GnomeWorks
2010-12-01, 11:33 AM
Alright, folks, I would like some assistance. First, though, a story.
I am greatly, greatly irritated with the wizard (and by extension, the sorcerer) in 3.5. I have long since replaced the cleric with a variant class that draws heavily from the Truenaming modification from these boards (http://www.giantitp.com/forums/showthread.php?t=90961), and replaced the druid with a variant system of my own design.
As such, the wizard is pretty much the sole remaining "tier 1" class in my setting... and it must go.
My primary irritations are these.
Spell Slots. Personally, I detest preparing spells, and none of my players have played a wizard, in five years of gaming. They have played plenty of other "spellcasters," both official and hombrew - but wizard remains untouched. It is my belief that their method of casting is the reason, and my distaste for it has finally cinched the deal: spell slots have to go.
Too Much Variety. With the plethora of sourcebooks available, wizards can do literally anything. In my setting, wizards are the primary caster of Magic, and compete with eight other similar "casters" for other things (psionicists for psionics, epochents for time, priests for the divine, etc). Each of these other eight have their niches, their strengths and their weaknesses - wizards, however, can do literally anything, and as such are significantly overpowered compared to these other eight casters. Their abilities need to be toned down.
Lacking Flavor. Wizards have lost, in my mind, a good deal of flavor in 3.5. For whatever reason, in my mind wizards lack a central theme, a core feel that pervades them. Magic is just... magic, and that makes it uninteresting. I want magic as presented in my setting to be interesting, to do things that aren't necessarily immediately relevant to combat.
The mage, then, would be a class that is a culmination of these desires: no spell slots, a defined niche, and an interesting flavor.
To that end, I have cribbed material from another game system: White Wolf's Mage: The Awakening. While most of the flavor of the game is... not what I'm looking for, the spellcasting system is certainly fresh and interesting, if only due to my personal unfamiliarity with it. Combined with some other concepts, I have made that the focus of the class I would like to write. While full write-ups are not available, you can find a list of the spells available to mages in said game here (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Official_Spell_List).
However... there are snags in the design process. In particular, I am not pleased with the "paths" Mage uses; in addition, two of them - Time and Space - are particularly egregious, in that they step completely and utterly on the toes of the epochent, a class whose sole business is manipulation of time and space. I would like to retain the classic D&D schools of magic, but am uncertain how to divide the spells among them.
I am also at a loss as to how to handle implements, a concept that I'd greatly like to borrow from 4e, but do so with more... style. I have no idea how to deal with them, so any ideas in that regard would be appreciated.
This is not a finished work. I am essentially posting this here to get feedback on what is already done, and to see if folks here have any ideas on how to improve on the framework I've already constructed - or possibly thoughts on how to revamp it entirely, if such is necessary or would make the class more interesting.
-----
Mage
"Reality is malleable. Anything is possible."
http://trinitywiki.org/images/3/30/Mage.jpg
Tellah, iconic mage
Hidden in the depths of reality, in places where surely no mortal mind was meant to venture, lie secrets: ancient pathways of power, hewn into the metaphysical depths by forces beyond mortal ken. Some of these pathways are accessible only by strange words in alien tongues; some, by bizarre hand gestures; and yet others are unlocked by the combining of seemingly innocuous materials. When a pathway's methods are invoked, the mind calling upon it fills with a sudden surge of energy and knowledge - and the ability to modify the world in some fashion.
These "short-cuts" in reality are the purview of the mage. By studying these pathways, he gains access to abilities that change and modify the world at his whim. By constantly exercising his mind, he expands his ability to handle the rush of power that comes with the unlocking of these metaphysical leylines, and can plumb their depths for greater and more expansive ways to modify reality.
Knowing that these short-cuts in reality exist, and even how to unlock them, is insufficient to using them: a mortal must be mentally prepared for the rush of energy in the mind upon their unlocking, and understand how to put that power to use. Mages dedicate themselves to the study of these methods.
