Another base class for my Magipunk setting. WIP. I totally stole
this idea from Prime32 and ran with it (with permission).
Crystal MagePicture Credit: Google Image Search "I have achieved perfection. What have you achieved?"-Elsbeth Mirror, crystal mage
Spellcrystals are a naturally-occurring magical phenomenon which grow organically in regions of high residual magic. They are harvested for their special properties, acting as perfect storage devices for spell energy. A crystal mage who has acquired a large spellcrystal of exceptional quality and attuned to it in a special ceremony that requires implanting the crystal in her solar plexus. The ceremony awakens the heartcrystal to sentience, and it enters into a symbiotic relationship with the mage, supplying magical skill and knowledge in exchange for life energy.
Over time, the heartcrystal and the mage integrate more and more closely, becoming one perfect being.
MAKING A CRYSTAL MAGE A crystal mage is an arcane spellcaster, who can specialize in any number of different party roles.
Abilities: Intelligence and Constitution are equally important for a Crystal Mage. If the Mage intends to focus on combat, a good Strength and Dexterity can be quite important.
Races: Any non-chaotic. The orderly nature of a heartcrystal's internal facets means that beings which are too chaotic and random can never fully attune themselves.
Starting Gold: As wizard.
Starting Age: As wizard.
Class SkillsThe Crystal Mage's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Profession (Wis), Scholarship (Int), and Wordsmithing (Int).
Skill Points at 1st Level: (2 + Int)x4
Skill Points at Each Additional Level: 2 + Int
Table: The Crystal Mage | HD: d6 |
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Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +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 Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Reflex Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
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Special | Heartcrystal, Geodes, shard d6 | Grow crystal, lesser crystalline weapon | Crystalline constitution | Geode focus | Share crystal | Crystalline shield, shard d8 | Crystalline weapon | Geode focus | Improved crystalline constitution | Storm of shards | Shard d10 | Geode focus | Improved crystalline weapon | Improved crystalline shield | Greater crystalline constitution | Geode focus, shard d12 | Greater storm of shards | Absorb crystal | Greater crystalline weapon | Crystalline perfection, Geode focus |
| | | Geodes Retrieved | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 8 |
| | Spells per Day | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 5 | 3 | — | — | — | — | — | — | — | — | 6 | 4 | — | — | — | — | — | — | — | — | 6 | 5 | — | — | — | — | — | — | — | — | 6 | 6 | 3 | — | — | — | — | — | — | — | 6 | 6 | 4 | — | — | — | — | — | — | — | 6 | 6 | 5 | 3 | — | — | — | — | — | — | 6 | 6 | 6 | 4 | — | — | — | — | — | — | 6 | 6 | 6 | 5 | 3 | — | — | — | — | — | 6 | 6 | 6 | 6 | 4 | — | — | — | — | — | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | — | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
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Weapon and Armor Proficiencies: A crystal mage is proficient with simple weapons, and with the crystal armor, weapon, and shield produced by her heartcrystal, but not with any other weapons, armor, or shields.
Spells: A crystal mage casts arcane spells which are drawn from her Geodes (see below). She knows every spell that is recorded in her heartcrystal. A crystal mage need not prepare her spells ahead of time, but instead, retrieves some of the Geodes that her heartcrystal bears (see below) at the beginning of each day. A crystal mage can only cast spells she knows from her retrieved Geodes; if she does not know all of the spells from one of her Geodes can still retrieve that Geode, but is able to cast only the spells that she knows.
To learn or cast a spell, the crystal mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a crystal mage's spell is 10 + the spell level + her Intelligence modifier. Like other spellcasters, a crystal mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells for a high Intelligence score. The crystal mage regains her spells by getting a good night’s sleep and spending 1 hour communing with her heartcrystal (see the heartcrystal entry for more details).
Heartcrystal: A crystal mage unlocks her magical abilities by attuning to a sufficiently-large spellcrystal in a special (and dangerous) ceremony. This process implants the heartcrystal in the mage's chest (just below the sternum), which awakens the crystal to sentience. It remains awakened by drawing on the crystal mage's lifeforce. At first, this has no effect on the mage; however, when the mage is able to cast spells of 2nd level or higher, the heartcrystal must draw enough lifeforce that it hinders the crystal mage. As long as the mage has spells of at least 2nd-level available to cast, her hit point total decreases as shown on the table below. This damage cannot be healed, reduced, or prevented in any way until she has no more spells of that level available, at which point it can be healed normally. A crystal mage's heartcrystal begins play containing one 0th level spell of her choice for each Geode she has, plus all spells associated with her Geodes (see below).
A crystal mage must commune with her heartcrystal every day to regain her spells. She cannot cast any spell that is not recorded in her heartcrystal. To enable the mage to cast a spell, the heartcrystal expands its own substance so that it can hold the spell energy. Storing a 1st-level spell causes no change in the crystal. However, if the mage can cast spells of 2nd level or higher, the crystal grows over the surface of her body, and enough of the mage's body is covered by this hard shell that it provides her an armor bonus (and a penalty to Persuasion checks to disguise her appearance). In this case the heartcrystal takes up one or more body slots, as shown in the table below; the entries in the table are cumulative, and the total effect is determined by the highest-level spells the mage has available.
