Ursus the Grim
2011-05-21, 09:05 PM
The Estalian Mage
"When the beasts came forth from the Badlands, we stood against them. My squad contained two steelhands, a pyromancer, a body mage, and a candleheart. It made me proud to see them working together. My grandfather used to tell me stories, wars between the disciplines. I am glad those times are past. I am glad we stand together, united despite our differences, against the evils of the world."
-Lt. Kaevrel Lenarti, Fauna and Body Mage, 2nd Special Operations Team.
The Estalian Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+2|
+0|Weapon Focus, Arcane Discharge|2|-|-|-|-|-|-|-
2nd|
+1|
+0|
+3|
+0|Infuse Blade|3|0|-|-|-|-|-|-
3rd|
+2|
+1|
+3|
+1||3|1|-|-|-|-|-|-
4th|
+3|
+1|
+4|
+1|First Step towards Greatness|3|2|0|-|-|-|-|-
5th|
+3|
+1|
+4|
+1|Bonus Feat|3|3|1|-|-|-|-|-
6th|
+4|
+2|
+5|
+2|The Blade Follows Through (1/day)|3|3|2|-|-|-|-
7th|
+5|
+2|
+5|
+2||3|3|2|0|-|-|-
8th|
+6/+1|
+2|
+6|
+2|Second Step towards Greatness|3|3|3|1|-|-|-
9th|
+6/+1|
+3|
+6|
+3||3|3|3|2|-|-|-
10th|
+7/+2|
+3|
+7|
+3|Bonus Feat|3|3|3|2|0|-|-
11th|
+8/+3|
+3|
+7|
+3|The Blade Follows Through (2/day)|3|3|3|3|1|-|-
12th|
+9/+4|
+4|
+8|
+4||3|3|3|3|2
13th|
+9/+4|
+4|
+8|
+4|Third Step Towards Greatness|3|3|3|3|2|0|-
14th|
+10/+5|
+4|
+9|
+4|Infused Assault (1/day)|4|3|3|3|3|1|-
15th|
+11/+6/+1|
+5|
+9|
+5||4|4|3|3|3|2|-
16th|
+12/+7/+2|
+5|
+10|
+5|The Blade Follows Through (3/day)|4|4|4|3|3|2|0
17th|
+12/+7/+2|
+5|
+10|
+5|Greatness at Hand|4|4|4|4|3|3|1
18th|
+13/+8/+3|
+6|
+11|
+6|Bonus Feat|4|4|4|4|4|3|2
19th|
+14/+9/+4|
+6|
+11|
+6|Infused Assault (3/day)|4|4|4|4|4|4|3
20th|
+15/+10/+5|
+6|
+12|
+6|Stroke of Ending|4|4|4|4|4|4|4[/table]
The continent of Estalia has long been isolated from the rest of the world. At one point, a dark time in Estalia’s history, the followers of the dominant God Kimos persecuted those who practiced what they called witchery and demonwork. That was a thousand years ago. Mages were forced to congregate in tight-knit, secretive circles. Over time these circles began to gather people based on the type of magic they preferred. Mages seeking to improve their Fireballs and Scorching Rays gathered together to trade notes and practice, while those preferring Ice Knife and Cone of Cold formed their own groups. Since then, magic has become much more widespread. When the Dragon King took power in the mountains of Alkimos, things changed. He stressed the tolerant aspects of his faith. His own magical powers were the lynchpin. He drew a parallel between the miracles that were attributed to him and the spells woven by mundane mages. Since then, the original Dragon King and his son have become a symbol of acceptance. Followers of Kimos still believe that magic practiced by others is somewhat corrupt, but they no longer burn witches.
Today, nearly 40% of Estalians hold some magic power, and the practice of focusing on one element has had an actual effect on the spells that are available to modern mages. Some mages focus on their arcane abilities, hoping to perfect them, others use it merely as a stepping stone to improve their martial prowess. Both paths are acceptable to an Estalian Mage, as all learn to weave blade and spell together to blur the line between spellcaster and warrior.
Alignment
Any.
Hit Dice:
d8.
Class Skills
The Estalian Mage's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level
(4 + Int modifier) x4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features:
Weapons and Armor: The Estalian Mage is proficient with all simple weapons and light armor, but not shields. The Estalian Mage may also choose to be proficient with one martial weapon, to which her weapon focus feat applies.
Steps Towards Greatness: Estalian Mages are as varied as the terrain of their country and utilize their magic in different ways. At each point of their journey towards greatness (First, Second, Third, and Greatness at Hand), they must choose to follow their heart or their soul. She may choose one path at one step and the other at the next, but may never change her decision. At any step at which the Mage follows her heart, she is treated as never having taken that level nor the next for purposes of spell availability, and thus is treated as two Estalian Mages lower than her actual level for each time she makes that sacrifice.
Bonus Feats: At levels 5, 10, and 18, an Estalian Mage gains bonus feats. The Estalian Mage must meet the prerequisites for these feats and they must be either metamagic feats, Spell Mastery, or selected from the list of Fighter bonus feats. The Estalian Mage is treated as a fighter equal to half her Estalian Mage levels for purposes of feat prerequisites.
Spells: An Estalian Mage casts arcane spells (the same type of spells available to bards, sorcerers, and wizards), which are drawn from the spell list available to them. An Estalian Mage chooses a single Elemental School in which to focus in. All of her spells are taken from the corresponding spell list, with the exception of 0-level spells (cantrips) which are drawn from a common list. An Estalian Mage is able to cast all the spells available to her, but must prepare her spells each day, as she must review the proper components and prepare herself for drawing forth the specific effect she desires.
To prepare or cast a spell, the Estalian Mage must have a Charisma score equal to at least 10+ the spell level. The Difficult Class for a saving throw against an Estalian Mage's spell is 10 + the spell level + the Estalian mage's Charsima modifier.
Like other spellcasters, an Estalian Mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Charisma score (See Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook.)
Estalian Mages receive their spells through innate magical talent that they learn to draw forth and memorize through practice and assistance from other Mages. They require eight hour's rest to prepare their spells, and another half an hour to prepare themselves mentally for the arcane strain casting imposes.
When an Estalian Mage targets another Estalian Mage with a spell, the Difficulty Class of the spell may increase by +2 if the target casts spells from a subjugated element. The Elements and their subjugated schools are listed in the table below.
When an Estalian Mage reaches 6th level, she may choose to learn another Element. If she does, she is treated as being one level lower for purposes of spell advancement, and her highest level spells prepared must all be from her primary element.
When wearing light armor, an Estalian Mage does not suffer an arcane spell failure chance for spells she casts from her Estalian Mage spell list.
Weapon Focus (Ex): The Estalian Mage gains Weapon Focus as a bonus feat with a single weapon of her choice. If she is proficient with a martial weapon as a result of her levels in this class, she must choose that weapon.
Arcane Discharge (Su): Instead of casting a spell, an Estalian Mage may convert one of her spells into pure arcane power. An Estalian Mage may sacrifice a prepared spell in order to make a ranged touch attack that ignores spell resistance and deals 1d6 per sacrificed spell's level + the Estalian Mage's class level to the target. The type of damage dealt varies depending on the element the Estalian mage focuses on, as indicated in the table below.. A spell that deals physical damage deals triple damage instead of double on a critical hit and is considered bludgeoning, piercing, slashing, and magic damage.
