Author Topic: The Mage, a point-based, recharging spellcaster  (Read 13273 times)

Offline Garryl

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The Mage, a point-based, recharging spellcaster
« on: May 30, 2012, 03:03:44 PM »
Mage base class
The Mage is a point-based, encounter/at will spellcaster. Psion meets Warlock meets Spirit Shaman meets Wizard, I guess.

Sidebar: All About Mage Spellcasting
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Sidebar: Mages and Prestige Classes
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Hit Die: d6



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Spellcasting
Maximum
MP
MP Restored
per Round
Spells
Retrieved
Maximum
Spell Level
1+0+0+0+2Arcane Lore, Bonus Feat, Cantrips1121st
2+1+0+0+3Rapid Dismissal (move)3131st
3+1+1+1+3Spell Ward +16232nd
4+2+1+1+4Arcane Lore +110242nd
5+2+1+1+4Bonus Feat15343rd
6+3+2+2+5Power Burn21453rd
7+3+2+2+5Spell Ward +228454th
8+4+2+2+6Arcane Lore +2, Metamagic Efficiency (-1 MP)36564th
9+4+3+3+6Rapid Dismissal (free)45665th
10+5+3+3+7Bonus Feat55675th
11+5+3+3+7Spell Ward +366776th
12+6/+1+4+4+8Arcane Lore +378886th
13+6/+1+4+4+8--91887th
14+7/+2+4+4+9Metamagic Efficiency (-1 level)105997th
15+7/+2+5+5+9Bonus Feat, Spell Ward +41201098th
16+8/+3+5+5+10Arcane Lore +413610108th
17+8/+3+5+5+10--15311109th
18+9/+4+6+6+11--17112119th
19+9/+4+6+6+11Spell Ward +5190121110th
20+10/+5+6+6+12Arcane Lore +5, Bonus Feat, Metamagic Efficiency (-2 MP)230131210th

Class skills (2 + Int modifier per level): Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, Spellcraft, and Use Magic Device.

Weapon and Armor Proficiency: As a Mage, you are proficient with all simple weapons. Since you cast arcane spells, armor and shields usually interfere with your spells' somatic components.

Mana Pool: As a Mage, your spellcasting is more fluid than that of a Wizard or a Sorcerer. Rather than relying on spell slots, you draw from a personal pool of raw arcane energy called mana. Over the long term, mana is plentiful and limitless, but you can only draw on a limited amount over a short period of time. Further, a small amount of mana is needed to maintain your ongoing spells, reducing the maximum amount available to you at a given time while you have multiple active spells. Mana is used in discrete quantities called mana points (or MP).

The normal maximum amount of mana in MP available to you at any one time, referred to as the size of your mana pool, is indicated on the table above. Your maximum MP is further increased by your Intelligence bonus multiplied by your maximum spell level. Each ongoing Mage spell you've cast with a duration greater than instantaneous also reduces your maximum MP by one third of that spell's MP cost, rounded up. Additional mana costs separate from casting the spell itself do not affect this penalty to your maximum MP. Your maximum MP can be reduced to a negative amount, which may impede your ability to cast additional spells.

Your maximum MP is not a hard limit. Some effects may grant you additional MP beyond your maximum, and reducing your maximum MP below your current MP total does not cause an immediate loss of MP. Instead, each round at the beginning of your turn, you lose half of the excess MP you have above your maximum (rounded up). This continues each round until your remaining MP is no longer greater than your maximum.

Over time, an expended mana pool refills itself. Each round at the beginning of your turn, if your remaining MP is less than your maximum, you regain a number of MP based on your class level (as indicated on the table above). This natural restoration of your mana pool cannot cause it to exceed your maximum MP.

Mana is distinct and separate from both spell slots and power points, despite its similarities to both. Spells and effects that influence or modify spell slots and power points have no effect upon your MP total or maximum. However, negative levels reduce your MP (both your current total and your maximum) by an amount equal to your maximum spell level.

Spellcasting: As a Mage, you cast arcane spells which are drawn from the shared Sorcerer/Wizard spell list (not including those spells that are restricted to just Sorcerers or just Wizards). You must choose and retrieve your spells ahead of time (see below), after which you can spontaneously cast your retrieved spells as often as your mana pool allows. To learn, retrieve, or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against one of your Mage spells is 10 + the spell level + your Charisma modifier. Rather than using spell slots, each spell requires an amount of MP to cast equal to the square of the level of spell slot that the spell would normally occupy (0 MP for cantrips, 1 MP for 1st level spells, 4 MP for 2nd level spells, 9 MP for 3rd level spells, and so on). This cost includes the effects of metamagic on the level of spell slot a spell may need.

You begin play with a spellbook containing three 1st-level Mage spells of your choice, plus one more for each point of Intelligence bonus you have. If you multiclass in Mage after character creation, you acquire such a spellbook at no cost. You know all of these spells. At each Mage level beyond the first, you learn another two Mage spells of your choice, each of which may be any level up to your maximum spell level (as indicated on the table above), and you may add them at no cost to any one spellbook you possess. If you choose not to add them to a spellbook upon gaining your new class level, you may do so at a later date. Your ability to learn new Mage spells and add them to your spellbooks otherwise functions exactly as a Wizard's ability to do so. Similarly, the Spell Mastery feat allows you to retrieve spells without a spellbook much like it allows a Wizard to prepare spells without a spellbook.

