Pyromancer999
2011-01-28, 12:07 PM
Background-You always see magic users in stories that can only use one type of magic, or can use lots of types of magic, but doesn't do more than one or two things with them. Also, many of my players wanted to be able to do one or two things with magic, but didn't want to take all of the spellcasting levels needed to do so, as they would really have almost no use for the earlier spells and spell slots.That's where these came from.
Background
In the legends and stories of long ago, many hear of famous magicians who used one kind of magic, or used many kinds of magic, but could not do more than one or two things with each type. While many wizards and other spellcasters claim these heroes as members of their class and lament that there are no such magic-users today, they know better. These heroic magic-users did not belong to any spellcasting class, and many people of the same kind exist today, looked down upon by normal spellcasters because they do not possess the same repertoire or versitality as they do, and also because they usually do not devote themselves to magic as much as normal spellcasters do. These people are Mages.
Magic's Child[Mage]
Prerequisites: Does not have access to any spellcasting levels
Benefits: You begin your journey into the mastery of magic in a different way than most. You first gain the ability to cast any one 0-level spell a number of times per day equal to the number of Mage feats you have. This spell has a caster level equal to 1/2 your level + the number of Mage feats you have, and a DC equal to 10 + Cha modifier + the number of Mage feats you have. Secondly, you gain a small pool of Magic Points to power your magic with, equal to 2 points + 1 point per Mage feat you possess. These points are refreshed at the start of each day and at the start of every encounter. You may expend 1 Magic Point in order to cast the 0-level spell one more time per day.
Special: Should the Mage get access to levels in any spellcasting class, he or she may not take any more Mage feats, as learning further of such usage of magic while studying traditional use tends to lead to only confusion.
Magic Shield[Mage]
Prerequisites: Magic's Child
Benefit: You may expend Magic Points to grant protection to themselves or an ally in a nearby square. As a standard action, the Mage expends Magic Points for this at a rate of 1 Magic Point per +1 bonus to AC. This effect lasts for a number of rounds equal to the number of Mage feats you possess.
Arcane Barrier[Mage]
Prerequisite: Magic's Child, Magic Shield, 6th level
Benefit: You learn how to erect a barrier to block out foes. By expending 1 Magic Point as a standard action, the Mage may erect a wall that grants complete concealment, and is 5 ft wide by 10 feet tall and 6 inches thick. This lasts for 1 round/Mage feat you have.
Mage's Calling[Mage]
Prerequisites: Magic's Child
Benefit: You learn how to call objects to your side. You may expend magic points to call one non-magicla item weighing 2 pounds per Magic Point spent until your Magic Points are refreshed. This item may remain for up to one hour per Mage feat you have.
Summon The Unknown[Mage]
Prerequisite: Magic's Child, Mage's Calling
Benefit: You learn how to summon a range of creatures. However, these creatures tend to be created partially out of magic. By expending 1 or more Magic Points, the Mage may summon any creature of CR1 or lower. This creature has a number of binding points as though it were an Eidolon (http://www.giantitp.com/forums/showthread.php?t=155181) equal to 5 per Magic Point spent. The mage may spend binding points in order to increase the CR by 1 per 5 spent, with the creature having a minimum of 5 binding points.
Enhanced Summons[Mage]
Prerequisites: Magic's Child, Mage's Calling, Summon The Unknown, 6th level
Benefit: You learn how to enhance his summoned creatures. By spending binding points, the Mage may apply any template to the creature, at a rate of 5 binding points per +1 CR of the template.
Finder[Mage]
Prerequisites: Magic's Child
Benefit: You learn how to detect things. You may name 1 category of thing + 1 category of thing per two Mage feat you possess(ex. animals, plants, pastries, clothing). This effect has the same effect as Detect Magic, except it detects the thing named, and has a range of 20 feet + 10 feet per two Mage Points spent beyond the first. Once per day per Mage feat, you may specify something within the category and treat its aura as being one step stronger than it is (ex. Donkeys, Grass, pie, shoes).
