Maho-Tsukai
2010-12-06, 03:58 PM
<Fluff will be here when finished/fluff WIP>
Alignment: Any
Hit Dice: d8
Class Skills: The Dragonpact Mage's class skills (and the key ability for each skill) are: Concentration(Con), Spellcraft(Int), Knowledge(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(History)(Int), Knowledge(The Planes)(Int) Bluff(Cha), Intimidate(Cha), Diplomacy(Cha), and Profession(Wis).
Skill Points at First Level: (2+ Int Modifier) x4
Skill Points at Each Additional Level: 2+Int modifier
Proficiencies: A Dragonpact Mage is proficient with all simple weapons. A Dragonpact Mage is not proficient with any kinds of armor or shields.
Dragonpact Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Spirit Dragon Pact, Pact Boon|5|3
2nd|
+1|
+0|
+0|
+3||6|4|-
3rd|
+2|
+1|
+1|
+3|Pact Boon |6|5|-|-
4th|
+3|
+1|
+1|
+4|Advance Learning|6|6|3|-|-
5th|
+3|
+1|
+1|
+4||6|6|4|-|-|-
6th|
+4|
+2|
+2|
+5||6|6|5|3|-|-|-
7th|
+5|
+2|
+2|
+5|Pact Boon |6|6|6|4|-|-|-|-
8th|
+6/+1|
+2|
+2|
+6|Advance Learning|6|6|6|5|3|-|-|-|-|-
9th|
+6/+1|
+3|
+3|
+6||6|6|6|6|4|-|-|-|-|-
10th|
+7/+2|
+3|
+3|
+7||6|6|6|6|5|3|-|-|-|-
11th|
+8/+3|
+3|
+3|
+7|Pact Boon|6|6|6|6|6|4|-|-|-|-
12th|
+9/+4|
+4|
+4|
+8|Advance Learning|6|6|6|6|6|5|3|-|-|-
13th|
+9/+4|
+4|
+4|
+8||6|6|6|6|6|6|4|-|-|-
14th|
+10/+5|
+4|
+4|
+9 ||6|6|6|6|6|6|5|3|-|-
15th|
+11/+6/+1|
+5|
+5|
+9|Pact Boon|6|6|6|6|6|6|6|4|-|-
16th|
+12/+7/+2|
+5|
+5|
+10|Advance Learning|6|6|6|6|6|6|6|5|3|-
17th|
+12/+7/+2|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4|-
18th|
+13/+8/+3|
+6|
+6|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+6|
+6|
+11|Pact Boon |6|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+6|
+6|
+12|Summon Spirit Dragon Avatar|6|6|6|6|6|6|6|6|6|6[/table]
Class Features:
Spellcasting: A Dragonpact Mage is a divine spellcaster who draws her power from a pact with a quasi-divine being known as a "spirit dragon" who gives her the ability to cast divine magic. Thus, a Dragonpact Mage uses charisma as their primary casting stat. A Dragonpact Mage must have have a Cha score of 10+ a spell's level in order to cast it and the DCs for her spells are equal to 10+ the spell's level + her Cha modifier. Like a sorcerer she obtains bonus spells for a high charisma score. A Dragonpact Mage has a very limited spell knowledge and uses the same spells known progression as a Sorcerer.
Spirit Dragon Pact: A Dragonpact Mage's powers come directly from her pact with a spirit dragon which is made when she first takes up the class. Much like a deity, each Spirit Dragon possesses two "Spheres" from which a Dragonpact Mage selects her spells known. A Dragonpact Mage, at character creation, selects one Spheres as a Primary Sphere and one sphere as a Secondary Sphere. A Dragonpact Mage cannot chose a secondary sphere which is an opposition sphere to her primary sphere and cannot chose the Universal Sphere as a primary or secondary sphere. When a Dragonpact Mage chooses a primary sphere she also chooses her second opposed sphere. This can be any sphere except the universal sphere and a sphere which is already an opposed sphere for her. At least half the spells a Dragonpact Mage knows at each spell level must be from her Primary Sphere. All other spells known can be from either their Primary Sphere, Secondary Sphere or the Universal Sphere.
Pact Boon: As a Dragonpact Mage increases in power they eventually gain access to special abilities called "Pact Boons." Each sphere except for the universal Sphere possesses a special set of Pact Boons which are associated with it. A Dragonpact Mage chooses her pact boons from the pact boon list of her primary sphere pact boon list.
Advance Learning: At the indicated levels a Dragonpact Mage may gain knowledge of 1 spell from any sphere except her opposed spheres. This spell dose not count against her spells known.
<All other class features are WIP>
Spheres:
< All Spheres are a WIP>
Death
Opposed Spheres: Life and One Other
Description: The Sphere of Death possesses magic that invokes all aspects of the grave. The Death sphere possesses spells which can animate undead, scour enemies with negative energy, drain power from others, invoke the chill of the grave to smite foes and even wield death itself as a weapon. The sphere of death is one which good aligned Dragonpact Mages rarely possess due to it's sinister nature. Only the most dark and depraved individuals take up this sphere as their primary sphere as while it is certainly a road to great power the vile nature of this sphere's magics turn away the pure of heart and weak of stomach.
Sphere Spells:
Level 0: Inflict Minor Wounds, Ray of Frost, Disrupt Undead, Touch of Fatigue
Level 1: Chill Touch, Inflict Light Wounds, Curse Water, Detect Undead, Hide from Undead, Ray of Enfeeblement
Level 2: Chill Metal, Desecrate, Inflict Moderate Wounds, Command Undead, Death Knell, Blindness/Deafness, Ghoul Touch, Spectral Hand
Level 3: Inflict Seirous Wounds, Sleet Storm, Animate Dead, Halt Undead, Speak With the Dead, Diminish Plants, Ray of Exhaustion, Vampiric Touch
Level 4: Ice Storm, Inflict Critical Wounds, Wall of Ice, Antiplant Shell, Enervation
Level 5: Cone of Cold, Mass Inflict Light Wounds, Slay Living, Symbol of Pain, Waves of Fatigue
Level 6: Harm, Mass Inflict Moderate Wounds, O.'s Freezing Sphere, Antilife Shell, Circle of Death, Create Undead, Undeath to Death
Level 7: Mass Inflict Serious Wounds, Control Undead, Finger of Death, Symbol of Weakness
Level 8: Mass Inflict Critical Wounds, Polar Ray, Create Greater Undead, Horrid Wilting, Destruction
Level 9: Energy Drain, Plague of Undead, Mass Harm
(More Spells to be added soon.)
Pact Boons:
Rebuke Undead: A Dragonopact Mage who takes this boon gains the ability to Rebuke undead as an evil cleric of the same character level. This ability can be used a number of times per day equal to 3+ the Dragonpact Mage's Cha modifier.
Master of the Undead Legion: You can control 4 + your Cha modifier HD of undead for each character level you have instead of the standard 4 HD per character level. This Pact Boon becomes selectable at level 7.
