Force MageThe force mage is an arcane caster who believe that force is the purest form of magic. The hone and specialize their skill to wield this magic as a deadly weapon. In addition, they become more resistant to force magic cast by others as they slowly master their art.
Hit Die:d4.
RequirementsTo qualify to become a force mage, a character must fulfill all the following criteria.
Skills: Knowledge (Arcana) 6 ranks, Spellcraft 4 ranks.
Feats: Spell Focus (Evocation).
Spells: Able to cast three different arcane spells with the [force] descriptor.
Class SkillsThe force mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Disable Device (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level 2 + Int modifier.
Level BAB Fort Ref Will Special Spells per Day
________________________________________________________________________________________
1 +0 +0 +0 +2 Force Specialization, +1 level of existing class
Resist Force, Force Protection
2 +1 +0 +0 +3 Extend Force +1 level of existing class
3 +1 +1 +1 +3 Versatile Force +1 level of existing class
4 +2 +1 +1 +4 Penetrate Resistance +1 level of existing class
5 +2 +1 +1 +4 Improved Potential +1 level of existing class
Class FeaturesAll of the following are Class Features of the force mage prestige class.
Weapon and Armor Proficiency: Force mages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new force mage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of force mage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Force Specialization (Ex): Any time a force mage casts a damage dealt by any damage-dealing [force] spell, he adds his class level to the damage roll for each target. For example, if a 2nd level force mage casts Magic Missile with three missiles, each target would take an extra two points of damage, regardless of how many missiles struck them.
This ability also works with spells cast from wands or other magical items.
Resist Force (Ex): Whenever the force mage takes damage from a [force] spell or effect, the damage is reduced by double his class level (to a minimum of zero points of damage).
Force Protection (Ex): When a force mage casts a [force] spell that grants a bonus to his Armor Class, the bonus to his Armor Class is increased by his class level. This extra bonus is considered to be the same type of bonus granted by the spell. For example, if a third level force mage casts Mage Armor, he will gain a +7 Armor bonus to his Armor Class.
Extend Force (Ex): At 2nd level, all [force] spells cast by the force mage with a non-permanent, non-instantaneous duration have their duration doubled. This ability can stack with the Extend Spell feat.
Versatile Force (Ex): At 3rd level, when casting a spell with an energy descriptor that is not [force], the force mage may opt to spontaneously switch one of the energy descriptors for the [force] descriptor. All damage of the previous type is converted to force damage, and that damage fully affects incorporeal and ethereal creatures. Any other effects of the spell also fully affect these creatures. Using this ability raises the level of the slot used by one.
For example, if a force mage casts Acid Fog with this ability, it would require a 7th level spell slot, gain the [force] descriptor in place of [acid], and deal 2d6 force damage each round. In addition, any incorporeal or ethereal creatures caught in the area would be fully affected by the Solid Fog portion of the spell, having their movement restricted. If a force mage cast Ice Storm, only the cold damage would be converted to force damage. The spell would still deal 3d6 bludgeoning damage as normal.
Penetrate Resistance (Ex): At 4th level, the force mage adds his class level to any spell penetration checks made to overcome spell resistance when casting a [force] spell.
Improved Potential (Ex): At 5th level, when the force mage casts a damage-dealing [force] spell that's damage dice scale by spell level, he may increase the maximum dice allowed. The maximum damage dice rolled increases by five, but the extra dice still scale at the normal level. For example, Magic Missile normally grants a new die of damage every two levels capped at five dice at 9th level. This would raise the cap to ten dice at 19th level (six at 11th, seven at 13th, etc). A Fireball normally deals 1d6 damage per level capped at 10d6 at 10th level. A modified Fireball that deals force damage could deal up to 15d6 damage at 15th level.
This ability works by spells modified with the Versatile Force ability above.