Table: The Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mana Die|Ruling Spell Access|Common Spell Access|Inferior Spell Access
1|+0|+0|+0|+2|Paths, Arcane Implement, Expressions of Magic|d4|Apprentice|---|---
2|+1|+0|+0|+3||d4|Apprentice|---|---
3|+1|+1|+1|+3||d4|Apprentice|---|---
4|+2|+1|+1|+4||d4|Apprentice|Initiate|---
5|+2|+1|+1|+4||d4|Journeyman|Initiate|---
6|+3|+2|+2|+5||d6|Journeyman|Initiate|---
7|+3|+2|+2|+5||d6|Journeyman|Initiate|Initiate
8|+4|+2|+2|+6||d6|Journeyman|Apprentice|Initiate
9|+4|+3|+3|+6||d6|Journeyman|Apprentice|Initiate
10|+5|+3|+3|+7|Mage Talent|d6|Adept|Apprentice|Initiate
11|+5|+3|+3|+7||d8|Adept|Apprentice|Initiate
12|+6/+1|+4|+4|+8|Mage Talent|d8|Adept|Apprentice|Initiate
13|+6/+1|+4|+4|+8||d8|Adept|Journeyman|Initiate
14|+7/+2|+4|+4|+9|Mage Talent|d8|Adept|Journeyman|Apprentice
15|+7/+2|+5|+5|+9||d8|Adept|Journeyman|Apprentice
16|+8/+3|+5|+5|+10|Mage Talent|d10|Master|Journeyman|Apprentice
17|+8/+3|+5|+5|+10||d10|Master|Journeyman|Apprentice
18|+9/+4|+6|+6|+11|Mage Talent|d10|Master|Journeyman|Apprentice
19|+9/+4|+6|+6|+11||d10|Master|Adept|Apprentice
20|+10/+5|+6|+6|+12|Mage Talent|d10|Master|Adept|Apprentice[/table]
Game Rule Information
Mages have the following game statistics.
Abilities: Intelligence is the prime ability for the mage. With a higher intelligence, his mental fortitude improves, allowing him to command more magical energy, as well as access the deeper secrets of the universe.
Hit Die: d6.
Class Skills: The Mage’s class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at First Level: (2 + Int mod) x 4.
Skill Points at Each Level: 2 + Int mod.
Alignment: Any.
Starting Age: Moderate.
Starting Gold: 4d4 x 10gp.
Favored By: Elf, Esper (http://trinitywiki.org/Race:_Esper).
Class Features
All of the following are class features of the mage.
Weapon and Armor Proficiency: Mages are proficient with simple weapons, but no armor except robes. Mages are not proficient with shields.
Mana Points: A mage's ability to command magic is represented by his mana points. To cast spells, he must expend mana, and when his pool is empty, he cannot cast until he has rested.
At each caster level, a mage gains additional mana points, as per the table above. A mage rolls for mana points much like a character rolls for hit points. A mage adds his Intelligence modifier to his mana die; as with hit points, later changes in his Intelligence score are retroactive to his mana points.
A character whose first level is taken in mage receives the maximum result for his mana die (just as he receives the maximum result for hit points). A character who multiclasses into mage after first level rolls his mana die as normal.
Casting a spell requires mana expenditure as per the list below.
Initiate: 1 mp.
Apprentice: 4 mp.
Journeyman: 9 mp.
Adept: 16 mp.
Master: 25 mp.
A mage completely replenishes his mana points after a night's rest.
Spells: The abilities granted to a mage through an understanding of the magical pathways hewn into the metaphysical underside of the universe are known as "spells."
Spells are divided into ten categories, called paths; these groupings are relevant to your ability to access spells.
In addition, in order to cast a spell, you must have a minimum Intelligence score, based upon the grade of the spell.
Initiate: 11
Apprentice: 13
Journeyman: 15
Adept: 17
Master: 19
At first level, you know a number of Initiate spells equal to 4 + your Intelligence modifier, and a number of Apprentice spells equal to 2 + your Intelligence modifier. You can select spells from either of your ruling paths (see below).