Zone of Desecration: A Dragonpact Mage who takes this boon is followed around by a persistant zone of negative energy centered on her which covers an area of 10' for each character level she has. This area is considered desecrated, as if it where under the effect of the spell desecrate. This zone can be "turned on" and "tunred off" at will though it is always active unless you "turn it off." This Pact Boon becomes selectable at level 11.
All others are WIP
Life
Opposed Spheres: Death and One Other
Description: The sphere of life is one devoted to the protection and preservation of life. A Dragonpact Mage who chooses this sphere thus gains the power to heal the injured, cure disease and even resurrect the dead. In addition the sphere of life possesses spells which can cause creatures to feel empathy, inspire heroism and bring out the best features of a person's personality. In contrast to it's apposed sphere, Death, the sphere of life is usually one taken up almost exclusively by good aligned Dragonpact Mages
Sphere Spells:
Level 0: Cure Minor Wounds, Hypnotism, Detect Poison, Purify Food and Drink, Virtue
Level 1: Cure Light Wounds, Remove Fear, Sanctuary, Deathwatch, Goodberry
Level 2: Cure Moderate Wounds, Lesser Restoration, Eagle's Splendor, Enthrall, Hypnotic Pattern, Scare, Aid, Delay Poison
Level 3: Cure Seirous Wounds, Remove Blindness/Deafness, Remove Disease, Glibness, Good Hope, Heroism, Rage, Status
Level 4: Cure Critical Wounds, Restoration, Suggestion, Create Food and Water
Level 5: Mass Cure Light Wounds, Greater Heroism, Neturalize Poison
Level 6: Heal, Mass Cure Serious Wounds, Mass Eagle's Splendor, Raise Dead
Level 7: Mass Cure Serious Wounds, Regenerate, Greater Restoration, Mass Suggestion, Heroes' Feast
Level 8: Mass Cure Critical Wounds, Symbol of Persuasion, Resurrection
Level 9: Mass Heal, Sympathy, True Resurrection
(More Spells to be added soon.)
Pact Boons:
Turn Undead: A Dragonpact Mage who takes this boon gains the ability to Turn undead as a good cleric of their character level. This ability can be used a number of times per day equal to 3+ the Dragonpact Mage's Cha modifier.
All others are WIP
Artifice
Opposed Spheres: Nature and One Other
Description: The sphere of Artifice is one which is associated with civilization, construction and ingenuity. Dragonpact Mages who take up this sphere gain magic which can create objects, manipulate enviornment around them and allow them to traverse the planes. Most Dragonpact Mages from civilized lands take up this sphere as, at the least, a secondary sphere due to it's versatility. However, among more savage civilizations Dragonpact Mages with this sphere are often feared, shunned or mistrusted due to it's unnatural powers.
Sphere Spells:
Level 0: Mending, T.'s Floating Disk, Know Direction
Level 1: Magic Weapon, Mage Armor, Shield, Shield of Faith, Unseen Servant, Locate Object
Level 2: Magic Mouth, Make Whole, Web, Spiritual Weapon, Blink
Level 3: Keen Edge, Greater Magic Weapon, Secret Page, Snare, Phantom Steed, Locate Creature
Level 4: L.'s Secure Shelter, Magic Vestment, Minor Creation, O.'s Resilient Sphere, Dimension Door, Dimensional Anchor
Level 5: Fabricate, L.'s Secret Chest, Major Creation, B.'s Interposing Hand, M.'s Faithful Hound, Wall of Force, Passwalll, Plane Shift, Teleport
Level 6: Blade Barrier, Guards and Wards, B.'s Forceful Hand, Repulsion, Word of Recall
Level 7: M.'s Private Sanctum, Simulacrum, B.'s Grasping Hand, Forcecage, M.'s Sword, Ethereal Jaunt, Phase Door, Refuge, Teleport Object, Greater Teleport
Level 8: M'.s Magnificent Mansion, B.'s Clenched Fist, Dimension Lock
Level 9: B.'s Crushing Hand, Astral Projection, Etherealness, Gate, Teleportation Circle
(More Spells to be added soon.)
Pact Boons:
<WIP>
Nature
Opposed Spheres: Artifice and One Other
Description: The sphere of Nature represents the power of the natural world and all which dwell within it. A Dragonpact Adapt with the Nature sphere can control the enviornment, command the life processes and properties of plants and animals and even call the creatures of the natural world to fight by their side. Almost all Dragonpact Mages from uncivilized cultures take up this sphere though plenty of Dragonpact Mages from civilized lands who have interest and/or admiration for nature chose this as their primary sphere as well.
Sphere Spells:
Level 0: Calm Animals, Create Water, Pass without Trace
Level 1: Detect Animals or Plants, Hide from Animals, Speak with Animals, Summon Nature's Ally I, Magic Fang, Shillelagh, Entangle
Level 2: Animal Messenger, Animal Trance, Summon Nature's Ally II, Summon Swarm, Fog Cloud, Gust of Wind, Whispering Wind, Barkskin, Tree Shape, Wood Shape
Level 3: Summon Nature's Ally III, Speak with Plants, Gaseous Form, Stinking Cloud, Water Breathing, Water Walk, Wind Wall, Greater Magic Fang, Plant Growth
Level 4: Summon Nature's Ally IV, Repel Vermin, Command Plants, Air Walk, Control Water, Solid Fog, Heal Mount
Level 5: Summon Nature's Ally V, Insect Plague, Control Winds, Tree Stride, Animal Growth, Wall of Thorns
Level 6: Summon Nature's Ally VI, Commune with Nature, Ironwood, Liveoak, Transport via Plants
Level 7: Summon Nature's Ally VII, Creeping Doom, Wind Walk, Animate Plants, Changestaff
Level 8: Summon Nature's Ally VIII, Control Plants, Control Weather, Animal Shapes
Level 9: Summon Nature's Ally IX, Whirlwind, Shambler
(More Spells to be added soon.)
Pact Boons:
Animal Companion: The dragonpact mage attracts an animal companion as a druid of equal level.
Unhindered: In natural environments, the dragonpact mage's movement is no longer impaired by natural obstacles or terrain. Also, he no longer leaves any tracks if he desires.
Camouflage: Hide and move silently are now class skills for the dragonpact mage.
Hide in Plain Sight: (requires camouflage) The dragonpact mage may now attempt to hide in natural terrain even while he's being actively observed.
Thick Hide: The dragonpact mage gains a natural armor bonus to his AC equal to his Constitution modifier.
Natural Summoner: The creatures summoned by the dragonpact mage have a +3 morale bonus to hit with their attacks. The dragonpact mage's summons duration is also doubled.
Wildshape: The dragonpact mage can polymorph into a small or medium sized animal he is familiar with once per day, similar to a druid.
