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herrhauptmann
2010-11-24, 01:34 AM
The origin of the beings known as Mancers are not very well known, even to the greatest of the sages across the planes. However, this is not a result of a great and dark secret stretching back to the dawn of time when even the Gods were young. It is because on each world, the Mancers have been empowered by the elemental lords due to a different stimulus.

Four Elemental Lords grant power to their chosen agents. And in each world the first mancers came into their power recently. In each world, the Mancer is tasked with ensuring the elemental planes do not become unbalanced, in which case, a conjunction of the planes would cause the full primal fury of one or more Elemental Plane to spill into the prime material plane in a continental sized planar rift.
Beyond these facts, there are no similarities in the origin of the Mancer.
In one world:
A half century ago, the Temple of Elemental Evil rose to power. While powerful, the Temple was not unified, each of its servants adhered to a different philosophy, espousing the dominion of either Fire, Water, Earth or Air over all others. Each of these cornerstones being led by a Prince of Elemental Evil. All in service to the Elder Elemental Eye (the dark god Tharizdun). Though the temple was stopped by the actions of a group of adventurers, it caused an unheard of occurrence. Each of the Four Elemental Lords met in secret conclave, developing a plan to raise up their own mortal agents to crush the Temple of Elemental Evil, and its servants, should it ever rise to power again.
Yet evil never slumbers, always working its schemes. While the Elemental Lords were lax in their vigilance, believing the Temple could not rise again for centuries or more.
As a result, not thirty years later, the Temple of Elemental Evil again reared its head, while not a single Mancer had yet awakened to even the barest fraction of his full power. In a panic, the Elemental Lords spread forth their energies, touching kindred souls across the world, ensuring that this next time, if the world yet existed for a 'next time,' the Mancers would exist in sufficient numbers to crush the Temple.
Fortunately, the world was again spared destruction, nor have the Elemental Lords relaxed their vigilance, yet.

Now the Mancers are walking the world, and following the wishes of their respective Lords, whether they know it or not.
Across the land, are located focal points of energy known as Elemental Nodes. It is these nodes which the servants of the Princes of Elemental Evil seek. For each node these servants locate and attune (a process which can last decades), the world is drawn one step closer to destruction. Thus, it is the duty of all Mancers (Earth, Air, Fire, and Water) to locate these nodes first, safeguard them from the servants of the Princes of Elemental Evil. And despite their differing philosophies, all Mancers, of all races, philosophies (alignment), and elements are expected to work together to safeguard a node, though they be enemies in every other aspect. (Such as LG dwarven terramancer and CE drow aeromancer..)



{table=Head]Level | BAB | Fort |Ref|Will|Special Abilities |-1-|-2-|-3-|-4- |-5- |-6-
1|0| 2|0 | 2 | Chosen Element, Resist Sphere 5, Node sensitive |2|-|- |-|- | -
2|1| 3|0 | 3 | Elemental Ascension (Bonus Feat) |3|- | - | - |- | -
3|2| 3|1 | 3 | Node Defense | 3 | - | - | - | - | -
4|3| 4|1 | 4 | Resist Sphere 10 | 3 | 2| - | - | - | -
5|3| 4|1 | 4 | Channel Ability 1 | 4 | 3| - | - | - | -
6|4| 5|2 | 5 | Dowsing 1/day | 4 | 3 | - | - | - | -
7|5| 5|2 |5| Elemental Ascension (Sustenance)| 4 |3 | 2 | - | - |-
8|6/1|6| 2 | 6 | Resist Sphere 15 | 4 |4 | 3 | - | - |-
9|6/1|6|3 | 6 | Elemental Ascension (Travel) | 5 | 4| 3 | - | - | -
10|7/2|7|3| 7 | Channel Ability 2 | 5 | 4 | 3 | 2 | - |-
11|8/3|7| 3|7 | Suppress Node 1/day | 5 | 4 | 4 | 3 | - |-
12|9/4|8| 4|8|Elemental Ascension (Bonus Feat), Resist Sphere 20|5|5|4|3 |-|-
13|9/4|8| 4|8| Node traveling | 5 | 5 | 4 | 3 | 2 | -
14|10/5|9 |4 |9| Elemental Ascension (Lesser Raiment) |5|5|4|4 | 3 |-
15|11/6/1 |9|5 |9 |Elemental Exaltation (Visage)|5|5|5|4|3 |-
16|12/7/2 |10 | 5 | 10 | Resist Sphere 25 |5|5|5|4|3 | 2
17|12/7/2 |10 | 5 | 10 | Erase Node 1/week |5|5| 5|4|4|3
18|13/8/3 |11 |6|11|Elemental Exaltation (Resilience)|5|5|5|5|4|3
19|14/9/5 |11|6|11 |Elemental Exaltation (Greater Raiment)|5|5|5|5| 4 | 3
20|15/10/5|12 |6|12|Elemental Apotheosis( Command ) Elemental Immunity|5|5|5|5|4|4

[/table]

Mancers make fierce opponents in the field of battle. Skilled fighters with the ability to further enhance their combat prowess with many varieties of elemental aspects one never can be sure just what they will encounter when facing a Mancer. One thing is sure; it will not be an easy fight.
Alignment: Earth: Any lawful, Fire: Any chaotic, Air: Any neutral, Water: Any
HD: d8
Skill Points at 1st Level: (4+Int mod)x4
Skill Points at Each Additional Level: 4+Int
Class Skills:
The mancer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).


In Pathfinder:
4+int modifier
The mancer's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiencies: All simple and martial weapons. All armor and shields excluding the tower shield.



Chosen Sphere: All Mancers select an elemental sphere at the beginning of their training. The chosen element are cast like divine spells. All components and costs of the spell must be included in the casting. Because of the focused nature of the Mancer class, if they multiclass into any other character class or prestige class, they can no longer continue gaining levels of Mancer unless otherwise noted.


Elemental Spheres (Sp):
Each mancer is empowered by one elemental lord, and as such, each mancer gains access to a certain set of spells as determined by their elemental lord. (choose only from your chosen element)
If a mancers casting stat is high enough, he may gain access to additional spells per day the same as a wizard or sorcerer would.
A mancers casting stat is also a reflection of the inclinations and personality of his elemental lord.
For earth, it is strength. For fire, it is intelligence. For water, it is constitution. Finally, for air it is dexterity.

{table=Head]Sphere|Mancer Name|Casting Ability|PF casting ability
Air|Aeromancer|Dex|Dex or Int
Earth|Terramancer|Str|Str or Wis
Fire|Pyromancer|Int|Dex or Cha
Water|Aquamancer|Con|Dex or Wis
[/table]
A Mancer casts divine spells similar to those of a cleric or druid. He prepares his spells at a time of day dependent on his elemental lord (Grumbar, Akadi, Kossuth, and Ishtishia). Because his spells are divine, a Mancer does not suffer from Arcane Spell Failure due to wearing heavy armor, nor does he become unable to use his class features due to wearing armor of certain materials as druids do.
Many Mancers find and use a totem in a manner similar to a clerics holy symbol, yet this is far from necessary. For the Mancer is in truth, his own holy symbol, and needs no divine focus. However, many spells still require the Mancer to have one or both hands free.
The casting stats were chosen so that 3.0/3.5 Genasi can take the mancer class, and not have the casting stat be their penalty stat (charisma in all cases, as well as additional stat for Air and Earth). Additionally, each mancer was supposed to get a different casting stat, which I hoped would affect their fighting style (seems to work for Air and Earth). This was done because each genasi was also supposed to treat the appropriate Mancer variety as its favored class rather than fighter.
But in PF, the planetouched have different stat bonuses and penalties (and favored class bonuses). So perhaps the casting stat should be changed.
{table=Head]Element|3.X stat boost|3.X Stat Penalty|PF Stat Boost|PF Stat penalty
Air|+2 Dex and Int|-2 Wis and Cha|+2 Dex and Int|-2 Con
Earth|+2 Con and Str|-2 Wis and Cha|+2 Str and Wis|-2 Cha
Fire|+2 Int|-2 Cha|+2 Dex and Cha|-2 Wis
Water|+2 Con|-2 Cha|+2 Dex and Wis|-2 Str
[/table]




Node Sensitive: (Bonus Feat)
Invested with powers by one of the Elemental Lords, you have learned of the secret of the node magics.
Benefit: A Mancer with this feat automatically notes the presence of any elemental node with 30 feet.
Exception: If a node has been suppressed via the spell Suppress Node must make a DC 20 Intelligence check to note the presence of the suppressed node. A character without this feat cannot note a suppressed node at all
Normal: A creature without this feat that comes within 30 feet of a node can make a DC20 Intelligence check to note the presence of a node. A creature with the Node Spellcasting Feat can attempt either an intelligence check, or a spellcraft check at the same DC to notice the node.