Each time you gain a level, you automatically learn a number of spells equal to your Intelligence modifier. At least one of these spells must be from one of your ruling paths, and no more than one can be from your inferior path.
Paths: Upon beginning his training, the mage finds a certain affinity for certain paths over others. This could be due to any number of factors, such as a metaphysical leyline for some paths crossing over his hometown, or simply having a preference for some over others.
When you take your first level in mage, you must select two paths as your ruling paths, and one path as your inferior path. All other paths become your common paths. Your studies begin solely in your ruling paths, but you gradually learn to branch out into your common paths; eventually, you learn the basics of your inferior path, but never to the strength of your other paths.
The paths are as follows.
Death: wielding power over darkness, decay, ectoplasm, enervation, ghosts, and soul stealing.
Elements: wielding power over electricity, elemental fire, gravity, heat, kinetic energy, light, physics, radiation, sound, and weather.
Fate: wielding power over blessings, curses, destiny, fortune, oaths, and probability.
Life: wielding power over disease, evolution, healing, metamorphosis, and vigor.
Matter: wielding power over alchemy, elemental air, elemental earth, elemental water, shaping, and transmutation.
Mind: wielding power over communication, hallucinations, mental projection, mind control, and telepathy.
Prime: wielding power over illusions, magical imbuement, mana, and the nature of Magic itself.
Space: wielding power over conjuration, scrying, sympathy, teleportation, and wards.
Spirit: wielding power over exorcism, soul retrieval, and spirits.
Time: wielding power over divination, prophecy, and temporal acceleration/deceleration.
Arcane Implement: At first level, the mage chooses a particular implement to assist him as a mental focus. Some implements serve as a receptacle for arcane power, allowing the mage to draw mana from it when the need is dire; others grant the mage benefits when using spells of certain paths.
The four types of implements are tomes, staffs, wands, and orbs.
Expressions of Magic (Sp): As a mage, you are able to produce a number of minor magical effects, provided you have at least 1 mp remaining.
At first level, you can produce the following effects at will, so long as you have at least 1 mp.
arcane mark
detect magic
prestidigitation
Mage Talent: At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.
Channel: You may, as a swift action, sacrifice any number of hit points. You gain temporary mana equal to half the amount of hit points you sacrificed, rounded down. Temporary mana lasts for 1 round per point of Intelligence modifier you have, and can put you over your maximum mana. In addition, you can go into lifeburn (Lifeburn: You may, as a swift action, go to 0 hit points. If you do, the base mana cost of all your spells becomes 0, and you gain the benefits of the doublecast talent. This effect lasts for 1 round per point of Intelligence modifier, during which you are immune to damage, can only be destroyed by effects that ignore hit points (such as a sphere of annihilation), and you ignore any penalties for being staggered. After the effect ends, you permanently and irrevocably die. You can only use this ability if you are at 1 or more hit points.)
Disciplined Mind: Whenever you would gain a mana die, you may roll twice and take the result of your choice. When you take this talent, you may reroll all the mana dice you have accumulated thus far, and take the total of that reroll or your current total (remember that if mage was your first class, your first level's mana die is maximized).
Focused Mind: You gain an additional +1 magic point per caster level. You can take this talent multiple times; its effects stack. (Prerequisites: Disciplined Mind)
Dilettante: Choose two common paths. You can access spells one grade higher for those paths (so if you could normally access apprentice spells, you can now access journeyman spells), and immediately learn two spells of the new grade from each path. (Special: You cannot take this talent and the generalist or specialist talents)
Doublecast: You can, as a full-round action, cast two spells simultaneously. The combined mana cost of the two spells can be no greater than double your caster level.
