Author Topic: Base Class - Spellsage  (Read 6448 times)

Offline DonQuixote

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Base Class - Spellsage
« on: November 10, 2011, 09:46:29 PM »
Spellsage
“I was born into magic.  In my spellshapes, I find purpose…and my enemies find oblivion.”
—Sahna, spellsage

Of all spellshapers, it is the spellsage who demonstrates the greatest mastery over the arcane.  Intelligent, versatile, and utterly confident in her magical skills, she seeks to expand her knowledge and test herself against worthy foes.  Magic is beautiful to her—a perfect expression of her soul that reflects the meaning of life.  Sheer magical ability is important to a spellsage, so she studies and trains intensely with all the arcane abilities she can muster.  Spellsages live for the chance to expand their magical talents—the more powerful the magic, the greater the glory once it is mastered.

Making a Spellsage
A spellsage is more versatile than the other base spellshaper classes, with access to spell-like abilities that grant more than simply offensive capabilities.  Carefully selected spells can allow a spellsage to control the battlefield far more effectively than another spellshaper could.

   Abilities: Intelligence is the most important ability for a spellsage, as it affects which formulae she can learn, as well as determining how difficult her abilities are to resist.  Dexterity is also important, as it helps her aim her spellshape attacks and dodge attacks made by her enemies.  As always, Constitution is a useful ability for any class.

   Races: Like all spellshapers, a spellsage can come from any race that displays spellcasting abilities.  However, unlike other spellshapers, spellsages are viewed as acceptable—though barely—among races that view magic as a high art.  While these races still view spellsages as inferior magic-users, the path of the spellsage demonstrates an acceptable level of respect for magic.

   Alignment: A spellsage can choose any alignment, though the decision of lawful or chaotic is often influenced by her surroundings.  If she would normally have the opportunity to study arcane magic more formally, in the manner of a wizard, a spellsage is more likely chaotic—her nature defies the structure necessary for rigorous study.  On the other hand, a spellsage whose circumstances prevent wizardly study is likely lawful, as she must focus on maintaining her studies in the face of adverse conditions.

   Starting Gold: 4d4x10 gp (100 gp).

   Starting Age: As wizard.



Class Features
The following are the class features of the spellsage.

   Weapon and Armor Proficiency: As a spellsage, you are proficient with simple weapons, but not with armor or shields.  Like arcane spellcasters, a spellsage wearing armor or using a shield incurs a chance of arcane spell failure (all arcane formulae have somatic components).

   Formulae: You begin your career with knowledge of six arcane formulae.  You have access to seven circles of your choice, which you select at 1st level.

   Once you know a formula, you must prepare it before you can use it (see Formulae Prepared, below).  A formula usable by a spellsage is considered a spell-like ability unless otherwise noted in its description.  Unlike most other spell-like abilities, arcane formulae are subject to arcane spell failure chance, as described in Weapon and Armor Proficiency above.  The save DC for a formula that allows a save is 10 + formula level + your Intelligence modifier.

   You learn additional formulae at higher levels, as shown on Table 1–3.  To learn or shape a formula, you must have an Intelligence score equal to at least 10 + the formula level, as well as meeting the formula’s prerequisite.  See Table 3–1, page 39, to determine the highest-level formulae you can learn.

   Upon reaching 4th level, and at every even-numbered spellsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new formula in place of one you already know.  In effect, you lose the old formula in exchange for the new one.  You can choose a new formula of any level you like, as long as you observe your restriction on the highest-level formulae you know; you need not replace the old formula with a formula of the same level. 

   Formulae Prepared: You can prepare only four of your known formulae at 1st level, so you will have to choose which formulae to prepare.  You prepare your formulae by studying for 5 minutes.  The formulae you choose remain prepared until you decide to study again and change them.  You need not sleep or rest for any long period of time to prepare your formulae; any time you spend 5 minutes in study, you can change your prepared formulae.

   You begin an encounter with all your prepared formulae unexpended, regardless of how many times you might have already used them since you chose them.  When you shape a formula, you expend it for the current encounter, so each of your prepared formulae can be used once per encounter (unless you recover them, as described below).

   Spellsages possess a unique capacity for drawing upon their vast reserves of knowledge in order to adapt to different situations in combat.  You can change your prepared formulae during combat by taking a full-round action to quickly review the formulae you know.  Doing this does not provoke any attacks of opportunity.  When you change your prepared formulae, all of your newly selected formulae are prepared and unexpended, ready for use.  Preparing formulae in this way requires near-perfect memorization of the formulae you know, so you still must study for 5 minutes when preparing formulae outside of the battlefield.