As they constantly produce a slight drain on your magical reserves, you are aware of and can end any ongoing Mage spell you have cast (those with a duration greater than instantaneous that have not yet ended). You always know what Mage spells you have cast that are still ongoing, and you can always dismiss them, even if they are not normally dismissible or you are out of range. This only applies to Mage spells that count against your maximum MP; if a spell does not (such as with the Indefinite Magic feat), your awareness of it and your ability to dismiss it are just like a spell cast by any other spellcaster.

Retrieved Spells: Unlike other spellcasters, you may know any number of spells. You must choose and retrieve your spells ahead of time by studying your spellbook (or spellbooks). While studying, you choose which of the spells you know that are within the spellbooks you studied to retrieve. You cannot retrieve a spell you do not know or that is not contained within the spellbooks you have access to, but you can retain an already-retrieved spell you know even if the spellbooks you have access to do not contain it. If you choose to retrieve only spells that do not require a spellbook, you need not study a spellbook, instead spending your time in deep thought, meditation, or quiet contemplation of the spells you are retrieving.

Retrieving spells takes 1 hour. If you choose to retrieve fewer spells than your maximum or to leave some of your already-retrieved spells in place, it take proportionally less time, but never less than 15 minutes.

When you change your retrieved spells, any ongoing Mage spells that you do not retrieve are immediately dismissed.

When you retrieve a spell, you must choose which metamagic feats to apply to it (if any). You can retrieve the same spell multiple times, each time with a different combination of metamagic feats applied to it (or none at all). Regardless, the maximum effective spell slot that such a spell would use cannot exceed your maximum spell level, as indicated on the table above. Since you apply metamagic to your spells when you retrieve them, rather than as you cast them, their casting times remain as normal instead of being increased to a full-round action if normally a standard action to cast, or by one additional full-round action if a longer casting time. However, you cannot spontaneously apply metamagic to your Mage spells, despite otherwise casting them spontaneously.

The maximum number of Mage spells you can retrieve at once is limited by your level, as indicated on the table above. Among the spells that you know and can retrieve, there are no restrictions regarding which combination of spells you can retrieve. You could, for example, retrieve only spells of your highest level known, or only cantrips if you so choose. You may even choose to retrieve fewer spells than your maximum.

For the purpose of abilities whose effects depend on your prepared spells (such as Reserve feats), treat your retrieved spells for which you have enough mana to cast as prepared spells.

Arcane Lore (Ex): A Mage's studies cover a variety of subjects. This ability functions as the Bard's Bardic Lore ability using your Mage level in addition to your levels in other classes that grant Bardic Lore and similar abilities, except that it only applies to topics related to magic in some way.

Starting at 4th level, you also gain a bonus equal to one quarter your Mage level on all Arcane Lore, Knowledge (arcana), and Spellcraft checks. This stacks with the normal bonus of your Mage level on Arcane Lore checks (thus, you add a total of one-and-one-quarter of your Mage level on Arcane Lore checks).

Bonus Feats: At 1st level, 5th level, and every 5 levels thereafter, you gain a bonus feat of your choice that you qualify for. This feat must be an item creation feat, a metamagic feat, Spell Mastery, Obtain Familiar, Improved Familiar, or a feat marked as being a Mage bonus feat.

Cantrips: You can cast your Mage cantrips without retrieving them as long as you have at least 1 MP remaining. Cantrips cast this way cannot have metamagic applied to them. In addition, you can always choose to retrieve cantrips you know, even if you do not possess a spellbook containing them.

Rapid Dismissal (Ex): Starting at 2nd level, you can dismiss your Mage spells as a move action. At 9th level, you can dismiss them as a free action, even if it is not your turn.

Spell Ward (Su): Beginning at 3rd level, you gain a +1 resistance bonus on all saving throws against spells, spell-like abilities, and supernatural abilities. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.

Power Burn (Su): Beginning at 6th level, you can voluntarily take 1d6 points of damage as a free action to gain an amount of MP equal to the highest level spell slot you can retrieve. This can allow you to exceed your normal maximum MP. This ability can be used at will, even multiple times per turn. The damage caused by Power Burn cannot be shared, reduced, or prevented in any way, and ignores regeneration and temporary hit points.

Metamagic Efficiency (Ex): Starting at 8th level, your Mage spells that are retrieved with metamagic applied to them cost less MP to cast. This reduction is equal to the maximum level spell slot you can retrieve. At 14th level, such spells also count as using a spell slot 1 level lower than normal when determining whether or not they can be retrieved (but not for any other purposes, such as determining the spell's MP cost). At 20th level, the MP reduction improves to twice the maximum level spell slot you can retrieve. This ability cannot reduce the MP cost or spell slot of a spell to less than its normal cost or level. Regardless of how many metamagic feats are applied to a single retrieved spell, Metamagic Efficiency applies to it only once.