Quadramagic: You can, as a full-round action, cast four spells simultaneously. The combined mana cost of the four spells can be no greater than triple your caster level. (Prerequisites: Doublecast)
Expanded Implements: Choose another magical implement (tome, staff, wand, or orb). You gain affinity for the chosen implement type, as though you had chosen it at first level. You can take this talent up to three times; each time you do, select a new implement.
Generalist: Your inferior path becomes a common path, and you immediately learn two spells from each grade that you can now access for that path. Your mage level is treated as three levels lower for determining your spell access to your ruling paths. (Special: You cannot take this talent and the dilettante or specialist talents)
Specialist: Treat your mage level as two levels higher for determining your spell access to your ruling paths. In addition, learn two additional spells of each grade for each of your ruling paths, and when you gain access to a new grade of spells in those paths, immediately learn one spell of the new grade. Your mage level is treated as four levels lower for determining your spell access to your inferior path, and as one level lower for determining your spell access to your common paths. (Special: You cannot take this talent and the dilettante or generalist talents)
Wish (Sp): You gain knowledge of the wish spell. (Prerequisites: Caster level 16th+, must be able to access Master spells)
Feat: The mage may gain a bonus feat in place of a talent.
-----
As mentioned above, the spell-list for mages can be found here (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Official_Spell_List).
Comments from individuals that are already familiar with Mage would be greatly appreciated, as I myself have only a passing familiarity with the system and would definitely appreciate some feedback on how this stuff actually works. Keep in mind, though, that I'm dropping a huge number of Mage concepts (gnosis, wisdom, the covert/vulgar divide, disbelief, etc), and that spells always cost mana to cast.
Feedback and thoughts from anyone else is also appreciated. As mentioned, this is a work in progress, so if something isn't clear, feel free to call me out on it and I'll try to explain.
In terms of what still needs to be developed - I have no idea what to do with implements. Also, I'd like some abilities to throw in at either at 2nd, 4th, 6th, and 8th, or 3rd, 5th, 7th (and possibly 9th); those would be nice, but not necessarily required; in particular, if anyone has ideas for how to expand the at-will abilities mages can use at 1st, that'd be fantastic.
Thanks for reading.
I am greatly, greatly irritated with the wizard (and by extension, the sorcerer) in 3.5. I have long since replaced the cleric with a variant class that draws heavily from the Truenaming modification from these boards (http://www.giantitp.com/forums/showthread.php?t=90961), and replaced the druid with a variant system of my own design.
As such, the wizard is pretty much the sole remaining "tier 1" class in my setting... and it must go.
My primary irritations are these.
Spell Slots. Personally, I detest preparing spells, and none of my players have played a wizard, in five years of gaming. They have played plenty of other "spellcasters," both official and hombrew - but wizard remains untouched. It is my belief that their method of casting is the reason, and my distaste for it has finally cinched the deal: spell slots have to go.
Too Much Variety. With the plethora of sourcebooks available, wizards can do literally anything. In my setting, wizards are the primary caster of Magic, and compete with eight other similar "casters" for other things (psionicists for psionics, epochents for time, priests for the divine, etc). Each of these other eight have their niches, their strengths and their weaknesses - wizards, however, can do literally anything, and as such are significantly overpowered compared to these other eight casters. Their abilities need to be toned down.
Lacking Flavor. Wizards have lost, in my mind, a good deal of flavor in 3.5. For whatever reason, in my mind wizards lack a central theme, a core feel that pervades them. Magic is just... magic, and that makes it uninteresting. I want magic as presented in my setting to be interesting, to do things that aren't necessarily immediately relevant to combat.
The mage, then, would be a class that is a culmination of these desires: no spell slots, a defined niche, and an interesting flavor.
To that end, I have cribbed material from another game system: White Wolf's Mage: The Awakening. While most of the flavor of the game is... not what I'm looking for, the spellcasting system is certainly fresh and interesting, if only due to my personal unfamiliarity with it. Combined with some other concepts, I have made that the focus of the class I would like to write. While full write-ups are not available, you can find a list of the spells available to mages in said game here (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Official_Spell_List).