   Spellshape Attacks (Sp): The first abilities you learn as a spellsage are your spellshape attacks.  You learn the seven spellshape attacks associated with the circles to which you have access.

   Arcane Knack (Sp): As a spellsage, you have a finely-tuned understanding of magic.  You know the reason and purpose behind somatic and verbal components, and this knowledge grants you a limited ability with spells.  This ability allows you to mimic a spell as a spell-like ability.
   At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your spellsage level.  You can choose one spell at 1st level, and you gain additional spells as shown on Table 1-3.  The maximum level of spell you can use is determined by your class level, as shown on the table below.  You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level.  Your caster level with these spells is equal to your shaper level.  The Difficulty Class for a saving throw against one of your spells is 10 + the spell level + your Intelligence modifier.

Spellsage Level   
Maximum Spell Level
1st   
0
2nd-4th   
1
5th-7th   
2
8th-10th   
3
11th-13th   
4
14th-16th   
5
17th-19th   
6
20th   
7

   Once you have used a spell, you cannot use it again until you have rested for 8 hours.  After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days.  You cannot prepare the same spell multiple times to use it more than once during the same day.
   You cannot use spells that require an XP cost.  You must otherwise provide the necessary material components as normal.
   If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell.  In addition, you must be capable of using a spell of the modified spell's level.


   Detect Magic (Sp): At 2nd level, you gain the ability to detect nearby magic and magical effects.  You can use detect magic a number of times per day equal to your Intelligence modifier (minimum 1).  Your caster level with this ability is equal to your shaper level.

   Honed Mined (Ex): Beginning at 3rd level, your study of magic grants you the ability to draw upon your soaring intellect to shrug off attacks that target your willpower.  You add your Intelligence modifier (if any) as a bonus on Will saves.

   Spellgrace (Su): Starting at 6th level, you gain a +1 competence bonus on saving throws against spells and spell-like abilities.  This bonus improves to +2 at 12th level and to +3 at 18th level.

   Tactical Study (Ex): By the time you reach 9th level, you have honed your mind to the point at which you can draw upon your brilliance to respond to sudden attacks.  You add your Intelligence modifier (if any) as a bonus on Reflex saves.

   Arcane Sight (Sp): When you reach 11th level, your ability to sense magic improves.  You gain the ability to use arcane sight as a swift action a number of times per day equal to your Intelligence modifier (minimum 1).  Your caster level with this ability is equal to your shaper level.

   Mind Over Matter (Ex): At 15th level, your study of magic has advanced your mind to the point at which you can reinforce your body with your mental strength.  You add your Intelligence modifier (if any) as a bonus on Fortitude saves.

   Arcane Mastery: At 20th level, you attain a level of magical mastery reached by only the most devoted arcanists.  You can cast spells and use spell-like and supernatural abilities even while within a dead magic zone or an antimagic field


Playing a Spellsage
To you, magic is not simply a tool for battle.  It is an energy that pervades the world around you, an energy to which you have a powerful connection.  It is your teacher and your lover, your life and your death.  When you channel arcane power through your mind, no feat of magical prowess is beyond you.  You can turn your foes’ weapons against them, surround enemies with pools of acid, and fade from the material world.  Through it all, you seek to understand the essence of magic and different ways of shaping it.  Every formula is a revelation, every spell an epiphany.  In the end, you and your magic are nothing without each other.

   You and your fellow spellsages adventure for a plethora of reasons.  However, it is neither wanderlust nor boredom that motivates your travels through the world.  More than exploration, more than excitement, you seek truth.  Whether you find that truth in the tower of a mad wizard, in a heavy-aired jungle, or in the lair of a dragon, you are driven to uncover it, learn it, and master it.

Religion
Religion might be entirely immaterial to you, or you might find comfort in the existence of the Upper (or Lower) Planes.  If you do not ascribe much importance to religion, it is most probably because you devote too much of your time to your studies to have any left over for worship.  On the other hand, if you are among the spellsages who revere a deity, you worship one of the three gods of magic: Wee Jas, Boccob, or Vecna.