All others are WIP
Energy
Opposed Spheres: Mind and One Other
Description: The sphere of energy represents control over the wild and untamed energies of the world. A Dragonpact Mage who has this sphere is ablt to cast powerful offensive spells which can call forth all manner of energy such as fire, lightening and even prismatic magic to smite foes, as well as use energy to enhance their physical power and even achieve flight. This sphere is a direct, offensive sphere which is is often used by Dragonpact Mages who have a desire to crush their enemies with sheer power.
Sphere Spells:
Level 0: Mage Hand, Dancing Lights, Light, Flare
Level 1: Feather Fall, Jump, Shocking Grasp, Color Spray, Faerie Fire, Burning Hands
Level 2: Bull's Strength, Levitate, Protection from Arrows, Continual Flame, Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Produce Flame, Pyrotechnics, Scorching Ray
Level 3: Call Lightening, Fly, Lightening Bolt, Daylight, Explosive Runes, Fireball, Flame Arrow, Glitterdust
Level 4: Divine Power, Searing Light, Fire Shield
Level 5: Call Lightening Storm, Overland Flight, Righteous Might, Telekinesis, Rainbow Pattern, Flame Strike, Wall of Fire
Level 6: Chain Lightening, T.'s Transformation, Sunbeam, Fire Seeds
Level 7: Mass Bull's Strength, Prismatic Spray, Delayed Blast Fireball, Fire Storm
Level 8: O.'s Telekinetic Sphere, Prismatic Wall, Scintillating Pattern, Sunburst, Incendiary Cloud
Level 9: Implosion, Prismatic Sphere, Meteor Swarm
(More Spells to be added soon.)
Pact Boons:
<WIP>
Mind
Opposed Spheres: Energy and One Other
Description: The sphere of Mind is one which draws it's power from the mind. A Dragonpact Mage with the Mind sphere gains acsses to spells that allow them to enter, manipulate and control the minds of others. The Mind sphere is often times used by those who desire control and power over others and thus is often seen as one of the more "evil" spheres. Despite this, however, many good Dragonpact Mages take up this sphere and use it's mind warping powers to subdue evil rather then dominate and enslave others.
Sphere Spells:
Spells marked with * are psionic powers converted to spells.
Level 0: Command, Daze, Lullaby, Message
Level 1: Charm Person, Cause Fear, Lesser Confusion, Sleep, Comprehend Languages
Level 2: T's Hideous Laughter, Zone of Truth, Calm Emotions, Daze Monster, Touch of Idiocy, Fox's Cunning, Detect Thoughts
Level 3: Dominate Animal, Deep Slumber, Tongues
Level 4: Charm Monster, Lesser Geass, Confusion, Crushing Despair, Fear, Discern Lies, Modify Memory, R.'s Telepathic Bond, Sending, Phantasmal Killer
Level 5: Greater Command, Dominate Person, Feeblemind, Magic Jar, Mind Fog, Song of Discorde, Dream
Level 6: Geas/Quest, Symbol of Fear, Nightmare
Level 7: Mass Charm Monster, Sequester, Mass Fox's Cunning, Symbol of Stunning
Level 8: Demand, O.'s Irresistible Dance, Antipathy, Mind Blank, True Dominate
Level 9: Dominate Monster, Weird, Mind Rape
(More Spells to be added soon.)
Pact Boons:
Crafty Manipulator: You add a bonus equal to your int modifier to all bluff, diplomacy and intimidate checks you make.
All others are WIP.
Disorder
Opposed Spheres: Order and One Other
Description: Disorder is the sphere dedicated to magics which cause chaos and upset the natural order. Dragonpact Mages who possess this sphere can change, transform and alter both living and non-living things, manipulate the laws of nature and cause great destruction. Due to the nature of this sphere it is almost exclusive to chaotic aligned Dragonpact Mages though some Dragonpact Mages who are neutral towards the law/chaos conflict may also take up this sphere for acssess to it's unique powers.
Sphere Spells:
Level 0: Open/Close, Acid Splash, Reduce Person
Level 1: Animate Rope, Grease, Entropic Shield, Enlarge Person
Level 2: Rope Trick, Spider Climb, Warp Wood, Knock, M.'s Acid Arrow, Shatter, Soften Earth and Stone
Level 3: Spike Growth, Contagion, Reduce Animal, Shrink Item
Level 4: Bestow Curse, E.'s Black Tentacles, Giant Vermin, Reincarnate, Freedom of Movement, Poison, Rusting Grasp, Mass Enlarge Person, Polymorph, Mass Reduce Person
Level 5: Blight, Cloudkill, Baleful Polymorph, Transmute Mud to Rock, Transmute Rock to Mud
Level 6: Animate Objects, Repel Wood, Acid Fog, Flesh to Stone, Stone to Flesh
Level 7: Eyebite, Disintegrate, Transmute Metal to Wood, Insanity
Level 8: Reverse Gravity, Symbol of Insanity, Polymorph Any Object
Level 9: Maze, Storm of Vengeance, Shapechange
(More Spells to be added soon.)
Pact Boons
<WIP>
Order
Opposed Spheres: Disorder and One Other
Description: The sphere of Order is one which draws it's power from the systematic nature of magic and the multiverse. A Dragonpact mage with the sphere of Order can cast spells which manipulate and control magic, use words of great power to bring down enemies and even control the very laws time and reality itself. Dragonpact Mages who possess this sphere are almost always lawful, though some Dragonpact Mages who are neural in the law/chaos conflict may also take up this sphere.
Sphere Spells:
Level 0: Detect Magic, Arcane Mark, Read Magic, Longstrider
Level 1: Identify, Magic Missile, N.'s Magic Aura, Expeditious Retreat, Hold Portal
Level 2: L.'s Trap, Arcane Lock, Cat's Grace, Hold Person, Hold Animal
Level 3: Arcane Sight, Sepia Snake Sigil, Haste, Slow
Level 4: Imbue with Spell Ability, Glyph of Warding, Remove Paralysis
Level 5: Analyze Dweomer, Mark of Justice, Permanency
Level 6: Contingency, Spellstaff, Greater Glyph of Warding, Mass Cat's Grace, Hold Monster
Level 7: Spell Turning, Greater Arcane Sight, Limited Wish, Power Word- Blind, Mass Hold Person
Level 8: Protection from Spells, Power Word- Stun, Temporal Stasis
Level 9: Wish, Mass Hold Monster, Time Stop
(More Spells to be added soon.)
Pact Boons:
<WIP>
Divine
Opposed Spheres: Earth and One Other
Description: The Divine Sphere focuses on magic dealing with the other planes of exsistence from which the Spirit Dragons themselves as well as their servants and other creatures dwell and the divine power of the Spirit Dragons. A Dragonpact Mage with this sphere can call divine power to bless allies and curse enemies, gain the omniscience of Spirit Dragons and summon creatures from other planes of existence to fight enemies. Due to the fact this sphere grants powers directly related to the Spirit Dragons themselves rather then the aspects they control this is a popular secondary sphere choice for many Dragonpact Mages. However, just as many chose this as their primary sphere due to the great power and closer connection to the source of their abilities that this sphere offers.