Foresight[Mage]
Prerequisites: Magic's Child, Finder, 6th level
Benefit: You learn how to see events in the brief future or recent past. By expending Magic Points, you may find out what occurs up to 1 round/Magic Point in the future, granting a +1 to AC for those rounds, or see one event in the past that occured within 1 hour/Magic Point spent.
Charming[Mage]
Prerequisites: Magic's Child
Benefits: You haven't quite learned how to enchant people so that they do as you say, but you can influence one or two things here or there. By expending Magic Points, you can improve one creature's attitude. You must spend 2 Magic Points for the first step up, 3 for the second, and so on. This takes a standard action. Also as a standard action, by expending 1 Magic Point, you can cause a creature to involuntarily jerk, causing it to jerk and loose it's next action. These effects allow a Will save to negate.
Controller[Mage]
Prerequisites: Magic's Child, Charming, 6th level
Benefits: You learn how to charm people magically. You gain 2 Magic Points that can only be used on this feat. By advancing a target humanoid's attitude towards you beyond Friendly, you can have them act as though they were Charmed for 1 hour per Mage feat. By advancing their attitude another level beyond that, they act as though Dominated for the same duration as the Charm effect. Non-humanoids require an additional 2 points for each the Charm and the Dominate steps. This effect allows a Will save to negate.
Energy Blow[Mage]
Prerequisite: Magic's Child
Benefits: The Mage may choose one type of energy. By expending 1 Magic Point, the Mage may make a ranged attack at 30 ft that deals 1d8 damage of the energy type chosen. By expending more Magic Points, the Mage may add 1d8 to the attack per two Magic Points spent.
Mage's Aftermath[Mage]
Prerequisites: Magic's Child, Energy Blow, 6th level
Benefit: By expending an additional 2 Magic Points when using the Energy Blow feat, you may change the attack into a 30 foot cone.
Seeming[Mage]
Prerequisites: Magic's Child
Benefit: You learn how to create simple illusions for the senses. By expending 1 Magic Point, he may create a simple visual, olfactory, auditory, tactile, or taste illusion(ex. Image like Silent Image, make something smell bad, create a simple sound like something dropping, make something feel smooth, make something taste yummy). By expending 2 Magic Points, the Mage may make more complex illusions(ex.Disguising someone as though Disguise Self, Make something smell like another specific thing, make intelligible sounds of people talking, make something feel as though it had a complex texture, make something taste like a specific other thing). These illusions may last up to as long as 1 round per Mage feat you have.
Sensory Weave[Mage]
Prerequisites: Magic's Child, Seeming, 6th level
Benefits: You learn how to weave illusions of individual senses into one complex one. You may create multiple sensory effects in one illusion by spending the Magic Points necessary to create those effects, plus 1 additional Magic Point.
Bone Dance[Mage]
Prerequisites: Magic's Child
Benefit: By expending 1 Magic Point per CR, you may animate any corpse or skeleton within range as though it were under the effect of Animate Dead for a number of rounds equal to the number of Mage feats you possess.
Change Looks[Mage]
Prerequisites: Magic's Child
Benefits: You learn how to change your looks a bit. By expending Magic Points, you may gain the benefit of Minor Shapechange, as the Changeling racial feature, for a number of hours equal to the number of Magic Points spent.
Change Shape[Mage]
Prerequisites: Magic's Child, Change Looks, 6th level
Benefit: You gain the ability to change into alternate forms, as per the Alternate Form supernatural ability. If the form is of the same type as you, it costs 1 Magic Point to change into. If of the Animal or Magical Beast types(excepting the Tarrasque), it costs 2 Magic Points. If of any other type than those, the form costs 3 Magic Points to change into. This effect lasts for a number of minutes equal to the number of Mage Feats you have. You gain a number of alternate forms equal to 1/2 the number of Mage feats you have, and none may have more HD than you do.
Energy Sheathe[Mage]
Prerequisites: Magic Shield, Energy Blow, 9th level
Benefit: By expending 2 Magic Points, you may erect a protective shield of energy. Any enemy striking you takes 2 points of damage of the same kind of energy you chose for Energy Blow. By expending additional points, the damage increases by 1 point per Magic Point spent. This effect lasts 1 round/level.