However... there are snags in the design process. In particular, I am not pleased with the "paths" Mage uses; in addition, two of them - Time and Space - are particularly egregious, in that they step completely and utterly on the toes of the epochent, a class whose sole business is manipulation of time and space. I would like to retain the classic D&D schools of magic, but am uncertain how to divide the spells among them.
I am also at a loss as to how to handle implements, a concept that I'd greatly like to borrow from 4e, but do so with more... style. I have no idea how to deal with them, so any ideas in that regard would be appreciated.
This is not a finished work. I am essentially posting this here to get feedback on what is already done, and to see if folks here have any ideas on how to improve on the framework I've already constructed - or possibly thoughts on how to revamp it entirely, if such is necessary or would make the class more interesting.
-----
Mage
"Reality is malleable. Anything is possible."
http://trinitywiki.org/images/3/30/Mage.jpg
Tellah, iconic mage
Hidden in the depths of reality, in places where surely no mortal mind was meant to venture, lie secrets: ancient pathways of power, hewn into the metaphysical depths by forces beyond mortal ken. Some of these pathways are accessible only by strange words in alien tongues; some, by bizarre hand gestures; and yet others are unlocked by the combining of seemingly innocuous materials. When a pathway's methods are invoked, the mind calling upon it fills with a sudden surge of energy and knowledge - and the ability to modify the world in some fashion.
These "short-cuts" in reality are the purview of the mage. By studying these pathways, he gains access to abilities that change and modify the world at his whim. By constantly exercising his mind, he expands his ability to handle the rush of power that comes with the unlocking of these metaphysical leylines, and can plumb their depths for greater and more expansive ways to modify reality.
Knowing that these short-cuts in reality exist, and even how to unlock them, is insufficient to using them: a mortal must be mentally prepared for the rush of energy in the mind upon their unlocking, and understand how to put that power to use. Mages dedicate themselves to the study of these methods.
Table: The Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mana Die|Ruling Spell Access|Common Spell Access|Inferior Spell Access
1|+0|+0|+0|+2|Paths, Arcane Implement, Expressions of Magic|d4|Apprentice|---|---
2|+1|+0|+0|+3||d4|Apprentice|---|---
3|+1|+1|+1|+3||d4|Apprentice|---|---
4|+2|+1|+1|+4||d4|Apprentice|Initiate|---
5|+2|+1|+1|+4||d4|Journeyman|Initiate|---
6|+3|+2|+2|+5||d6|Journeyman|Initiate|---
7|+3|+2|+2|+5||d6|Journeyman|Initiate|Initiate
8|+4|+2|+2|+6||d6|Journeyman|Apprentice|Initiate
9|+4|+3|+3|+6||d6|Journeyman|Apprentice|Initiate
10|+5|+3|+3|+7|Mage Talent|d6|Adept|Apprentice|Initiate
11|+5|+3|+3|+7||d8|Adept|Apprentice|Initiate
12|+6/+1|+4|+4|+8|Mage Talent|d8|Adept|Apprentice|Initiate
13|+6/+1|+4|+4|+8||d8|Adept|Journeyman|Initiate
14|+7/+2|+4|+4|+9|Mage Talent|d8|Adept|Journeyman|Apprentice
15|+7/+2|+5|+5|+9||d8|Adept|Journeyman|Apprentice
16|+8/+3|+5|+5|+10|Mage Talent|d10|Master|Journeyman|Apprentice
17|+8/+3|+5|+5|+10||d10|Master|Journeyman|Apprentice
18|+9/+4|+6|+6|+11|Mage Talent|d10|Master|Journeyman|Apprentice
19|+9/+4|+6|+6|+11||d10|Master|Adept|Apprentice
20|+10/+5|+6|+6|+12|Mage Talent|d10|Master|Adept|Apprentice[/table]
Game Rule Information
Mages have the following game statistics.
Abilities: Intelligence is the prime ability for the mage. With a higher intelligence, his mental fortitude improves, allowing him to command more magical energy, as well as access the deeper secrets of the universe.