Infuse Blade (Su): An Estalian Mage of second level or higher may store a spell of up to her second highest available spell level in her weapon. The next time the weapon strikes a creature and the creature takes damage from it, the weapon immediately discharges the spell, targeting the damaged creature. If character other than the Estalian Mage wields the infused weapon, the magic fades until it returns to its owner's hand. A ranged weapon bestowed with a spell passes it onto its ammunition, but the spell is considered discharged after the nest attack, regardless of whether or not the attack hit or damage was dealt.
First Step Towards Greatness: A fourth-level Estalian Mage following her heart at this step gains an increase to base attack bonus, fortitude saves, and effective fighter level of one unit. If she instead follows her soul, she continues spellcasting advancement as normal and gains a +1 bonus to Will Saves.
The Blade Follows Through (Ex): A sixth-level Estalian Mage may cast a spell with a casting time no greater than one standard action as a swift action when charging. She may use this ability once per day at sixth level, with an additional usage at levels 11 and 16. The first opponent the Estalian Mage will attack with the charge must be targeted or otherwise subjected to direct effects of the spell.
Second Step Towards Greatness: An eighth-level Estalian Mage following her heart at this step gains an increase to base attack bonus, fortitude saves, and effective fighter level of one unit. If she instead follows her soul, she continues spellcasting advancement as normal and gains a +1 bonus to Will Saves.
Third Step Towards Greatness: A thirteenth-level Estalian Mage following her heart at this step gains an increase to base attack bonus and effective fighter level of one unit, as well as a +2 bonus to her Fortitude Save. If she instead follows her soul, she continues spellcasting advancement as normal and gains a +2 bonus to Will Saves.
Infused Assault (Su): When a fourteenth-level Estalian Mage casts a spell that affects multiple creatures (generally an area spell, though spells that simply target multiple creatures are acceptable as well), she may make a single attack roll against each target as if she were making a melee attack at her highest base attack bonus. After the Assault, the Estalian Mage returns to the position she was in when she began casting the spell. At fourteenth level she may use this ability once per day. At nineteenth level, she may use this ability three times each day.
Greatness at Hand: A seventeenth-level Estalian Mage following her heart at this step gains an increase to base attack bonus, Fortitude Saves and effective fighter level of two units. If she instead follows her soul, she continues spellcasting advancement as normal and gains a +2 bonus to Will Saves.
Strike of Ending (Su): When an Estalian Mage of twentieth level confirms a critical hit with a melee weapon, she may immediately cast a single target spell against the opponent subjected to the critical hit. The target is not allowed a save to resist the spell's effects, even if the spell normally does. If the Estalian Mage has no eligible spells, she may instead choose to deal an additional 20d6 points of damage corrsponding to their Arcane Discharge.
{table=head]Element|Subjugated Elements|Arcane Discharge Type
Air|Water, Mind|Electrical
Body|Air, Water|Physical
Earth|Fire, Air|Acid
Fauna| Mind, Earth|Physical
Fire|Wood, Animal|Fire
Flora|Animal, Earth|Physical
Metal|Wood, Body|Physical
Mind|Body, Metal|Force
Water|Fire, Metal|Cold
Illumination|Illumination|Positive or Negative Energy
Void|Void|Negative Energy[/table]
Estalian Mage Spell List[b]
All Estalian Mages have the same cantrips available to them, but their other spells are dependent on the Element they choose. An Estalian mage may prepare cantrips as a Wizard.
[b]Air
1st Level: Accuracy, Smoke Ladder, Entropic Shield, Feather Fall, Obscuring Mist, Shocking Grasp, Blessed Aim, Deep Breath, Lesser Orb of Cold, Lesser Orb of Electricity, Thunderhead, Updraft, Wall of Smoke
2nd Level: Lightning Blade, Rebuke (Air elementals only), Gust of Wind, Levitate, Protection from Electricity, Silence, Sound Burst, Whispering Wind, Belker Claws, Binding Winds, Dessicating Bubble, Electric Loop, Frost Breath, Master Air, Stolen Breath
3rd Level: Ice Blast, Blur, Call Lightning, Chill Metal, Fog Cloud, Gaseous Form, Lightning Bolt, Shatter, Stinking Cloud, Bottle of Smoke, Capricious Zephyr, Corona of Cold, Downdraft, Energy Vortex, Swift Fly, Great Thunderclap, Primal Form (Air), Mass Resist Energy, Weapon of Electricity, Weather Eye
4th Level: Air Ward, Air Walk, Fly, Protection from Arrows, Sculpt Sound, Shout, Solid Fog, Zone of Silence, Arc of Lightning, Cacophonic Shield, Defenestrating Sphere, Eye of the Hurricane, Hypothermia, Orb of Cold, Orb of Electricity, Scintillating Sphere
5th Level: Call Lightning Storm, Cloudkill, Control Winds, Ice Storm, Overland Flight, Water Breathing, Ball Lightning, Cacophonic Burst, Cyclonic Blast, Raise from the Deep, Wind Tunnel, Wingbind
6th Level: Dance of the Unicorn, Chain Lightning, Wind Walk, Blood Sirocco, Cloud-Walkers, Cold Fire, Mass Fly, Freezing Fog, Ice Axe, Moonbow, Summon Greater Elemental
Body
1st Level: Cobra's Breath, Detect Disease, Scales of the Lizard, Cure Light Wounds, Detect Poison, Endure Elements, Expeditious Retreat, Jump, Longstrider, Ray of Enfeeblement, Accelerated Movement, Beast Claws, Cutting Hand, Hawkeye, Healthful Rest, Ironguts, Ram's Might, Ray of Clumsiness, Remove Scent, Rhino's Rush, Snake's Swiftness, Lesser Vigor
2nd Level: Apparition, Chameleon, Horse's Nose, Alter Self, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace. Cure Moderate Wounds, Gentle Repose, Remove Paralysis, Lesser Restoration, Body Ward, Balancing Lorecall, Branch to Branch, Close Wounds, Ray of Sickness, Ray of Weakness, Mass Snake's Swiftness, Stabilize, Vigor