Elemental Ascension (Bonus Feat) (Ex):
At second level, and again at twelfth level, the Mancer gains a bonus feat.
He must chose between an Elemental feat of his Sphere. (i.e. Fire Mancer would select a fire feat) or he may also select from the fighters Feat list as well. Furthermore, mancers may select from the devotion feats available in Complete Champion. He may select a devotion which matches his alignment (good, evil, law, or chaos), or the one corresponding to his sphere (earth, air, fire water).


Node Defense:
A mancer can use this feat even if he does not meet the normal prerequisites (node spellcasting feat). A mancer receives an insight bonus to his armor class and saving throws equal to the class of any earth node layer he currently occupies, up to a maximum of One third his level (round down). Thus a 20th level mancer only gets +6 to his defense and saving throws, even if he is a node layer of 7th level or higher. If his level is higher than the level of the node layer, then the maximum he can get is equal to the node layer.

Dowsing (SU)-
Once per day, a mancer of 6th level or higher can cast the spell Locate Node as a supernatural ability. Divination [Earth]. V/S/DF. 1 standard action. 1 mile/level. Circle centered on caster. 1 minute/level.
You sense the direction of any earth node within range. Can choose to locate either the nearest node, or a specific one you've visited before. In the latter case, range is 2 miles/level, and area is a circle centered on caster, with radius of 2 miles/level. Spell is blocked by even a thin sheet of lead (if a path to the node exists, and is wholly within the range of the spell, then it can be detected. examples include nodes inside caves, but not caves which require a teleport or some form of digging to access. And it cannot detect nodes protected by a node lock spell affected by the Suppress Node ability.

Channeled Ability (Su):
At 5th level, a Mancer is granted the supernatural ability to channel special weapon abilities into a wielded weapon through prayer. With eight hours of uninterrupted meditation, a Mancer can wield a simple or martial weapon that was the focus of the prayer and bestow the listed ability to it at will. At tenth level, the Mancer can bestow the second ability at will. The weapon while empowered appears to be magical, but does not when the ability is suppressed (unless the weapon was already magical). If the chosen weapon already has the listed ability, it does not stack.
The channeled ability ends when dropped or set down by the wielder, and can be restarted at will so long as no other mancer has used the same weapon for their own channeled ability.
(See table for correspondence).
{table=Head]Sphere|Mancer Name|Opposed Sphere|Ability 1|Ability 2|Casting Ability
Air|Aeromancer|Earth|Shock|Shocking Burst|Dex
Earth|Terramancer|Air|Corrosive|Acidic Burst|Str
Fire|Pyromancer|Water|Flaming|Flaming Burst|Int
Water|Aquamancer|Fire|Frost|Icy Burst|Con
[/table]

Elemental Ascension (Travel) (Ex): The Mancer gains an extra movement type based on their chosen element:

EARTH: Gain natural burrow, at same speed as land movement.
AIR: Gain natural fly speed of 30ft Average maneuverability
FIRE: Land speed increased to 50ft. If the character’s natural speed is the same or faster, increase by 10ft.
WATER: Gain natural swim speed of 30ft and water breathing. You also take no penalties on attacks or movement while underwater (as if under effect of freedom of movement). You can always take 10 on a swim check, even if distracted or endangered, and you can use the run action while swimming.

Most aquamancers are probably water genasi anyway, so waterbreathing isn't much of a change.
Trying to strike a balance between the 4 elemental travels. Currently believe that the Terramancer lags behind significantly, while the Aero is far ahead.

Suppress Node (SU)-
Once per day, a mancer of 11th level or higher can cast the spell Suppress Node. The spell is intended to prevent its use by any who would misuse a nodes power, namely anyone. Similar to the spell Node Lock, with a few key differences.
V/S Medium range, Target:1 earth node, Duration: Permanent. No saving throw or spell resistance. A suppress node spell locks it against any who might wish to abuse its power. You can affect an earth node whose class is equal to one half your mancer level or less. For any caster attempting to abuse the node, suppress node adds +25 to each spellcraft DC associated with the use of the nodes standard powers.
A suppressed node also does not register on divination magics to seek out earth nodes such as Locate Node.
A person with the Node Sensitive feat must make a DC 15 intelligence check to note the presence of a suppressed node (an exception to the usual automatically noticing).
A suppressed node registers as blocked or ruined for characters attempting to use the spell node door, or the ability Node Traveling. Exception: A mancer can use Node Traveling to reach a node which he suppressed himself without any problems.
Two or more mancers may coordinate on using Suppress Node. It does not reduce casting time, or prevent one from expending his daily use of Suppress Node, but it does now allow both to use Node Travelling to freely enter the suppressed node. This ability can be shared with any and all mancers of sufficient level who participated in the suppression.

Dispel magic may be used to cancel the suppression, in which case, treat suppress node as if it was a 6th level spell.


Node Traveling (SU)
A mancer may instantly transfer himself from one earth node to any other earth node he has visited 3 times per day, similar to the spell Node Door.
Components: V, 1 standard action. Target: Caster and touched willing creatures weighing up to 50 pounds per level. He always arrives exactly at the spot desired-- whether by simply visualizing the area, or by describing his destination (for example: "The earth node that serves the kuo-toa as a secret temple to Blibdoolpoolp"). After using this ability, he can't take any other actions until his next turn.
If he arrives in a node that is already partially occupied by a newly added object, he arrives in the closest clear space in that node. If the earth node is completely filled, destroyed or suppressed by any means, he bounces to the next closest earth node. Each bounce deals 2d6 damage to the mancer and each additional person traveling with him.
A node which has been suppressed by the mancer ability Suppress Node counts as a node which has been blocked or destroyed. Unless the mancer casting Node Traveling, is the one (or one of the ones) who suppressed the target node in the first place.


Elemental Exaltation (Visage) (Ex):
The Mancer gains an elemental visage depending on the chosen sphere:
EARTH: Skin hardens, gain DR of 4/-
AIR: Small ebbs of air surround the Mancer, gain +3 deflection bonus to AC
FIRE: Constant warmth fills body, fast healing 2 up to half of normal hitpoints.
WATER: Extremely fluid movement, gain +3 dodge bonus to AC

Elemental Ascension (Sustenance) (Ex):
Nearing a perfect harmonious balance with his chosen sphere, the Mancer can sustain himself on merely the element that he embodies. The Mancer is now immune to fatigue and constantly under the effect of a ring of sustenance, as per the magic item (DMG pg 233).

Elemental Ascension (Lesser Raiment) (Su)-
When struck in melee by a natural weapon, unarmed strike, or nonreach weapon, the attacker is damaged by the raw elements spewing from the wound. Damage scales in response to the size of the weapon used. 1d6 for a medium weapon, 2d6 for a large weapon (ex: An ogre's greatclub, a Gold [heavy] weapon held by a human, or a weapon held by a human with strongarm bracers), 3d6 for huge, etc.
Of the damage dealt by elemental raiment, half is the element which the mancer wields, the other half (rounded down), is the raw stuffs of the planes, and is not subject to resistance. All damage dealt from Elemental Raiment is of the same element as wielded by the Mancer (fire for fire, acid for earth, etc)

Erase Node (SU)
Once per week, a mancer of 17th level may cast the spell Erase Node.
Components: V/S/DF. Casting Time: See text. Range: Touch. Target: One earth node. Duration: Instantaneous. No saving throw or spell resistance.
In order to cast the spell, the mancer must spend the casting examining the node, observing how the leylines are twisted and bunched together. With the culmination, he reaches forth with his might, and looses the tangle, allowing the ley lines to regain their former state.
This spell takes 10 minutes to cast per level of the node. Thus a 1st level node requires 10 minutes, a second level requires 20 minutes, and so forth.
A mancer can erase a node which has a level no more than half of his mancer level (rounded down). Thus, Berne, now a 17th level pyromancer, may erase any node of 8th level or less, taking no more than 80 minutes to do so. Should Berne attempt to erase a 9th level node, it will take him 90 minutes to complete the spell, and when he has finished, he will have reduced the 9th level node in size and power to that of a typical 1st level node.

