shattered mug, or a broken sword. Pieces of ceramic or wooden objects can be invisibly rejoined as strong as new. A hole in a leather sack or wineskin completely heals over by mending. The object must weigh no more than 30 lbs./caster level in its finished form.

 

If an object is damaged, this spell restores 1d8 of its lost hit points per two mage levels (maximum 10d8). Damaged (rather than destroyed) objects have no size limit. A hole in a wall can be mended, for example. This ability can repair a magic item, but the item’s magical abilities are not restored. The mage can use this ability a number of times per day equal to his Wisdom bonus; magees with no bonus can use word of repair once per week. This is a standard action.

 

When used to mend a destroyed or damaged object, the item repaired takes on an ironlike appearance (but not ironlike qualities).

 

Mind Mage Manifestations

 

Eye of the Void: The mind mage's gaze can cause a target that fails a Will saving throw (DC 10 + ½ the mage's level + the mage's Charisma modifier) to become shaken for 1 round per mage's level. The target must be within 50 feet, within line of sight, and must be able to see the mage.

 

Luck: Once per day per point of Charisma bonus (once per week if no Charisma bonus), as a free action, the mind mage may add half her level as a luck bonus to any d20 skill roll based on Int or Wis. This must be declared before the die is rolled.

 

Mind Blade: The mind mage creates a short sword, longsword, or greatsword out of psionic energy; it appears in his hand. The mage is proficient with the blade, which operates in all ways like a normal sword except that the mage need make only touch attacks when wielding it, and it inflicts 1d6 points of subdual damage + 1 point of subdual damage per mage level (regardless of sword size). Only the mage who created it can use the sword. He can create or dispel it at will, each requiring a free action. The sword disappears when out of the mage’s grasp.

 

Mind Cloud: Once per day the mind mage summons a swirling cloud of psionic energy that can appear anywhere within 100 feet of him, with a diameter of 30 feet. All within the area must make a Will save (DC 10 + half the mage’s level + the mage’s Wisdom modifier) or be dazed for 1 round. The cloud lingers for 1 round per mage level.

 

Mind Craft: Once per day per point of Wis bonus (once/week if no Wis bonus) the mind mage can create an illusory object, as the spell illusory object (greater), whose duration is Concentration plus 1 round/level, not to exceed 1 minute per level.

 

Mind Step: The mind mage can dimension door (as spell cast at mage's level) once per day per six full levels (0/day at level 1-5, 1/day at levels 6-11, 2/day at 12-17, etc.)

 

Mindfire: The mind mage launches a blast of pure psionic energy from his forehead at a target within 50 feet. The mindfire inflicts 2d6 points of damage + 1d6 per two mage levels, half of which is subdual damage. A Will saving throw (DC 10 + half the mage’s level + the mage’s Wisdom modifier) negates the damage. The mage can use mindfire a number of times per day equal to his Wisdom bonus; mages with no bonus can use this ability once per week. Using this psionic, mind-affecting ability is a standard action.

 

Reach of Thought: For one round per day per point of the mind mage's Wisdom bonus (one round/week if no Wis bonus), the mage can affect an object as though casting a heightened telekinesis (lesser) on it at her level. The rounds per day need not be consecutive, or apply to a single object, though only one object at a time may be affected.

 

Thought Chord: With a mental song, the mind mage can send a thought message to anyone known to him within one mile per mage level. The message can be no more than one word per mage level in length. Line of sight is not required. The mage can use this ability a number of times per day equal to his Wisdom bonus; mages with no bonus can use thought chord once per week. This is a standard, psionic, mind-affecting, language-dependent action.

 

Word of Command: With a single word, the mind mage creates a mind-affecting enchantment effect that can compel a creature to “flee” (directly away from the mage at full speed), “drop” (whatever it is holding),or "sleep" for 1 round. THe creature can make a Will saving throw (DC 10 + half the mage's level + the mage's Wisdom modifier) to negate the effect. The mage can use this ability a number of times per day equal to his Wisdom bonus; mages with no Wisdom bonus can use word of command once per week. This is a standard action. The mage must be within 25 feet plus 5 feet per two mage levels of the target of this word.

 

Sea Mage Manifestations

 

Hand of Water: Once per day per point of Wisdom bonus (1/week if no bonus), the sea mage can spend a full-round action to transform her hand into a liquid state. When in this state, the hand can flow into tiny cracks and crevasses, reaching around the edge of a door to unbar it from the inside, or a finger flowing into a keyhole to unlock it, or reaching into a locked (but not sealed) chest to feel for what is inside, or even flow through a manacle or binding ropes. The hand can stretch up to twice its normal wrist-to-fingertip length; this is never enough to grant reach. The mage must make a Reflex save (DC 15 + 1 per pound of the object) each round that a hand in this state is holding something, or the held object will be dropped. The mage can return her hand to its normal state with another full-round action.