New Feats
The following feats introduced here are designed to be used by the Mage class, although some can be used by other classes.

General FeatsPrerequisitesBenefit
Armored MagicMana pool, armor or shield proficiencySpend extra MP to ignore Arcane Spell Failure.
Blood MagicPower BurnTake damage when casting a spell to gain +1 CL and save DC.
Expanded Mana PoolMana poolYour maximum MP increases by your maximum spell level.
Extra Retrieved SpellRetrieved spellsRetrieve an extra spell.
Indefinite MagicMana poolSpells don't count against your MP after 24 hours and needn't remain retrieved.



Armored Magic [General]
Prerequisite: Mana pool, armor or shield proficiency.
Benefit: You can spend additional MP equal to the level of the spell slot used as part of casting a spell to ignore the arcane spell failure chance of the armor or shield you wear, as long as you are proficient with them.
Special: A Mage can select Armored Magic as a bonus feat.



Blood Magic [General]
Prerequisite: Power Burn.
Benefits You can take 1d6 points of damage, as though using Power Burn, as part of casting a spell. If you do, the spell's save DC and caster level increase by 1. This damage does not risk breaking your concentration.
Special: A Mage can select Blood Magic as a bonus feat.



Expanded Mana Pool [General]
Prerequisite: Mana pool.
Benefit: You add your maximum spell level to your maximum MP.
Special: You can select this feat multiple times. Its effects stack. Each time you select it beyond the first, the amount of mana added increases by 2.
Special: A Mage can select Expanded Mana Pool as a bonus feat.



Extra Retrieved Spell [General]
Prerequisite: Retrieved spells.
Benefit: You can retrieve one more spell than normal, of any level of spells you can retrieve.
Special: You can select this feat multiple times. Its effects stack.
Special: A Mage can select Extra Retrieved Spell as a bonus feat.



Indefinite Magic [General]
Prerequisite: Mana pool.
Benefit: Spells you cast with durations longer than 24 hours no longer count against your maximum MP after 24 hours have elapsed, and are no longer dismissed if they are not retrieved.
Normal: Your maximum MP is reduced by one-third the cost of any non-instantaneous spell while that spell remains in effect, and spells that are not retrieved are automatically dismissed.
Special: A Mage can select Indefinite Magic as a bonus feat.



New Magic Items
The following magic items and special abilities are designed to be used by the Mage class, although some can be used by other classes.

Weapon PropertiesCostEffects
Infused+1 bonusSpend 5 MP to increase enhancement bonus by +2.
Infused, Greater+2 bonusSpend 16 MP to increase enhancement bonus by +4.
Mana Leech+1 bonusCritical hits grant MP.



Infused
Price: +1 bonus
Caster Level: 7th
Aura: Moderate transmutation
Activation: Free (use-activated)

...

An infused weapon can absorb mana to temporarily supercharge itself. As a free action, you can spend 5 MP to empower the weapon, increasing its enhancement bonus by +2 for 1 round.

Prerequisites: Craft Magic Arms and Armor, mana pool, greater magic weapon.
Cost to Create: By weapon.



Infused, Greater
Price: +2 bonus
Caster Level: 11th
Aura: Moderate transmutation
Activation: Free (use-activated)

...

A greater infused weapon can absorb mana to temporarily supercharge itself. This functions as the infused property, except that you can spend 16 MP to increase the item's enhancement bonus by +4 instead.

Prerequisites: Craft Magic Arms and Armor, mana pool, greater magic weapon.
Cost to Create: By weapon.



Mana Leech
Price: +1 bonus
Caster Level: 12th
Aura: Moderate evocation
Activation: --

...

A mana leech weapon can siphon mana as it strikes. On a critical hit, you gain MP equal to the weapon's enhancement bonus. If the target of your attack has a mana pool, they also lose that much MP.

Prerequisites: Craft Magic Arms and Armor, mana pool, dispel magic.
Cost to Create: By weapon.



Armor PropertiesCostEffects
Infused+1 bonusSpend 5 MP to increase enhancement bonus by +2.
Infused, Greater+2 bonusSpend 16 MP to increase enhancement bonus by +4.



Infused
Price: +1 bonus
Caster Level: 7th
Aura: Moderate transmutation
Activation: Free (use-activated)

...

An infused armor or shield can absorb mana to temporarily supercharge itself. As a free action, you can spend 5 MP to empower the armor or shield, increasing its enhancement bonus by +2 for 1 round.

Prerequisites: Craft Magic Arms and Armor, mana pool, greater magic weapon.
Cost to Create: By armor or shield.



Infused, Greater
Price: +2 bonus
Caster Level: 11th
Aura: Moderate transmutation
Activation: Free (use-activated)

...

A greater infused armor or shield can absorb mana to temporarily supercharge itself. This functions as the infused property, except that you can spend 16 MP to increase the item's enhancement bonus by +4 instead.

Prerequisites: Craft Magic Arms and Armor, mana pool, greater magic weapon.
Cost to Create: By armor or shield.



