The Magicka MageBefore we cast woven magic, we cast the elements within ourselves. | How did the spells we know come to be and how were they invented? Someone had to make the mistakes of blowing them selves up and setting loot on fire before we learned how to properly undress a Succubus from another plane. They are the originals, the precursor to the sorcerer, the unrefined rubber mallet before hammers were invented, the alpha and extinct-before-the-omega, they are the Magicka Mages! | |
Characteristics: Magicka Mages pull elemental energy from the inner planes and the material plane's composition to create and cast what is called magicka. How it works is also the operating theory of how the gods of magic such as Mystra have managed to create the weave in the first place. Due to it's simplistic nature, crude basics, and extreme volatility it is often looked down upon by even sorcerers. But every Magicka Mage is proud of their ability and independence from others so they love to wear a brightly covered robe and as an expression of their abilities will often decorate it in magical symbols. They are the source of the trope known as sword & sorcerer wielding a staff in one hand and a sword in the other. They are often intelligent and heroic like the legends Gandolf & Merlin whom were mere understudies but sometimes they were stupid and insane (like black mage but we don't talk about him). Most remain cryptic and some theorize it is because they have no idea what they are doing while others believe the success of their grand plans required them to be manipulative to young orphans branded by a scar and this is not an oddly specific example at all.
Background: Magicka Mages cast magic and invented spells before everyone else invented paper and deities. They probably died out in a glorious explosion of research and maniacal laughter (or maybe a wizard did it). It is a rarity to find them these days, you're more likely to stumble across one that accidentally froze him self in ice than to one someone actually practicing Magicka. Legend says the abyss was invaded by them long ago, they breed and fight in an ever descending exploration that has long taken them from the sight of gods & men but maybe there is some kind of accidental short cut that spits one back. Otherwise if someone were to pursue this path for the novelty of it they need to forgot silly conceptions like logic and they often consider wisdom a dump stat.
| Game Rule Information Abilities: Charisma is important for manipulating magic and dexterity keeps you from hitting your self which can also be important. Alignment: Extremely Chaotic. Starting Gold: 2d4. Special Limitation: you must start every gaming session with a borderline unfunny pop culture reference. |
Table: The Magicka MageLevel | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| BAB | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6/+1 | +6/+1 | +7/+2 | +8/+3 | +9/+4 | +9/+4 | +10/+5 | +11/+6/+1 | +12/+7/+2 | +12/+7/+2 | +13/+8/+3 | +14/+9/+4 | +15/+10/+5 |
| Fort | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| Relf | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| Will | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Special | Summon & Snap Cast Magicka | Shield Element | Arcane/Healing Elements | Magicka | Advanced Shield | Area Effects | - | Evasive Mettle | - | Find Weakness | - | Implement Expertise | - | - | - | Mayhem | - | Refined Magicka | - | Total Mayhem |
| Magicka Known | - | - | - | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 (1) | 9 | 9 (2) |
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Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Bluff, Craft(any), Concentration, Heal, Intimidate, Perform(any), Spellcraft, Spot, Use Magic Device.
Class Features | Proficiency:Magicka Mages only gain proficiency with longswords and quarterstaffs, and consider them to be implements that aid in their spellcasting. They add the enhancement bonus of any wielded longsword to Magicka attack rolls, and the enhancement bonus of any wielded quarterstaff to Magicka damage rolls (but not snap casting) and Magicka save DCs. However, wearing armor increases the profound effect on mobility that Magicka has and so add the worse of any armor check penalty's base or modified value as a penalty to reflex saves (minimum -1). |
Summoning Magicka: Magicka Mages use an unorthodox method of spellcasting that doesn't use the weave, rather they summon the base elements from the elemental planes which circle around them as orbs until they cast the actual spell. The number of elemental "orbs" summoned varies based on the action used (see table to the right) and each one reduces all of the Magicka Mage's speeds by -5ft while summoned as the mage becomes anchored to the planes. A Magicka Mage can summon the elements even if they are under weave altering effects such as dimensional anchor, antimagic field, or even dead magic zones since Magicka is a primordial form of spellcasting.