3rd Level: Discern Shapechanger, Cure Serious Wounds, Delay Poison, Haste, Ray of Exhaustion, Remove Blindness/Deafness, Remove Disease, Slow, Vampiric Touch, Creeping Cold, Dehydrate, Fuse Arms, Girallon's Blessing, Hamatula Barbs, Infernal Wounds, Nauseating Breath, Spawn Screen, Spiderskin, Thornskin, Mass Lesser Vigor, Wracking Touch
4th Level: Fatigue, Remove Fatigue, Contagion, Freedom of Movement, Neutralize Poison, Restoration, Bleed, Seed of Life, Chain of Eyes, Flight of the Dragon, Infestation of Maggots, Iron Bones, Jagged Tooth, Languor, Last Breath, Life Bolt, Sheltered Vitality
5th Level: Blood of Fire, Heartripper, Pain, Reanimation, Cure Critical Wounds, Righteous Might, Slay Living, Waves of Fatigue, Corporeal Instability, Greater Creeping Cold, Swift Haste, Heartripper, Indomitability, Panacea, Sharptooth, Starvation, Wrack
6th Level: Metal Skin, Heal, Transformation, Dire Hunger, Fleshshiver, Stalwart Pact, Stone Body, Synostodweomer, Tortoise Shell, Vigorous Circle, Wither Limb
Earth
1st Level: Stoneburst, Hail of Stone, Magic Stone, Fist of Stone, Foundation of Stone, Hail of Stone, Ironthunder Horn, Lesser Orb of Acid, Lesser Orb of Fire, Sandblast
2nd Level: Create Spring, Protection from Acid, Soften Earth and Stone, Burrow, Earth Lock, Earthbind, Earthfast, Gembomb, Mountain Stance, Saltray
3rd Level: Earthbolt, Meld into Stone, Stone Shape, Earthen Grace, Energy Vortex, False Gravity, Giant's Wrath, Nature's Rampart, Primal Form (Earth), Mass Resist Energy, Stony Grasp, Tremor, Tremorsense, Weapon of Acid
4th Level: Earthward, Hallucinatory Terrain, Spike Stones, Stoneskin, Mass Burrow, Landwomb, Lay of the Land, Murderous Mist, Orb of Acid, Orb of Fire, Stone Sphere, Sudden Stalagmite, Wall of Sand
5th Level: Passwall (Stone Only), Rusting Grasp, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Earth Reaver, Stone Body, Greater Stoneshape, Vitriolic Sphere, Xorn Movement
6th Level: Flesh to Stone, Move Earth, Stone to Flesh, Gemjump, Ice Flowers, Ooze Puppet, Sarcophagus of Stone, Stonehold, Summon Greater Elemental, Tunnel Swallow
Fauna
1st Level: Scales of the Lizard, Calm Animals, Charm Animal, Detect Animals, Detect Poison, Hide from Animals, Magic Fang, Mount, Summon Nature's Ally I (Animals Only), Aspect of the Wolf, Bloodhound, Buzzing Bee, Claws of the Bear, Embrace the Wild, Enrage Animal, Horrible Taste, Ram's Might, Rapid Burrowing, Traveller's Mount
2nd Level: Cobra's Breath, Horse's Nose, Kiss of the Toad, Animal Messenger, Animal Trance, Delay Poison, Hold Animal, Reduce Animal, Snare, Speak with Animals, Spider Climb, Summon Nature's Ally II (Animals Only), Summon Swarm, Beast Claws, Bite of the Wererat, Burrow, Manyjaws, Nature's Favor, Razorfangs, Remove Scent, Rhino's Rush, Scent, Scintilating Scales, Share Husk, Smell of Fear
3rd Level: Possess Animal, Darkvision, Dominate Animal, Greater Magic Fang, Neutralize Poison, Poison, Summon Nature's Ally III (Animals Only), Web, Metal Fang, Acid Breath, Bite of the Werewolf, Charge of the Triceratops, Jagged Tooth, Quillfire, Scale Weakening, Spider Poison, Spirit Jaws, Thunderous Roar, Vipergout
4th Level: Snake Barrier, Snake Darts, Giant Vermin, Reincarnate (3.0), Repel Vermin, Summon Nature's Ally IV (Animals Only), Bite of the Wereboar, Essence of the Raptor, Superior Magic Fang, Master Air, Lesser Planar Exchange, Vortex of Teeth
5th Level: Animal Growth, Insect Plague, Summon Nature's Ally V (Animals Only), Bite of the Weretiger, Dire Hunger, Jaws of the Wolf, Phantom Stag, Plague of Rats, Quill Blast, Sharptooth, Spiderform
6th Level: Awaken (Animals only), Summon Nature's Ally VI (Animals Only), Aspect of the Earth Hunter, Bite of the Werebear, Spider Plague, Tortoise Shell
Fire
1st Level: Fiery Eyes, Melt, Smoke Ladder, Burning Hands, Produce Flame, Animate Fire, Blades of Fire, Lesser Orb of Fire, Raging Flame, Ray of Flame, Slow Burn, Wall of Smoke
2nd Level: Fire Trap, Flame Blade, Flaming Sphere, Protection from Fire, Pyrotechnics, Scorching Ray, Balor Nimbus, Body of the Sun, Burning Sword, Combust, Fireburst, Flame Dagger, Scorch
3rd Level: Animate Fire, Fire Wings, Heat Metal, Fireball, Flame Arrow, Quench, Energy Vortex, Fire Shuriken, Flame of Faith, Heartfire, Heatstroke, Primal Form (Fire), Mass Resist Energy, Weapon of Fire
4th Level: Flame Strike, Wall of Fire, Blast of Flame, Blistering Radiance, Explosive Cascade, Fire Stride, Flame Whips, Orb of Fire
5th Level: Circle of Flame, Fiery Breath, Fire Shield, Burning Blood, Inferno, Murderous Mist, Shroud of Flame
6th Level: Blood of Fire, Fires of Purity, Fire Seeds, Masss Fire Shield, Fire Spiders, Summon Greater Elemental
Flora
1st Level:Accuracy (Wooden weapons only), Animate Wood, Backbiter, Wood Burst, Entangle, Shillelagh, Branch to Branch, Vine Strike, Camoflauge, Detect Plants, Goodberry, Pass Without Trace
2nd Level:Protection from Arrows, Tree Shape, Warp Wood, Wood Shape, Brambles, Briar Web, Easy Trail, Hunter's Mercy, Splinterbolt, Weapon Shift, Mass Camoflauge, Kelpstrand, Barkskin
3rd Level: Spike Growth, Forest Eyes, Forest Voice, Dolorous Blow, Entangling Staff, Spikes, Thornskin, Vine Mine, Weapon of Impact, Forestfold, Plant Growth, Diminish Plants, Snare, Speak with Plants,
4th Level: Passwall (Wood Only), Arrow Storm, Jaws of the Wolf, Poison Vines, Junglerazer, Command Plants, Antiplant Shell,, Freedom of Movement
5th Level: Transport via Plants, Tree Stride, Wall of Thorns, Seed of Life, Jungle's Rapture, Memory Rot, Plant Body, Poison Thorns, Wood Rot, Rejuvenating Cocoon, Blight, Awaken (Plants only)
6th Level: Ironwood, Liveoak, Repel Wood, Spellstaff, Wooden Blight, Enveloping Cocoon, Transport Via Plants
Metal
1st Level: Accuracy (Metallic weapons only), Lashing Chain, Magic Weapon (Metallic Weapons Only), Deafening Clang, Lesser Orb of Electricity, Persistent Blade, Repair Light Damage, Shieldbearer, Ironguts, Lesser Orb of Sound, Persistent Blade, Backbiter
2nd Level: Deafness, Sound Burst, Shatter, Entangling Chain, Rain of Needles, Chill/Heat Metal, Protection from Sonic, Shocking Grasp, Metal Fang, Absorb Weapon, Blade Weave, Bristle, Iron Silence, Spiritual Weapon, Repair Moderate Damage, Weapon Shift, Whirling Blade