The armor granted by the heartcrystal is treated as light armor with no armor check penalty or arcane spell failure. Casting spells of a given level does not remove the armor bonus, Persuasion penalty, or body slot for that level; however, it does allow the hit point loss to be healed. Once a crystal mage can cast 2nd-level spells, the heartcrystal armor can be enchanted as a magic item, with the normal +50% cost of adding another effect to an existing item.
The appearance of each crystal is unique, as it reflects both the mage's personality and lifeforce, and the spells stored within it in the orientation of the crystal's internal facets. The appearance may shift over time as the mage and the crystal evolve and change. A heartcrystal grants other abilities depending on the crystal mage's level, as detailed below.
Spell Level | Body slot | HP loss | Armor bonus | Persuasion penalty |
2nd | Torso | 1 | +4 | -2 |
3rd | Arms | 2 | +1 | -2 |
4th | Hands | 3 | +1 | -2 |
5th | Body | 4 | +0 | -2 |
6th | Feet | 5 | +1 | -2 |
7th | Shoulders | 6 | +1 | -2 |
8th | Waist | 7 | +0 | -2 |
9th | Throat | 8 | +1 | -2 |
Geodes: A crystal mage learns spells through the use of Geodes, which are small pockets of homogeneous crystal structure within her heartcrystal, representing particular patterns of similar magical knowledge. At first level, the heartcrystal forms 5 Geodes; the crystal mage acquires another Geode at every level thereafter. These Geodes are gained automatically and at no cost. Each Geode adds 6 spells of various levels to the mage's heartcrystal and spells known. The individual Geodes are described below.
In addition to the spells and Geodes gained automatically at each level, a crystal mage can learn and encode additional Geodes and their spells into her heartcrystal through other spellcrystals and spell Geodes (from other crystal mages' heartcrystals). No matter what the Geode's source, the crystal mage must first decipher the magical patterns (usually requiring either a
read magic spell or a Arcana check). Next, she must spend a day studying the spell. At the end of the day, she must make a Arcana check (DC 15 + spell’s level). If the check succeeds, the crystal mage understands the spell and can encode it into her heartcrystal through a magical process that consumes 100 gp per spell level in reagents. The process leaves a spellcrystal that was copied from unharmed, but a spell successfully copied from a spellcrystal disappears from the crystal. Learning spells from a complete spell Geode is a simpler process, requiring a single Arcana check (DC of 20 + the highest level spell in the Geode) and 1 day per stored spell studying the Geode to learn all spells stored within.
If the check fails, the crystal mage cannot understand or record the spell. She cannot attempt to learn or record that spell again until she gains another rank in Arcana. In most cases, crystal mages charge a fee for the privilege of recording spells from their Geodes. This fee is usually equal to the spell’s level × 50 gp. A heartcrystal bears any Geode for which it has recorded at least one spell.
Shard (Ex): A crystal mage can split of a fragment of her heartcrystal (which heals the break instantly) and use it as a projectile weapon. This extraordinary ability is a ranged touch attack which deals 1d6 piercing and slashing damage + the mage's Intelligence modifier at 1st level. The damage dealt by the shard increases by 1d6 for every two additional spell levels that the mage gains the ability to cast, and the damage die size increases by one step at 6th level, 11th level, and 16th level, as shown on the table above. For example, the shard attack of a 13th-level crystal mage deals 4d10 damage + her Intelligence modifier.
Grow crystal: A crystal mage of 2nd level or higher can cause her heartcrystal to bud and split off smaller spellcrystals that can be used by her or other practitioners of magic. This ability functions exactly like the Scribe Scroll feat, and spellcrystals created in this fashion are otherwise identical to scrolls.
Lesser crystalline weapon (Ex): Beginning at 2nd level, whenever a crystal mage has a 1st-level spell or higher available to cast, her heartcrystal can sprout a crystalline melee weapon. This weapon can take any shape she likes, but whatever the shape it counts as a masterwork one-handed weapon with a base damage of 1d8 and a 20/x2 critical. The crystal mage can also use it as a spell-storing weapon, but can only store one spell she knows of up to 0th level in it. The crystalline weapon can be enchanted as a magic item, with the usual +50% cost of adding an additional effect to an existing item (it counts as a +1 weapon for the purposes of adding weapon enhancements). It retains the enchantment even when it has not been generated, though any spells stored in it are lost after 24 hours. A crystal mage can take Weapon Focus and similar feats for her crystalline weapon. Generating or dismissing a crystalline weapon is a full-round action that does not provoke attacks of opportunity.
