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- Mage spells are arcane spells. Charisma determines her spells' save DCs.
- A Mage has a pool of mana points (MP) used to cast her spells, the size of which is based on her class level and her Intelligence modifier. A Mage restores a certain amount of MP each round based on her class level. This restoration can not grant a Mage more than her maximum MP at any one time. A Mage with MP in excess of her maximum loses half of the excess (rounded up) each round at the beginning of her turn. MP totals are tracked into negative values, if applicable.
- Casting a spell costs an amount of MP equal to the square of the level of the spell slot the spell would occupy after all modifiers (such as metamagic) have been considered.
- Casting a spell with a duration other than instantaneous impedes the Mage's ability to cast further spells. Her maximum MP is reduced by one third of the spell's cost (rounded up) for as long as the spell remains in effect. This can cause her maximum MP to be reduced to a negative value. Additional, separate mana costs (such as from the Armored Magic feat) do not count for this purpose.
- All Mage spells are dismissible.
- Mages cast spells from the Sor/Wiz spell list.
- A Mage can have a limited number of spells retrieved at once, based on her class level. She can cast any of her retrieved spells spontaneously and at will as long as she can pay the MP cost. Retrieved spells must be retrieved in the form that they could be prepared (which mostly means with metamagic already applied). A Mage can change her retrieved spells with 15 minutes of study or meditation. A Mage can only select her retrieved spells from among the spells she knows. A Mage who loses an active spell as a retrieved spell automatically dismisses all instances of that spell.
- A Mage has a spellbook and learns spells as a Wizard. The highest level spell she can learn, retrieve, and cast as a Mage is based on her class level and her Intelligence score. Similar to Wizards, the Spell Mastery feat allows a Mage to retrieve a spell without having her spellbook.
- Mage spellcasting is considered spontaneous spellcasting, not prepared spellcasting. However, since she does not spontaneously apply metamagic to her spells (instead applying it as part of retrieving them), her spells' casting times remain as normal instead of being extended to a full-round action.
- Reserve feats and similar effects use the highest level spell retrieved that you have enough MP for.
- Negative levels cause you to lose MP (current and max) equal to the highest level spell retrieved.
- MPs are not spell slots. Spells and effects that restore or empty spell slots do not affect your mana pool. Similarly, MPs are not PPs, so magic/psionic transparency means very little in that regard.
Spellcasting Statistics- No bonus MP regen, but some items boost it.
- Bonus max MP = Int mod * max spell level
- MP cost = effective level of the spell slot used, squared
- Charisma determines save DCs.
- Intelligence determines maximum spell level.
Sidebar: Mages and Prestige ClassesThe Mage class significantly diverges from the standard paradigm used by most spellcasting classes. As such, some of the assumptions that go into how prestige classes (and some other options) interact with a base class's spellcasting may not hold true.
- Mages are spontaneous, arcane spellcasters. They qualify for and can be advanced by prestige classes as such. They learn and gain new spells known like a Wizard does.
- Mages use MP instead of spell slots. Prestige classes that advance a spellcasting class's spells per day or spell slot progression instead advance a Mage's maximum MP, MP restoration rate, spell retrieved, and maximum spell level.
- Some prestige classes, such as the Dragon Disciple, directly add spell slots to an existing spellcasting class. A Mage can gain these spell slots (in accordance with the Mage's maximum spell level), and can spontaneously cast retrieved spells with them, much like a Spirit Shaman. Spells cast from spell slots, rather than MP, do not cost MP nor do they reduce the Mage's maximum MP while they remain ongoing. A Mage can recover expended spell slots like a Sorcerer.
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 | +2 | Arcane Lore, Bonus Feat, Cantrips | 1 | 1 | 2 | 1st |
2 | +1 | +0 | +0 | +3 | Rapid Dismissal (move) | 3 | 1 | 3 | 1st |
3 | +1 | +1 | +1 | +3 | Spell Ward +1 | 6 | 2 | 3 | 2nd |
4 | +2 | +1 | +1 | +4 | Arcane Lore +1 | 10 | 2 | 4 | 2nd |
5 | +2 | +1 | +1 | +4 | Bonus Feat | 15 | 3 | 4 | 3rd |
6 | +3 | +2 | +2 | +5 | Power Burn | 21 | 4 | 5 | 3rd |
7 | +3 | +2 | +2 | +5 | Spell Ward +2 | 28 | 4 | 5 | 4th |
8 | +4 | +2 | +2 | +6 | Arcane Lore +2, Metamagic Efficiency (-1 MP) | 36 | 5 | 6 | 4th |
9 | +4 | +3 | +3 | +6 | Rapid Dismissal (free) | 45 | 6 | 6 | 5th |
10 | +5 | +3 | +3 | +7 | Bonus Feat | 55 | 6 | 7 | 5th |
11 | +5 | +3 | +3 | +7 | Spell Ward +3 | 66 | 7 | 7 | 6th |
12 | +6/+1 | +4 | +4 | +8 | Arcane Lore +3 | 78 | 8 | 8 | 6th |
13 | +6/+1 | +4 | +4 | +8 | -- | 91 | 8 | 8 | 7th |
14 | +7/+2 | +4 | +4 | +9 | Metamagic Efficiency (-1 level) | 105 | 9 | 9 | 7th |
15 | +7/+2 | +5 | +5 | +9 | Bonus Feat, Spell Ward +4 | 120 | 10 | 9 | 8th |
16 | +8/+3 | +5 | +5 | +10 | Arcane Lore +4 | 136 | 10 | 10 | 8th |
17 | +8/+3 | +5 | +5 | +10 | -- | 153 | 11 | 10 | 9th |
18 | +9/+4 | +6 | +6 | +11 | -- | 171 | 12 | 11 | 9th |
19 | +9/+4 | +6 | +6 | +11 | Spell Ward +5 | 190 | 12 | 11 | 10th |
20 | +10/+5 | +6 | +6 | +12 | Arcane Lore +5, Bonus Feat, Metamagic Efficiency (-2 MP) | 230 | 13 | 12 | 10th |
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 FeatsThe following feats introduced here are designed to be used by the Mage class, although some can be used by other classes.
