Author Topic: Class - Magicka Mage  (Read 2042 times)

Offline SorO_Lost

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Class - Magicka Mage
« on: March 15, 2018, 03:28:00 PM »
The Magicka Mage

Before we cast woven magic, we cast the elements within ourselves.

How did the spells we know come to be and how were they invented? Someone had to make the mistakes of blowing them selves up and setting loot on fire before we learned how to properly undress a Succubus from another plane. They are the originals, the precursor to the sorcerer, the unrefined rubber mallet before hammers were invented, the alpha and extinct-before-the-omega, they are the Magicka Mages!

Characteristics: Magicka Mages pull elemental energy from the inner planes and the material plane's composition to create and cast what is called magicka. How it works is also the operating theory of how the gods of magic such as Mystra have managed to create the weave in the first place. Due to it's simplistic nature, crude basics, and extreme volatility it is often looked down upon by even sorcerers. But every Magicka Mage  is proud of their ability and independence from others so they love to wear a brightly covered robe and as an expression of their abilities will often decorate it in magical symbols. They are the source of the trope known as sword & sorcerer wielding a staff in one hand and a sword in the other. They are often intelligent and heroic like the legends Gandolf & Merlin whom were mere understudies but sometimes they were stupid and insane (like black mage but we don't talk about him). Most remain cryptic and some theorize it is because they have no idea what they are doing while others believe the success of their grand plans required them to be manipulative to young orphans branded by a scar and this is not an oddly specific example at all.

Background: Magicka Mages cast magic and invented spells before everyone else invented paper and deities. They probably died out in a glorious explosion of research and maniacal laughter (or maybe a wizard did it). It is a rarity to find them these days, you're more likely to stumble across one that accidentally froze him self in ice than to one someone actually practicing Magicka. Legend says the abyss was invaded by them long ago, they breed and fight in an ever descending exploration that has long taken them from the sight of gods & men but maybe there is some kind of accidental short cut that spits one back. Otherwise if someone were to pursue this path for the novelty of it they need to forgot silly conceptions like logic and they often consider wisdom a dump stat.

Game Rule Information
Abilities: Charisma is important for manipulating magic and dexterity keeps you from hitting your self which can also be important.
Alignment: Extremely Chaotic.
Starting Gold: 2d4.
Special Limitation: you must start every gaming session with a borderline unfunny pop culture reference.

Table: The Magicka Mage
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
BAB
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Relf
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Summon & Snap Cast Magicka
Shield Element
Arcane/Healing Elements
Magicka
Advanced Shield
Area Effects
-
Evasive Mettle
-
Find Weakness
-
Implement Expertise
-
-
-
Mayhem
-
Refined Magicka
-
Total Mayhem
Magicka Known
-
-
-
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8 (1)
9
9 (2)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Bluff, Craft(any), Concentration, Heal, Intimidate, Perform(any), Spellcraft, Spot, Use Magic Device.

Class Features
Proficiency:Magicka Mages only gain proficiency with longswords and quarterstaffs, and consider them to be implements that aid in their spellcasting. They add the enhancement bonus of any wielded longsword to Magicka attack rolls, and the enhancement bonus of any wielded quarterstaff to Magicka damage rolls (but not snap casting) and Magicka save DCs. However, wearing armor increases the profound effect on mobility that Magicka has and so add the worse of any armor check penalty's base or modified value as a penalty to reflex saves (minimum -1).

(click to show/hide)

Snap Casting Magicka: One of the most basic usages of Magicka is called snap casting which is when the mage launches the summoned elements out to blast his enemies or anything else that would look better on fire or soaking wet. This works as a ranged touch attack with a 15ft increment (max 60ft). Each element deals one point of damage per two caster levels of it's associated type. The elements behave as they normally would (for example, water hits with a blast of freezing water) but they quickly vanish back to their elemental plane.

For example, a 3rd level Magicka Mage uses a standard action to summon two fire elements and one air element, he can then either cast Magicka or choose to let them circle around him imposing a -15ft penalty to his speed. If he chooses to snap cast them at a target 45ft away he makes a ranged touch attack with a -4 penalty for the range and on a hit he deals four points of fire damage and two points of electricity damage.

Magicka: At the 4th level and several dozen encounters of use the Player the Magicka Mage is ready for some advanced casting. The spells, or simply Magicka, is the full process of summoning and interconnecting the elements creating the first versions of the weave to cause a special effect that cannot normally be achieved with physical effort. These effects require certain specific combinations and if a mage has the wrong ones or have too many out they cannot cast their desired Magicka.