3rd Level: Magnetism, Keen Edge, Magic Vestment, Greater Magic Weapon (Metallic Weapons Only), Shatter, Bands of Steel, Dolorous Blow, False Gravity, Repair Serious Damage, Ring of Blades, Rust Ray, Shield of Warding, Steeldance, Weapon of Impact, Blades of Fire
4th Level:Dancing Blade, Poison Needles, Rusting Grasp, Blade Thirst, Diamondsteel, Metal Melt, Orb of Electricity, Repair Critical Damage, Treasure Scent, Word of Binding, Orb of Sound
5th Level:Metal Skin, Disrupting Weapon, Cursed Blade, Lesser Ironguard
6th Level:Ironwood, Wall of Iron, Blade Barrier, Howling Chain, Wall of Gears, Animate Objects, Sympathetic Vibrations
Mind
1st Level: Bane, Cause Fear, Charm Person, Command, Remove Fear, Sleep, Incite, Inhibit, Instant Search, Launch Item, Phantom Threat, Scatterspray, Shock and Awe, Slide
2nd Level: Protection from Charm, Know Motivation, Calm Emotions, Detect Thoughts, Enthrall, Hold Person, Scare, Status, Tongues, Touch of Idiocy, Soul Ward, Blood Frenzy, Delusions of Granduer, Entice Gift, Heartfire, Mindless Rage, Phantasmal Assailants, Ray of Stupidity, Greater Slide, Speak with Allies, Sting Ray, Touch of Madness, Wave of Grief
3rd Level: Discern Shapechanger, Mental Strength, Mental Weakness, Crushing Despair, Deep Slumber, Lesser Geas, Heroism, Rage, Suggestion, Clarity of Mind, Cloak of Bravery, Mechanus Mind, Mind Poison, Miser's Envy, Ray of Dizziness, Slapping Hand, Lesser Telepathic Bond
4th Level: Detect Curse, Greater Command, Confusion, Detect Scrying, Discern Lies, Fear, Glibness, Good Hope, Phantasmal Killer, Remove Curse, Bolts of Bedevilement, Sensory Deprivation
5th Level: Advice, Aiming at the Target, Possess, Dominate Person, Dream, Feeblemind, Mind Fog, Nightmare, Telepathic Bond, Symbol of Spell Loss
6th Level: Force Shapechange, Greater Heroism, Modify Memory, Mass Suggestion, Symbol of Fear, Symbol of Persuasion, Telekinesis, Aura of Terror, Imperious Glare, Phantasmal Disorientation
Water
1st Level: Waterburst, Create Water, Obscuring Mist, Animate Water, Breath of the Jungle, Buoyant Lifting, Cloud Burst, Ice Dagger, Ice Gauntlet, Lesser Orb of Acid, Lesser Orb of Cold, Snowshoes, Wings of the Sea, Winter Chill
2nd Level: Animate Water, Bo of Water, Create Spring, Ice Blast, Ice Knife, Melt, Fog Cloud, Protection from Cold, Creeping Cold, Ice Knife, Inky Cloud, Ray of Ice, Saltray, Snowball Storm, Swim, Winter's Embrace
3rd Level: Quench, Sleet Storm, Water Breathing, Water Walk, Amorphous Form, Dehydrate, Dessicating Bubble, Energy Vortex, Hailstones, Ice Lance, Kelpstrand, Primal Form (Water), Mass Resist Energy, Sink, Mass Snowshoes, Standing Wave, Weapon of Cold
4th Level: Water Ward, Control Water, Ice Storm, Solid Fog, Wall of Ice, Greater Creeping Cold, Hypothermia, Ice Axe, Orb of Acid, Orb of Cold, Raise from the Deep, Rushing Waters, Mass Swim, Wall of Water
5th Level: Dance of the Unicorn, Cone of Cold, Anticold Sphere, Cloak of the Sea, Ice Flowers, Mantle of the Icy Soul, Murderous Mist, Sirine's Grace, Swamp Stride, Viscid Glob, Vitriolic Sphere
6th Level: Master of the Rolling River, Cloudkill, Freezing Sphere, Acid Storm, Drown, Extract Water Elemental, Freeze, Nixie's Grace, Ooze Puppet, Summon Greater Elemental, Tidal Surge
Illumination
1st Level: Ghost Light, Color Spray, Light, Dancing Lights, Faerie Fire, Cloak of Dark Power, Ebon Eyes, Guiding Light, Luminous Gaze, Net of Shadows, Nimbus of Light
2nd Level: Fiery Eyes, Know the Shadows, Continual Flame, Darkness, Glitterdust, Rainbow Pattern, Claws of Darkness, Dark Way, Moonbeam, Rainbow Beam, Shadow Mask, Shadow Radiance, Shadow Spray, Veil of Shadow, Wall of Gloom
3rd Level: Daylight, Deeper Darkness, Searing Light, Body of the Sun, Blacklight, Darkfire, Deeper Darkvision, Flashburst, Glowing Orb, Moon Blade, Rainbow Blast, Shadow Binding, Shadow Phase, Spectral Weapon, Wall of Light
4th Level: Creeping Darkness, Call Lightning, Rainbow Pattern, Armor of Darkness, Blistering Radiance, Mass Darkvision, Moon Bolt, Shadow Well, Shadowblast
5th Level: Shadow Conjuration, Bloodstar, Crawling Darkness, Darkbolt, Doomtide, Lucent Lance, Moon Path, Prismatic Ray, Shadow Form, Shadow Hand
6th Level: Shadow Evocation, Shadow Walk, Anger of the Noonday Sun, Brilliant Blade, Ray of Light, Shadow Form, Shadowy Grappler
Void
1st Level: Chill Touch, Deathwatch, Doom, Erase, Hide from Undead, Ray of Enfeeblement, Chill of the Grave, Dispel Ward, Golem Strike, Grave Strike, Spirit Worm
2nd Level: Blindness/Deafness, Protection from Energy, Execration, Infernal Wound, Protection from Positive Energy, Scale Weakening, Spawn Screen, Lesser Spell Immunity
3rd Level: Detect Curse, Bestow Curse, Contagion, Dispel Magic, Halt Undead, Invisibility Purge, Ray of Exhaustion, Greater Disrupt Undead, Junglerazer, Mass Resist Energy, Spell Vulnerability, Suppress Glyph, Wood Rot
4th Level: Break Enchantment, Crushing Despair, Dimension Door, Dimensional Anchor, Enervation, Lesser Globe of Invulnerability, Spell Immunity, Dampen Magic, Consumptive Field, Miasma of Entropy, Ray of Deanimation, Ray Deflection, Rust Ray, Suppress Breath Weapon, Wither Limb
5th Level: Disrupting Weapon, Fear, Slay Living, Spell Resistance, True Seeing, Undeath to Death, Waves of Fatigue, Bewildering Mischance, Duelward, Graymantle, Incorporeal Nova, Night's Caress, Reciprocal Gyre, Symbol of Spell Loss, Vulnerability
6th Level: Antilife Shell , Antimagic Field, Circle of Death, Disintegrate, Greater Dispel Magic, Globe of Invulnerability, Harm, Symbol of Fear, Ray of Entropy, Seal Portal, Wall of Dispel Magic
"When the beasts came forth from the Badlands, we stood against them. My squad contained two steelhands, a pyromancer, a body mage, and a candleheart. It made me proud to see them working together. My grandfather used to tell me stories, wars between the disciplines. I am glad those times are past. I am glad we stand together, united despite our differences, against the evils of the world."