You can summon the elements over multiple rounds if you like but you cannot have more than five out or replace existing ones. When you cast a Magicka all elements are spent, you cannot choose to split summoned elements into different spells. When you summon elements using an action you can also cast your Magicka as part of the same action, otherwise you need to use a separate standard action. Summoning an element, or snap casting (see below) doesn't provoke attacks of opportunity but if you are damaged while summoning an element you need to make a concentration check.
At first level a Magicka Mage can only manipulate the four elements that make up the multiverse - air (electricity), earth (acid), fire (guess), & water (cold) - but they will eventually learn how to use other special elements available to them. | Summoning | |
Action | Elements | Swift | 1 | Move | 2 | Standard | 3 | Full | 4 |
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| Shield Element: With a little familiarity with Magicka the Player mage learns how to manipulate the elements for protection. In truth it's actually the binding energy that allows the elements to come together and form things like the prime material plane but it's a little hard to grasp the concept so it is simply called the shield element. When summoned and snap cast (see below) it creates a golden hued energy barrier around the mage that sheds light like a candle. Each shield element when used on it's own absorbs one point of damage per two caster levels before breaking and vanishing, any excess is dealt to the mage normally.
When combined with another element it instead provides a stacking bonus to resistance against the other elements used. For example a 5th level mage uses a standard action to summon two fire elements, one air, and one shield. The resulting effect would grant him resistance to fire 10 and electricity 5. Since it's not a pure barrier it doesn't end early for preventing damage either and extra shield elements are redundant. This effect lasts for ten minutes or until the mage snap casts another Magicka that involves usage of shield element. |
Arcane/Healing Elements: With a little more experience with Magicka the Player Magicka Mage is ready to tackle even more elements. The arcane element is actually drawn from another inner plane known as the negative energy plane, it deals negative energy damage which harms living creatures but heals undead. When a creature dies from Magicka using the arcane element, its body explodes in a shower of negative energy striking everyone adjacent to the creature for the damage dealt to the original target.
The healing element is drawn from the last inner plane, the positive energy plane, and it deals positive energy damage to undead while living creatures are healed from it. However, the mage is more adept at blasting other people rather than subtly applying elements, so they wield the healing element like a bludgeoning weapon against other creatures who only recover half the amount of hit points from the effect (through undead are still damaged normally). | |
// Basics
Snap Casting Magicka: One of the most basic usages of Magicka is called snap casting which is when the mage launches the summoned elements out to blast his enemies or anything else that would look better on fire or soaking wet. This works as a ranged touch attack with a 15ft increment (max 60ft). Each element deals one point of damage per two caster levels of it's associated type. The elements behave as they normally would (for example, water hits with a blast of freezing water) but they quickly vanish back to their elemental plane.
For example, a 3rd level Magicka Mage uses a standard action to summon two fire elements and one air element, he can then either cast Magicka or choose to let them circle around him imposing a -15ft penalty to his speed. If he chooses to snap cast them at a target 45ft away he makes a ranged touch attack with a -4 penalty for the range and on a hit he deals four points of fire damage and two points of electricity damage.
Magicka: At the 4th level and several dozen encounters of use
the Player the Magicka Mage is ready for some advanced casting. The spells, or simply Magicka, is the full process of summoning and interconnecting the elements creating the first versions of the weave to cause a special effect that cannot normally be achieved with physical effort. These effects require certain specific combinations and if a mage has the wrong ones or have too many out they cannot cast their desired Magicka.
Since Magicka is closer to the weave it's subject to weave-based effects such as anti-magic and dispelling through it still ignores spell resistance. Effects that would prohibit planar travel can also be used to dispel, but not prevent the casting of, Magicka. It's mental complexity also provokes attacks of opportunity when used. You learn a new Magicka at almost every other level as indicated by the table and learning them is permanent, you cannot exchange or swap them out in later levels. See the second post for details and remember that Magicka rarely discerns a difference between the enemy, ally, or even the caster.