Other Classes
Your power stems from your devotion to magic, and you value magical abilities, dedication, and self-discipline.  You generally get along well with wizards, sorcerers, clerics, and druids, as long as their spellcasting does not interfere with your use of magic.  You might scorn those without any supernatural or magical abilities as weak or attempt to educate them, depending on your personality.  Other spellshapers and bards are also worthy companions for you, although their lack of commitment to dedicated magical study makes them suspect.  The uncontrolled frenzy of barbarians, the mere dabbling of rangers and paladins, and the mundanity of most physical combatants force members of those classes to prove themselves before earning your esteem.

Combat
Your specific tactics in battle depend on the formulae you have acquired and the spells you have prepared for the day.  However, certain tactics are common to all spellsages.

   As a practitioner of magic, you generally avoid close combat.  Fighting on the front line prevents you from wielding your power as effectively as you could, and you prefer to shape your formulae from behind your allies.  From your position, you assess your opponents and try to achieve tactical supremacy.

   You have access to an amazing array of powerful arcane formulae.  You can choose from any of the circles of spellshaping, and you would do well to learn formulae from multiple circles.  Moreover, you have the greatest range of formulae of any spellshaper, so you should have multiple major and minor formulae available after just a few levels in the class.

Advancement
Your training began when you earned the right to learn from a master—either an individual hermit spellsage or an instructor in a spellsage collective.  Perhaps you won your apprenticeship through a demonstration of your studies, or perhaps you displayed a high level of inborn talent.  However you earned your place, you have had the privilege of being trained by an experienced spellsage, an experience few can claim.

   As a spellsage, your selection of circles and arcane formulae is paramount to your success.  You might choose to focus on formulae from a single circle, but learning a few formulae from the other circles is almost always advisable.  True success in any field requires a wide variety of abilities.

Spellsages in the World
“Of all the so-called spellshapers, those most worthy of any recognition are the spellsages.  While the others play around with magic like children in a pond, the spellsages recognize that the truest form of magic is the spell.”
—Thametus, elven scribe

Spellsages bring magical diversity, troves of arcane knowledge, and high-level intellect to the campaign.  They tend not to announce their presence, so the first sign of a spellsage’s presence might be a new arrival in a town that spends most of her time in the nearest library.

   Spellsages frequently belong to large organizations, each of which can contain enough intrigue to fuel hundreds of campaigns.  Less powerful spellsages might hold clandestine meetings in the night, filled with whispered negotiations.  Alternatively, if the tensions between the spellshapers have erupted into open combat, the campaign might feature battles in the middle of magical storms.  A conflict between spellsages might be a one-time occurrence when tempers flare, or it might serve as the entire focus of the campaign, with the PCs moving up through the ranks of a wealthy spellsage’s private army.

Daily Life
When not adventuring, spellsages spend the majority of their time in study, meditation, and contemplation.  Most spellsages are engaged in constant research about the nature of magic, and they review their formulae and other esoteric concepts so thoroughly that they burn them into their minds.  As they have little time to devote to endeavors outside of their arcane studies, spellsages tend not to engage much with their surroundings.

Notables
Few spellsages are particularly famous; they prefer spending time in study to creating flashy displays.  Many practitioners remain hidden from the eyes of the world, secluding themselves in an obsessive search for knowledge.  Still, several spellsages have gained fame or notoriety, in the eyes of the comrades if not the outside world.  Orphander Jules, one of the most well-learned leaders of the Conclave of the Tower, is very highly regarded among learned arcanists for his contributions to magical experiments.  Only slightly less well known is Jules' sister, Erran, who believes that the Conclave is too withdrawn and needs to take a part in world affairs.

Organizations
The Conclave of the Tower has recruited and trained spellsages for centuries.  The Conclave is open to members of all alignments, who meet and study under a pact of mutual nonaggression.  Members of the collective rarely leave, even after completing training—when they do, they almost always wear the robes of the Conclave: white, red, or black.  The robe worn by a member of the Conclave of the Tower speaks volumes: those who identify as good wear white robes, those who claim neutrality wear red, and those who acknowledge themselves as evil wear black robes.

NPC Reactions
Most people have an indifferent attitude towards spellsages, because their magic is regarded as just another esoteric discipline.  The average peasant doesn’t distinguish between spellsages and wizards—they’re all scholars who make magic, aren’t they?  Similarly, authority figures who might try to keep an elemental adept or impulse mage out of their township will not be bothered by the presence of a spellsage.