Elemental Exaltation (Resilience) (ex)-
All Mancers, regardless of chosen sphere or race, gain the feat Elemental Resilience (Races of Faerun 163).
You gain a +4 saving throw bonus to poison, sleep, paralysis, and stunning. Also, they gain a 25% chance of ignoring any critical hit or sneak attack as if wearing light fortification armor. If you are wearing fortification armor (or similar item, or have an ability with similar effect), use the one with the larger percentage chance. They do not stack.
If the mancer already has the feat Elemental Resilience, he may instead take another bonus feat, with the same restrictions as those at levels 2 and 12.

Elemental Exaltation (Greater Raiment) (Su)-
A mancer is never an easy opponent to fight. And even when you think you've finally defeated one, you find that your troubles are just beginning.
When an enemy manages a critical hit, he takes damage as if hit by Fiery/Icy/Acidic/Shocking burst weapon. Damage dependent on the critical hit multiplier of the weapon which struck the mancer: an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points.
If hit by a sneak attack, skirmish, or similar ability, the extra damage is based off of how many extra dice were used in the attack. 1d10 for 1-3d6, 2d10 for 4-6d6, 3d10 for 7-9d6, and 4d10 for 10 or more dice. This ability stacks with that of the ability Elemental Ascension (Lesser Raiment).
Elemental raiment 2 has no effect for mancers while they are categorically immune to critical hits and sneak attacks. Such as undead, undying, and oozes and plant types. Should such a mancer suddenly become vulnerable to sneak attack and criticals (wands of gravestrike, vinestrike, truedeath crystals etc), then elemental raiment comes into play again.

Not sure if I should keep the line: Elemental Ascension (Greater Raiment) takes effect even if the critical or sneak attack is negated by abilities such as Elemental resilience or fortification. This is a pretty powerful ability in some games, so likely will not keep the abovementioned line. Losing elemental raiment for being undead/plant/ooze etc, seems reasonable.
Also not sure if I should keep: Of the damage dealt by elemental raiment, half is the element which the mancer wields, the other half (rounded down), is the raw stuffs of the planes, and is not subject to resistance.

Sphere Immunity (Ex):
At 20th level, Mancers are so in tune to their chosen sphere that they are completely immune to the element associated with it and can choose to suppress this ability

Elemental Apotheosis (Command) (Su)
Once per day as a standard action, two adjacent mancers of 20th level or higher may combine their energies in a spectacular display of elemental mastery. (1 must move to ally on his turn. 2nd mancer must delay his turn until the first comes up in initiative again. Then they take their standard actions together)
This has two effects.
1)They may summon a 1d3 elder elementals or 1d4+1 greater elementals and
2)The mancers may for a brief time, acquire an elemental template. (See updated manual of the planes).
The type of elementals summoned, and the acquired template is based entirely upon the powers of the two mancers, using the table below.


{table=Head]Mancer|Earth|Fire|Air|Water
Earth|earth|Magma|none|Ooze
Fire|magma|fire|smoke|none
Air|none|Smoke|air|ice
Water|ooze|none|ice|water
[/table]
Unfortunately, mancers of opposing elements (earth/air and water/fire) are unable to combine their for this ability.
The duration of this ability, is the half the level of the participant with more mancer levels. Thus a 20th and 30th level mancer combining their powers may only combine their powers in this manner for 15 rounds.

This power has a few sources beyond Manual of the Planes and dragon magazine #347.
1)Despite all the fluff which describes the necessity of the mancers to work together, the players have absolutely no incentive to choose two mancers, as opposed to almost any other two classes.
2)Prestige classes often get nice boosts at their final level, many are often considered 'bad' or 'poor' because there is no real capstone ability. This seems to be a decent capstone ability.
2a)The elemental summoning is weaker than a 9th level spell someone would've gotten at level 17 (because it doesn't last as long).
2b)It effectively costs 2 actions (both mancers must use their actions together)
2c)It's further limited because both mancers must be adjacent. In a standard low level dungeon crawl that's not too difficult. But by 20th level in a fight, some characters are ethereal, some are flying, levitating, teleporting, something. Overall, much less likely they'll be together when initiative is rolled, thus they'll also need to spend further actions getting adjacent to one another.
3)The template is what really makes this capstone ability. The templates as a whole, are always useful to a melee warrior. The exception would likely be the elemental types that offer increased damage against attacks. Thus, an aeromancer and aquamancer would not want to combine their power when fighting a red dragon.


Newest changes.
Adjusted total spells known, 0 to 3, on such a limited spell list was painful in the last playtest.
Also got rid of the 'only prepares one spell multiple times at each level.' Tried it, and just got stuck preparing the 'best' spells at each level.

herrhauptmann
2010-11-24, 01:35 AM
Below is the original set of class abilities held by the Mancer. See last post for a list of when they were obtained.

Class description


Mancers make fierce opponents in the field of battle. Skilled fighters with the ability to further enhance their combat prowess with many varieties of elemental aspects one never can be sure just what they will encounter when facing a Mancer. One thing is sure; it will not be an easy fight.
Alignment: Earth: Any lawful, Fire: Any chaotic, Air: Any neutral, Water: Any
HD: d8
Skill Points at 1st Level: 4+Int mod
Skill Points at Each Additional Level: 4+Int
Class Skills:
Climb (Str), Concentration (Con), Climb (str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Survival (Wis), Swim (Str).
Specific Class skills: Each mancer gets the associated skill as a class skill.
Earth: Balance
Air: Tumble
Fire: Search
Water: Use magic Device
This is more of a spur of the moment decision than anything else. I wanted something that would help distinguish the individual mancers in regular game play when it came to their skill lists. Balance and Tumble seemed to fit for air and earth. Fire and water, I couldn't think of something that fit thematically, so I gave them skills that I thought would be useful. Water got UMD because it's so rare, and very useful. Still trying to make them less of a healbot.

Weapon and Armor Proficiencies: All simple and martial weapons. All armor and shields excluding the tower shield.



Chosen Domain: All Mancers select an elemental domain at the beginning of their training. The chosen element will be treated as if they are cast as divine spells. All components and costs of the spell must be included in the casting. Because of the focused nature of the Mancer class, if they multiclass into any other character class or prestige class, they can no longer continue gaining levels of Mancer unless otherwise noted.



Resist Domain (Ex): Further evolution in the body’s make-up makes it even more resilient to the chosen domain of the mancer, unnatural or not. The player gains a resistance to his/her chosen element as listed above.

Domain Spell (Sp): At the levels listed above, the Mancer chooses ONE spell a day from the appropriate spell level which he may cast three times per day. High attributes offer the possibility for mancers to cast more then three spells from their element each day: If a Mancer would receive bonus spells then he may cast an additional spell beyond his normal three spell of his element.
This spell can not be from any other Mancer Domain Spell List than the element of the Mancer’s chosen domain. Example: Berne the gnome has chosen to become a Pyromancer. Since he is first level, he chooses one first level fire spell, Flame Armor, to be his Domain Spell. The next day, he decides to pray and change the spell to Touch of Fire. Depending on what element is chosen, the save DC is influenced because each element has a corresponding attribute. For earth, it is strength. For fire, it is intelligence. For water, it is constitution. Finally, for air it is dexterity. Lastly some feats may garner additional daily castings and or even the ability to cast more then one spell from each domain level.
A Mancer casts divine spells similar to those of a cleric or druid. He prepares his spells at a time of day dependent on his elemental lord (Grumbar, Akadi, Kossuth, and Ishtishia). Because his spells are divine, a Mancer does not suffer from Arcane Spell Failure due to wearing heavy armor, nor does he become unable to use his class features due to wearing armor of certain materials as druids do.
Many Mancers find and use a totem in a manner similar to a clerics holy symbol, yet this is far from necessary. For the Mancer is in truth, his own holy symbol, and needs no divine focus. However, many spells still require the Mancer to have one or both hands free.