Crystalline constitution (Ex): A crystal mage of 3rd level or higher has bonded more closely with her heartcrystal, aligning her essence in a more orderly fashion to prevent corruption. She becomes immune to disease and sleep effects.
Geode focus: Upon reaching 4th level, and at every 4 levels after, a crystal mage selects one Geode that she knows. She casts spells from that Geode at +1 caster level, to a maximum of her Hit Dice +1. She may not choose a single Geode more than once with this ability.
Share crystal (Ex): At 5th level, a crystal mage learns to make small spellcrystals that are useable by anyone. The casting time of such a spellcrystal remains the same, and it is just as effective as if the crystal mage had cast it herself (in terms of duration, caster level, save DC, and the like). The spell's level is increased by two, much as if a metamagic feat had been applied to it. A crystal mage can create a maximum number of spellcrystals this way each day equal to her Intelligence modifier (minimum 1). Each time this ability is used to make a shareable spellcrystal, that spell takes up one of the crystal mage's available spell castings for that day. An unused shareable crystal loses its magic after 24 hours.
Crystalline shield (Ex): Starting at 6th level, whenever a crystal mage has a 3rd-level spell or higher available to cast, her heartcrystal can sprout a crystalline shield from the arm slot that it takes up. This shield is attached to her arm and does not interfere with spellcasting in any way. It grants a +2 shield bonus to AC and has no armor check penalty or chance of arcane spell failure. It counts as a masterwork light shield, and can be enchanted as a magic item, with the usual +50% cost of adding an additional effect to an existing item. The shield retains the enchantment even when it has not been generated. Generating or dismissing the shield is a full-round action that does not provoke attacks of opportunity; a crystal mage can generate or dismiss both a crystalline weapon and a crystalline shield in the same action.
Crystalline weapon (Ex): Beginning at 7th level, as long as a crystal mage has a 4th-level spell or higher available to cast, her crystalline weapon can store one spell of up to 2nd level in it.
Improved crystalline constitution (Ex): At 9th level, a crystal mage's body has become even more orderly. Her type changes to outsider, she becomes immune to stunning, paralysis, and poison, and has a 50% chance of negating critical hits (but not precision damage).
Storm of shards (Su): Beginning at 10th level, a crystal mage can release a spell in an explosion of crystal shards, effectively casting it; using a spell in this way costs a spell slot two levels higher than the spell would normally require. The storm of shards does 1d8 piercing damage per the spell's original level in a 30-foot burst centered on the crystal mage. Anyone caught in the storm is allowed a Reflex save (DC 10 + spell level + Int modifier) for half damage. Any creature that fails its Reflex save is also affected by the sacrificed spell with no save (though spell resistance applies), even a creature that only takes half damage from a failed save (such as a character with improved evasion).
Improved crystalline weapon: At 13th level, a crystal mage's crystalline weapon improves. As long as the mage has a spell of 6th level or higher available the cast, the crystalline weapon's base damage becomes 1d10, its critical threat range improves to 19-20/x2, and she can store a spell of up to 4th level in it.
Improved crystalline shield: A crystal mage of 14th level or higher can generate her crystalline shield as an immediate action; however, if she does so, it only lasts for 1 round before retracting back into her heartcrystal armor.
Greater crystalline constitution: Upon reaching 15th level, a crystal mage is nearing perfection. She no longer takes ability penalties from aging, and cannot die from old age. She has a 75% chance of negating critical hits (but not precision damage), and is immune to fatigue, exhaustion, nonlethal damage, ability damage, and ability drain.
Greater storm of shards: Beginning at 17th level, a crystal mage's storm of shards ability improves. The storm deals 2d8 piercing damage per the spell's original level, and the radius of the burst increases to 100 feet.
Absorb crystal (Su): When a crystal mage achieves 18th level, she learns how to incorporate smaller crystals into her bonded heartcrystal, activating chakras that she normally wouldn't have access to. By spending 1 minute concentrating on a spellcrystal, she can destroy the spellcrystal; at any one point in the next 24 hours, she may then activate this ability to make use of a magic item in a body slot which would normally be taken up by her Heartcrystal armor. The body slot she unlocks is the one associated with the highest-level spell stored in the destroyed spellcrystal. Once activated, the body slot remains open for a number of rounds equal to the crystal mage's class level.
Greater crystalline weapon: At 19th level, a crystal mage's crystalline weapon again improves. As long as the mage has a spell of 8th level or higher available to cast, the weapon's base damage becomes 2d8, its critical multiplier improves to 19-20/x3, and she can store a spell of up to 6th level in it.
Crystalline perfection: At 20th level, a crystal mage has achieved perfection similar to that of her heartcrystal. She is immune to critical hits, and has a 50% chance to negate precision damage. She is also immune to necromancy effects, death effects, and energy drain.
PLAYING A CRYSTAL MAGEThing.
Combat: Thing.
Advancement: Thing.
CRYSTAL MAGES IN THE WORLD"Thing."-Guy
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