Spellsage Lore
Characters with ranks in Knowledge (arcana) can research spellsages to learn more about them.  When a character makes a skill check, read or paraphrase from the following, including the information from lower DCs.

   DC 10: Spellsages are proud magic-users who claim credit for the early development of arcane spells.

   DC 15: A spellsage is a learned arcanist who practices spellshaping.  But she doesn’t just practice it—she studies it and searches it for meaning.  She constantly builds the power of her mind, to the point at which she can overcome the effects of others’ magic by force of will alone.

   DC 20: In addition to their mastery of spellshaping, spellsages can prepare and cast a handful of spells, granting them greater arcane power than that wielded by any other spellshaper.

Spellsages in the Game
More than any other spellshaper, the spellshape claims magic as her domain.  Characters who require esoteric arcane knowledge would be well-served by seeking out a spellsage.  The unique role of the spellsage—halfway between spellshaper and spellcaster—provides her with rare insight into the nature of magic, which can be the perfect way to introduce spellsages into an ongoing campaign that has not previously included spellshapers.  Alternatively, a member of a spellshaping collective might require the aid of the PCs—giving characters a chance to follow the path of a spellsage, if they so desire.

   While all spellsages are devoted to magic, many have particular specialties.  One might specialize in the use of Unseen Impetus formulae and spells with the force descriptor, while another might prefer mainly to cast divination spells.  Consider this focus when developing a spellsage character, as her focus can prove to be one of her defining characteristics.

Adaptation
The spellsages has very similar flavor to the wizard, so the class could easily be made into a different, possibly lesser, order of wizardry.  However, spellsages also work well as more feral, less regulated wizards.  Though they would still study like wizards do, their lack of access to sources of information would lead them to develop only rudimentary spellcasting abilities, forcing them to rely more on the more primal powers of spellshaping.
« Last Edit: November 01, 2012, 12:59:29 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Battle Sage
« Reply #1 on: November 11, 2011, 06:28:33 PM »
Battle Sage
Most spellsages are quiet, scholarly types who view physical combat as unimportant and beneath them.  They believe that defenses against magic are of greatest import, and focus themselves on improving their resistance to magical effects.  However, some spellsages possess a more martial mindset and are of the opinion that defending against physical blows is more important, rather than less--for the blow of an axe can disrupt even the most carefully practiced ritual.

   Class: Spellsage
   Level: 1st
   Cost: You do not gain the honed mind, tactical study, and mind over matter class features.

   Benefit: You gain proficiency with light armor and can shape formulae while wearing light armor without incurring the normal arcane spell failure chance.  You also gain d6 hit dice from your spellsage levels, rather than d4.  In addition, you gain the following class features at the listed class levels.

   AC Bonus: At 3rd level, you learn to adapt quickly to the field of battle.  You gain a bonus to AC equal to your Intelligence modifier as long as you wear light or no armor.  This bonus does not stack with AC bonuses from similar abilities.  You also gain a bonus equal to your Intelligence modifier on Concentration checks made to shape formulae defensively.

   Sage's Edge (Ex): Starting at 9th level, you can shape attacks with devastating power.  You add your Intelligence modifier as a bonus on damage rolls with spellshape attacks.

   Mental Bastion (Ex): At 15th level, your body becomes strengthened by the might of your dizzying intellect.  You gain bonus hit points equal to your class level x your Intelligence modifier.
« Last Edit: November 12, 2012, 01:03:36 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Divine Gift
« Reply #2 on: November 11, 2011, 06:29:26 PM »
Divine Gift
Most spellsages turn their studies towards the arcane, rather than pursuing divine magic.  Such individuals consider the quest for knowledge and power to be one that leaves little time for prayer, and some view religion as little more than a distraction from their studies.  However, some spellsages recognize the power and insight that can be gained from a connection to the divine.  Rather than developing mastery over arcane spells, such spellsages turn to prayer, receiving divine magic from their devotion.

   Class: Spellsage
   Level: 1st
   Cost: You do not gain the ability to prepare spells from the sorcerer/wizard spell list with your arcane knack ability.  In addition, you do not gain the detect magic or arcane sight class features.

   Benefit: You gain the ability to prepare spells from the cleric spell list with your arcane knack ability.  The spells that you use with this ability are treated as divine effects, rather than arcane.  In addition, you gain the following class features at the listed class levels.