Since Magicka is closer to the weave it's subject to weave-based effects such as anti-magic and dispelling through it still ignores spell resistance. Effects that would prohibit planar travel can also be used to dispel, but not prevent the casting of, Magicka. It's mental complexity also provokes attacks of opportunity when used. You learn a new Magicka at almost every other level as indicated by the table and learning them is permanent, you cannot exchange or swap them out in later levels. See the second post for details and remember that Magicka rarely discerns a difference between the enemy, ally, or even the caster.

Advanced Shield Techniques: At the 5th level a Magicka Mage learns new ways to abuse his shield, instead of imbuing his shield with elements he imbues his elements with his shield. This gives him the appearance of wearing the elements such as being covered in dirt or even stone flakes depending on how potent his spell was.

Each earth element gives DR 2/adamantine while each water element gives +1 on save against magical effects. Fire instead creates a cloak that deals 1d4 fire per element to each creature striking you with a melee attack while each air element charges your held metallic weapons so they deal an extra +1d4 electricity damage per element. Arcane provides a +1 bonus per element on any saves against energy drain and ability damage/drain while healing does the same against dazed, stunned, confused, and fatigue/exhaustion effects.

Area Effects: The Magicka Mage learns how to turn his snap casting into an area effect depending on the elements used. As long as one of the elements was air, arcane, or healing, the mage can choose to cast it as a 40ft line. Fire allows for 40ft cones, water for 20ft bursts centered on the caster (the caster isn't affected). Earth produces a splash effect that hits every creature within 20ft of it's center. Creatures can make reflex saves to halve damage taken against a DC equal to 10 + 1/2 your Magicka Mage level + your charisma modifier.

The shield element however lets you produce a wall-like effect covering 5ft per two caster levels. All segments must be continuously joined and it cannot "cut" through other fixed objects or creatures. If it's entirely made out of the shield element the barrier is impassible but can be attacked and broken through as if breaking the personal shield normally. Infused with other elements however it deals 1d4 damage per element to creatures passing through and prevents spells that deal the same type of damage from passing through provided the elements used are less than the ones used in the wall. This can block weave-based spells with a level up to twice the amount of elements used as well.
ElementArea
AirLine
EarthSplash
FireCone
WaterBurst
ShieldWall
ArcaneLine
HealingLine

Evasive Mettle: After a lot of trial and error the Magicka Mage will learns blasting creatures with area spells if they happen to be standing nearby hurts. Thankfully, he's had plenty of practice by now to learn how to avoid his own Magicka. Against his own Magicka he gains the benefits of improved evasion and improved mettle. He can also attempt a reflex save to avoid an arcane element's explosion when snap casted.

Find Weakness: When the mage hits an opponent with snap casted Magicka he instantly learns if the creature took more, or less, damage than dealt allowing him to better discern effects like resistance, immunities, and weaknesses through trial and error.

Implement Expertise: After obtaining mastery in Magicka the Player Magicka Mage remembers he has been carrying a sword and staff all this time and they can be used to smack things. He gains a +4 bonus with attack & damage rolls with longswords and once per round when he snap casts a Magicka made out of a single set of matching elements while holding a quarterstaff he can add his spellcraft ranks to a single creature damaged by the Magicka once per casting. This also works with healing but you use the heal skill instead.

Refined Magicka: Near the pinnacle of experience a Magicka Mage's advanced experimentation leads to a break through allowing him to create what other creatures would later call a spell-like ability. Choose one first level wizard/sorcerer spell and any combination of five elements, the Magicka Mage can cast the spell as an SLA using that elemental combination (effectively adding it as a Magicka known). The Magicka Mage learns two such of these spells as indicated in parenthesis in the table.

Mayhem: Emboldened by their recent discoveries a Magicka Mage gets even more experimental. Once per day for each point of charisma bonus while snap casting the Magicka Mage randomly summons several elements and casts a random effect, roll once on the Rod of Wonder table and once on the Warp Touch table (found in the DMG & BoVD). Anyone affected by the Rod of Wonder's effect is also affected by the Warp Touch's effect except it only lasts one minute even if it would have been permanent.

At the 20th level the Magicka Mage can roll on each table twice and choose which effects take place.