Advanced Shield Techniques: At the 5th level a Magicka Mage learns new ways to abuse his shield, instead of imbuing his shield with elements he imbues his elements with his shield. This gives him the appearance of wearing the elements such as being covered in dirt or even stone flakes depending on how potent his spell was.
Each earth element gives DR 2/adamantine while each water element gives +1 on save against magical effects. Fire instead creates a cloak that deals 1d4 fire per element to each creature striking you with a melee attack while each air element charges your held metallic weapons so they deal an extra +1d4 electricity damage per element. Arcane provides a +1 bonus per element on any saves against energy drain and ability damage/drain while healing does the same against dazed, stunned, confused, and fatigue/exhaustion effects.
| Area Effects: The Magicka Mage learns how to turn his snap casting into an area effect depending on the elements used. As long as one of the elements was air, arcane, or healing, the mage can choose to cast it as a 40ft line. Fire allows for 40ft cones, water for 20ft bursts centered on the caster (the caster isn't affected). Earth produces a splash effect that hits every creature within 20ft of it's center. Creatures can make reflex saves to halve damage taken against a DC equal to 10 + 1/2 your Magicka Mage level + your charisma modifier.
The shield element however lets you produce a wall-like effect covering 5ft per two caster levels. All segments must be continuously joined and it cannot "cut" through other fixed objects or creatures. If it's entirely made out of the shield element the barrier is impassible but can be attacked and broken through as if breaking the personal shield normally. Infused with other elements however it deals 1d4 damage per element to creatures passing through and prevents spells that deal the same type of damage from passing through provided the elements used are less than the ones used in the wall. This can block weave-based spells with a level up to twice the amount of elements used as well. | Element | Area | Air | Line | Earth | Splash | Fire | Cone | Water | Burst | Shield | Wall | Arcane | Line | Healing | Line |
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| Evasive Mettle: After a lot of trial and error the Magicka Mage will learns blasting creatures with area spells if they happen to be standing nearby hurts. Thankfully, he's had plenty of practice by now to learn how to avoid his own Magicka. Against his own Magicka he gains the benefits of improved evasion and improved mettle. He can also attempt a reflex save to avoid an arcane element's explosion when snap casted.
Find Weakness: When the mage hits an opponent with snap casted Magicka he instantly learns if the creature took more, or less, damage than dealt allowing him to better discern effects like resistance, immunities, and weaknesses through trial and error.
Implement Expertise: After obtaining mastery in Magicka the Player Magicka Mage remembers he has been carrying a sword and staff all this time and they can be used to smack things. He gains a +4 bonus with attack & damage rolls with longswords and once per round when he snap casts a Magicka made out of a single set of matching elements while holding a quarterstaff he can add his spellcraft ranks to a single creature damaged by the Magicka once per casting. This also works with healing but you use the heal skill instead. |
Refined Magicka: Near the pinnacle of experience a Magicka Mage's advanced experimentation leads to a break through allowing him to create what other creatures would later call a spell-like ability. Choose one first level wizard/sorcerer spell and any combination of five elements, the Magicka Mage can cast the spell as an SLA using that elemental combination (effectively adding it as a Magicka known). The Magicka Mage learns two such of these spells as indicated in parenthesis in the table.
| Mayhem: Emboldened by their recent discoveries a Magicka Mage gets even more experimental. Once per day for each point of charisma bonus while snap casting the Magicka Mage randomly summons several elements and casts a random effect, roll once on the Rod of Wonder table and once on the Warp Touch table (found in the DMG & BoVD). Anyone affected by the Rod of Wonder's effect is also affected by the Warp Touch's effect except it only lasts one minute even if it would have been permanent.
At the 20th level the Magicka Mage can roll on each table twice and choose which effects take place. |
(special thanks to Nansork, our homebrew connoisseur, for helping proofread some of this so far)