Wondrous ItemsBody SlotCostEffects
Mana Stone--25 gp per MPGrants up to 100 MP to user. Single use.
Spell Crystal Pendant (0th)Neck500 gpProvides an additional retrieved spell.
Spell Crystal Ring (0th)Finger500 gpProvides an additional retrieved spell.
Spell Crystal Pendant (1st)Neck1000 gpProvides an additional retrieved spell.
Spell Crystal Ring (1st)Finger1000 gpProvides an additional retrieved spell.
Mana Pendant +1Neck4000 gpGrants an enhancement bonus to MP restoration rate.
Spell Crystal Pendant (2nd)Neck4000 gpProvides an additional retrieved spell.
Spell Crystal Ring (2nd)Finger4000 gpProvides an additional retrieved spell.
Spell Crystal Pendant (3rd)Neck9000 gpProvides an additional retrieved spell.
Spell Crystal Ring (3rd)Finger9000 gpProvides an additional retrieved spell.
Mana Pendant +2Neck16000 gpGrants an enhancement bonus to MP restoration rate.
Spell Crystal Pendant (4th)Neck16000 gpProvides an additional retrieved spell.
Spell Crystal Ring (4th)Finger16000 gpProvides an additional retrieved spell.
Spell Crystal Pendant (5th)Neck25000 gpProvides an additional retrieved spell.
Spell Crystal Ring (5th)Finger25000 gpProvides an additional retrieved spell.
Mana Pendant +3Neck36000 gpGrants an enhancement bonus to MP restoration rate.
Spell Crystal Pendant (6th)Neck36000 gpProvides an additional retrieved spell.
Spell Crystal Ring (6th)Finger36000 gpProvides an additional retrieved spell.
Spell Crystal Pendant (7th)Neck49000 gpProvides an additional retrieved spell.
Spell Crystal Ring (7th)Finger49000 gpProvides an additional retrieved spell.
Mana Pendant +4Neck64000 gpGrants an enhancement bonus to MP restoration rate.
Spell Crystal Pendant (8th)Neck64000 gpProvides an additional retrieved spell.
Spell Crystal Ring (8th)Finger64000 gpProvides an additional retrieved spell.
Spell Crystal Pendant (9th)Neck81000 gpProvides an additional retrieved spell.
Spell Crystal Ring (9th)Finger81000 gpProvides an additional retrieved spell.
Mana Pendant +5Neck100000 gpGrants an enhancement bonus to MP restoration rate.
Spell Crystal Pendant (10th)Neck100000 gpProvides an additional retrieved spell.
Spell Crystal Ring (10th)Finger100000 gpProvides an additional retrieved spell.



Mana Stone
Price: 25 gp per MP restored
Body Slot: --
Caster Level: 1 per 5 MP restored, minimum 1st
Aura: Faint universal (1-29 MP); moderate universal (30-59 MP); strong universal (60-100 MP)
Activation: Standard (use-activated)
Weight: 1/2 lb.

The cracks that riddle this stone glow from within. You can feel power within it, waiting to be released.

Breaking a mana stone (a standard action that provokes attacks of opportunity, much like using a potion) restores an amount of MP to the user based on the potency of the stone. The additional MP can allow the user to exceed her normal MP limit. Mana stones can be created for any amount of MP, up to a maximum of 100 MP.

Prerequisites: Craft Wondrous Item, mana pool, caster level equal to one fifth the MP restored.
Cost to Create: 12.5 gp per MP restored, 1 xp per MP restored, 1 day per 40 MP restored (rounded up).



Mana Pendant
Price: 4000 gp (+1); 16000 gp (+2); 36000 gp (+3); 64000 gp (+4); 100000 gp (+5)
Body Slot: Neck
Caster Level: 8th
Aura: Moderate universal
Activation: --
Weight: --

...

A mana pendant grants an enhancement bonus to the wearer's mana restoration rate. Characters who do not naturally restore mana gain no benefit.

Prerequisites: Craft Wondrous Item, mana pool, mana restoration equal to twice the enhancement bonus.
Cost to Create: 2000 gp, 160 xp, 4 days (+1); 8000 gp, 640 xp, 16 days (+2); 18000 gp, 1440 xp, 36 days (+3); 32000 gp, 2560 xp, 64 days (+4); 50000 gp, 4000 xp, 100 days (+5).



Spell Crystal Pendant
Price: 500 gp (0th); 1000 gp (1st); 4000 gp (2nd); 9000 gp (3rd); 16000 gp (4th); 25000 gp (5th); 36000 gp (6th); 49000 gp (7th); 64000 gp (8th); 81000 gp (9th); 100000 gp (10th)
Body Slot: Neck
Caster Level: 1st (0th, 1st); 3rd (2nd); 5th (3rd); 7th (4th); 9th (5th); 11th (6th); 13th (7th); 15th (8th); 17th (9th); 19th (10th)
Aura: Faint (0th, 1st, 2nd, 3rd); moderate (4th, 5th, 6th); strong (7th, 8th, 9th, 10th). School matches that of stored spell.
Activation: --
Weight: --

...