-Lt. Kaevrel Lenarti, Fauna and Body Mage, 2nd Special Operations Team.
The Estalian Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th
1st|
+0|
+0|
+2|
+0|Weapon Focus, Arcane Discharge|2|-|-|-|-|-|-|-
2nd|
+1|
+0|
+3|
+0|Infuse Blade|3|0|-|-|-|-|-|-
3rd|
+2|
+1|
+3|
+1||3|1|-|-|-|-|-|-
4th|
+3|
+1|
+4|
+1|First Step towards Greatness|3|2|0|-|-|-|-|-
5th|
+3|
+1|
+4|
+1|Bonus Feat|3|3|1|-|-|-|-|-
6th|
+4|
+2|
+5|
+2|The Blade Follows Through (1/day)|3|3|2|-|-|-|-
7th|
+5|
+2|
+5|
+2||3|3|2|0|-|-|-
8th|
+6/+1|
+2|
+6|
+2|Second Step towards Greatness|3|3|3|1|-|-|-
9th|
+6/+1|
+3|
+6|
+3||3|3|3|2|-|-|-
10th|
+7/+2|
+3|
+7|
+3|Bonus Feat|3|3|3|2|0|-|-
11th|
+8/+3|
+3|
+7|
+3|The Blade Follows Through (2/day)|3|3|3|3|1|-|-
12th|
+9/+4|
+4|
+8|
+4||3|3|3|3|2
13th|
+9/+4|
+4|
+8|
+4|Third Step Towards Greatness|3|3|3|3|2|0|-
14th|
+10/+5|
+4|
+9|
+4|Infused Assault (1/day)|4|3|3|3|3|1|-
15th|
+11/+6/+1|
+5|
+9|
+5||4|4|3|3|3|2|-
16th|
+12/+7/+2|
+5|
+10|
+5|The Blade Follows Through (3/day)|4|4|4|3|3|2|0
17th|
+12/+7/+2|
+5|
+10|
+5|Greatness at Hand|4|4|4|4|3|3|1
18th|
+13/+8/+3|
+6|
+11|
+6|Bonus Feat|4|4|4|4|4|3|2
19th|
+14/+9/+4|
+6|
+11|
+6|Infused Assault (3/day)|4|4|4|4|4|4|3
20th|
+15/+10/+5|
+6|
+12|
+6|Stroke of Ending|4|4|4|4|4|4|4[/table]
The continent of Estalia has long been isolated from the rest of the world. At one point, a dark time in Estalia’s history, the followers of the dominant God Kimos persecuted those who practiced what they called witchery and demonwork. That was a thousand years ago. Mages were forced to congregate in tight-knit, secretive circles. Over time these circles began to gather people based on the type of magic they preferred. Mages seeking to improve their Fireballs and Scorching Rays gathered together to trade notes and practice, while those preferring Ice Knife and Cone of Cold formed their own groups. Since then, magic has become much more widespread. When the Dragon King took power in the mountains of Alkimos, things changed. He stressed the tolerant aspects of his faith. His own magical powers were the lynchpin. He drew a parallel between the miracles that were attributed to him and the spells woven by mundane mages. Since then, the original Dragon King and his son have become a symbol of acceptance. Followers of Kimos still believe that magic practiced by others is somewhat corrupt, but they no longer burn witches.
Today, nearly 40% of Estalians hold some magic power, and the practice of focusing on one element has had an actual effect on the spells that are available to modern mages. Some mages focus on their arcane abilities, hoping to perfect them, others use it merely as a stepping stone to improve their martial prowess. Both paths are acceptable to an Estalian Mage, as all learn to weave blade and spell together to blur the line between spellcaster and warrior.
Alignment
Any.
Hit Dice:
d8.
Class Skills
The Estalian Mage's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level
(4 + Int modifier) x4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features:
Weapons and Armor: The Estalian Mage is proficient with all simple weapons and light armor, but not shields. The Estalian Mage may also choose to be proficient with one martial weapon, to which her weapon focus feat applies.
Steps Towards Greatness: Estalian Mages are as varied as the terrain of their country and utilize their magic in different ways. At each point of their journey towards greatness (First, Second, Third, and Greatness at Hand), they must choose to follow their heart or their soul. She may choose one path at one step and the other at the next, but may never change her decision. At any step at which the Mage follows her heart, she is treated as never having taken that level nor the next for purposes of spell availability, and thus is treated as two Estalian Mages lower than her actual level for each time she makes that sacrifice.
Bonus Feats: At levels 5, 10, and 18, an Estalian Mage gains bonus feats. The Estalian Mage must meet the prerequisites for these feats and they must be either metamagic feats, Spell Mastery, or selected from the list of Fighter bonus feats. The Estalian Mage is treated as a fighter equal to half her Estalian Mage levels for purposes of feat prerequisites.
Spells: An Estalian Mage casts arcane spells (the same type of spells available to bards, sorcerers, and wizards), which are drawn from the spell list available to them. An Estalian Mage chooses a single Elemental School in which to focus in. All of her spells are taken from the corresponding spell list, with the exception of 0-level spells (cantrips) which are drawn from a common list. An Estalian Mage is able to cast all the spells available to her, but must prepare her spells each day, as she must review the proper components and prepare herself for drawing forth the specific effect she desires.
To prepare or cast a spell, the Estalian Mage must have a Charisma score equal to at least 10+ the spell level. The Difficult Class for a saving throw against an Estalian Mage's spell is 10 + the spell level + the Estalian mage's Charsima modifier.
Like other spellcasters, an Estalian Mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Charisma score (See Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook.)
Estalian Mages receive their spells through innate magical talent that they learn to draw forth and memorize through practice and assistance from other Mages. They require eight hour's rest to prepare their spells, and another half an hour to prepare themselves mentally for the arcane strain casting imposes.
When an Estalian Mage targets another Estalian Mage with a spell, the Difficulty Class of the spell may increase by +2 if the target casts spells from a subjugated element. The Elements and their subjugated schools are listed in the table below.
When an Estalian Mage reaches 6th level, she may choose to learn another Element. If she does, she is treated as being one level lower for purposes of spell advancement, and her highest level spells prepared must all be from her primary element.
When wearing light armor, an Estalian Mage does not suffer an arcane spell failure chance for spells she casts from her Estalian Mage spell list.
Weapon Focus (Ex): The Estalian Mage gains Weapon Focus as a bonus feat with a single weapon of her choice. If she is proficient with a martial weapon as a result of her levels in this class, she must choose that weapon.
Arcane Discharge (Su): Instead of casting a spell, an Estalian Mage may convert one of her spells into pure arcane power. An Estalian Mage may sacrifice a prepared spell in order to make a ranged touch attack that ignores spell resistance and deals 1d6 per sacrificed spell's level + the Estalian Mage's class level to the target. The type of damage dealt varies depending on the element the Estalian mage focuses on, as indicated in the table below.. A spell that deals physical damage deals triple damage instead of double on a critical hit and is considered bludgeoning, piercing, slashing, and magic damage.