   Turn or Rebuke Undead (Su): When you reach 2nd level, you gain the supernatural ability to turn or rebuke undead.  If you are good-aligned, you gain the ability to turn or destroy undead creatures.  If you are evil-aligned, you instead bolster or command such creatures.
   You may attempt to turn or rebuke undead a number of times per day equal to 3 + your Charisma modifier.  You turn undead as a cleric of your spellsage level would.

   Chastise Outsiders (Su): When you reach 11th level, you gain the supernatural ability to chastise outsiders, much as you might turn or rebuke undead.  Rather than channeling positive or negative energy, this ability requires you to channel energy from the outer planes appropriate to your alignment.
   When you use this ability, any outsider within 30 of you with a subtype that opposes at least one component of your alignment (such as the chaotic subtype, if you are lawful) must succeed on a Will save (DC 10 + 1/2 your shaper level + your Intelligence modifier) or be chastised.
   A chastised outsider whose Hit Dice are equal to or greater than your shaper level is stunned by divine might for 1 round.
   If a chastised outsider has fewer Hit Dice than your shaper level, it is stunned and must succeed on a second Will save (same DC) or be sent back to its home plane as if it had been the subject of a dismissal spell.  Only one outsiders may be dismissed in this way by any single chastise outsiders attempt; if more than one outsider is required to make the second Will save, check for the outsider with the lowest HD first.
   You may attempt to chastise outsiders once per day for every four spellsage levels you possess.
« Last Edit: September 17, 2012, 12:57:51 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Idiosyncratic Shaper
« Reply #3 on: December 29, 2011, 01:50:09 AM »
Idiosyncratic Shaper
Most spellshapers of a given path tend to draw upon the same sources of power.  Impulse mages rely on the force of their personalities, while spellsages learn their formulae through careful, regimented study.  However, there are idiosyncratic shapers who shape their powers in other ways.  There are tales of elemental adepts who call out to the elements the same way that a cleric calls out to a god, or spellshape champions who study their power in the same way that a wizard does.  Though rare, these shapers are no less powerful than their more conventional brethren.

   Class: Any spellshaper
   Level: 1st
   Cost: The number of formulae you can prepare is reduced by one.  (If you are an impulse mage, the number of formulae that occur to you at the beginning of an encounter is also reduced by one.)

   Benefit: At 1st level, you choose a mental ability score (Charisma, Intelligence, or Wisdom) to use in place of what your class would normally use as its spellshaping ability.  You use this ability score for determining the highest-level formulae that you can learn, and in order to set the save DCs (if any) of formulae that you shape.  For example, an idiosyncratic spellsage who chose to use Charisma as his spellshaping ability modifier would use it in place of his Intelligence score when learning and shaping formulae.
   In addition, if your class has other features that would be modified or determined by what that class normally uses as its spellshaping ability score, those features also use your chosen ability in place of the normal ability score.  However, if your class has features that would be modified or determined by your chosen ability score, those features use the ability that your class would normally use as its spellshaping ability score.
« Last Edit: September 17, 2012, 12:58:12 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

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Alternative Class Feature - Invoking Sage
« Reply #4 on: April 02, 2012, 02:03:51 PM »
Invoking Sage
Spellsages are well-known for being the most magically gifted of the spellshapers.  As they advance, most spellshapers gain a limited ability to cast arcane spells, granting them greater versatility and power.  These powers are very limited, however, and some spellsages choose to pursue magic that is less powerful, but also less restricted: invocations.

   Class: Spellsage
   Level: 1st
   Cost: You do not gain the arcane knack class feature.

   Benefit: At 1st level, you gain the ability to learn and use invocations in the same way as a warlock does (see page 7 of Complete Arcane), except that the save DC for one of your invocations (if it allows a save) is 10 + equivalent spell level + your Intelligence modifier.  You can learn any invocation available to warlocks or dragonfire adepts (see Dragon Magic) except for blast shape and eldritch essence invocations.
   At 1st level, you have access to least invocations and learn one invocation.  You gain access to lesser invocations at 6th level, greater invocations at 11th level, and dark invocations at 16th level, and you learn additional invocations at 3rd, 6th, 8th, 11th, 13th, 16th, and 18th levels.
   At 20th level, your mastery of arcane magic allows you to alter your list of invocations.  Once per day, you can replace an invocation you know with another invocation of the same or a lower grade by spending an hour in careful meditation.
« Last Edit: September 17, 2012, 12:59:11 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”