 

Liquid Fire: Once per day, the sea mage can spray acid in a 180 degree arc out to 20 feet. The acid inflicts 1d6 points of damage + 1d6 per two mage levels, although a Reflex saving throw (DC 10 + half the mage’s level + the mage’s Wisdom modifier) reduces the damage by half. This instantaneous effect requires a standard action.

 

Luck: Once per day per point of Charisma bonus (once per week if no Charisma bonus), as a free action, the mage may add half her level as a luck bonus to any saving throw. This must be declared before the die is rolled.

 

Sea Song: If a sea mage sings this 10-minute song once per day, the chance for bad weather or hostile encounters on a sea voyage decreases by half.

 

Swirling Mist: The sea mage creates an area of obscuring mist (as the spell) as a standard action once per mage level per day.

 

Water Shaping: Once per day per point of Wis bonus (once/week if no Wis bonus) the sea mage can shape water so as to create stable pockets of air under water, or create stable depressions and hills on the water's surface within a 10-foot radius area plus 5 feet per two levels. The area of this effect can be stationary, or move up to 20 feet per round, as the mage desires, but must remain within Medium range (100 feet + 10 feet/level) or the effect dissipates. The duration of this effect is concentration plus one round per level. The mage can affect the surface of water in the affected area by one conditional degree: from calm to rough, or vice versa, rough to stormy or vice versa.

 

Water Step: The sea mage can walk on water at will, as if walking on solid (but moving) ground. This requires a Balance check on which the mage may take 10: DC 10 for calm water, DC 14 for a choppy lake or normal waves on the open ocean, DC 18 for a stormy, windy lake, etc. Each degree of movement faster than walking also adds +2 to the DC. If a Balance check fails, the mage is in the water, and swimming. A successful swim and balance check in the same round, at least one of them succeeding by at least 5, allows a swimming sea mage to gain her feet atop the water.

 

Water Sword: The sea mage can create a short sword, longsword, or greatsword out of solid water; it appears in his hand. The mage is proficient with the blade, which operates in all ways like a normal sword. Once every other day, the mage can choose to touch a nonmagical metal object with the blade, causing the object to rust and become useless. The object must be size Small or smaller. If the object is in a creature’s possession, the creature can make a Reflex saving throw (DC 10 + half the mage’s level + the mage’s Wisdom modifier) to negate the effect. Only the mage who created the sword can use it. He can create or dispel it at will, each requiring a tandard action. The sword disappears when out of the mage’s grasp.

 

Water Word: With a word the sea mage can either calm a sphere of water (with a radius equal to his level × 10 feet) or make an equal area churn and become very rough. Movement rates through the rough waters—even by the most expert swimmers—are cut in half, and non-water breathers in the area must make a Swim check (DC 15) or begin to drown. The effect on the water lasts for 1 minute per level. This is a standard action.

 

Whirlpool Eye: The sea mage's gaze can cause a target that fails a Will saving throw (DC 10 + ½ the mage's level + the mage's Charisma modifier) to become stunned for as long as the mage concentrates and maintains the gaze, up to 1 round per mage's level. The target must be within 50 feet, have line of sight, and must be able to see the mage. If the target is attacked at any time, or if the line of sight is interrupted, the stunning effect is broken.

 

Wind Mage Manifestations

 

Air Sight: The wind mage learns to see the air itself, and can detect normally hidden things by watching the currents and eddies of the air. The mage gains a competence bonus equal to half his level to search for secret doors, and may make a Spot check to see invisible creatures or objects (DC 20 for motionless creatures and objects; DC 15 for moving things). Furthermore, Spot becomes a class skill for the wind mage.

 

Far Voice: The wind mage can send a message in song to anyone known to him within 10 miles per mage level × his Wisdom bonus. (A mage with no Wisdom bonus should multiply by 1.) The message can be no more than one word per mage level in length. Line of sight is not required. The mage can use this ability a number of times per day equal to his Wisdom bonus (if the mage has no bonus, he can use this ability once per week). This standard action is psionic, mind-affecting, and language-dependent.

 

Feather Weight: Once per day per point of Wis bonus (once/week if no Wis bonus), the wind mage can affect an object or creature as with the reduce weight spell, cast at the mage's class level.