Cho Apotheosis (Focused Feat) (Ex): The Mancer gains a bonus feat. He must chose between an Elemental feat of his Domain. (i.e. Fire Mancer would select a fire feat) or he may also select from the fighters Feat list as well. Furthermore, mancers may select from the devotion feats available in Complete Champion. He may select a devotion which matches his alignment (good, evil, law, or chaos), or the one corresponding to his Cho, his element (earth, air, fire water)

Channeled Ability (Su): At 5th level, a Mancer is granted the supernatural ability to channel special weapon abilities into a wielded weapon through prayer. With eight hours of uninterrupted meditation, a Mancer can wield a simple or martial weapon that was the focus of the prayer and bestow the listed ability to it at will. At tenth level, the Mancer can bestow the second ability at will. The weapon while empowered appears to be magical, but does not when the ability is suppressed (unless the weapon was already magical). If the chosen weapon already has the listed ability, it does not stack. The weapon chosen for focus must be at least a masterwork weapon. This ability lasts for 24 hours. (See table for correspondence).
{table=Head]Domain|Mancer Name|Opposed Domain|Ability 1|Ability 2|Casting Ability
Air|Aeromancer|Earth|Shock|Shocking Burst|Dex
Earth|Terramancer|Air|Corrosive|Acidic Burst|Str
Fire|Pyromancer|Water|Flaming|Flaming Burst|Int
Water|Aquamancer|Fire|Frost|Icy Burst|Con

[/table]

Cho Apotheosis (Elemental Travel) (Ex): The Mancer gains an extra movement type based on their chosen element:
EARTH: Gain natural burrow, at same speed as movement. (Was burrow 30)
AIR: Gain natural fly speed of 30ft. w/ perfect maneuverability 50ft Good maneuverability
FIRE: Land speed increased to 40ft. If the character’s natural speed is the same or faster, increase by 10ft. (Reduced from 50 feet.)
WATER: Gain natural swim speed of 30ft and water breathing. (Most aquamancers are probably water genasi anyway, so waterbreathing isn't much of a change.)
Trying to strike a balance between the 4 elemental travels. Currently believe that the Terramancer lags behind significantly, while the Aero is far ahead.

Cho Apotheosis (Elemental Visage) (Ex): The Mancer gains an elemental visage depending on the chosen domain:
EARTH: Skin hardens, gain DR of 4/- (Was 2/-. But it's such a trivial amount, 4 might actually have an effect.)
AIR: Small ebbs of air surround the Mancer, gain +2 deflection bonus to AC
FIRE: Constant warmth fills body, fast healing 2 up to half of normal hitpoints. The halfvampire gets fast healing2, up to half normal hitpoints, which is a significant factor behind its LA +1. Giving the pyromancer something far stronger seems unbalanced, especially when the others are only getting minor amounts of DR or small static AC boosts.
WATER: Extremely fluid movement, gain +2 dodge bonus to AC

Wield Ability (Su): Starting at 15th level, a Mancer has been blessed with the supernatural gift of bestowing any simple or martial masterwork weapon he/she wields with the channeled ability. At 20th level, the Mancer can also bestow the second ability. The eight hours of meditation are no longer required. The weapon while empowered appears to be magical, but does not when the ability is suppressed (unless the weapon was already magical). If the chosen weapon already has the listed ability, it does not stack. This lasts for 24 hours.

Cho Apotheosis (Elemental Control) (Su): Advancing in mastery of his chosen domain, a Mancer gains the ability to turn and rebuke elementals similar to a cleric of his level. However, a mancer may turn or destroy elementals which are opposed to his domain, and may bolster, rebuke, or command elementals of his own domain. Thus, a pyromancer may rebuke, command, or bolster fire elementals, or he could turn or destroy water elementals. He may perform this action 3 times per day, +1 for each point of charisma bonus. If he has 5 ranks in Knowledge:Planes, he gains a +2 on his turning check.
This ability may be increased by use of Greater turning, extra turning, etc. A class which grants the ability to turn undead does not boost a mancers ability to turn elementals, though a class which allows him to turn elementals does. For example, a 12th level Terramancer, 3rd level cleric with earth and fire domains, may rebuke earth and turn air elementals as a 15th level cleric or mancer, and he may turn water and rebuke fire elementals as a 3rd level cleric.

Cho Apotheosis (Elemental Sustenance) (Ex): Nearing a perfect harmonious balance with his chosen domain, the Mancer can sustain himself on merely the element that he embodies. The Mancer is now immune to fatigue and constantly under the effect of a ring of sustenance, as per the magic item (DMG pg 233).

Cho Apotheosis (Elemental Resilience) (Ex): All Mancers, regardless of chosen domain, gain a +4 racial bonus to poison, sleep, paralysis, and stunning. Also, they gain a 25% chance of ignoring any critical hit or sneak attack.

Domain Immunity (Ex): At 20th level, Mancers are so in tune to their chosen domain that they are completely immune to the element associated with it and can choose to suppress this ability

Ex-Mancers: Despite being divinely empowered and their multiclass restrictions, Mancers do not lose access to their powers, and their connection to their Elemental Lord unless they ignore their one purpose. The protection of the Elemental Nodes. Should they willingly choose to not protect a node, it is likely that their Elemental Lord will remove his blessing. This removes most of their abilities, domain casting, Channeled Ability,Elemental Travel, Elemental Visage, Elemental Control, and Elemental Sustenance. Should a Mancer 'fall', he may not gain further levels in the Mancer class or regain his powers until he has been subject to an atonement spell cast by a priest of one of the Elemental Lords (any of the 4).

herrhauptmann
2010-11-24, 01:36 AM
1st=level 1.
Remain the same.
2nd=level 4.
remain the same.
3rd=level 7.
3rd, 4th collapsed into level 3.

Haste replaces freedom of movement

4th=level 10.
5th level spells are new 4th.

5th=level 13
Take some mancer 6 spells, and look for new ones

6th=level 16
Look for new ones.

1st level spells
{table=Head]Earth|Fire|Wind|Water
Mire | Burning hands|Shocking Grasp |Grease
Tremor | Lure of flame|Shock Shield (http://www.d20pfsrd.com/magic/all-spells/s/shock-shield) |Obscuring Mist
Fist of Stone| Flame Shield |Benign Transposition|Refresh
[/table]

2nd level spells
{table=Head]Earth|Fire|Wind|Water
Earthbind | Combust (SC) |Wind Armor|Ice Knife (SC)
Granite Hide | Animate Fire (SC) |Levitate |Blur
Earthen Grasp| Body of Fire|Lightning Blade |Dehydrate
[/table]
Windblade 'officially' changed to lightning blade on 21Jan2013. See Complete Arcane.
3rd level
{table=Head]Earth|Fire|Wind|Water
Meld into Stone | Fiery Rage |Blink |Displacement
Erupting Earth | Fireball |Lightning Bolt|Sleet storm
Encase in Stone| Ray of Exhaustion|Haste |Vigor
[/table]

4th level
{table=Head]Earth|Fire|Wind|Water
Fist of Grumbar| Blistering Radiance|Force Wind|Wall of water (SC)
Spike Stone | Melt Metal|Invisibility Greater|Creeping Cold, Greater (SC)
Stone Skin| Fire Stride|Freedom of Movement|Water to Poison (Com Arc)
[/table]
Fist of Grumbar is nearly identical to the Deepstone Sentinenel ability Dragon's Tooth (ToB, pg 106)
5th
{table=Head]Earth|Fire|Wind|Water
Earths Embrace| Fireburst, greater|Cyclonic Blast|Solid Fog
Passwall | Wave of Exhaustion|Teleport|Heal
Stoneblast| Prison of Fire|Wall of Force|Cone of Cold
[/table]

6th
{table=Head]Earth|Fire|Wind|Water
Stonehold| Magma Vent|Chain Lightning|Restoration greater
Stone Body | Spontaneous Combustion|Control Wind|Freezing Sphere
Wall of Iron| Lava Skin|Greater Teleport|Freezing Fog
[/table]

herrhauptmann
2010-11-24, 01:37 AM
http://www.treehugger.com/forest_fire.png
Reserved: Homebrewed spells (fire) and rationale

1)
Lure of flame
Flameshield (fire version only)
Burning Hands

2)
Combust (SC)

Evocation[Fire], Pyromancer 2, Components: V,S,M. Casting time=1 standard action. Range: Touch. Target: Touched creature, or combustible object that weighs no more than 25 lb/CL. Duration: Instantaneous (see text). Save? Reflex partial. Spell Resistance: Yes
This spell makes a combustible object or a creatures combustible equipment burst into flame, even if damp. If the target is a creature, the initial eruption causes 1d8 points of damage per CL (Max 10d8) with no saving throw. Further, the creature must make a DC 15 saving throw or catch fire (DMG 303). If the target is a combustible or unattended object, the initial eruption of flame deals fire damage to the object as noted above,. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.