Hit Die: d6.
Class Skills: The Mage’s class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at First Level: (2 + Int mod) x 4.
Skill Points at Each Level: 2 + Int mod.
Alignment: Any.
Starting Age: Moderate.
Starting Gold: 4d4 x 10gp.
Favored By: Elf, Esper (http://trinitywiki.org/Race:_Esper).
Class Features
All of the following are class features of the mage.
Weapon and Armor Proficiency: Mages are proficient with simple weapons, but no armor except robes. Mages are not proficient with shields.
Mana Points: A mage's ability to command magic is represented by his mana points. To cast spells, he must expend mana, and when his pool is empty, he cannot cast until he has rested.
At each caster level, a mage gains additional mana points, as per the table above. A mage rolls for mana points much like a character rolls for hit points. A mage adds his Intelligence modifier to his mana die; as with hit points, later changes in his Intelligence score are retroactive to his mana points.
A character whose first level is taken in mage receives the maximum result for his mana die (just as he receives the maximum result for hit points). A character who multiclasses into mage after first level rolls his mana die as normal.
Casting a spell requires mana expenditure as per the list below.
Initiate: 1 mp.
Apprentice: 4 mp.
Journeyman: 9 mp.
Adept: 16 mp.
Master: 25 mp.
A mage completely replenishes his mana points after a night's rest.
Spells: The abilities granted to a mage through an understanding of the magical pathways hewn into the metaphysical underside of the universe are known as "spells."
Spells are divided into ten categories, called paths; these groupings are relevant to your ability to access spells.
In addition, in order to cast a spell, you must have a minimum Intelligence score, based upon the grade of the spell.
Initiate: 11
Apprentice: 13
Journeyman: 15
Adept: 17
Master: 19
At first level, you know a number of Initiate spells equal to 4 + your Intelligence modifier, and a number of Apprentice spells equal to 2 + your Intelligence modifier. You can select spells from either of your ruling paths (see below).
Each time you gain a level, you automatically learn a number of spells equal to your Intelligence modifier. At least one of these spells must be from one of your ruling paths, and no more than one can be from your inferior path.
Paths: Upon beginning his training, the mage finds a certain affinity for certain paths over others. This could be due to any number of factors, such as a metaphysical leyline for some paths crossing over his hometown, or simply having a preference for some over others.
When you take your first level in mage, you must select two paths as your ruling paths, and one path as your inferior path. All other paths become your common paths. Your studies begin solely in your ruling paths, but you gradually learn to branch out into your common paths; eventually, you learn the basics of your inferior path, but never to the strength of your other paths.
The paths are as follows.
Death: wielding power over darkness, decay, ectoplasm, enervation, ghosts, and soul stealing.
Elements: wielding power over electricity, elemental fire, gravity, heat, kinetic energy, light, physics, radiation, sound, and weather.
Fate: wielding power over blessings, curses, destiny, fortune, oaths, and probability.
Life: wielding power over disease, evolution, healing, metamorphosis, and vigor.
Matter: wielding power over alchemy, elemental air, elemental earth, elemental water, shaping, and transmutation.
Mind: wielding power over communication, hallucinations, mental projection, mind control, and telepathy.
Prime: wielding power over illusions, magical imbuement, mana, and the nature of Magic itself.
Space: wielding power over conjuration, scrying, sympathy, teleportation, and wards.
Spirit: wielding power over exorcism, soul retrieval, and spirits.
Time: wielding power over divination, prophecy, and temporal acceleration/deceleration.
Arcane Implement: At first level, the mage chooses a particular implement to assist him as a mental focus. Some implements serve as a receptacle for arcane power, allowing the mage to draw mana from it when the need is dire; others grant the mage benefits when using spells of certain paths.
The four types of implements are tomes, staffs, wands, and orbs.
Expressions of Magic (Sp): As a mage, you are able to produce a number of minor magical effects, provided you have at least 1 mp remaining.