(special thanks to Nansork, our homebrew connoisseur, for helping proofread some of this so far)
« Last Edit: September 13, 2018, 11:44:17 AM by SorO_Lost »

Offline SorO_Lost

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Re: Class - Magicka Mage
« Reply #1 on: March 15, 2018, 03:28:31 PM »
WIP




Magickas

Blizzard
Water x4, Arcane x1 (multi-round)
Ice & snow cover the area obscuring vision.
For one minute a 20ft wintry storm sphere obscures vision, any creature more than 5ft away from another in the area has concealment. At the start of your turn, any creatures in the area take 1 point of cold damage per two caster levels. The storm leaves behind about six inches of snow which melts away into nothing over the next few minutes.
Chain Lightning
Air x4, Arcane x1 (multi-round)
A powerful arc of electricity arcs around hitting nearby creatures.
A bolt of lightning hits a target within 45ft for 1d6 electricity damage per caster level (max 15d6) then all creatures within 30ft take half that damage, reflex save halves.
Conflagration
Fire x4, Arcane x1 (multi-round)
An extremely hot fire rapidly spreads.
Choose a target within 60ft, they are set on fire and take 2d6 fire damage each round. On your turn the fire magically attempts to spread, lighting all adjacent creatures and objects (reflex negs) on fire even if they wouldn't normally catch fire at all. The fire continues for one minute after which all the flames vanish and any object destroyed by the fire is reduced to a pile of fine black ash.
Corpealize
Arcane x2, Healing x2, Shield x1 (multi-round)
You briefly turn incorporeal creatures corporeal allowing you to hit them with Magicka.
When you cast this spell you instantly become aware of all incorporeal creatures within 60ft and can target one of them. On a failed save the creature is rendered corporeal, shunted out of objects taking 1d6 damage per 10ft if needed, for one minute. If the creature didn't have a strength score prior to becoming incorporeal use the value of it's lowest psychical scores for it's strength.
Crash To Desktop
Air x1, Earth x1, Fire x1, Water x1, Arcane x1, Healing x1 (multi-round)
What? How did... [Blue Screen]
The caster is shunted to a blue landscape filled with white-colored cryptic writings floating in the air for the next ten minutes (or until they say restart). When they return however, only one minute has passed for everyone else and to them the caster simply vanished and reappeared.
Eruption
Fire x3, Earth x1, Arcane x1 (multi-round)
You summon a small volcano which releases lava over the area.
Fear
Arcane x1, Earth x1, Fire x1 (standard action)
Fear my arcane power!
You channel the concept of hell into your appearance making you seem more terrifying than before. You can make a single demoralizing intimidate check with a +5 enhancement bonus that affects everyone within 30ft.
Furious Foul
Grease
Earth x1, Water x2 (standard action)
A cool slick substance aids break dancing in the middle of a fight.
A 10ftx10ft area on the ground ices over and becomes incredibly slick. Creatures in the area need to make reflex saves when cast and each time they are damaged to avoid falling prone.
Guardian
Healing x4 (full-round action)
You summon a healing aura slowly repairing damage to nearby "collateral damage".
On your turn you and all creatures adjacent to you recover one hit point per four caster levels. This is a positive energy effect that hurts undead. This aura lasts for one minute.
Haste
Air x1, Fire x1 (move action)
You never know when being able to outrun your allies will have it's advantages.
For one minute you gain a +30ft enhancement bonus to all forms of movement, and +2 dodge bonus to both your AC and reflex saves.
Invisibility
Air x3, Healing x1, Shield x1 (multi-round)
It's the easy solution to knowing which gender marked door you can enter.
You turn invisible for up to one minute per caster level through any summoned elements can still be seen orbiting around you.
Levitation
Water x1, Shield x1 (move action)
You can run across water.
You can walk on top of liquid surfaces for one minute through you may still take damage for being in contact with it and should consider using the shield element to ward against it if possible.
Meteor Shower
Napalm
Earth x2, Fire x2, Shield x1 (multi-round)
I love the smell of napalm in the morning.
This magicka functions a little like conflagration. Instead of magically spreading everywhere it instead sticks to creatures that come in contact with each other through natural weapons, touch attacks, and supportive hugs. It also deals 3d6 damage per round but only lasts five rounds.
Nullify
Portal
Air x1, Earth x1, Shield x1 (standard action)
You create a small portal from one place to another.