Body of firePyromancer 2,
Transmutation.
Duration 1 round/level.
Casting time 1 standard action.
Range Personal
All creatures within 5 ft of caster take 1d4+1 points of fire damage. Reflex save for half. No SR for this effect.
Anyone striking the caster with a natural/unarmed attacks, or a nonreach weapon(creatures with extraordinary reach, wielding nonreach weapons are immune to this effect unless they are less than 10 feet from caster), takes 1d6 points of fire damage +1/CL. Max +15. No save for reactive effect, but SR applies.
--Like 'Body of Sun' from SC and CArc. Pretty much an upgraded version of the Pyromancer version of Fire shield. Without the extra effect, was afraid that Body of Fire would have been subpar compared to their Fireshield effect.
Perhaps would be better to switch them, make the pyro get a fireshield as a 2nd level spell, and Body of Flame as a first level...
Animate Fire
Transmutation (Fire)
Components: V,S,M
1 Full round
Range: Close (25ft +5ft/2 CL)
Target: Up to 5ft cube of fire
Duration: Concentration, up to 1 round/level
Save: No. See Text.
SR? No.
This spell imbues a fire no larger than the maximum volume with a semblance of life, then causes it to immediately attack whomever/whatever you initially designate. Animated fire has the fire subtype and the burn special attack of a fire elemental, dealing bludgeoning damage plus fire damage on a successful slam attack and possibly setting opponents on fire (save dc 12, page 98 of monster manual) Fire animated by this spell has a hardness of 0.



3)
Fiery rage
fireball PHB
ray of exhaustion PHB

4)
Blistering radiance
Melt Metal
Fire Stride
5)
Fireburst greater SC
Wave of Exhaustion PHB
Prison of Fire
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

This powerful spell brings into being an immobile, cubical prison composed of either bars of flame or solid walls of flame (your choice), radiating heat to the interior or exterior (your choice).

Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape/entry.
Like a wall of flame, One side of the prison, selected by you, sends forth waves of heat. For those outside the prison dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

When the cage radiates heat inward, creatures take damage dependent on their location. 2d4 for each wall within 10 feet of their position, and 1d4 for each wall within 20 feet of their position. This includes ceiling and floor.
Barred Cage
This version of the spell produces a 40-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell
This version of the spell produces a 20-foot cube with no way in and no way out. Solid walls of flame form its six sides.

Prison of fire can be made permanent with a permanency spell. A permanent prison of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
This was an odd spell to work on. As originally envisioned, it was to work like a force cage, but dealing fire damage. And just where the force cage references wall of force, so should prison of fire reference wall of flame.
Obviously, the prison could not block movement or line of effect any better than the wall of flame. That includes the ethereal travel blocked by the force cage.
While the prison radiates heat outwards in the usual manner, it's obvious that radiating heat inwards would quickly make this a death trap. If all 6 surfaces dealt damage, then a prison which was a 10x10, or 20x20 cube like the force cage would quickly become deadly to all but red dragons. A 10x10windowless cage would deal 2d4 for each wall, the ceiling, AND the floor. While the 20x20 would deal 2d4 for the floor, and minimum of 1d4 for each wall and ceiling. And that's if you're standing on the floor in the exact center. Getting near any wall, or flying, quickly makes it worse. So by making it less impervious to movement, and minimizing the damage dealt to the interior (by making it bigger) I feel I've made a spell well balanced between its references.
6)
Magma vent
makes volcano. medium range. 1d6 fire falls from sky, 30ft radius, for 1 round/CL. Reflex save for half. Fail 3 saves, are covered in lava, see DMG 305.
Spontaneous combustion
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
This spell is a sign that perhaps a mancer has reached not just the limit of his ability to draw on the raging inferno of the Plane of Fire, but that he might even being drawing a little of his power from infernal hellflames. This is demonstrated by the spells ability to burn even that which should be unburnable, such as the strongest adamantine armor. Fortunately, using even a spell such as this has no effect on the final disposition of his soul.

A thin, red ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell spontaneously, leaving behind only a trace of fine ash, and oftentimes, part of a single limb, curiously unscorched. A cremated creature’s equipment is unaffected.

When used against an object, the ray simply cremates as much as one 10-foot cube of nonliving matter (even stone and metals). Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of fire damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely cremated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Lava Skin

The basic idea of the spells. At each spell level, a mancer has the opportunity for damage, battlefield control, buff/debuff.
--Body of Fire:
--Melt metal: Like heat metal, fort save DC 10+.5CL + attribute. Success (see heat metal). Fail: metal melts, take damage from molten metal. magic items get magic bonus to save.
--Fire burst: Take a fire, it explodes, 1d10/CL. max is 15d10.
--Prison of Fire: Like Force cage, can do continual heat effect same a wall of fire. Touching does 1d6 fire per round
--Spontaneous Combustion, like disintegrate, success and you take fire damage
--Lava skin: Lava on skin (as DMG), your stuff is A-OK
--Magma Vent:

herrhauptmann
2010-11-24, 01:38 AM
Reserved: Homebrewed spells (water) and rationale
As originally intended, the aquamancer would have had a great many homebrewed spells, since the water it channeled would have been from the primordial soup of life.
However, as you can see, the water spell list contains a great many spells that are Cure types, or other restoratives. I've chosen this option because of what I think of as the Healer Conundrum. The Healer class, does excellent with healing spells, but because that's about all it does, the class becomes limited in actual game play. So I believe that if the aquamancer is going to be forced into a healbot role, then he should at least get those spells earlier than he would otherwise.

Current water spells:
1)
Grease
Obscuring Mist
Refresh

2)
Ice KnifeSC
Blur
Dehydrate

3)
Displacement
Sleet Storm Change to Iceflowers? Makes it match the earth spell Erupting Earth.
Vigor

4)
Wall of WaterSC
Creeping Cold, GreaterSC
Water to PoisonC.Arc

5)
Solid Fog
Heal
Cone of Cold

6)
Restoration, greater
Freezing Sphere
Freezing Fog

herrhauptmann
2010-11-24, 01:40 AM
http://gsc.nrcan.gc.ca/landslides/photos/hungr19a.jpg


Listen bones of the earth,
listen for so speaks Grumbars hand.
Tremble and shake.
Crack and break.



1)
Mire:
Trans(earth)Standard Action. 100ft +10/level. Up to 2 10/ft squares per level. Duration: 10 minutes per level. No SR, No Save
What was normally a relatively flat surface is now filled with gravel and rocky protrusions larger than a human head. The affected area becomes dense rubble (difficult terrain).
Creatures walking on the surface are affected, while those who can fly or burrow are not. Can only be cast on earth or stone. Sand, snow, wooden floors, icy floors are unaffected. Creatures larger than Large are unaffected. If cast upon a vertical rock wall, it can reduce the climb DC to as low as 15. Creatures larger Large cannot benefit from the change to climb DC.
Tremor:
Evoc(earth) Standard Action 100ft+10/level. 10ft radius Duration: 1 Round. Save: See text.
Make a trip attempt on everyone in range (or whose space overlaps with affected squares) who is in contact with ground (or stone such as bridges). Reflex save to maintain footing. Flying/hovering creatures immune to effect. Unusually stable races get (dwarves, 4legged creatures) get a +2 bonus on save. Creatures currently attempting to use the balance skill automatically fail the save.
If not in contact with the ground, for example, in a tree affected by the spell, on a tightrope with one or both anchor points affected by the spell, or in a building wholely within the spell radius, You still count as if you're in the affected area. Exceptionally unstable structures may collapse under effect fo the spell, see DM for adjudication.
Fist of Stone: SC
Transmutation, Components: V,S,M. Casting time: 1 standard action, Range: Personal, Target: Self. Duration: 1 minute
Transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to strength for the purposes of attack rolls, grapple checks, or breaking and crushing items. In addition, gain the ability to make one natural slam attack, dealing 1d6 points of damage+ strength damage, (or 1.5 times strength bonus if make no other attacks in that round.) You can make the slam attack as a natural secondary with the normal -5 penalty, or -2 if you have the multiattack feat as part of a full attack action. However, cannot gain more than one slam attack per round with this spell due to a high base attack bonus.
A terramancer who uses this spell does not gain additional castings of his spells due to having a higher strength score. Nor can he cast this immediately before preparing spells in order to prepare more than his usual complement of spells.