Well, that's all for now. Please PEACH.
Background
In the legends and stories of long ago, many hear of famous magicians who used one kind of magic, or used many kinds of magic, but could not do more than one or two things with each type. While many wizards and other spellcasters claim these heroes as members of their class and lament that there are no such magic-users today, they know better. These heroic magic-users did not belong to any spellcasting class, and many people of the same kind exist today, looked down upon by normal spellcasters because they do not possess the same repertoire or versitality as they do, and also because they usually do not devote themselves to magic as much as normal spellcasters do. These people are Mages.
Magic's Child[Mage]
Prerequisites: Does not have access to any spellcasting levels
Benefits: You begin your journey into the mastery of magic in a different way than most. You first gain the ability to cast any one 0-level spell a number of times per day equal to the number of Mage feats you have. This spell has a caster level equal to 1/2 your level + the number of Mage feats you have, and a DC equal to 10 + Cha modifier + the number of Mage feats you have. Secondly, you gain a small pool of Magic Points to power your magic with, equal to 2 points + 1 point per Mage feat you possess. These points are refreshed at the start of each day and at the start of every encounter. You may expend 1 Magic Point in order to cast the 0-level spell one more time per day.
Special: Should the Mage get access to levels in any spellcasting class, he or she may not take any more Mage feats, as learning further of such usage of magic while studying traditional use tends to lead to only confusion.
Magic Shield[Mage]
Prerequisites: Magic's Child
Benefit: You may expend Magic Points to grant protection to themselves or an ally in a nearby square. As a standard action, the Mage expends Magic Points for this at a rate of 1 Magic Point per +1 bonus to AC. This effect lasts for a number of rounds equal to the number of Mage feats you possess.
Arcane Barrier[Mage]
Prerequisite: Magic's Child, Magic Shield, 6th level
Benefit: You learn how to erect a barrier to block out foes. By expending 1 Magic Point as a standard action, the Mage may erect a wall that grants complete concealment, and is 5 ft wide by 10 feet tall and 6 inches thick. This lasts for 1 round/Mage feat you have.
Mage's Calling[Mage]
Prerequisites: Magic's Child
Benefit: You learn how to call objects to your side. You may expend magic points to call one non-magicla item weighing 2 pounds per Magic Point spent until your Magic Points are refreshed. This item may remain for up to one hour per Mage feat you have.
Summon The Unknown[Mage]
Prerequisite: Magic's Child, Mage's Calling
Benefit: You learn how to summon a range of creatures. However, these creatures tend to be created partially out of magic. By expending 1 or more Magic Points, the Mage may summon any creature of CR1 or lower. This creature has a number of binding points as though it were an Eidolon (http://www.giantitp.com/forums/showthread.php?t=155181) equal to 5 per Magic Point spent. The mage may spend binding points in order to increase the CR by 1 per 5 spent, with the creature having a minimum of 5 binding points.
Enhanced Summons[Mage]
Prerequisites: Magic's Child, Mage's Calling, Summon The Unknown, 6th level
Benefit: You learn how to enhance his summoned creatures. By spending binding points, the Mage may apply any template to the creature, at a rate of 5 binding points per +1 CR of the template.
Finder[Mage]
Prerequisites: Magic's Child
Benefit: You learn how to detect things. You may name 1 category of thing + 1 category of thing per two Mage feat you possess(ex. animals, plants, pastries, clothing). This effect has the same effect as Detect Magic, except it detects the thing named, and has a range of 20 feet + 10 feet per two Mage Points spent beyond the first. Once per day per Mage feat, you may specify something within the category and treat its aura as being one step stronger than it is (ex. Donkeys, Grass, pie, shoes).
Foresight[Mage]
Prerequisites: Magic's Child, Finder, 6th level
Benefit: You learn how to see events in the brief future or recent past. By expending Magic Points, you may find out what occurs up to 1 round/Magic Point in the future, granting a +1 to AC for those rounds, or see one event in the past that occured within 1 hour/Magic Point spent.