 

Fire Shield: The wind mage summons a shield of swirling, churning flame, the same size as he is. The mage is proficient with the shield, which has no weight and inflicts no armor check penalties or spell failure chances. Like any shield of the character’s size, it offers a +2 armor bonus to his Armor Class. Creatures that launch a melee attack at the mage suffer 1 point of fire damage per mage level per round from the shield’s heat. The shield lasts for 1 round per mage level and can be summoned a number of times per day equal to the mage’s Wisdom bonus. (A mage with no bonus can use this ability once per week.) The shield disappears when out of the mage’s grasp.

 

Gust: The wind mage can create a gusting wind (as the spell) as a standard action once per mage level per day.

 

Luck: Once per day per point of Charisma bonus (once per week if no Charisma bonus), as a free action, the mage may add half her level as a luck bonus to any d20 ranged attack or ranged touch attack. This must be declared before the die is rolled.

 

Touch of Air: The wind mage's hands develop a touch so light that, when she chooses, it is practically not touching at all. When searching, she does not set off touch-activated traps with her hands, and she can touch objects and surfaces inscribed with touch-trigger runes with her hands, without setting them off. When she chooses, she may handle objects without imparting her aura to them, making such interactions invisible to divination spells like object loresight.

 

Wind Blade: The wind mage can create a short sword, longsword, or greatsword out of wind; it appears in his hand. The mage is proficient with the blade, which operates in all ways like a normal sword except that the winds comprising it turn away incoming attacks. While the mage wields the blade, he gains a +1 deflection bonus to Armor Class +1 per four mage levels. Only the mage who created the sword can use it. He can create or dispel it at will, each requiring a standard action. The sword disappears when out of the mage’s grasp.

 

Wind Walk: The wind mage can levitate (as spell) for number of rounds per day equal to her level plus her Wisdom bonus. These rounds do not need to be consecutive. At 8th level and above, the power becomes flight (as spell) for number of rounds per day equal to her class level plus her Wisdom bonus.

 

Windspeech: The wind mage conjures a whispering breeze that translates the words one creature is saying to all within 25 feet. The subject of this ability can be the mage. The breeze lasts for 1 round per mage level. The subject can make a Will saving throw (DC 10 + half the mage’s level + the mage’s Wisdom modifier) to negate the effect. The mage can use windspeech a number of times per day equal to twice his Wisdom bonus; mages with no bonus can use this ability once per week. This is a standard action.

 

Winter Mage Manifestations

 

Freezing Glance: The winter mage's gaze can cause a target that fails a Will saving throw (DC 10 + ½ the mage's level + the mage's Charisma modifier) to be rendered speechless for a number of rounds equal to her level. This will effectively prevent the casting of spells that require a verbal component or activiting magic items that require speech to do so, as well as any abilities that require the target to speak. The target must be within 50 feet, within line of sight, and must be able to see the mage. This ability does not cause silence; if the target has some other means of creating sound (e.g. a whistle, etc.) he may. The target is otherwise free to act normally.

 

Freezing Word: With a single word, the winter mage freezes two inanimate objects together with a thick coating of ice. One of the objects must be no larger than Medium size. Breaking the bond requires a Strength check (DC 30). Depending on the material of the objects involved, the objects themselves may break first. The icy coating lasts 10 minutes per level. The mage can use this ability to seal doors, stick weapons in sheaths, and so on. If an object to be affected is in a creature’s possession, the creature can make a Fortitude saving throw to resist (DC 10 + half the mage’s level + the mage’s Wisdom modifier).

 

The mage can also coat a surface, 10 feet square, with slick ice requiring anyone standing on it or walking across it to make a Balance check (DC 10 + half the mage’s level + the mage’s Wisdom modifier) or slip and fall. The icy coating lasts 10 minutes per level.

 

The mage can use this power (either application) a number of times per day equal to twice his Wisdom bonus.

 

Hailstorm: Once per day the winter mage summons a pounding mass of ice that can appear anywhere within 100 feet of him. The ice appears 50 feet up and falls in a circle with a diameter of 20 feet. All within the area suffer 1d6 points of damage +1 point per mage level although a Reflex saving throw (DC 10 + half the mage’s level + the mage’s Wisdom modifier) reduces the damage by half. Half the damage is cold damage, the other half comes from the impact. The hailstorm lasts for 1 round + 1 round per three mage levels (up to a maximum of 5 rounds).