Sphere Spells:
Level 0: Divine Favor, Guidance, Summon Instrument/Tool
Level 1: Bane, Bless Water, Bless Weapon, Detect Secret Doors, Detect Snares and Pits, True Strike, Summon Monster I
Level 2: Augury, Consecrate, Desecrate, Gentle Repose, See Invisibility, Owl's Wisdom, Find Traps, Summon Monster II
Level 3: Helping Hand, Prayer, Clairaudience/Clairvoyance, Summon Monster III
Level 4: Divination, Arcane Eye, Detect Scrying, Scrying, Lesser Planar Binding, Summon Monster IV
Level 5: Lesser Planar Ally, Atonement, Prying Eyes, True Seeing, Contact Other Plane, Summon Monster V, Hallow, Unhallow
Level 6: Commune, Forbiddance, Find the Path, Legend Lore, Planar Binding, Summon Monster VI
Level 7: Planar Ally, Greater Scrying, Vision, D.'s Instant Summons, Summon Monster VII
Level 8: Holy Sword, Unholy Sword, Greater Planar Ally, Moment of Precience, Greater Prying Eyes, Greater Planar Binding, Summon Monster VIII
Level 9: Miracle, Foresight, Soul Bind, Summon Monster IX
(More Spells to be added soon.)
Pact Boons:
<WIP>
Earth
Opposed Spheres: Divine and One Other
Description: The Earth Sphere, despite it's title, is not exclusively based on the earth element. Rather the earth sphere is one which is focused around the mundane and the prime material plane. A Dragonpact Mage who has accesses to this sphere can control mundane substances such as stone and metal, shield themselves from magical effects and cast spells which counter, dispel and protect against magic. Earth is another common secondary choice among dragonpact mages due to the extra edge it gives them when fighting other spellcasters.
Sphere Spells:
Level 0: Magic Stone, Resistance, Erase
Level 1: Bear's Endurance, Endure Elements, Undetectable Aligenment
Level 2: Meld Into Stone, Resist Energy, Shield Other, Dispel Magic
Level 3: Stone Shape, Remove Curse, Invisibility Purge, Nondetection, Protection from Energy, Quench
Level 4: Spike Stones, Stoneskin, Death Ward, Dismissal, Break Enchantment, Lesser Globe of Invulnerability, Spell Immunity
Level 5: Wall of Stone, Disrupting Weapon, Spell Resistance
Level 6: Mass Bear's Endurance, Move Earth, Stone Tell, Wall of Iron, Banishment, Antimagic Field, Globe of Invulnerability
Level 7: Statue, Repel Metal or Stone, Greater Dispelling
Level 8: Iron Body, Trap and Soul, Greater Spell Immunity
Level 9: Earthquake, Freedom, Imprisonment, M.'s Disjunction
(More Spells to be added soon.)
Pact Boons:
<WIP>
Illusion
Opposed Spheres: Earth and One Other
Description: The sphere of Illusion is one which deals with fantasy and tricks of the mind. A Dragonpact Mage who possesses the sphere of Illusion can use their magic to trick and deceive the senses and control shadows and darkness. The illusion sphere is often favored by Dragonpact Mages who are sneaky and cunning and thus prefer subtlety to outright power.
Sphere Spells:
Spells marked with a * are slightly changed from their original state.
Level 0: Prestidigitation, Ghost Sound, Shadows
Level 1: Disguise Self, Silent Image, Ventriloquism, Darkness
Level 2: Alter Self, Mirror Image, Minor Image, Silence, Misdirection, Sound Burst, Obscure Object, Blur, Invisibility, Darkvision
Level 3: Illusory Script, Major Image, Displacement, Sculpt Sound, Invisibility Sphere, Deeper Darkness
Level 4: Hallucinatory Terrain, Illusory Wall, Shout, Greater Invisibility, Lesser Shadow Sphere*
Level 5: Mirage Arcana, Persistent Image, Seeming, Zone of Silence, False Vision, Shadow Walk
Level 6: Programmed Image, Mislead, Shadow Sphere*
Level 7: Permanent Image, Project Image, Sympathetic Vibration, Mass Invisibility
Level 8: Veil, Greater Shout, Greater Shadow Sphere*
Level 9: Screen, Wail of the Banshie, Shades
*- The "Shadow Sphere" line of spells act as the shadow conjuration/evocation spells of the same level except instead of mimicking evocation/conjuration spells they can instead mimic spells of any sphere, including opposed spheres.
(More Spells to be added soon.)
Pact Boons:
<WIP>
Universal
Opposed Spheres: N/A
Description: Due to the divine nature of Dragonpact Mages and their Spirit Dragon partners, every Dragonpact Mage has acssess to a small collection of spells which are based on the Dragonpact Mage's alignment. These spells allow a Dragonpact Mage to detect, protect against and smite creatures of opposing alignments to their own. Due to the universal nature of this sphere it has no pact boons and it's spell list is much smaller then the rest of the Spheres.
Sphere Spells:
Level 0: Detect Good/Evil/Law/Chaos
Level 1: Protection from Good/Evil/Law/Chaos
Level 2: Align Weapon
Level 3: Magic Circle against Good/Evil/Law/Chaos
Level 4: N/A
Level 5: N/A
Level 6: Dispel Good/Evil/Law/Chaos
Level 7: Holy Word, Blasphemy, Dictum, Word of Chaos
Level 8: Holy Aura, Unholy Aura, Shield of Law, Cloak of Chaos
Level 9: N/A
(More Spells MAY be added soon.)
Notes: This class was made with the intent that it is the only "fullcaster" in the campaign world. Thus the "sphere system" was created to allow the class to be able to be able to fill all the standard caster rolls in a setting with this class as the only fullcaster but yet at the same time not be able to do all those rolls at once. The Advance learning and secondary sphere features allow this class to do a bit more then it's primary sphere allows while still doing what it's primary sphere focuses on best due to the fact half their spells must be from their primary sphere and their pact boons are based around their primary sphere. The setting this class would find itself in (A homebrew setting I am creating) would have no PrCs and has the following base classes allowed:
Fighters:
Kensei (http://www.giantitp.com/forums/showthread.php?t=175230), Warblade, Crusader, Swordsage,
Skillmonkies:
Factotum, Psirogue
Casters:
Dragonpact Mage
But enough on that...more or less the Dragonpact Mage's intended balance level is Tier 2 since I intend it to be the most "powerful" class in this world yet at the same time not make the other classes feel useless. Though at the moment I think it may be too powerful..though I am not really sure. Also be aware it's a WIP, so yeah. Oh, and if you have not guessed I am limiting them to (Mostly) core spells.