Charming[Mage]
Prerequisites: Magic's Child
Benefits: You haven't quite learned how to enchant people so that they do as you say, but you can influence one or two things here or there. By expending Magic Points, you can improve one creature's attitude. You must spend 2 Magic Points for the first step up, 3 for the second, and so on. This takes a standard action. Also as a standard action, by expending 1 Magic Point, you can cause a creature to involuntarily jerk, causing it to jerk and loose it's next action. These effects allow a Will save to negate.
Controller[Mage]
Prerequisites: Magic's Child, Charming, 6th level
Benefits: You learn how to charm people magically. You gain 2 Magic Points that can only be used on this feat. By advancing a target humanoid's attitude towards you beyond Friendly, you can have them act as though they were Charmed for 1 hour per Mage feat. By advancing their attitude another level beyond that, they act as though Dominated for the same duration as the Charm effect. Non-humanoids require an additional 2 points for each the Charm and the Dominate steps. This effect allows a Will save to negate.
Energy Blow[Mage]
Prerequisite: Magic's Child
Benefits: The Mage may choose one type of energy. By expending 1 Magic Point, the Mage may make a ranged attack at 30 ft that deals 1d8 damage of the energy type chosen. By expending more Magic Points, the Mage may add 1d8 to the attack per two Magic Points spent.
Mage's Aftermath[Mage]
Prerequisites: Magic's Child, Energy Blow, 6th level
Benefit: By expending an additional 2 Magic Points when using the Energy Blow feat, you may change the attack into a 30 foot cone.
Seeming[Mage]
Prerequisites: Magic's Child
Benefit: You learn how to create simple illusions for the senses. By expending 1 Magic Point, he may create a simple visual, olfactory, auditory, tactile, or taste illusion(ex. Image like Silent Image, make something smell bad, create a simple sound like something dropping, make something feel smooth, make something taste yummy). By expending 2 Magic Points, the Mage may make more complex illusions(ex.Disguising someone as though Disguise Self, Make something smell like another specific thing, make intelligible sounds of people talking, make something feel as though it had a complex texture, make something taste like a specific other thing). These illusions may last up to as long as 1 round per Mage feat you have.
Sensory Weave[Mage]
Prerequisites: Magic's Child, Seeming, 6th level
Benefits: You learn how to weave illusions of individual senses into one complex one. You may create multiple sensory effects in one illusion by spending the Magic Points necessary to create those effects, plus 1 additional Magic Point.
Bone Dance[Mage]
Prerequisites: Magic's Child
Benefit: By expending 1 Magic Point per CR, you may animate any corpse or skeleton within range as though it were under the effect of Animate Dead for a number of rounds equal to the number of Mage feats you possess.
Change Looks[Mage]
Prerequisites: Magic's Child
Benefits: You learn how to change your looks a bit. By expending Magic Points, you may gain the benefit of Minor Shapechange, as the Changeling racial feature, for a number of hours equal to the number of Magic Points spent.
Change Shape[Mage]
Prerequisites: Magic's Child, Change Looks, 6th level
Benefit: You gain the ability to change into alternate forms, as per the Alternate Form supernatural ability. If the form is of the same type as you, it costs 1 Magic Point to change into. If of the Animal or Magical Beast types(excepting the Tarrasque), it costs 2 Magic Points. If of any other type than those, the form costs 3 Magic Points to change into. This effect lasts for a number of minutes equal to the number of Mage Feats you have. You gain a number of alternate forms equal to 1/2 the number of Mage feats you have, and none may have more HD than you do.
Energy Sheathe[Mage]
Prerequisites: Magic Shield, Energy Blow, 9th level
Benefit: By expending 2 Magic Points, you may erect a protective shield of energy. Any enemy striking you takes 2 points of damage of the same kind of energy you chose for Energy Blow. By expending additional points, the damage increases by 1 point per Magic Point spent. This effect lasts 1 round/level.
Well, that's all for now. Please PEACH.