Spell crystals are attuned to a specific spell, possibly with metamagic applied to it. If the user has the attuned spell on her spell list and can cast spells of the level of spell slot the spell would use, she adds the attuned spell to her list of retrieved spells (which does not count against her limit of retrieved spells), even if she does not know it or does not possess the metamagic feats applied to it. Characters who do not use retrieved spells gain no benefit from spell crystals. Spell crystals can take many forms, most commonly set into rings or pendants, but occasionally made as least weapon, shield, or armor crystals.

Prerequisites: Craft Wondrous Item, ability to cast the attuned spell with its metamagic (if any).
Cost to Create: 250 gp, 20 xp, 1 day (0th); 500 gp, 40 xp, 1 day (1st); 2000 gp, 160 xp, 4 days (2nd); 4500 gp, 360 xp, 9 days (3rd); 8000 gp, 640 xp, 16 days (4th); 12500 gp, 1000 xp, 25 days (5th); 18000 gp, 1440 xp, 36 days (6th); 24500 gp, 1960 xp, 49 days (7th); 32000 gp, 2560 xp, 64 days (8th); 40500 gp, 3240 xp, 81 days (9th); 50000 gp, 4000 xp, 100 days (10th).



Spell Crystal Ring
Price: 500 gp (0th); 1000 gp (1st); 4000 gp (2nd); 9000 gp (3rd); 16000 gp (4th); 25000 gp (5th); 36000 gp (6th); 49000 gp (7th); 64000 gp (8th); 81000 gp (9th); 100000 gp (10th)
Body Slot: Finger
Caster Level: 1st (0th, 1st); 3rd (2nd); 5th (3rd); 7th (4th); 9th (5th); 11th (6th); 13th (7th); 15th (8th); 17th (9th); 19th (10th)
Aura: Faint (0th, 1st, 2nd, 3rd); moderate (4th, 5th, 6th); strong (7th, 8th, 9th, 10th). School matches that of stored spell.
Activation: --
Weight: --

...

Spell crystals are attuned to a specific spell, possibly with metamagic applied to it. If the user has the attuned spell on her spell list and can cast spells of the level of spell slot the spell would use, she adds the attuned spell to her list of retrieved spells (which does not count against her limit of retrieved spells), even if she does not know it or does not possess the metamagic feats applied to it. Characters who do not use retrieved spells gain no benefit from spell crystals. Spell crystals can take many forms, most commonly set into rings or pendants, but occasionally made as least weapon, shield, or armor crystals.

Prerequisites: Craft Ring, ability to cast the attuned spell with its metamagic (if any).
Cost to Create: 250 gp, 20 xp, 1 day (0th); 500 gp, 40 xp, 1 day (1st); 2000 gp, 160 xp, 4 days (2nd); 4500 gp, 360 xp, 9 days (3rd); 8000 gp, 640 xp, 16 days (4th); 12500 gp, 1000 xp, 25 days (5th); 18000 gp, 1440 xp, 36 days (6th); 24500 gp, 1960 xp, 49 days (7th); 32000 gp, 2560 xp, 64 days (8th); 40500 gp, 3240 xp, 81 days (9th); 50000 gp, 4000 xp, 100 days (10th).



Augment CrystalsCrystal TypeCostEffects
Augment Spell Crystal (0th)General500 gpProvides an additional retrieved spell.
Augment Spell Crystal (1st)General1000 gpProvides an additional retrieved spell.
Augment Spell Crystal (2nd)General4000 gpProvides an additional retrieved spell.
Augment Spell Crystal (3rd)General9000 gpProvides an additional retrieved spell.
Augment Spell Crystal (4th)General16000 gpProvides an additional retrieved spell.
Augment Spell Crystal (5th)General25000 gpProvides an additional retrieved spell.
Augment Spell Crystal (6th)General36000 gpProvides an additional retrieved spell.
Augment Spell Crystal (7th)General49000 gpProvides an additional retrieved spell.
Augment Spell Crystal (8th)General64000 gpProvides an additional retrieved spell.
Augment Spell Crystal (9th)General81000 gpProvides an additional retrieved spell.
Augment Spell Crystal (10th)General100000 gpProvides an additional retrieved spell.



Augment Spell Crystal
Price: 500 gp (0th); 1000 gp (1st); 4000 gp (2nd); 9000 gp (3rd); 16000 gp (4th); 25000 gp (5th); 36000 gp (6th); 49000 gp (7th); 64000 gp (8th); 81000 gp (9th); 100000 gp (10th)
Body Slot: -- (general augment crystal)
Caster Level: 1st (0th, 1st); 3rd (2nd); 5th (3rd); 7th (4th); 9th (5th); 11th (6th); 13th (7th); 15th (8th); 17th (9th); 19th (10th)
Aura: Faint (0th, 1st, 2nd, 3rd); moderate (4th, 5th, 6th); strong (7th, 8th, 9th, 10th). School matches that of stored spell.
Activation: --
Weight: --

...

Spell crystals are attuned to a specific spell, possibly with metamagic applied to it. If the user has the attuned spell on her spell list and can cast spells of the level of spell slot the spell would use, she adds the attuned spell to her list of retrieved spells (which does not count against her limit of retrieved spells), even if she does not know it or does not possess the metamagic feats applied to it. Characters who do not use retrieved spells gain no benefit from spell crystals. Spell crystals can take many forms, most commonly set into rings or pendants, but occasionally made as least weapon, shield, or armor crystals.