Alignment: Any
Hit Dice: d8
Class Skills: The Dragonpact Mage's class skills (and the key ability for each skill) are: Concentration(Con), Spellcraft(Int), Knowledge(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(History)(Int), Knowledge(The Planes)(Int) Bluff(Cha), Intimidate(Cha), Diplomacy(Cha), and Profession(Wis).
Skill Points at First Level: (2+ Int Modifier) x4
Skill Points at Each Additional Level: 2+Int modifier
Proficiencies: A Dragonpact Mage is proficient with all simple weapons. A Dragonpact Mage is not proficient with any kinds of armor or shields.
Dragonpact Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Spirit Dragon Pact, Pact Boon|5|3
2nd|
+1|
+0|
+0|
+3||6|4|-
3rd|
+2|
+1|
+1|
+3|Pact Boon |6|5|-|-
4th|
+3|
+1|
+1|
+4|Advance Learning|6|6|3|-|-
5th|
+3|
+1|
+1|
+4||6|6|4|-|-|-
6th|
+4|
+2|
+2|
+5||6|6|5|3|-|-|-
7th|
+5|
+2|
+2|
+5|Pact Boon |6|6|6|4|-|-|-|-
8th|
+6/+1|
+2|
+2|
+6|Advance Learning|6|6|6|5|3|-|-|-|-|-
9th|
+6/+1|
+3|
+3|
+6||6|6|6|6|4|-|-|-|-|-
10th|
+7/+2|
+3|
+3|
+7||6|6|6|6|5|3|-|-|-|-
11th|
+8/+3|
+3|
+3|
+7|Pact Boon|6|6|6|6|6|4|-|-|-|-
12th|
+9/+4|
+4|
+4|
+8|Advance Learning|6|6|6|6|6|5|3|-|-|-
13th|
+9/+4|
+4|
+4|
+8||6|6|6|6|6|6|4|-|-|-
14th|
+10/+5|
+4|
+4|
+9 ||6|6|6|6|6|6|5|3|-|-
15th|
+11/+6/+1|
+5|
+5|
+9|Pact Boon|6|6|6|6|6|6|6|4|-|-
16th|
+12/+7/+2|
+5|
+5|
+10|Advance Learning|6|6|6|6|6|6|6|5|3|-
17th|
+12/+7/+2|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4|-
18th|
+13/+8/+3|
+6|
+6|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+14/+9/+4|
+6|
+6|
+11|Pact Boon |6|6|6|6|6|6|6|6|6|4
20th|
+15/+10/+5|
+6|
+6|
+12|Summon Spirit Dragon Avatar|6|6|6|6|6|6|6|6|6|6[/table]
Class Features:
Spellcasting: A Dragonpact Mage is a divine spellcaster who draws her power from a pact with a quasi-divine being known as a "spirit dragon" who gives her the ability to cast divine magic. Thus, a Dragonpact Mage uses charisma as their primary casting stat. A Dragonpact Mage must have have a Cha score of 10+ a spell's level in order to cast it and the DCs for her spells are equal to 10+ the spell's level + her Cha modifier. Like a sorcerer she obtains bonus spells for a high charisma score. A Dragonpact Mage has a very limited spell knowledge and uses the same spells known progression as a Sorcerer.
Spirit Dragon Pact: A Dragonpact Mage's powers come directly from her pact with a spirit dragon which is made when she first takes up the class. Much like a deity, each Spirit Dragon possesses two "Spheres" from which a Dragonpact Mage selects her spells known. A Dragonpact Mage, at character creation, selects one Spheres as a Primary Sphere and one sphere as a Secondary Sphere. A Dragonpact Mage cannot chose a secondary sphere which is an opposition sphere to her primary sphere and cannot chose the Universal Sphere as a primary or secondary sphere. When a Dragonpact Mage chooses a primary sphere she also chooses her second opposed sphere. This can be any sphere except the universal sphere and a sphere which is already an opposed sphere for her. At least half the spells a Dragonpact Mage knows at each spell level must be from her Primary Sphere. All other spells known can be from either their Primary Sphere, Secondary Sphere or the Universal Sphere.
Pact Boon: As a Dragonpact Mage increases in power they eventually gain access to special abilities called "Pact Boons." Each sphere except for the universal Sphere possesses a special set of Pact Boons which are associated with it. A Dragonpact Mage chooses her pact boons from the pact boon list of her primary sphere pact boon list.
Advance Learning: At the indicated levels a Dragonpact Mage may gain knowledge of 1 spell from any sphere except her opposed spheres. This spell dose not count against her spells known.
<All other class features are WIP>
Spheres:
< All Spheres are a WIP>
Death
Opposed Spheres: Life and One Other
Description: The Sphere of Death possesses magic that invokes all aspects of the grave. The Death sphere possesses spells which can animate undead, scour enemies with negative energy, drain power from others, invoke the chill of the grave to smite foes and even wield death itself as a weapon. The sphere of death is one which good aligned Dragonpact Mages rarely possess due to it's sinister nature. Only the most dark and depraved individuals take up this sphere as their primary sphere as while it is certainly a road to great power the vile nature of this sphere's magics turn away the pure of heart and weak of stomach.
Sphere Spells:
Level 0: Inflict Minor Wounds, Ray of Frost, Disrupt Undead, Touch of Fatigue
Level 1: Chill Touch, Inflict Light Wounds, Curse Water, Detect Undead, Hide from Undead, Ray of Enfeeblement
Level 2: Chill Metal, Desecrate, Inflict Moderate Wounds, Command Undead, Death Knell, Blindness/Deafness, Ghoul Touch, Spectral Hand
Level 3: Inflict Seirous Wounds, Sleet Storm, Animate Dead, Halt Undead, Speak With the Dead, Diminish Plants, Ray of Exhaustion, Vampiric Touch
Level 4: Ice Storm, Inflict Critical Wounds, Wall of Ice, Antiplant Shell, Enervation
Level 5: Cone of Cold, Mass Inflict Light Wounds, Slay Living, Symbol of Pain, Waves of Fatigue
Level 6: Harm, Mass Inflict Moderate Wounds, O.'s Freezing Sphere, Antilife Shell, Circle of Death, Create Undead, Undeath to Death
Level 7: Mass Inflict Serious Wounds, Control Undead, Finger of Death, Symbol of Weakness
Level 8: Mass Inflict Critical Wounds, Polar Ray, Create Greater Undead, Horrid Wilting, Destruction
Level 9: Energy Drain, Plague of Undead, Mass Harm
(More Spells to be added soon.)
Pact Boons:
Rebuke Undead: A Dragonopact Mage who takes this boon gains the ability to Rebuke undead as an evil cleric of the same character level. This ability can be used a number of times per day equal to 3+ the Dragonpact Mage's Cha modifier.
Master of the Undead Legion: You can control 4 + your Cha modifier HD of undead for each character level you have instead of the standard 4 HD per character level. This Pact Boon becomes selectable at level 7.