2)
Spike stones (minor): Standard Action. As spike stones, but 1d4 damage
Earthbind (SC).
Transmutation. 1 standard action. 100ft +10/CL. Target: One creature. 1 minute/level. Fortitude negates. SR? Yes.
You hinder the subject creatures ability to fly (natural and magical) for the duration of the spell. If target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a featherfall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell. Has no effects on other forms of movement that might grant airborne movement without a fly speed: (jumping, levitate, or air walk spells)

Granite Hide: Abjuration (earth). Verbal, Somatic. Standard Action. Creature touched gains 1 Natural Armor +1 / 23 Cl (2 at CL3, 3 at CL 5, etc). Max +5 at CL9. Creatures without natural armor such as humans, count as if having Natural Armor +0 Lasts 1 hour per level.
Identical to barkskin in effect.
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)Granite Hide toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.


Earthen Grasp-
<Trans[earth], VSM(tiny clay hand), 1StdAct, Closerange, 2rnds/lvl, no save, SR applies> – A Medium-sized arm of soil rises from the targeted hex of earth or sand. It attempts to Grapple any creature in its hex or one that is adjacent. If not directed by the caster, it attacks randomly. The arm has a Strength of 14 + 2 (16 at 3rd, 18 at 6th...) per three caster levels. The arm can make one Grapple attempt per round and does generate an Attack of Opportunity. If successful, it attempts to Pin the target, which does (1d6+Strength modifier) hp of lethal damage each round. The arm has AC 15, Hardness 4, and 3 hp per Caster level.



3)
Meld into stone- Trans(earth). Verbal, Somatic, Altered, allows caster and a light load.
Encase in stone- Conj (earth). V, S, DFLike Freeze (DR 312) Ground opens up to swallow person. Can swallow a medium or smaller person at CL 5, large (2 mediums) at level 8, huge ( 2large or 4 medium)at 11, gargantuan at 14, colossal at 17. Reflex save to avoid. Lasts 1 round per 2 CL. Attempts to harm individual must find some way to harm stone first. Person is assumed to be at center of stone, which fills entire square. So 1 foot of stone for a medium person, 2 ft of stone for a large. While encased, person may hold breath for twice as long.
Double check Freeze before using this spell.
--Erupting earth: See Ice Flowers, no ice damage, max 10d6
Transmutation, mancer. Components-V/S. Casting time=1 standard action. Range: Long (400ft +40ft/level). Area: 20ft radius burst. Duration: Instantaneous. Saving Throw: Reflex half. Spell Resistance: No.
The spell causes loose rocks and dirt within the ground to explode. This flings dangerous shards and small stones through the area, turning the surface of the ground in the spell's area to dense rubble (DMG90). The shards and stones deal 1d6 points of damage per caster level (maximum 10d6).
When used in sand, the spell causes half damage (reflex for quarter), but creates a large cloud of sand which is similar to an Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringMist.htm) spell. However, the spell takes twice as long to dissipate under windy conditions, and is not dissipated by the casting of fire spells such as fireball, flamestrike, and wall of fire.
The spell does function on solid stone, though all damage is now bludgeoning.

Maybe replace meld into stone with 'Walk the mountains path.' from Races of Stone 163.


4)
Spikestone (PHB)
Stoneskin (PHB)
Fist of Grumbar
Trans(earth) Standard Action. Range 60ft. Save: Reflex. Duration: Instantaneous. SR? No.
On your turn, create a pillar of stone which erupts from the earth. Pillar occupies one square and is 5 or 10ft tall (you choice). Can call forth a stone pillar only from natural, unworked stone or earth. A creature standing in the square (even if the creature normally occupies more than 1 square), must succeed on a reflex save or be knocked prone.

Creatures with more than 2 legs, or are unusually stable receive a +4 on their save. Creatures greater than medium size receive a +4 for every size category they are above medium, while creatures smaller than medium receive a -4 for every size category below medium.
Most spells that create rock/earth are instantaneous duration. Adjusted the save, bigger creatures get bonuses on the save, smaller ones get penalties.




5)
Passwall
Stoneblast
Earths embrace
V,S,M/DF. 1 Standard Action. Range: Short (25+5ft/2lvl). Area: Up to 1 10ft cube/level. Duration: permanent. Saving throw: See text. SR? No.
This spell can mimic either Transmute Rock to Mud or Transmute Mud to Rock in all respects save for the reduced range and area. Which spell it mimics is determined by the caster at the moment of casting.
Earths Embrace can be used in place of Rock to Mud or Mud to Rock when determining special effects, including but not limited to, interactions with a Stone Golem. Earths Embrace can counter and dispel Rock to Mud, and Mud to Rock.
When used to mimic Rock to mud, Earth's embrace can be countered and dispelled by Mud to Rock or by Earth's Embrace mimicking Mud to Rock. And vice versa.


This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.

Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.



This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

Transmute mud to rock counters and dispels transmute rock to mud.




6)
Stonehold SC
Earth, Conjuration. Materials: V/S. Casting time: 1 standard Action. One 10ft square/level. Range. Medium 100ft+10/lvl. SR? Yes (object). Duration: 24 hours/level.

This spell consures thick stony arms that spring forth from any rock or stone formation whenever anyone passes near it. Each 10ft square in the spells area contains one stone arm.
Any creature that enters the area of the spell is immoblized by the arms unless it succeeds on a Reflex save. Such a creature si rooted in place and unable to move. It can take actions normally; it just can't move from the space it currently occupies. Held creatures take 1d6+5 points of damage every round, at the beginning of the casters turn. Creatures that succeed on the Reflex save can move through the area normally. Creatures that start their turn in the affected area must attempt another reflex save or be affected by the spell.
A held creature can attempt a DC 20 Strength check, or a DC 25 Escape Artist check to break free, and can also break free by dealing enough damage to destroy the arm. An arm has AC 15, hardness 8, and 15 HP. Before they attack, the arms remain beneath the surface of the stone. They can be discovered (but not disarmed) as a magic trap can be.
Stonebody SC
V,S,M. 1 standard action. Range; Personal. Target: Caster. Duration 1 minute/level.

This spell transforms your body into living stone, which grants you several powerful resistanced and abilities.
You gain DR 10/adamantine. Immune to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowing, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You gain a +4 enhancement bonus to Strength, but take a -4 penalty to Dexterity (minimum of 1). Your speed is reduced to one-half normal, and your weight increases by a factor of three.
If you are targeted with transmute rock to mud, you are slowed for 2d6 rounds with no saving throw. A transmute mud to rock heals all lost hitpoints. A stone to flesh spell cast on you automatically ends this spell.
Wall of iron PHB

herrhauptmann
2010-11-24, 01:41 AM
http://d.yimg.com/a/p/net/20101130/capt.8a0df29ba2c8acd672a5a38dde122808.jpeg?x=400&y=281&q=85&sig=PQr40gWwwkG6Jh70F2F.vw--

Reserved: Homebrewed spells (air) and rationale
1)
Shocking Grasp:
Benign Transposition: (SC)
Fingers of the WindMage Armor Shock Shield: (http://www.d20pfsrd.com/magic/all-spells/s/shock-shield)
Abjuration (electricity, force) Castign Time: 1 standard action. Components V,S. Range: Personal. Target: Self. Duration 1 minute/level
This spell creates an invisible shield similar to, but not as strong as the shield spell. The shield hovers in front of you and negates magic missile attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus applies against incorporeal touch attacks. At any time, as a free action, you may dismiss your shield, at which point it deals 1d6 points of electrical damage to all creatures within a 5ft burst, including you. A reflex saving throw halves the damage.


2)
Wind Armor: Deflection bonus to armor, 1/ every 3 caster levels. Doubled against ranged attacks. Abjuration[Air]. Range: Touch. 10 minutes/level
Aeromancer 2
Abjuration(Air)
Components: V,S,
1 Standard Action
Target: Willing creature touched
Range: Touch
Duration: 1 hour/level
Save: No
SR? Yes (harmless)
Spell grants a +1 deflection bonus to armor class, and increases by 1 for every 3 levels (2 at CL4, 3 at CL7, etc). This bonus is doubled against ranged attacks, but is ineffective against siege/boulders. Applies to touch AC and Flatfooted AC, but not incorporeal.
Altered the phrasing so it matches standard spells a little better. Altered duration to match the equivalent earth spell.