Infuse Blade (Su): An Estalian Mage of second level or higher may store a spell of up to her second highest available spell level in her weapon. The next time the weapon strikes a creature and the creature takes damage from it, the weapon immediately discharges the spell, targeting the damaged creature. If character other than the Estalian Mage wields the infused weapon, the magic fades until it returns to its owner's hand. A ranged weapon bestowed with a spell passes it onto its ammunition, but the spell is considered discharged after the nest attack, regardless of whether or not the attack hit or damage was dealt.
First Step Towards Greatness: A fourth-level Estalian Mage following her heart at this step gains an increase to base attack bonus, fortitude saves, and effective fighter level of one unit. If she instead follows her soul, she continues spellcasting advancement as normal and gains a +1 bonus to Will Saves.
The Blade Follows Through (Ex): A sixth-level Estalian Mage may cast a spell with a casting time no greater than one standard action as a swift action when charging. She may use this ability once per day at sixth level, with an additional usage at levels 11 and 16. The first opponent the Estalian Mage will attack with the charge must be targeted or otherwise subjected to direct effects of the spell.
Second Step Towards Greatness: An eighth-level Estalian Mage following her heart at this step gains an increase to base attack bonus, fortitude saves, and effective fighter level of one unit. If she instead follows her soul, she continues spellcasting advancement as normal and gains a +1 bonus to Will Saves.
Third Step Towards Greatness: A thirteenth-level Estalian Mage following her heart at this step gains an increase to base attack bonus and effective fighter level of one unit, as well as a +2 bonus to her Fortitude Save. If she instead follows her soul, she continues spellcasting advancement as normal and gains a +2 bonus to Will Saves.
Infused Assault (Su): When a fourteenth-level Estalian Mage casts a spell that affects multiple creatures (generally an area spell, though spells that simply target multiple creatures are acceptable as well), she may make a single attack roll against each target as if she were making a melee attack at her highest base attack bonus. After the Assault, the Estalian Mage returns to the position she was in when she began casting the spell. At fourteenth level she may use this ability once per day. At nineteenth level, she may use this ability three times each day.
Greatness at Hand: A seventeenth-level Estalian Mage following her heart at this step gains an increase to base attack bonus, Fortitude Saves and effective fighter level of two units. If she instead follows her soul, she continues spellcasting advancement as normal and gains a +2 bonus to Will Saves.
Strike of Ending (Su): When an Estalian Mage of twentieth level confirms a critical hit with a melee weapon, she may immediately cast a single target spell against the opponent subjected to the critical hit. The target is not allowed a save to resist the spell's effects, even if the spell normally does. If the Estalian Mage has no eligible spells, she may instead choose to deal an additional 20d6 points of damage corrsponding to their Arcane Discharge.
{table=head]Element|Subjugated Elements|Arcane Discharge Type
Air|Water, Mind|Electrical
Body|Air, Water|Physical
Earth|Fire, Air|Acid
Fauna| Mind, Earth|Physical
Fire|Wood, Animal|Fire
Flora|Animal, Earth|Physical
Metal|Wood, Body|Physical
Mind|Body, Metal|Force
Water|Fire, Metal|Cold
Illumination|Illumination|Positive or Negative Energy
Void|Void|Negative Energy[/table]
Estalian Mage Spell List[b]
All Estalian Mages have the same cantrips available to them, but their other spells are dependent on the Element they choose. An Estalian mage may prepare cantrips as a Wizard.
[b]Air
1st Level: Accuracy, Smoke Ladder, Entropic Shield, Feather Fall, Obscuring Mist, Shocking Grasp, Blessed Aim, Deep Breath, Lesser Orb of Cold, Lesser Orb of Electricity, Thunderhead, Updraft, Wall of Smoke
2nd Level: Lightning Blade, Rebuke (Air elementals only), Gust of Wind, Levitate, Protection from Electricity, Silence, Sound Burst, Whispering Wind, Belker Claws, Binding Winds, Dessicating Bubble, Electric Loop, Frost Breath, Master Air, Stolen Breath
3rd Level: Ice Blast, Blur, Call Lightning, Chill Metal, Fog Cloud, Gaseous Form, Lightning Bolt, Shatter, Stinking Cloud, Bottle of Smoke, Capricious Zephyr, Corona of Cold, Downdraft, Energy Vortex, Swift Fly, Great Thunderclap, Primal Form (Air), Mass Resist Energy, Weapon of Electricity, Weather Eye
4th Level: Air Ward, Air Walk, Fly, Protection from Arrows, Sculpt Sound, Shout, Solid Fog, Zone of Silence, Arc of Lightning, Cacophonic Shield, Defenestrating Sphere, Eye of the Hurricane, Hypothermia, Orb of Cold, Orb of Electricity, Scintillating Sphere
5th Level: Call Lightning Storm, Cloudkill, Control Winds, Ice Storm, Overland Flight, Water Breathing, Ball Lightning, Cacophonic Burst, Cyclonic Blast, Raise from the Deep, Wind Tunnel, Wingbind
6th Level: Dance of the Unicorn, Chain Lightning, Wind Walk, Blood Sirocco, Cloud-Walkers, Cold Fire, Mass Fly, Freezing Fog, Ice Axe, Moonbow, Summon Greater Elemental
Body
1st Level: Cobra's Breath, Detect Disease, Scales of the Lizard, Cure Light Wounds, Detect Poison, Endure Elements, Expeditious Retreat, Jump, Longstrider, Ray of Enfeeblement, Accelerated Movement, Beast Claws, Cutting Hand, Hawkeye, Healthful Rest, Ironguts, Ram's Might, Ray of Clumsiness, Remove Scent, Rhino's Rush, Snake's Swiftness, Lesser Vigor
2nd Level: Apparition, Chameleon, Horse's Nose, Alter Self, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace. Cure Moderate Wounds, Gentle Repose, Remove Paralysis, Lesser Restoration, Body Ward, Balancing Lorecall, Branch to Branch, Close Wounds, Ray of Sickness, Ray of Weakness, Mass Snake's Swiftness, Stabilize, Vigor