Zone of Desecration: A Dragonpact Mage who takes this boon is followed around by a persistant zone of negative energy centered on her which covers an area of 10' for each character level she has. This area is considered desecrated, as if it where under the effect of the spell desecrate. This zone can be "turned on" and "tunred off" at will though it is always active unless you "turn it off." This Pact Boon becomes selectable at level 11.
All others are WIP
Life
Opposed Spheres: Death and One Other
Description: The sphere of life is one devoted to the protection and preservation of life. A Dragonpact Mage who chooses this sphere thus gains the power to heal the injured, cure disease and even resurrect the dead. In addition the sphere of life possesses spells which can cause creatures to feel empathy, inspire heroism and bring out the best features of a person's personality. In contrast to it's apposed sphere, Death, the sphere of life is usually one taken up almost exclusively by good aligned Dragonpact Mages
Sphere Spells:
Level 0: Cure Minor Wounds, Hypnotism, Detect Poison, Purify Food and Drink, Virtue
Level 1: Cure Light Wounds, Remove Fear, Sanctuary, Deathwatch, Goodberry
Level 2: Cure Moderate Wounds, Lesser Restoration, Eagle's Splendor, Enthrall, Hypnotic Pattern, Scare, Aid, Delay Poison
Level 3: Cure Seirous Wounds, Remove Blindness/Deafness, Remove Disease, Glibness, Good Hope, Heroism, Rage, Status
Level 4: Cure Critical Wounds, Restoration, Suggestion, Create Food and Water
Level 5: Mass Cure Light Wounds, Greater Heroism, Neturalize Poison
Level 6: Heal, Mass Cure Serious Wounds, Mass Eagle's Splendor, Raise Dead
Level 7: Mass Cure Serious Wounds, Regenerate, Greater Restoration, Mass Suggestion, Heroes' Feast
Level 8: Mass Cure Critical Wounds, Symbol of Persuasion, Resurrection
Level 9: Mass Heal, Sympathy, True Resurrection
(More Spells to be added soon.)
Pact Boons:
Turn Undead: A Dragonpact Mage who takes this boon gains the ability to Turn undead as a good cleric of their character level. This ability can be used a number of times per day equal to 3+ the Dragonpact Mage's Cha modifier.
All others are WIP
Artifice
Opposed Spheres: Nature and One Other
Description: The sphere of Artifice is one which is associated with civilization, construction and ingenuity. Dragonpact Mages who take up this sphere gain magic which can create objects, manipulate enviornment around them and allow them to traverse the planes. Most Dragonpact Mages from civilized lands take up this sphere as, at the least, a secondary sphere due to it's versatility. However, among more savage civilizations Dragonpact Mages with this sphere are often feared, shunned or mistrusted due to it's unnatural powers.
Sphere Spells:
Level 0: Mending, T.'s Floating Disk, Know Direction
Level 1: Magic Weapon, Mage Armor, Shield, Shield of Faith, Unseen Servant, Locate Object
Level 2: Magic Mouth, Make Whole, Web, Spiritual Weapon, Blink
Level 3: Keen Edge, Greater Magic Weapon, Secret Page, Snare, Phantom Steed, Locate Creature
Level 4: L.'s Secure Shelter, Magic Vestment, Minor Creation, O.'s Resilient Sphere, Dimension Door, Dimensional Anchor
Level 5: Fabricate, L.'s Secret Chest, Major Creation, B.'s Interposing Hand, M.'s Faithful Hound, Wall of Force, Passwalll, Plane Shift, Teleport
Level 6: Blade Barrier, Guards and Wards, B.'s Forceful Hand, Repulsion, Word of Recall
Level 7: M.'s Private Sanctum, Simulacrum, B.'s Grasping Hand, Forcecage, M.'s Sword, Ethereal Jaunt, Phase Door, Refuge, Teleport Object, Greater Teleport
Level 8: M'.s Magnificent Mansion, B.'s Clenched Fist, Dimension Lock
Level 9: B.'s Crushing Hand, Astral Projection, Etherealness, Gate, Teleportation Circle
(More Spells to be added soon.)
Pact Boons:
<WIP>
Nature
Opposed Spheres: Artifice and One Other
Description: The sphere of Nature represents the power of the natural world and all which dwell within it. A Dragonpact Adapt with the Nature sphere can control the enviornment, command the life processes and properties of plants and animals and even call the creatures of the natural world to fight by their side. Almost all Dragonpact Mages from uncivilized cultures take up this sphere though plenty of Dragonpact Mages from civilized lands who have interest and/or admiration for nature chose this as their primary sphere as well.
Sphere Spells:
Level 0: Calm Animals, Create Water, Pass without Trace
Level 1: Detect Animals or Plants, Hide from Animals, Speak with Animals, Summon Nature's Ally I, Magic Fang, Shillelagh, Entangle
Level 2: Animal Messenger, Animal Trance, Summon Nature's Ally II, Summon Swarm, Fog Cloud, Gust of Wind, Whispering Wind, Barkskin, Tree Shape, Wood Shape
Level 3: Summon Nature's Ally III, Speak with Plants, Gaseous Form, Stinking Cloud, Water Breathing, Water Walk, Wind Wall, Greater Magic Fang, Plant Growth
Level 4: Summon Nature's Ally IV, Repel Vermin, Command Plants, Air Walk, Control Water, Solid Fog, Heal Mount
Level 5: Summon Nature's Ally V, Insect Plague, Control Winds, Tree Stride, Animal Growth, Wall of Thorns
Level 6: Summon Nature's Ally VI, Commune with Nature, Ironwood, Liveoak, Transport via Plants
Level 7: Summon Nature's Ally VII, Creeping Doom, Wind Walk, Animate Plants, Changestaff
Level 8: Summon Nature's Ally VIII, Control Plants, Control Weather, Animal Shapes
Level 9: Summon Nature's Ally IX, Whirlwind, Shambler
(More Spells to be added soon.)
Pact Boons:
Animal Companion: The dragonpact mage attracts an animal companion as a druid of equal level.
Unhindered: In natural environments, the dragonpact mage's movement is no longer impaired by natural obstacles or terrain. Also, he no longer leaves any tracks if he desires.
Camouflage: Hide and move silently are now class skills for the dragonpact mage.
Hide in Plain Sight: (requires camouflage) The dragonpact mage may now attempt to hide in natural terrain even while he's being actively observed.
Thick Hide: The dragonpact mage gains a natural armor bonus to his AC equal to his Constitution modifier.
Natural Summoner: The creatures summoned by the dragonpact mage have a +3 morale bonus to hit with their attacks. The dragonpact mage's summons duration is also doubled.
Wildshape: The dragonpact mage can polymorph into a small or medium sized animal he is familiar with once per day, similar to a druid.