Unlike other augment crystals, augment spell crystals are not bound to any one type of equipment. An augment spell crystal can be attached to any masterwork armor, shield, or weapon as a least augment crystal.

Prerequisites: Craft Magic Arms and Armor, ability to cast the attuned spell with its metamagic (if any).
Cost to Create: 250 gp, 20 xp, 1 day (0th); 500 gp, 40 xp, 1 day (1st); 2000 gp, 160 xp, 4 days (2nd); 4500 gp, 360 xp, 9 days (3rd); 8000 gp, 640 xp, 16 days (4th); 12500 gp, 1000 xp, 25 days (5th); 18000 gp, 1440 xp, 36 days (6th); 24500 gp, 1960 xp, 49 days (7th); 32000 gp, 2560 xp, 64 days (8th); 40500 gp, 3240 xp, 81 days (9th); 50000 gp, 4000 xp, 100 days (10th).



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« Last Edit: July 06, 2017, 06:11:52 PM by Garryl »

Offline phaedrusxy

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Re: The Mage, a point-based, recharging spellcaster
« Reply #1 on: May 30, 2012, 03:33:15 PM »
That is cool as hell. I can't see anything horribly wrong after a brief read through. What, pray-tell, are 10th level spells, though? Just slots for lower level spells with Metamagic applied?

And how would magic items like magic staves, wands, etc, interact with the Mage? Would they be able to use them? What about Runestaves? Would they just sacrifice the appropriate amount of mana points? Or can they not use them at all?
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Offline Garryl

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Re: The Mage, a point-based, recharging spellcaster
« Reply #2 on: May 30, 2012, 03:59:09 PM »
Thanks.

The 10th level spells as indicated on the table are just for metamagicked spells. The Mage uses the shared Sor/Wiz spell list (not even the Wizard-specific or the Sorcerer-specific spells), which doesn't have any 10th level spells on it, just 9ths (although if there were, the Mage could totally use them). It also gives greater incentive not to lose the last few caster levels if you PrC out, while also giving PrCing Mages some metamagic love (since they won't get Metamagic Efficiency). It's also to give that last little bump in MP capacity from Int at level 19.

Staves, wands, scrolls, etc. all work fine with Mages. They cast arcane spells and have a spell list, which is all it takes to both make and use them. Runestaves require actual spell slots, so they're a no-go. Instead, there are Spell Crystals for if you want to cast a few spells not known to you or expand your total retrieved spells. Mind you, with a Wizardly spellbook and the ability to change your retrieved spells during the day, there's much less of a need.

Offline sirpercival

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Re: The Mage, a point-based, recharging spellcaster
« Reply #3 on: May 30, 2012, 04:30:43 PM »
This looks awesome!  It's definitely approved (I'll add it to my pre-approved list).

Quote
Casting a spell costs a certain amount of MP based on the level of the spell slot the spell would occupy after all modifiers (such as metamagic) have been considered.

Might want to say "equals" instead of "based on", as the latter implies a formula which you don't give.

For items, what about something along the lines of a Torc of Power Preservation?
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Re: The Mage, a point-based, recharging spellcaster
« Reply #4 on: May 30, 2012, 04:40:54 PM »
The main problem I see with this is that a level 20 Mage can fire off 22 9th-level spells in consecutive turns (13 to deplete the 120 MP, 6 more for the MP gained during those 13, 2 more for the MP gained during those 6, and 1 more from what's left), a number that could potentially reach triple digits or infinity with a few items and feats. And the ability to cast 9th-level spells at will is not something most campaigns are prepared to deal with.
« Last Edit: May 30, 2012, 04:47:58 PM by TheGeometer »

Offline Garryl

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Re: The Mage, a point-based, recharging spellcaster
« Reply #5 on: May 30, 2012, 05:01:29 PM »
This looks awesome!  It's definitely approved (I'll add it to my pre-approved list).

Quote
Casting a spell costs a certain amount of MP based on the level of the spell slot the spell would occupy after all modifiers (such as metamagic) have been considered.

Might want to say "equals" instead of "based on", as the latter implies a formula which you don't give.

For items, what about something along the lines of a Torc of Power Preservation?

Double thanks.

The MP formula thing was a holdover from when it was going to be (2x level - 1) like powers. I still have to write out the spellcasting and mana mechanics properly (not while at work).

A Torc of Power Preservation-like item is already there. The greater Mana Pendant boosts your MP regen, giving a similar effect (letting you cast more spells without running dry, and boosting the highest level spell you can cast without depleting your MP pool over time). I don't want to give out reduced costs too much in part because it also messes with the buffing system (reducing your max MP while you sustain active buffs), and gives a different benefit when you cast multiple spells per round (Quicken is relatively easy to use with this class, and the limited MP pool and regen is an intended limiting factor in such circumstances).

The main problem I see with this is that a level 20 Mage can fire off 22 9th-level spells in consecutive turns (13 to deplete the 120 MP, 6 more for the MP gained during those 13, 2 more for the MP gained during those 6, and 1 more from what's left), a number that could potentially reach triple digits or infinity with a few items and feats. And the ability to cast 9th-level spells at will is not something most campaigns are prepared to deal with.