General Feats | Prerequisites | Benefit |
Armored Magic | Mana pool, armor or shield proficiency | Spend extra MP to ignore Arcane Spell Failure. |
Blood Magic | Power Burn | Take damage when casting a spell to gain +1 CL and save DC. |
Expanded Mana Pool | Mana pool | Your maximum MP increases by your maximum spell level. |
Extra Retrieved Spell | Retrieved spells | Retrieve an extra spell. |
Indefinite Magic | Mana pool | Spells 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 ItemsThe following magic items and special abilities are designed to be used by the Mage class, although some can be used by other classes.
Weapon Properties | Cost | Effects |
Infused | +1 bonus | Spend 5 MP to increase enhancement bonus by +2. |
Infused, Greater | +2 bonus | Spend 16 MP to increase enhancement bonus by +4. |
Mana Leech | +1 bonus | Critical hits grant MP. |
InfusedPrice: +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, GreaterPrice: +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 LeechPrice: +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 Properties | Cost | Effects |
Infused | +1 bonus | Spend 5 MP to increase enhancement bonus by +2. |
Infused, Greater | +2 bonus | Spend 16 MP to increase enhancement bonus by +4. |
InfusedPrice: +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, GreaterPrice: +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 Items | Body Slot | Cost | Effects |
Mana Stone | -- | 25 gp per MP | Grants up to 100 MP to user. Single use. |
Spell Crystal Pendant (0th) | Neck | 500 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (0th) | Finger | 500 gp | Provides an additional retrieved spell. |
Spell Crystal Pendant (1st) | Neck | 1000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (1st) | Finger | 1000 gp | Provides an additional retrieved spell. |
Mana Pendant +1 | Neck | 4000 gp | Grants an enhancement bonus to MP restoration rate. |
Spell Crystal Pendant (2nd) | Neck | 4000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (2nd) | Finger | 4000 gp | Provides an additional retrieved spell. |
Spell Crystal Pendant (3rd) | Neck | 9000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (3rd) | Finger | 9000 gp | Provides an additional retrieved spell. |
Mana Pendant +2 | Neck | 16000 gp | Grants an enhancement bonus to MP restoration rate. |
Spell Crystal Pendant (4th) | Neck | 16000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (4th) | Finger | 16000 gp | Provides an additional retrieved spell. |
Spell Crystal Pendant (5th) | Neck | 25000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (5th) | Finger | 25000 gp | Provides an additional retrieved spell. |
Mana Pendant +3 | Neck | 36000 gp | Grants an enhancement bonus to MP restoration rate. |
Spell Crystal Pendant (6th) | Neck | 36000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (6th) | Finger | 36000 gp | Provides an additional retrieved spell. |
Spell Crystal Pendant (7th) | Neck | 49000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (7th) | Finger | 49000 gp | Provides an additional retrieved spell. |
Mana Pendant +4 | Neck | 64000 gp | Grants an enhancement bonus to MP restoration rate. |
Spell Crystal Pendant (8th) | Neck | 64000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (8th) | Finger | 64000 gp | Provides an additional retrieved spell. |
Spell Crystal Pendant (9th) | Neck | 81000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (9th) | Finger | 81000 gp | Provides an additional retrieved spell. |
Mana Pendant +5 | Neck | 100000 gp | Grants an enhancement bonus to MP restoration rate. |
Spell Crystal Pendant (10th) | Neck | 100000 gp | Provides an additional retrieved spell. |
Spell Crystal Ring (10th) | Finger | 100000 gp | Provides an additional retrieved spell. |
Mana StonePrice: 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 PendantPrice: 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 PendantPrice: 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 RingPrice: 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 Crystals | Crystal Type | Cost | Effects |
Augment Spell Crystal (0th) | General | 500 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (1st) | General | 1000 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (2nd) | General | 4000 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (3rd) | General | 9000 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (4th) | General | 16000 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (5th) | General | 25000 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (6th) | General | 36000 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (7th) | General | 49000 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (8th) | General | 64000 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (9th) | General | 81000 gp | Provides an additional retrieved spell. |
Augment Spell Crystal (10th) | General | 100000 gp | Provides an additional retrieved spell. |
Augment Spell CrystalPrice: 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).
Change Log
21/6/2017: Reposted to
Min Max Forum storm shelter. Added the missing aura strength for 10th level
spell crystal rings,
pendants, and
augment crystals. Added the
greater infused weapon and armor properties.
7/6/2016: Updated formatting to match my more recent works. Added a sidebar about Mages and PrCs. Clarified a few things about spellcasting, metamagic, and Arcane Lore's bonus. Slightly changed how dismissing Mage spells works. Retrieving spells now takes up to 1 hour depending on how many spells you change. Spell Ward now only applies on saves against magical effects. Added
infused and
mana leech weapon properties. Added
infused armor property. Added
augment spell crystal,
spell crystal pendant, and
spell crystal ring magic items.
22/7/2012: Last update before tracking of changes.
30/5/2012: First posted.
TODO
- Mage: Various references to highest level spell slot you can retrieve and maximum spell level and similar should be changed to something consistent, such as "maximum equivalent level spell slot retrieved" or "maximum spell level".