3rd Level: Discern Shapechanger, Cure Serious Wounds, Delay Poison, Haste, Ray of Exhaustion, Remove Blindness/Deafness, Remove Disease, Slow, Vampiric Touch, Creeping Cold, Dehydrate, Fuse Arms, Girallon's Blessing, Hamatula Barbs, Infernal Wounds, Nauseating Breath, Spawn Screen, Spiderskin, Thornskin, Mass Lesser Vigor, Wracking Touch
4th Level: Fatigue, Remove Fatigue, Contagion, Freedom of Movement, Neutralize Poison, Restoration, Bleed, Seed of Life, Chain of Eyes, Flight of the Dragon, Infestation of Maggots, Iron Bones, Jagged Tooth, Languor, Last Breath, Life Bolt, Sheltered Vitality
5th Level: Blood of Fire, Heartripper, Pain, Reanimation, Cure Critical Wounds, Righteous Might, Slay Living, Waves of Fatigue, Corporeal Instability, Greater Creeping Cold, Swift Haste, Heartripper, Indomitability, Panacea, Sharptooth, Starvation, Wrack
6th Level: Metal Skin, Heal, Transformation, Dire Hunger, Fleshshiver, Stalwart Pact, Stone Body, Synostodweomer, Tortoise Shell, Vigorous Circle, Wither Limb
Earth
1st Level: Stoneburst, Hail of Stone, Magic Stone, Fist of Stone, Foundation of Stone, Hail of Stone, Ironthunder Horn, Lesser Orb of Acid, Lesser Orb of Fire, Sandblast
2nd Level: Create Spring, Protection from Acid, Soften Earth and Stone, Burrow, Earth Lock, Earthbind, Earthfast, Gembomb, Mountain Stance, Saltray
3rd Level: Earthbolt, Meld into Stone, Stone Shape, Earthen Grace, Energy Vortex, False Gravity, Giant's Wrath, Nature's Rampart, Primal Form (Earth), Mass Resist Energy, Stony Grasp, Tremor, Tremorsense, Weapon of Acid
4th Level: Earthward, Hallucinatory Terrain, Spike Stones, Stoneskin, Mass Burrow, Landwomb, Lay of the Land, Murderous Mist, Orb of Acid, Orb of Fire, Stone Sphere, Sudden Stalagmite, Wall of Sand
5th Level: Passwall (Stone Only), Rusting Grasp, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Earth Reaver, Stone Body, Greater Stoneshape, Vitriolic Sphere, Xorn Movement
6th Level: Flesh to Stone, Move Earth, Stone to Flesh, Gemjump, Ice Flowers, Ooze Puppet, Sarcophagus of Stone, Stonehold, Summon Greater Elemental, Tunnel Swallow
Fauna
1st Level: Scales of the Lizard, Calm Animals, Charm Animal, Detect Animals, Detect Poison, Hide from Animals, Magic Fang, Mount, Summon Nature's Ally I (Animals Only), Aspect of the Wolf, Bloodhound, Buzzing Bee, Claws of the Bear, Embrace the Wild, Enrage Animal, Horrible Taste, Ram's Might, Rapid Burrowing, Traveller's Mount
2nd Level: Cobra's Breath, Horse's Nose, Kiss of the Toad, Animal Messenger, Animal Trance, Delay Poison, Hold Animal, Reduce Animal, Snare, Speak with Animals, Spider Climb, Summon Nature's Ally II (Animals Only), Summon Swarm, Beast Claws, Bite of the Wererat, Burrow, Manyjaws, Nature's Favor, Razorfangs, Remove Scent, Rhino's Rush, Scent, Scintilating Scales, Share Husk, Smell of Fear
3rd Level: Possess Animal, Darkvision, Dominate Animal, Greater Magic Fang, Neutralize Poison, Poison, Summon Nature's Ally III (Animals Only), Web, Metal Fang, Acid Breath, Bite of the Werewolf, Charge of the Triceratops, Jagged Tooth, Quillfire, Scale Weakening, Spider Poison, Spirit Jaws, Thunderous Roar, Vipergout
4th Level: Snake Barrier, Snake Darts, Giant Vermin, Reincarnate (3.0), Repel Vermin, Summon Nature's Ally IV (Animals Only), Bite of the Wereboar, Essence of the Raptor, Superior Magic Fang, Master Air, Lesser Planar Exchange, Vortex of Teeth
5th Level: Animal Growth, Insect Plague, Summon Nature's Ally V (Animals Only), Bite of the Weretiger, Dire Hunger, Jaws of the Wolf, Phantom Stag, Plague of Rats, Quill Blast, Sharptooth, Spiderform
6th Level: Awaken (Animals only), Summon Nature's Ally VI (Animals Only), Aspect of the Earth Hunter, Bite of the Werebear, Spider Plague, Tortoise Shell
Fire
1st Level: Fiery Eyes, Melt, Smoke Ladder, Burning Hands, Produce Flame, Animate Fire, Blades of Fire, Lesser Orb of Fire, Raging Flame, Ray of Flame, Slow Burn, Wall of Smoke
2nd Level: Fire Trap, Flame Blade, Flaming Sphere, Protection from Fire, Pyrotechnics, Scorching Ray, Balor Nimbus, Body of the Sun, Burning Sword, Combust, Fireburst, Flame Dagger, Scorch
3rd Level: Animate Fire, Fire Wings, Heat Metal, Fireball, Flame Arrow, Quench, Energy Vortex, Fire Shuriken, Flame of Faith, Heartfire, Heatstroke, Primal Form (Fire), Mass Resist Energy, Weapon of Fire
4th Level: Flame Strike, Wall of Fire, Blast of Flame, Blistering Radiance, Explosive Cascade, Fire Stride, Flame Whips, Orb of Fire
5th Level: Circle of Flame, Fiery Breath, Fire Shield, Burning Blood, Inferno, Murderous Mist, Shroud of Flame
6th Level: Blood of Fire, Fires of Purity, Fire Seeds, Masss Fire Shield, Fire Spiders, Summon Greater Elemental
Flora
1st Level:Accuracy (Wooden weapons only), Animate Wood, Backbiter, Wood Burst, Entangle, Shillelagh, Branch to Branch, Vine Strike, Camoflauge, Detect Plants, Goodberry, Pass Without Trace
2nd Level:Protection from Arrows, Tree Shape, Warp Wood, Wood Shape, Brambles, Briar Web, Easy Trail, Hunter's Mercy, Splinterbolt, Weapon Shift, Mass Camoflauge, Kelpstrand, Barkskin
3rd Level: Spike Growth, Forest Eyes, Forest Voice, Dolorous Blow, Entangling Staff, Spikes, Thornskin, Vine Mine, Weapon of Impact, Forestfold, Plant Growth, Diminish Plants, Snare, Speak with Plants,
4th Level: Passwall (Wood Only), Arrow Storm, Jaws of the Wolf, Poison Vines, Junglerazer, Command Plants, Antiplant Shell,, Freedom of Movement
5th Level: Transport via Plants, Tree Stride, Wall of Thorns, Seed of Life, Jungle's Rapture, Memory Rot, Plant Body, Poison Thorns, Wood Rot, Rejuvenating Cocoon, Blight, Awaken (Plants only)
6th Level: Ironwood, Liveoak, Repel Wood, Spellstaff, Wooden Blight, Enveloping Cocoon, Transport Via Plants
Metal
1st Level: Accuracy (Metallic weapons only), Lashing Chain, Magic Weapon (Metallic Weapons Only), Deafening Clang, Lesser Orb of Electricity, Persistent Blade, Repair Light Damage, Shieldbearer, Ironguts, Lesser Orb of Sound, Persistent Blade, Backbiter