 

Ice Blade: The winter mage creates a short sword, longsword, or greatsword out of ice; it appears in his hand. The mage is proficient with the blade, which operates in all ways like a normal sword except that it also inflicts 1 point of cold damage + 1 per two mage levels with each strike. Only the mage who created it can use the sword. He can create or dispel it at will, each requiring a standard action. The sword disappears when out of the mage’s grasp.

 

Ice Craft: Once per week, as a full-round action, the winter mage can turn up to 1 lb. per level of water into ice, shaping it into any form she chooses as she does so. The mage must succeed at an appropriate Craft skill check to make a complex item. The ice is cold to the touch, has the hardness and hit points of stone, and will not melt, though it will take double damage from fire-based effects. Cold-based effects have no effect on these objects. The mage may remove the non-melting aspect with a touch, and may remove the non-melting aspect of another winter mage's ice item with a touch as well, if an opposed caster power check succeeds. A successful dispel magic will also cause the ice item to melt as normal ice.

 

Ice Song: As a standard action the winter mage sings a song that can render a single humanoid target (of his own size or one size smaller) frozen still and helpless for 1 round per level. Creatures resistant or immune to cold cannot be affected by this enchantment effect. The victim must be within 50 feet and can make a Will saving throw to resist (DC 10 + half the mage’s level + the mage’s Wisdom modifier). The mage can use this ability a number of times per day equal to his Wisdom bonus; mages with no bonus can use this ability once per week. The mage must sing to use this ability.

 

Icefire: The winter mage launches a blast of pure cold energy from his hand at a target within 50 feet. It inflicts 2d6 points of damage plus 1d6 per two mage levels, although a Reflex saving throw (DC 10 + half the mage’s level + the mage’s Wisdom modifier) reduces the damage by half. The mage can use icefire a number of times per day equal to his Wisdom bonus; mages with no bonus can use icefire once per week. This is a standard action.

 

Luck: Once per day per point of Charisma bonus (once per week if no Charisma bonus), as a free action, the mage may add half her level as a luck bonus to any d20 caster power check or caster level check. This must be declared before the die is rolled.

 

Rime Touch: The winter mage's touch attack freezes one inanimate object, no heavier than 3 pounds per class level, for a number of rounds equal to the mage's class level. As usual, magic items get a saving throw; the DC is 10 + ½ the mage's level + her Con modifier. While in this frozen state, the object is especially vulnerable to damage: its hardness is ignored (except for magical hardness), and all damage done to the object doubles. This stacks with Improved Sunder; as with all doubled doublings, the damage in this case is tripled. The winter mage can use this power a number of times per day equal to her Con bonus; if the mage has no Con bonus, she may use it once a week.

 

Winter Step: Once per day per two mage levels, the winter mage may cause a slick icy coating to form on the soles of his feet, allowing for twice his normal movement speed for one round, provided the movement is in a straight line. The mage may invoke this power as part of his move action.

 

Wood Mage Manifestations

 

Forest's Awareness: The wood mage gains the Intuitive Sense feat.

 

Greenfire: The wood mage launches a blast of pure positive energy from his hand at a single target within 50 feet. When casting, the mage must decide whether the blast will affect living or unliving targets. It cannot affect both. Greenfire inflicts 2d6 points of damage + 1d6 per two mage levels, although a Reflex saving throw (DC 10 + half the mage’s level + the mage’s Wisdom modifier) reduces the damage by half. If used against undead, all 1s and 2s rolled on the dice count as 3s. The mage can use this ability a number of times per day equal to his Wisdom bonus; mages with no bonus can use greenfire once per week. This is a standard action.

 

Hand of the Woodsman: The wood mage gains a +2 competence bonus to all ranged attack rolls. This manifestation is "always on" and does not need to be activated.

 

Lifesong: The wood mage can heal a living creature’s wounds. His touch heals 1d8 points + twice the mage’s level in damage. He can use lifesong a number of times per day equal to his Wisdom bonus; mages with no bonus can use this ability once per week. This full-round action requires the mage to sing.

 

Living Blade: The wood mage creates a short sword, longsword, or greatsword out of wood. The mage is proficient with the blade, which operates in all ways like a normal sword except that it inflicts upon nonliving targets additional damage equal to the mage’s Wisdom bonus per hit; mages with no bonus gain no benefit from this ability. Only the mage who created it can use the sword. He can create or dispel it at will, each requiring a standard action. The sword disappears when out of the mage’s grasp.

 

Luck: Once per day per point of Charisma bonus (once per week if no Charisma bonus), as a free action, the mage may add half her level as a luck bonus to his Armor Class for one round. This must be declared on the mage's initiative.