All others are WIP
Energy
Opposed Spheres: Mind and One Other
Description: The sphere of energy represents control over the wild and untamed energies of the world. A Dragonpact Mage who has this sphere is ablt to cast powerful offensive spells which can call forth all manner of energy such as fire, lightening and even prismatic magic to smite foes, as well as use energy to enhance their physical power and even achieve flight. This sphere is a direct, offensive sphere which is is often used by Dragonpact Mages who have a desire to crush their enemies with sheer power.
Sphere Spells:
Level 0: Mage Hand, Dancing Lights, Light, Flare
Level 1: Feather Fall, Jump, Shocking Grasp, Color Spray, Faerie Fire, Burning Hands
Level 2: Bull's Strength, Levitate, Protection from Arrows, Continual Flame, Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Produce Flame, Pyrotechnics, Scorching Ray
Level 3: Call Lightening, Fly, Lightening Bolt, Daylight, Explosive Runes, Fireball, Flame Arrow, Glitterdust
Level 4: Divine Power, Searing Light, Fire Shield
Level 5: Call Lightening Storm, Overland Flight, Righteous Might, Telekinesis, Rainbow Pattern, Flame Strike, Wall of Fire
Level 6: Chain Lightening, T.'s Transformation, Sunbeam, Fire Seeds
Level 7: Mass Bull's Strength, Prismatic Spray, Delayed Blast Fireball, Fire Storm
Level 8: O.'s Telekinetic Sphere, Prismatic Wall, Scintillating Pattern, Sunburst, Incendiary Cloud
Level 9: Implosion, Prismatic Sphere, Meteor Swarm
(More Spells to be added soon.)
Pact Boons:
<WIP>
Mind
Opposed Spheres: Energy and One Other
Description: The sphere of Mind is one which draws it's power from the mind. A Dragonpact Mage with the Mind sphere gains acsses to spells that allow them to enter, manipulate and control the minds of others. The Mind sphere is often times used by those who desire control and power over others and thus is often seen as one of the more "evil" spheres. Despite this, however, many good Dragonpact Mages take up this sphere and use it's mind warping powers to subdue evil rather then dominate and enslave others.
Sphere Spells:
Spells marked with * are psionic powers converted to spells.
Level 0: Command, Daze, Lullaby, Message
Level 1: Charm Person, Cause Fear, Lesser Confusion, Sleep, Comprehend Languages
Level 2: T's Hideous Laughter, Zone of Truth, Calm Emotions, Daze Monster, Touch of Idiocy, Fox's Cunning, Detect Thoughts
Level 3: Dominate Animal, Deep Slumber, Tongues
Level 4: Charm Monster, Lesser Geass, Confusion, Crushing Despair, Fear, Discern Lies, Modify Memory, R.'s Telepathic Bond, Sending, Phantasmal Killer
Level 5: Greater Command, Dominate Person, Feeblemind, Magic Jar, Mind Fog, Song of Discorde, Dream
Level 6: Geas/Quest, Symbol of Fear, Nightmare
Level 7: Mass Charm Monster, Sequester, Mass Fox's Cunning, Symbol of Stunning
Level 8: Demand, O.'s Irresistible Dance, Antipathy, Mind Blank, True Dominate
Level 9: Dominate Monster, Weird, Mind Rape
(More Spells to be added soon.)
Pact Boons:
Crafty Manipulator: You add a bonus equal to your int modifier to all bluff, diplomacy and intimidate checks you make.
All others are WIP.
Disorder
Opposed Spheres: Order and One Other
Description: Disorder is the sphere dedicated to magics which cause chaos and upset the natural order. Dragonpact Mages who possess this sphere can change, transform and alter both living and non-living things, manipulate the laws of nature and cause great destruction. Due to the nature of this sphere it is almost exclusive to chaotic aligned Dragonpact Mages though some Dragonpact Mages who are neutral towards the law/chaos conflict may also take up this sphere for acssess to it's unique powers.
Sphere Spells:
Level 0: Open/Close, Acid Splash, Reduce Person
Level 1: Animate Rope, Grease, Entropic Shield, Enlarge Person
Level 2: Rope Trick, Spider Climb, Warp Wood, Knock, M.'s Acid Arrow, Shatter, Soften Earth and Stone
Level 3: Spike Growth, Contagion, Reduce Animal, Shrink Item
Level 4: Bestow Curse, E.'s Black Tentacles, Giant Vermin, Reincarnate, Freedom of Movement, Poison, Rusting Grasp, Mass Enlarge Person, Polymorph, Mass Reduce Person
Level 5: Blight, Cloudkill, Baleful Polymorph, Transmute Mud to Rock, Transmute Rock to Mud
Level 6: Animate Objects, Repel Wood, Acid Fog, Flesh to Stone, Stone to Flesh
Level 7: Eyebite, Disintegrate, Transmute Metal to Wood, Insanity
Level 8: Reverse Gravity, Symbol of Insanity, Polymorph Any Object
Level 9: Maze, Storm of Vengeance, Shapechange
(More Spells to be added soon.)
Pact Boons
<WIP>
Order
Opposed Spheres: Disorder and One Other
Description: The sphere of Order is one which draws it's power from the systematic nature of magic and the multiverse. A Dragonpact mage with the sphere of Order can cast spells which manipulate and control magic, use words of great power to bring down enemies and even control the very laws time and reality itself. Dragonpact Mages who possess this sphere are almost always lawful, though some Dragonpact Mages who are neural in the law/chaos conflict may also take up this sphere.
Sphere Spells:
Level 0: Detect Magic, Arcane Mark, Read Magic, Longstrider
Level 1: Identify, Magic Missile, N.'s Magic Aura, Expeditious Retreat, Hold Portal
Level 2: L.'s Trap, Arcane Lock, Cat's Grace, Hold Person, Hold Animal
Level 3: Arcane Sight, Sepia Snake Sigil, Haste, Slow
Level 4: Imbue with Spell Ability, Glyph of Warding, Remove Paralysis
Level 5: Analyze Dweomer, Mark of Justice, Permanency
Level 6: Contingency, Spellstaff, Greater Glyph of Warding, Mass Cat's Grace, Hold Monster
Level 7: Spell Turning, Greater Arcane Sight, Limited Wish, Power Word- Blind, Mass Hold Person
Level 8: Protection from Spells, Power Word- Stun, Temporal Stasis
Level 9: Wish, Mass Hold Monster, Time Stop
(More Spells to be added soon.)
Pact Boons:
<WIP>
Divine
Opposed Spheres: Earth and One Other
Description: The Divine Sphere focuses on magic dealing with the other planes of exsistence from which the Spirit Dragons themselves as well as their servants and other creatures dwell and the divine power of the Spirit Dragons. A Dragonpact Mage with this sphere can call divine power to bless allies and curse enemies, gain the omniscience of Spirit Dragons and summon creatures from other planes of existence to fight enemies. Due to the fact this sphere grants powers directly related to the Spirit Dragons themselves rather then the aspects they control this is a popular secondary sphere choice for many Dragonpact Mages. However, just as many chose this as their primary sphere due to the great power and closer connection to the source of their abilities that this sphere offers.