2nd Level: Deafness, Sound Burst, Shatter, Entangling Chain, Rain of Needles, Chill/Heat Metal, Protection from Sonic, Shocking Grasp, Metal Fang, Absorb Weapon, Blade Weave, Bristle, Iron Silence, Spiritual Weapon, Repair Moderate Damage, Weapon Shift, Whirling Blade
3rd Level: Magnetism, Keen Edge, Magic Vestment, Greater Magic Weapon (Metallic Weapons Only), Shatter, Bands of Steel, Dolorous Blow, False Gravity, Repair Serious Damage, Ring of Blades, Rust Ray, Shield of Warding, Steeldance, Weapon of Impact, Blades of Fire
4th Level:Dancing Blade, Poison Needles, Rusting Grasp, Blade Thirst, Diamondsteel, Metal Melt, Orb of Electricity, Repair Critical Damage, Treasure Scent, Word of Binding, Orb of Sound
5th Level:Metal Skin, Disrupting Weapon, Cursed Blade, Lesser Ironguard
6th Level:Ironwood, Wall of Iron, Blade Barrier, Howling Chain, Wall of Gears, Animate Objects, Sympathetic Vibrations
Mind
1st Level: Bane, Cause Fear, Charm Person, Command, Remove Fear, Sleep, Incite, Inhibit, Instant Search, Launch Item, Phantom Threat, Scatterspray, Shock and Awe, Slide
2nd Level: Protection from Charm, Know Motivation, Calm Emotions, Detect Thoughts, Enthrall, Hold Person, Scare, Status, Tongues, Touch of Idiocy, Soul Ward, Blood Frenzy, Delusions of Granduer, Entice Gift, Heartfire, Mindless Rage, Phantasmal Assailants, Ray of Stupidity, Greater Slide, Speak with Allies, Sting Ray, Touch of Madness, Wave of Grief
3rd Level: Discern Shapechanger, Mental Strength, Mental Weakness, Crushing Despair, Deep Slumber, Lesser Geas, Heroism, Rage, Suggestion, Clarity of Mind, Cloak of Bravery, Mechanus Mind, Mind Poison, Miser's Envy, Ray of Dizziness, Slapping Hand, Lesser Telepathic Bond
4th Level: Detect Curse, Greater Command, Confusion, Detect Scrying, Discern Lies, Fear, Glibness, Good Hope, Phantasmal Killer, Remove Curse, Bolts of Bedevilement, Sensory Deprivation
5th Level: Advice, Aiming at the Target, Possess, Dominate Person, Dream, Feeblemind, Mind Fog, Nightmare, Telepathic Bond, Symbol of Spell Loss
6th Level: Force Shapechange, Greater Heroism, Modify Memory, Mass Suggestion, Symbol of Fear, Symbol of Persuasion, Telekinesis, Aura of Terror, Imperious Glare, Phantasmal Disorientation
Water
1st Level: Waterburst, Create Water, Obscuring Mist, Animate Water, Breath of the Jungle, Buoyant Lifting, Cloud Burst, Ice Dagger, Ice Gauntlet, Lesser Orb of Acid, Lesser Orb of Cold, Snowshoes, Wings of the Sea, Winter Chill
2nd Level: Animate Water, Bo of Water, Create Spring, Ice Blast, Ice Knife, Melt, Fog Cloud, Protection from Cold, Creeping Cold, Ice Knife, Inky Cloud, Ray of Ice, Saltray, Snowball Storm, Swim, Winter's Embrace
3rd Level: Quench, Sleet Storm, Water Breathing, Water Walk, Amorphous Form, Dehydrate, Dessicating Bubble, Energy Vortex, Hailstones, Ice Lance, Kelpstrand, Primal Form (Water), Mass Resist Energy, Sink, Mass Snowshoes, Standing Wave, Weapon of Cold
4th Level: Water Ward, Control Water, Ice Storm, Solid Fog, Wall of Ice, Greater Creeping Cold, Hypothermia, Ice Axe, Orb of Acid, Orb of Cold, Raise from the Deep, Rushing Waters, Mass Swim, Wall of Water
5th Level: Dance of the Unicorn, Cone of Cold, Anticold Sphere, Cloak of the Sea, Ice Flowers, Mantle of the Icy Soul, Murderous Mist, Sirine's Grace, Swamp Stride, Viscid Glob, Vitriolic Sphere
6th Level: Master of the Rolling River, Cloudkill, Freezing Sphere, Acid Storm, Drown, Extract Water Elemental, Freeze, Nixie's Grace, Ooze Puppet, Summon Greater Elemental, Tidal Surge
Illumination
1st Level: Ghost Light, Color Spray, Light, Dancing Lights, Faerie Fire, Cloak of Dark Power, Ebon Eyes, Guiding Light, Luminous Gaze, Net of Shadows, Nimbus of Light
2nd Level: Fiery Eyes, Know the Shadows, Continual Flame, Darkness, Glitterdust, Rainbow Pattern, Claws of Darkness, Dark Way, Moonbeam, Rainbow Beam, Shadow Mask, Shadow Radiance, Shadow Spray, Veil of Shadow, Wall of Gloom
3rd Level: Daylight, Deeper Darkness, Searing Light, Body of the Sun, Blacklight, Darkfire, Deeper Darkvision, Flashburst, Glowing Orb, Moon Blade, Rainbow Blast, Shadow Binding, Shadow Phase, Spectral Weapon, Wall of Light
4th Level: Creeping Darkness, Call Lightning, Rainbow Pattern, Armor of Darkness, Blistering Radiance, Mass Darkvision, Moon Bolt, Shadow Well, Shadowblast
5th Level: Shadow Conjuration, Bloodstar, Crawling Darkness, Darkbolt, Doomtide, Lucent Lance, Moon Path, Prismatic Ray, Shadow Form, Shadow Hand
6th Level: Shadow Evocation, Shadow Walk, Anger of the Noonday Sun, Brilliant Blade, Ray of Light, Shadow Form, Shadowy Grappler
Void
1st Level: Chill Touch, Deathwatch, Doom, Erase, Hide from Undead, Ray of Enfeeblement, Chill of the Grave, Dispel Ward, Golem Strike, Grave Strike, Spirit Worm
2nd Level: Blindness/Deafness, Protection from Energy, Execration, Infernal Wound, Protection from Positive Energy, Scale Weakening, Spawn Screen, Lesser Spell Immunity
3rd Level: Detect Curse, Bestow Curse, Contagion, Dispel Magic, Halt Undead, Invisibility Purge, Ray of Exhaustion, Greater Disrupt Undead, Junglerazer, Mass Resist Energy, Spell Vulnerability, Suppress Glyph, Wood Rot
4th Level: Break Enchantment, Crushing Despair, Dimension Door, Dimensional Anchor, Enervation, Lesser Globe of Invulnerability, Spell Immunity, Dampen Magic, Consumptive Field, Miasma of Entropy, Ray of Deanimation, Ray Deflection, Rust Ray, Suppress Breath Weapon, Wither Limb
5th Level: Disrupting Weapon, Fear, Slay Living, Spell Resistance, True Seeing, Undeath to Death, Waves of Fatigue, Bewildering Mischance, Duelward, Graymantle, Incorporeal Nova, Night's Caress, Reciprocal Gyre, Symbol of Spell Loss, Vulnerability
6th Level: Antilife Shell , Antimagic Field, Circle of Death, Disintegrate, Greater Dispel Magic, Globe of Invulnerability, Harm, Symbol of Fear, Ray of Entropy, Seal Portal, Wall of Dispel Magic