Completely true (and more so because you get extra MP for a high Int score). I'm not really sure what to do about that, though, or even if I should do anything about that. Once you can cast more than one or two 9th level spells, how far away is at-will (or close to it)?
(Personally, I'd be more concerned with their ability to cast 13 or more consecutive 9ths at level 17.)

It is an issue, and I'm open to suggestions. This class is supposed to be balanced between where Wizards and Sorcerers are, more towards the Wizard side, possibly even slightly above it, but not towering over in tier -1 or something.

Offline sirpercival

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Re: The Mage, a point-based, recharging spellcaster
« Reply #6 on: May 30, 2012, 05:20:23 PM »
What about mixing in a little Recharge magic thing in there where spells of your highest level you have to wait 1d4 rounds to cast them again, and your next-to-highest level you have to wait 1d3 rounds, etc.?  It might nerf low levels too much, though...
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Offline Garryl

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Re: The Mage, a point-based, recharging spellcaster
« Reply #7 on: May 30, 2012, 06:40:31 PM »
Once you cast a spell, you can't cast a spell of the same level until the beginning of your turn (2x spell level - max spell level) rounds later? Thus making level 1 spells have a 1 round cool down when you get them (or, until just before your next turn, how convenient). Your highest level spells will be roughly 1/encounter by the time you get 4th level spells and higher.

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Re: The Mage, a point-based, recharging spellcaster
« Reply #8 on: May 30, 2012, 07:21:42 PM »
That's pretty good.  So at level 20, you have:

10th every 10 rounds
9th every 8 rounds
8th every 6 rounds
7th every 4 rounds
6th every 2 rounds
1st thru 5th every round

I dunno, that may be too much.  Put in a mechanic that lets you get around it in non-combat situations so if you need to string together several high-level, round/level effects for some situation you can.  I dunno, add 1 round to the casting time to remove the cooldown or something.
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Offline TheGeometer

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Re: The Mage, a point-based, recharging spellcaster
« Reply #9 on: May 30, 2012, 08:48:58 PM »
I would suggest, as a fix, that rather than adding in waiting mechanics, simply state that you only recharge mana on turns where you do not cast any spells. This might weaken mana to the extent that you should increase the recharge per turn, but it generally solves the problem of using too many 9th-level spells in a row.

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Re: The Mage, a point-based, recharging spellcaster
« Reply #10 on: May 30, 2012, 10:30:05 PM »
If you wanted a completely different style of solution (that would require a new table), you could go with fixed MP and decreasing spell costs instead.

Potential Setup: You get 20mp and no boost from attribute bonus. Your highest spell level costs you 8mp per casting, 4mp for the next lowest, then 2, then 1, and then 0 for everything less than that. You recharge 1 point per 10 minutes.

Result: You can cast 2 of your highest level spells and 1 of the next lowest before you need to hang out and recharge for a bit, but you can throw around as many spells of your max level -4 as you want without cost. At high levels you can throw fireballs all day without rest or recharge, but you still can't drop more than a couple wail of the banshee without taking some time to recover your full power. And since it takes 80 minutes to recover the points you spent on your highest level spell, there's a hard cap of 11 of those per 12 hour period (less if you start it without full mp reserve). And that limit is true regardless of level.

You can fine tune the cost structure, starting points, and recharge to fit any sort of casting schedule that you like. I think this setup works best when you don't scale most aspects of a spell with level, so a fireball always does 8d6 and fly always lasts for 10 minutes and so on, in order to make the cost differences between levels matter more, but it's not necessary to the core idea.
« Last Edit: May 30, 2012, 11:34:02 PM by Tarkisflux »

Offline Garryl

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Re: The Mage, a point-based, recharging spellcaster
« Reply #11 on: May 30, 2012, 11:55:49 PM »
Another option would be to just halve the mana pool size (and the things that modify it, like sustaining ongoing spells). That way you can't spam spells as much, which I believe was the issue you raised, TheGeometer, if I understood your original comment correctly.

Offline TheGeometer

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Re: The Mage, a point-based, recharging spellcaster
« Reply #12 on: May 31, 2012, 06:05:22 PM »
Another option would be to just halve the mana pool size (and the things that modify it, like sustaining ongoing spells). That way you can't spam spells as much, which I believe was the issue you raised, TheGeometer, if I understood your original comment correctly.

Better yet, change the amount of MP spent per spell level. If you make each spell cost [spell level]^2 MP per use, and gave the Mage ~200 MP at level 20, you would limit the number of consecutive 9th level spells to 2 or 3, like a wizard, while encouraging lower level spells and the MP recovery aspect of the class. It seems to me like a fitting compromise between the ideas offered so far.

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Re: The Mage, a point-based, recharging spellcaster
« Reply #13 on: May 31, 2012, 06:51:03 PM »
Better yet, change the amount of MP spent per spell level. If you make each spell cost [spell level]^2 MP per use, and gave the Mage ~200 MP at level 20, you would limit the number of consecutive 9th level spells to 2 or 3, like a wizard, while encouraging lower level spells and the MP recovery aspect of the class. It seems to me like a fitting compromise between the ideas offered so far.