Choose two locations you can see and have a clear line of effect to within medium range (100ft+10ft/cl), a blue or orange 5ft oval shaped portal forms at one of the locations while the other colored portal forms at the second. Creatures and objects can freely pass through it unharmed. No creature or object can be harmed by the opening or closing of the portal.
Propp's Party Plasma
Air x1, Earth x2, Water x1, Healing x1 (multi-round)
Let's get the party started in here, ha I bet you thought I wouldn't squeeze a song lyric in here somewhere.
The caster creates a small stone table topped with stone cups filled with weak alcoholic beverages and barely nutrient sweet tasting edible dirt as the air within 40ft reverberates with pleasant discordant music for ten minutes. Creatures that partake of the feast and enjoy them selves gain a +2 moral bonus on initiative and skill checks for the next four hours. It is entirely possible to survive for four years off partying, but the surgeon general advises not to.
Push
Rain
Air x1, Water x2 (standard action)
A light drizzle from above soaks everyone below it.
A round cloud 30ft wide appears a hundred feet above you and rains pure water down. Creatures in the area get wet from the magical rain but are otherwise unharmed. However any electricity damage dealt within the area increases by +50% against targets. The rain lasts for one minute before vanishing from even the mouths that tried to drink it.
(The Original) Raise Dead
Air x1, Earth x1, Fire x1, Water x1, Arcane x1 (multi-round)
I didn't kill Tommy, see he is standing there moaning at you.
You partially fix one dead creature per five caster levels by animating one their corpse. The resulting creature sheds all flesh and rearranges it's bones to become a medium sized humanoid skeleton (see MM1 page 226) except for a few minor changes. The creature has 5hp and one 'virtual hit die' per caster level, it uses your base attack bonus and gains your longsword's enhancement bonus to attack rolls, it's claw attacks deal an extra point of negative energy damage per two caster levels plus your quarterstaff's enhancement bonus. This is probably an evil act, but alignments were not invented yet anyway.
Revive
Summon Death
Summon Phoenix
Summon Elemental
Any-Matching x5 (multi-round)
You summon a spirit made out of the elements.
You can summon an elemental (see MM1) of the same type up to the size of medium. If you used pure healing the spirit is a sort of glowing white orb fairy-like thing that is more of an effect than creature and it floats around your head. As an immediate action you can mentally command the spirit to deal you 2hp per rank in your healing skill causing it to vanish. The arcane elemental is instead a dark glowing blue/black/purple orb that prefers to pester opponents with a magic-missile like effect that deals 1d4+1 per two caster levels. Attempt to summon a pure shield elemental instead strikes the caster for 5d6 damage as they receive a message from EA to buy the DLC.
Teleport
Thunderstorm
Time Warp
Arcane x1, Air x1, Fire x1, Healing x1, Water x1 (multi-round)
You bend time around you creating a personal field of accelerated time allowing you to act more often.
You gain an additional turn each round. You take your original turn as normal, and the additional turn is taken at an initiative count equal to half the count of your original turn, losing all ties. Weave-based magic cannot operate in this condition and the stress of casting a second Magicka each round while maintaining this effect causes 1 point of Constitution burn. This also has a massive toll on the body and you take double damage during this effect. Most mages use this to reduce the overall casting time of Magicka or so they don't have to choose between swinging their sword and casting because they can do both. The effect lasts for five rounds (about one minute to your perceptions) and it is dismissible.
Tornado
Tractor Pull
Vortex
Arcane x2, Air x1, Water x1 (full-round action)
You create a sphere of high gravity drawing people towards it like moths to a flame.
You create a tiny black-colored orb with a 40ft sphere of influence that draws all creatures & objects 5ft towards it each round. Creatures can only move at half speed away from it but can move at double speed towards it. The unlucky creature in the center of the effect takes 2d6 crushing damage and becomes nauseated as his dinner is unsure which way it is supposed to go. This effect lasts for one minute and it is dismissible.
Weapon Imbue
Varies (varies)
You imbue your longsword with the elements for later use.
You can transfer your summoned elements into the blade of a single longsword. The next creature struck by it is affected as if you had snap cast the transferred elements. You cannot transfer the shield element in this way and if the longsword leaves your hand the elements dissipate. Attempting to imbue a second weapon at the same time is impossible.
« Last Edit: March 20, 2018, 06:00:32 PM by SorO_Lost »