At first level, you can produce the following effects at will, so long as you have at least 1 mp.
arcane mark
detect magic
prestidigitation
Mage Talent: At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.
Channel: You may, as a swift action, sacrifice any number of hit points. You gain temporary mana equal to half the amount of hit points you sacrificed, rounded down. Temporary mana lasts for 1 round per point of Intelligence modifier you have, and can put you over your maximum mana. In addition, you can go into lifeburn (Lifeburn: You may, as a swift action, go to 0 hit points. If you do, the base mana cost of all your spells becomes 0, and you gain the benefits of the doublecast talent. This effect lasts for 1 round per point of Intelligence modifier, during which you are immune to damage, can only be destroyed by effects that ignore hit points (such as a sphere of annihilation), and you ignore any penalties for being staggered. After the effect ends, you permanently and irrevocably die. You can only use this ability if you are at 1 or more hit points.)
Disciplined Mind: Whenever you would gain a mana die, you may roll twice and take the result of your choice. When you take this talent, you may reroll all the mana dice you have accumulated thus far, and take the total of that reroll or your current total (remember that if mage was your first class, your first level's mana die is maximized).
Focused Mind: You gain an additional +1 magic point per caster level. You can take this talent multiple times; its effects stack. (Prerequisites: Disciplined Mind)
Dilettante: Choose two common paths. You can access spells one grade higher for those paths (so if you could normally access apprentice spells, you can now access journeyman spells), and immediately learn two spells of the new grade from each path. (Special: You cannot take this talent and the generalist or specialist talents)
Doublecast: You can, as a full-round action, cast two spells simultaneously. The combined mana cost of the two spells can be no greater than double your caster level.
Quadramagic: You can, as a full-round action, cast four spells simultaneously. The combined mana cost of the four spells can be no greater than triple your caster level. (Prerequisites: Doublecast)
Expanded Implements: Choose another magical implement (tome, staff, wand, or orb). You gain affinity for the chosen implement type, as though you had chosen it at first level. You can take this talent up to three times; each time you do, select a new implement.
Generalist: Your inferior path becomes a common path, and you immediately learn two spells from each grade that you can now access for that path. Your mage level is treated as three levels lower for determining your spell access to your ruling paths. (Special: You cannot take this talent and the dilettante or specialist talents)
Specialist: Treat your mage level as two levels higher for determining your spell access to your ruling paths. In addition, learn two additional spells of each grade for each of your ruling paths, and when you gain access to a new grade of spells in those paths, immediately learn one spell of the new grade. Your mage level is treated as four levels lower for determining your spell access to your inferior path, and as one level lower for determining your spell access to your common paths. (Special: You cannot take this talent and the dilettante or generalist talents)
Wish (Sp): You gain knowledge of the wish spell. (Prerequisites: Caster level 16th+, must be able to access Master spells)
Feat: The mage may gain a bonus feat in place of a talent.
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As mentioned above, the spell-list for mages can be found here (http://wiki.white-wolf.com/worldofdarkness/index.php?title=Official_Spell_List).
Comments from individuals that are already familiar with Mage would be greatly appreciated, as I myself have only a passing familiarity with the system and would definitely appreciate some feedback on how this stuff actually works. Keep in mind, though, that I'm dropping a huge number of Mage concepts (gnosis, wisdom, the covert/vulgar divide, disbelief, etc), and that spells always cost mana to cast.
Feedback and thoughts from anyone else is also appreciated. As mentioned, this is a work in progress, so if something isn't clear, feel free to call me out on it and I'll try to explain.
In terms of what still needs to be developed - I have no idea what to do with implements. Also, I'd like some abilities to throw in at either at 2nd, 4th, 6th, and 8th, or 3rd, 5th, 7th (and possibly 9th); those would be nice, but not necessarily required; in particular, if anyone has ideas for how to expand the at-will abilities mages can use at 1st, that'd be fantastic.
Thanks for reading.