That math does not work. 2^9 is 512. You would need points in the thousands for that to work out, and that sort of subtraction and point tracking is really obnoxious tableside.

[Edit] Fibonacci scaling costs are slightly more manageable, at only 89 for level 9 (55 if cantrips are free or also cost 1), but it's still big numbers.[/edit]
« Last Edit: May 31, 2012, 07:05:57 PM by Tarkisflux »

Offline TheGeometer

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Re: The Mage, a point-based, recharging spellcaster
« Reply #14 on: May 31, 2012, 07:14:44 PM »
Better yet, change the amount of MP spent per spell level. If you make each spell cost [spell level]^2 MP per use, and gave the Mage ~200 MP at level 20, you would limit the number of consecutive 9th level spells to 2 or 3, like a wizard, while encouraging lower level spells and the MP recovery aspect of the class. It seems to me like a fitting compromise between the ideas offered so far.

That math does not work. 2^9 is 512. You would need points in the thousands for that to work out, and that sort of subtraction and point tracking is really obnoxious tableside.

[Edit] Fibonacci scaling costs are slightly more manageable, at only 89 for level 9 (55 if cantrips are free or also cost 1), but it's still big numbers.[/edit]

You misread my post. I said 9^2, not 2^9. That comes out to 81, or close to the reasonable amount you suggested as well. Plus it's more constant than fibonacci, which follows an exponential curve, and easier to remember and keep track of.

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Re: The Mage, a point-based, recharging spellcaster
« Reply #15 on: May 31, 2012, 07:15:54 PM »
Ah, I did misread. Sorry 'bout that.

Offline Garryl

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Re: The Mage, a point-based, recharging spellcaster
« Reply #16 on: May 31, 2012, 11:02:22 PM »
I think I'll go with that quadratic option, with probably about double the max MP, a reduced cost for sustaining spells (maybe about 1/2 to 1/4 the casting cost instead of full), and an increased regeneration rate (probably peaking around 10 to 15 by level 20). The numbers on Power Burn, Metamagic Efficiency, and the magic items will need to be tweaked, but that's a separate matter. In the end, you should be recharging the MP cost of your highest level spells every 5-10 rounds, and have a big enough pool to cast them flat out for about 2-3 rounds if you forego all buffs.

Edit: How's this look?

(click to show/hide)
« Last Edit: June 01, 2012, 02:37:57 PM by Garryl »

Offline phaedrusxy

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Re: The Mage, a point-based, recharging spellcaster
« Reply #17 on: June 01, 2012, 04:30:48 PM »
You're still only regenerating MPs up until half your pool is full, though, right? So your "working pool" is really only going to be half of your maximum, and you can use anything above that for ongoing effects without really cutting into the MPs you're going to use in combat.

So, assuming that's right, you could have four ongoing 9th level spells without really cutting into your "working" MPs? Is that correct? So you could throw up a Shapechange, a Gate, an Astral Projection, and... I don't know, something else, then wait 9 rounds for your MPs to regenerate to half (which is really more like full, with the rest used for ongoing spell maintainence), and Teleport in to unleash the pain before your Gate duration ends.

Am I getting the gist of this?
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Re: The Mage, a point-based, recharging spellcaster
« Reply #18 on: June 01, 2012, 04:42:16 PM »
Your MP still regenerates to full, not half. Any reduction to your maximum from ongoing spells counts against your pool for combat (which, at full, is only enough for 2-3 max level spells after level 5 or so, although significantly more lower level spells).

Edit: On an unrelated note, I was thinking of changing the save DCs to be Cha-based. It'll introduce a little MAD (which isn't bad for an otherwise SAD full-caster whose almost certainly Tier 1) and it fits with the spontaneous aspect of the spellcasting.
« Last Edit: June 01, 2012, 05:35:58 PM by Garryl »

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Re: The Mage, a point-based, recharging spellcaster
« Reply #19 on: June 01, 2012, 04:57:03 PM »
OK, I think I misread it the first time. I thought that if you had more than half of your maximum, that you didn't recover them automatically, but that you could gain more than that via temporary boosts like Burn, etc. I was like half asleep when I first read this...  :tongue

I do think that would make an interesting mechanic, though... So let me pitch how I though it worked as an alternative for you to consider.  :P

You only regenerate MPs if you are at half of your maximum or lower. Ongoing effects lower your maximum, and also cost MPs. You can only fill your pool above half via "boosts" like Burn, items, etc. So without "supercharging" your MP pool somehow, you normally would only have half your maximum MPs available for casting at any one time, but could have the same number running ongoing "buffs" at any time without any real cost to you.

However, if you knew you were about to head into a big combat, you could "supercharge" yourself by dismissing all of your ongoing effects, taking a bunch of burn to fill your pool to over half (maybe all the way to the max), and then heal the damage somehow. This would let you cast more "attack" type spells in combat, but leave you without ongoing effects for protections.

Or you could go with some optimal mixture of the two.
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