Levitate:
Lightning Blade(Complete arcane 113)
Aeromancer 2
Components: V,S
1 Standard Action
Target: Willing creature touched
Effect: Swordlike blade
Duration: 1 minute or until discharged
Saving Throw: none
SR? Yes
When you cast this spell, a swordblade of crackling lightning appears in the hand of the willing creature you touch. A lightning blade is the size of a normal longsword, but weightless, and is treated as a martial weapon for the purpose of determining whether the wielder is proficient with it. The wielder can use the blade to deal electricity damage with a melee touch attack, or to fire a 30-ft line of lightning as a ranged touch attack.
During the spells duration, the blade can deal up to 1d6 points of damage per caster level (max 10d6). For each attack roll, the wielder decides how many dice of damage the blade will deal on a successful hit, up to the maximum damage potential remaining in the spell. On a successful attack, the blade deals the specified damage to the target. If the attack misses, the damage is lost.
The wielders strength modifier does not apply to any damage done with a lightning blade. The spell does not function underwater.

3)
Blink:
Lightning Bolt:
Haste:

4)
Invisibility Greater:
Freedom of Movement:
Force Wind:[Air] Upgraded gust of wind, double everything

Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell creates a severe blast of air (approximately 100 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 2d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 4d6×10 feet and takes 4d6 points of nonlethal damage due to battering and buffeting.

Small creatures on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Medium creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.

Large creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.

Huge or larger creatures may move normally within a gust of wind effect.
A gust of wind can’t move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, open campfires and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 90% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Force wind can be made permanent with a permanency spell.
Doubled all effects like range, and strength of the wind. When deciding what size creature can be affected (knocked down, blown around etc), just increased everything by 1 size category. Creatures which were affected by gust of wind, got knocked twice as far.


5)
Teleport:
Wall of Force:
Cyclonic Blast: DR 314:
Evocation[Air] 1 standard action. Medium range (100ft +10/level). Area: Line extending to maximum range. Duration: Instantaneous. Save: Reflex Half. SR? Yes
You send a twisting torrent of wind, not unlike a tornado turned on its side toward your enemies. The cyclonic blast deals 1d6 points of daamge per caster level (max 15d6), to all creatures and most objects. Objects bigger than large take half damage. Cyclonic blast begins at your fingertips.
Creatures who fail their reflex saving throw against the blast are additionally in danger of beign knocked back by the force of the wind. Treat this as a bullrush attack with the blast having a +12 bonus on the strength check. The cyclonic blast always moves with the opponent to push the target back the full distance allowed, and has no speed limit. Airborne creatures are treated as if they were one size category smaller for purpose of resisting the bull rush.
If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast may continue beyond the barrier if the spells range permits; otherwise, it stops at the barrier just as any other spell effect does.



6)
Chain Lightning
Control Wind
Greater Teleport

herrhauptmann
2010-11-24, 02:00 AM
Future Fixes:
Doublecheck skill list. Should be approximately fighter+druid.
Spell: Fingers of the Wind. What the hell was I thinking of when I wrote it? What should be game effect? Very few low level wind spells in crystal keep archives. F*** it. Mage armor.
Specify that a mancers spells include [Air/Earth/Fire/Water] descriptor/subtype, even if the standard version of the spell doesn't have that descriptor.
Fire spells. THEY'RE STILL NOT DONE. STOP SLACKING!!
Elemental Servants Limitation. Technically it can be performed round after round. That's not right.
What if there's 3 mancers present? Earth, Fire, and Air? Fire and Earth join powers, then what about Air?

Water mancer has "water to poison" what was I thinking?


Link to mancer prefixes. http://translate.google.com/#en/la/Air%0AWind%0A%0AEarth%0AGround%0A%0AFire%0ABurning %0A%0AWater%0AWet%0A%0ADark%0AShadow%0AHoly%0ALigh t%0A%0A



Future notes:
Dark Mancer class.
Powered directly by Tharizdun rather than Ogremoch, Yan-C-Bin and others. Each dark mancer makes a choice at first level which element to take. This specifies later abilities. Cannot be changed.
2 Negative energy or darkness type spells at each level, and one elemental spell (taken from regular mancers list, probably a damage spell. Perhaps it's the mancers choice which spell he wants. If so, choice made when level gained, and cannot be changed). Element of the third spell comes from the dark mancers chosen element.
Damage dealt by spells is half negative, and half elemental.

Fallen/failed mancers can become dark mancers by receiving atonement spell from a cleric of Tharizdun.
Mechanics of the swap?

Holy Mancer
A prestige class. CAN take levels in holy mancer and return to regular mancer class.
Only entered after Mancer 10?
Prereqs:Good alignment?
Holy mancer levels add to mancer levels for purpose of elemental servants ability. Thus, a Pyromancer 15/HM5 can perform elemental servants as if he were a Pyromancer 20.
HM can perform Elemental Servants with any other mancer. Pyro10/HM10 can use ES with an Aquamancer 20. Result would be a summoning of either Fire or Water elemental. Both mancers involved gain a template of the same element as the Elemental(s) that were summoned.

Also, I don't want to hear any complaints about how -Mancer is a suffix and not a word. Or how the suffixes are a mix of bad greek and latin. If you're going to go that route, just admit that you don't like my brainchild (or me). You'll seem less petty.

herrhauptmann
2012-07-30, 07:50 PM
Ok, while finetuning my mancer class, I've realized that some things don't work so in PF (different mechanics, different racial bonuses, whatever). Spell names and overall effects will remain the same.

So, I'm going to split this up, 3.5 Mancer, and PF Mancer.
This post is reserved for PF mancer.
Next will be Fire, then Water, Earth, and Air spells.

Finally, The Holy Mancer PrC. (3.5 and PF versions in one)
3.5 and PF Holy mancer spells (if any)

Last: Dark/Fallen Mancer. 3.5 and PF are separated
Dark Mancer spells. Both versions.

herrhauptmann
2012-07-30, 07:52 PM
Notespace:
Removed fire spells:

Flame Jet Components: V, S, M
Casting Time: 1 standard action
Range: 90 ft.
Area: 90-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release a powerful stroke of fiery energy that deals 1d6 points of fire damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Otherwise identical to lightning bolt. But slightly lower range, and of course deals fire damage (most resisted damage) rather than lightning. I believe that makes it comparable to a 2nd level spell.

herrhauptmann
2012-07-30, 07:53 PM
Reserved for PF Water spells.

herrhauptmann
2012-07-30, 07:54 PM
Reserved for PF earth spells

herrhauptmann
2012-07-30, 07:56 PM
Reserved for PF air spells.
1)
Shock shield: http://www.d20pfsrd.com/magic/all-spells/s/shock-shield
Shocking grasp
2)

3)

4)
Shocking image: http://www.d20pfsrd.com/magic/all-spells/s/shocking-image

herrhauptmann
2012-07-30, 07:58 PM
Holy Mancer
A prestige class. CAN take levels in holy mancer and return to regular mancer class.

Prereqs:

Good alignment, or Lawful Neutral.
Able to cast 4th level divine spells.
Feats: Node sensitive and Node defense
Special
Character must have access to one of the following Domains: Air, Fire, Water, Earth (the mancer chosen element counts for the purpose of a domain). Or be a druid.

Holy mancer levels add to mancer levels for purpose of elemental servants ability. Thus, a Pyromancer 15/HM5 can perform elemental servants as if he were a Pyromancer 20.
HM can perform Elemental Servants with any other mancer. Pyro10/HM10 can use ES with an Aquamancer 20. Result would be a summoning of either Fire or Water elemental. Both mancers involved gain a template of the same element as the Elemental(s) that were summoned.