Sphere Spells:
Level 0: Divine Favor, Guidance, Summon Instrument/Tool
Level 1: Bane, Bless Water, Bless Weapon, Detect Secret Doors, Detect Snares and Pits, True Strike, Summon Monster I
Level 2: Augury, Consecrate, Desecrate, Gentle Repose, See Invisibility, Owl's Wisdom, Find Traps, Summon Monster II
Level 3: Helping Hand, Prayer, Clairaudience/Clairvoyance, Summon Monster III
Level 4: Divination, Arcane Eye, Detect Scrying, Scrying, Lesser Planar Binding, Summon Monster IV
Level 5: Lesser Planar Ally, Atonement, Prying Eyes, True Seeing, Contact Other Plane, Summon Monster V, Hallow, Unhallow
Level 6: Commune, Forbiddance, Find the Path, Legend Lore, Planar Binding, Summon Monster VI
Level 7: Planar Ally, Greater Scrying, Vision, D.'s Instant Summons, Summon Monster VII
Level 8: Holy Sword, Unholy Sword, Greater Planar Ally, Moment of Precience, Greater Prying Eyes, Greater Planar Binding, Summon Monster VIII
Level 9: Miracle, Foresight, Soul Bind, Summon Monster IX
(More Spells to be added soon.)
Pact Boons:
<WIP>
Earth
Opposed Spheres: Divine and One Other
Description: The Earth Sphere, despite it's title, is not exclusively based on the earth element. Rather the earth sphere is one which is focused around the mundane and the prime material plane. A Dragonpact Mage who has accesses to this sphere can control mundane substances such as stone and metal, shield themselves from magical effects and cast spells which counter, dispel and protect against magic. Earth is another common secondary choice among dragonpact mages due to the extra edge it gives them when fighting other spellcasters.
Sphere Spells:
Level 0: Magic Stone, Resistance, Erase
Level 1: Bear's Endurance, Endure Elements, Undetectable Aligenment
Level 2: Meld Into Stone, Resist Energy, Shield Other, Dispel Magic
Level 3: Stone Shape, Remove Curse, Invisibility Purge, Nondetection, Protection from Energy, Quench
Level 4: Spike Stones, Stoneskin, Death Ward, Dismissal, Break Enchantment, Lesser Globe of Invulnerability, Spell Immunity
Level 5: Wall of Stone, Disrupting Weapon, Spell Resistance
Level 6: Mass Bear's Endurance, Move Earth, Stone Tell, Wall of Iron, Banishment, Antimagic Field, Globe of Invulnerability
Level 7: Statue, Repel Metal or Stone, Greater Dispelling
Level 8: Iron Body, Trap and Soul, Greater Spell Immunity
Level 9: Earthquake, Freedom, Imprisonment, M.'s Disjunction
(More Spells to be added soon.)
Pact Boons:
<WIP>
Illusion
Opposed Spheres: Earth and One Other
Description: The sphere of Illusion is one which deals with fantasy and tricks of the mind. A Dragonpact Mage who possesses the sphere of Illusion can use their magic to trick and deceive the senses and control shadows and darkness. The illusion sphere is often favored by Dragonpact Mages who are sneaky and cunning and thus prefer subtlety to outright power.
Sphere Spells:
Spells marked with a * are slightly changed from their original state.
Level 0: Prestidigitation, Ghost Sound, Shadows
Level 1: Disguise Self, Silent Image, Ventriloquism, Darkness
Level 2: Alter Self, Mirror Image, Minor Image, Silence, Misdirection, Sound Burst, Obscure Object, Blur, Invisibility, Darkvision
Level 3: Illusory Script, Major Image, Displacement, Sculpt Sound, Invisibility Sphere, Deeper Darkness
Level 4: Hallucinatory Terrain, Illusory Wall, Shout, Greater Invisibility, Lesser Shadow Sphere*
Level 5: Mirage Arcana, Persistent Image, Seeming, Zone of Silence, False Vision, Shadow Walk
Level 6: Programmed Image, Mislead, Shadow Sphere*
Level 7: Permanent Image, Project Image, Sympathetic Vibration, Mass Invisibility
Level 8: Veil, Greater Shout, Greater Shadow Sphere*
Level 9: Screen, Wail of the Banshie, Shades
*- The "Shadow Sphere" line of spells act as the shadow conjuration/evocation spells of the same level except instead of mimicking evocation/conjuration spells they can instead mimic spells of any sphere, including opposed spheres.
(More Spells to be added soon.)
Pact Boons:
<WIP>
Universal
Opposed Spheres: N/A
Description: Due to the divine nature of Dragonpact Mages and their Spirit Dragon partners, every Dragonpact Mage has acssess to a small collection of spells which are based on the Dragonpact Mage's alignment. These spells allow a Dragonpact Mage to detect, protect against and smite creatures of opposing alignments to their own. Due to the universal nature of this sphere it has no pact boons and it's spell list is much smaller then the rest of the Spheres.
Sphere Spells:
Level 0: Detect Good/Evil/Law/Chaos
Level 1: Protection from Good/Evil/Law/Chaos
Level 2: Align Weapon
Level 3: Magic Circle against Good/Evil/Law/Chaos
Level 4: N/A
Level 5: N/A
Level 6: Dispel Good/Evil/Law/Chaos
Level 7: Holy Word, Blasphemy, Dictum, Word of Chaos
Level 8: Holy Aura, Unholy Aura, Shield of Law, Cloak of Chaos
Level 9: N/A
(More Spells MAY be added soon.)
Notes: This class was made with the intent that it is the only "fullcaster" in the campaign world. Thus the "sphere system" was created to allow the class to be able to be able to fill all the standard caster rolls in a setting with this class as the only fullcaster but yet at the same time not be able to do all those rolls at once. The Advance learning and secondary sphere features allow this class to do a bit more then it's primary sphere allows while still doing what it's primary sphere focuses on best due to the fact half their spells must be from their primary sphere and their pact boons are based around their primary sphere. The setting this class would find itself in (A homebrew setting I am creating) would have no PrCs and has the following base classes allowed:
Fighters:
Kensei (http://www.giantitp.com/forums/showthread.php?t=175230), Warblade, Crusader, Swordsage,
Skillmonkies:
Factotum, Psirogue
Casters:
Dragonpact Mage
But enough on that...more or less the Dragonpact Mage's intended balance level is Tier 2 since I intend it to be the most "powerful" class in this world yet at the same time not make the other classes feel useless. Though at the moment I think it may be too powerful..though I am not really sure. Also be aware it's a WIP, so yeah. Oh, and if you have not guessed I am limiting them to (Mostly) core spells.