 

Nature’s Warding Word: With a single word, the wood mage gives himself barklike skin, which grants a natural armor bonus to Armor Class equal to his Wisdom modifier + an additional natural armor bonus equal to +1 per five mage levels. The effect lasts until dispelled, lthough it does not remain while the mage is asleep or unconscious. Using nature’s warding word is a standard action.

 

Storm of Thorns: As a standard action, the wood mage sprays a blast of tiny thorns from his body in all directions out to 10 feet. All within the area suffer 1d6 points of damage + 1d6 per two mage levels, although a Reflex saving throw (DC 10 + half the mage’s level + the mage’s Wisdom modifier) reduces the damage by half. This is an instantaneous effect. The mage can use storm of thorns a number of times per day equal to his Wisdom bonus; mages with no bonus can use this ability once per week.

 

Wood Porter: The wood mage can spend a week and 1,000 GP to craft a magical, flying construct out of wood with stats and abilities dependant on the mage's level. The form of the porter may be as simple as a staff or broomstick. It can carry up to twenty times the mage's level in pounds, and can fly at a speed of 4 times the mage's level (perfect maneuverability, can double move but not run). It is not capable of making an attack, has an AC of 12 + 1 per mages' level, and has hit points equal to the mage's level times 3. It can follow the simplest of commands, as though it had an intelligence of 2. It will only obey the mage that created it, and will only respond to voice or touch. If the construct is more than Medium range (100 feet + 10 feet per level) from the mage, it loses all of its abilities and becomes inert until it is within range again. A mage can never have more than one such porter at a time. Mages of sufficient level that the porter can carry their own weight often use these as mounts.

 

Wood Stride: The wood mage can move at full speed through any wooded terrain, and can choose to cover her tracks while doing so, adding her class level to the DC of anyone trying to follow her tracks. She can obscure a number of tracks besides her own equal to her level; this will reduce her speed to half normal.

 

Familiar:

 

MageFamiliars
IronRat, toad, weasel
Mind
SeaHawk, lizard, rat, snake
WindBat, hawk, owl, raven
WinterCat, raven, weasel
WoodCat, owl, rat, weasel

 

Magecraft Spellcasting (Su): Starting at 6th level, the character’s magecraft talents begin to affect even his spellcasting. All a mage’s spells begin to take on traits —and benefits— specific to each mage type:

 

  • Iron Mage: The iron mage gains access to any spell with the earth descriptor. Where appropriate, things he creates (like magic walls) gain a +2 bonus to hardness, and their damaging effects inflict an additional +1d6 points of slashing or piercing damage.

 

  • Mind Mage: The mind mage gains access to any spell with the psionic descriptor and enjoys use of the psionic spell template.

 

  • Sea Mage: The sea mage gains access to any spell with the water descriptor and enjoys use of the water spell template.

 

  • Winter Mage: The winter mage gains access to any spell with the cold descriptor and enjoys use of the cold spell template.

 

  • Wind Mage: The wind mage gains access to any spell with the air descriptor and enjoys use of the air spell template.

 

  • Wood Mage: The wood mage gains access to any spell with the plant descriptor and casts them at +2 caster levels.

 

Magecraft Lord: At 12th level, the mage gains a new power:

 

  • Iron Mage (Su): Iron mages gain a +1 natural armor bonus to Armor Class as their flesh grows hard as iron.

 

  • Mind Mage (Su): Mind mages gain a +2 luck bonus to saving throws against mind-influencing affects as they erect a continual mental shield.

 

  • Sea Mage (Su): Sea mages gain water resistance 20.

 

  • Wind Mage (Sp): Wind mages can use the spell flight (self-only) once per day using their mage level as the caster level.

 

  • Winter Mage (Su): Winter mages gain a +10 circumstance bonus to Charisma-based checks when dealing with creatures of the cold subtype.

 

  • Wood Mage (Su): Wood mages gain a +1 natural armor bonus to Armor Class from a barklike hardening of their skin.

 

Further, one of the magecraft lord’s magecraft powers inflicts 50 percent more damage (or heals 50 percent more, or provides a 50 percent greater Armor Class bonus), lasts twice as long, or can be used twice as often—whichever the mage chooses upon gaining 13th level. Once he makes his choice, the mage cannot change the option he selects or the power he decides to affect. Magecraft powers that cannot be affected by these enhancements (such as sea song) cannot be enhanced by this ability.

 

Magecraft Mastery: At 18th level, the mage can enhance another of his magecraft powers, as described for magecraft lord.

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