{table=Head]Level|BAB|Fort|Ref|Will|Special Abilities|-1-|-2-|-3-|-4-|-5-|-6-
1|1|2|0|0|Stuff |0|-|-|-|-|-
2|2|3|0|0|stuff |1|-|-|-|-|-
3|3|3|1|1|stuff |2|0|-|-|-|-
4|4|4|1|1|Supress Node 1/day |3|1|-|-|-|-
5|5|4|1|1|Holy Channel |3|2|0|-|-|-
6|6|5|2|2|Node Traveling |3|3|1|-|-|-
7|7|5|2|2|Stuff |3|3|2|0|-|-
8|8|6|2|2|Stuff |3|3|3|1|-|-
9|9|6|3|3|Elemental Travel |3|3|3|2|0|-
10|10|7|3|3| Erase Node |3|3|3|3|1|-
[/table]



Suppress Node (SU)-
Once per day, a sanctimancer of 4th level or higher can cast the spell Suppress Node. The spell is intended to prevent its use by any who would misuse a nodes power, namely anyone. Similar to the spell Node Lock, with a few key differences.
If a sanctimancer has access to Suppress Node from another source (ex: Mancer 11), his total daily uses of Suppress Node rise.
V/S Medium range, Target:1 earth node, Duration: Permanent. No saving throw or spell resistance. A suppress node spell locks it against any who might wish to abuse its power. You can affect an earth node whose class is equal to one half your mancer level or less. For any caster attempting to abuse the node, suppress node adds +25 to each spellcraft DC associated with the use of the nodes standard powers.
A suppressed node also does not register on divination magics to seek out earth nodes such as Locate Node.
A person with the Node Sensitive feat must make a DC 15 intelligence check to note the presence of a suppressed node (an exception to the usual automatically noticing).
A suppressed node registers as blocked or ruined for characters attempting to use the spell node door, or the ability Node Traveling. Exception: A mancer can use Node Traveling to reach a node which he suppressed himself without any problems.
Two or more mancers may coordinate on using Suppress Node. It does not reduce casting time, or prevent one from expending his daily use of Suppress Node, but it does now allow both to use Node Travelling to freely enter the suppressed node. This ability can be shared with any and all mancers of sufficient level who participated in the suppression.

Dispel magic may be used to cancel the suppression, in which case, treat suppress node as if it was a 6th level spell.

Node Traveling (SU)
A mancer may instantly transfer himself from one earth node to any other earth node he has visited 3 times per day, similar to the spell Node Door.
Components: V, 1 standard action. Target: Caster and touched willing creatures weighing up to 50 pounds per level. He always arrives exactly at the spot desired-- whether by simply visualizing the area, or by describing his destination (for example: "The earth node that serves the kuo-toa as a secret temple to Blibdoolpoolp"). After using this ability, he can't take any other actions until his next turn.
If he arrives in a node that is already partially occupied by a newly added object, he arrives in the closest clear space in that node. If the earth node is completely filled, destroyed or suppressed by any means, he bounces to the next closest earth node. Each bounce deals 2d6 damage to the mancer and each additional person traveling with him.
A node which has been suppressed by the mancer ability Suppress Node counts as a node which has been blocked or destroyed. Unless the mancer casting Node Traveling, is the one (or one of the ones) who suppressed the target node in the first place.


Erase Node (SU)
Once per week, a sanctimancer of 10th level may cast the spell Erase Node with a caster level equal to his character level.
Spoiler
Components: V/S/DF. Casting Time: See text. Range: Touch. Target: One earth node. Duration: Instantaneous. No saving throw or spell resistance.
In order to cast the spell, the mancer must spend the casting examining the node, observing how the leylines are twisted and bunched together. With the culmination, he reaches forth with his might, and looses the tangle, allowing the ley lines to regain their former state.
This spell takes 10 minutes to cast per level of the node. Thus a 1st level node requires 10 minutes, a second level requires 20 minutes, and so forth.
A mancer can erase a node which has a level no more than half of his mancer level (rounded down). Thus, Berne, now a 17th level pyromancer, may erase any node of 8th level or less, taking no more than 80 minutes to do so. Should Berne attempt to erase a 9th level node, it will take him 90 minutes to complete the spell, and when he has finished, he will have reduced the 9th level node in size and power to that of a typical 1st level node.


Holy Channel (Su)
A Sanctimancer of 5th level is granted the supernatural ability to channel holy energies into a wielded weapon through prayer. With eight hours of uninterrupted meditation, a Mancer can wield the melee weapon that was the focus of the prayer and bestow upon it the Holy ability. As the channeled ability ends whenever set down or dropped by the wielder, an evil person can hold the weapon without experiencing a loss in level.

Special: If a Sanctimancer is also a 5th level mancer, he can bestow his Holy Channel ability on the same weapon as his Mancer Channeled Ability, or he can use different weapons if he so chooses. However, only one (holy or acid/flaming/shocking/frost) can be active at a time. Such a mancer can swap active abilities with a full round action.

Special: If a Sanctimancer is also a 10th level mancer, he can bestow his Holy Channel ability on the same weapon as his Mancer Channeled Ability, or he can use different weapons if he so chooses. However, in this case, he can have both his Holy Channel, and Channeled Ability 1 (from Mancer 5) active at the same time. Such a mancer can swap active abilities (Holy+acid/flaming/shocking/frost, or acidic/flaming/shocking/icy burst) with a full round action.

herrhauptmann
2012-07-30, 07:59 PM
Holy mancer PrC spells

herrhauptmann
2012-07-30, 08:01 PM
3.5 Dark Mancer

Powered directly by Tharizdun rather than Ogremoch, Yan-C-Bin and others. Each dark mancer makes a choice at first level which element to take. This specifies later abilities. Cannot be changed.
2 Negative energy or darkness type spells at each level, and one elemental spell (taken from regular mancers list, probably a damage spell. Perhaps it's the mancers choice which spell he wants. If so, choice made when level gained, and cannot be changed). Element of the third spell comes from the dark mancers chosen element.
Damage dealt by spells is half negative, and half elemental.

Fallen/failed mancers can become dark mancers by receiving atonement spell from a cleric of Tharizdun.
Mechanics of the swap?


Alignment: Evil only
HD: d8
Skill Points:
Class Skills
{table=head]Level|BAB|F|R|W|Abilities
1|0|2|0|2|Aura of Evil, Node Sensitive
2|1|3|0|3|Node Casting
3|2|3|1|3|Node Defense
4|3|4|1|4|
5|3|4|1|4|
6|4|5|2|5|Dowsing 1/day
7|5|5|2|5|
8|6/1|6|2|6|
9|6/1|6|3|6|
10|7/2|7|3|7|
11|8/3|7|3|7|
12|9/4|8|4|8|
13|9/4|8|4|8|Node Traveling
14|10/5|9|4|9|
15|11/6/1|9|5|9|
16|12/7/2|10|5|10|
17|12/7/2|10|5|10|Create Node 1/week
18|13/8/3|11|6|11|Elemental Resilience
19|14/9/4|11|6|11|
20|15/10/5|12|6|12|
[/table]
Aura of Evil:
The power of an Umbramancers aura of evil is equal to his mancer level, plus his levels in cleric, blackguard, or any other class which grants an aura of evil.
Node Sensitive: (Bonus Feat)
Invested with powers by Tharizdun, you have learned of the secret of the node magics.
Benefit: A Mancer with this feat automatically notes the presence of any elemental node with 30 feet.
Exception: If a node has been suppressed via the spell Suppress Node, the Mancer must make a DC 20 Intelligence check to note the presence of the suppressed node. A character without this feat cannot note a suppressed node at all
Normal: A creature without this feat that comes within 30 feet of a node can make a DC20 Intelligence check to note the presence of a node. A creature with the Node Spellcasting Feat can attempt either an intelligence check, or a spellcraft check at the same DC to notice the node.

Node Casting:


Node Defense:
A mancer receives an insight bonus to his armor class and saving throws equal to the class of any earth node layer he currently occupies, up to a maximum of One third his level (round down). If his level is higher than the level of the node layer, then the maximum bonus he can get is equal to the node layer. Thus a 20th level mancer only gets +6 to his defense and saving throws, even if he is in a node layer of 7th level or higher.

Dowsing (SU)-
Once per day, a mancer of 6th level or higher can cast the spell Locate Node as a supernatural ability.

Divination [Earth]. V/S/DF. 1 standard action. 1 mile/level. Circle centered on caster. 1 minute/level.
You sense the direction of any earth node within range. Can choose to locate either the nearest node, or a specific one you've visited before. In the latter case, range is 2 miles/level, and area is a circle centered on caster, with radius of 2 miles/level. Spell is blocked by even a thin sheet of lead (if a path to the node exists, and is wholly within the range of the spell, then it can be detected. examples include nodes inside caves, but not caves which require a teleport or some form of digging to access. And it cannot detect nodes protected by a node lock spell affected by the Suppress Node ability.


Create Node(SU)
Once per week, a mancer of 17th level or higher can cast the spell create node as a supernatural ability.


Elemental Resilience (ex)-
All Mancers, regardless of chosen domain, gain a +4 racial bonus to poison, sleep, paralysis, and stunning. Also, they gain a 25% chance of ignoring any critical hit or sneak attack.

herrhauptmann
2012-07-30, 08:02 PM
PF Dark Mancer

herrhauptmann
2012-07-30, 08:03 PM
Dark mancer spells. Both versions.