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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

Ursus the Grim
2011-06-03, 07:22 AM
Okay, I guess it was a lot to look over. Would anyone be more amiable to review the class if I handled the spells myself and didn't overwhelm people with the spell lists?

TheLonelyScribe
2011-06-03, 07:31 AM
This does seem like a cool idea. I'm afraid I don't have the spell compendium, so cannot help you too much, but I would suggest trimming some of the longer lists down to match about 90 spells.

Ursus the Grim
2011-06-03, 07:32 AM
This does seem like a cool idea. I'm afraid I don't have the spell compendium, so cannot help you too much, but I would suggest trimming some of the longer lists down to match about 90 spells.

Okay. Even that helps because I was having an issue trying to settle on a good number to average each list out to. Thanks.

Cipher Stars
2011-06-03, 04:47 PM
I didn't read it all yet, but two things stand out.

Full casting, all at six by lv20, meanwhile I'm seeing a lot of combat as well as the d8 hp.

So... People complain Wizards are overpowered (I don't btw) This is kinda like Wizard+[Insert some warrior type here]

Tvtyrant
2011-06-03, 04:51 PM
Lightning Warrior comes to mind when I read this. Unless you balancing it against Beholder Mage your really over the top.

Ursus the Grim
2011-06-03, 10:22 PM
I didn't read it all yet, but two things stand out.

Full casting, all at six by lv20, meanwhile I'm seeing a lot of combat as well as the d8 hp.

So... People complain Wizards are overpowered (I don't btw) This is kinda like Wizard+[Insert some warrior type here]

Overpowered is a subjective term, though I would consider Wizards more powerful than most classes. I feared this would be overpowered, which is why I split the spell list up. They don't have nearly the spell variety of a wizard, and they gain them more slowly. I had hoped that forcing their spell choices to be from one of the selected lists would nerf the potential for cheese. Though now that I look at it, 9th level spells are still 9th level spells.


Lightning Warrior comes to mind when I read this. Unless you balancing it against Beholder Mage your really over the top.

I understand what you're saying, but thats a pretty harsh comparison, lol. Lightning warrior would totally pwn my Estalian Mage, but I'll see what I can do to tone it down.

Note that the Mage doesn't get BOTH full fighter and full spellcasting. Choosing to grab the fighter stuff will cost them a level or two or four of spellcaster. Choosing to go full spellcasting will make them much squishier and less effectively able to use the class features.

Would it be better to only give partial progression? Perhaps up to, say 6th or something, ala Bard?

SiuiS
2011-06-03, 10:53 PM
Is it possible for an Estalian Mage to have 0wizard/20fighter, or 20wizard/0fighter? If not...

Make the class have... Say, d6 HPs, wiz BaB, and really crummy (like, paladin level) casting, with forced (non-negotiable) specialization in your different 'schools'.

Then give them a metric ton of bonus feats instead of class features.

Bonus feat list:
Soldier's vigor: req Estalian Mage level X, gain +1 hp/level. This feat can be taken up to 3 times (giving average of D12 HPs)

Warrior's spirit: req Estalian Mage level X, gain +1 to BaB for every 10 levels of Estalian Mage. Can be taken up to 3 times.

Mystic's Might: Req Estalian Mage level X, gain +3 CL up to a maximum of your Estalian Mage class levels. Can be taken up to 3(?) times.

Wizard's Bounty: req Estalian Mage level X & Mystic' Might, gain access to an additional level of spells known/per day. This feat stacks with levels of Estalian Mage. Can be taken up to 3 times.
Special: an Estalian Mage cannot take Wizard's bounty more times than he has taken the Mystic's Might feat.

Sound of mind and body: req Estalian Mage level X, gain +1 to either fortitude saves or will saves. Can be taken up to 6 times.

Figure out different categories for the bonus feats (so a guy can't just grab a bunch of the same one for early power) and how many they should get, and you have a wide range of possible character combinations that you don't have to worry about the players abusing (since the feats would be keyed to only work with Estalian Mage levels).

You have a spectrum now, where a combat focused 20 EM will have a BaB of +16, and shoddy casting, or a CL of 19 and access to 7th level spells. These two should be mutually exclusive, so every X levels, the EM chooses either Warriors might or Mystics might or Wizards bounty. Prevents a guy from spamming BaB and CL, while allowing for a good mix in between.

And now I have to go home and see I'd I can make this work. Hm... Anyway, hope the perspective is helpful.

Tvtyrant
2011-06-04, 07:28 PM
Actually, the question I should ask is what tier are you aiming for? If your aiming for 1 this is fine; CoDzilla can grind this thing into the ground. If its tier 3 you should reduce the level of spells it gets down to at least 7.

Ursus the Grim
2011-06-04, 09:27 PM
Is it possible for an Estalian Mage to have 0wizard/20fighter, or 20wizard/0fighter? If not...

Make the class have... Say, d6 HPs, wiz BaB, and really crummy (like, paladin level) casting, with forced (non-negotiable) specialization in your different 'schools'.

Then give them a metric ton of bonus feats instead of class features.

Bonus feat list:
Soldier's vigor: req Estalian Mage level X, gain +1 hp/level. This feat can be taken up to 3 times (giving average of D12 HPs)

Warrior's spirit: req Estalian Mage level X, gain +1 to BaB for every 10 levels of Estalian Mage. Can be taken up to 3 times.

Mystic's Might: Req Estalian Mage level X, gain +3 CL up to a maximum of your Estalian Mage class levels. Can be taken up to 3(?) times.

Wizard's Bounty: req Estalian Mage level X & Mystic' Might, gain access to an additional level of spells known/per day. This feat stacks with levels of Estalian Mage. Can be taken up to 3 times.
Special: an Estalian Mage cannot take Wizard's bounty more times than he has taken the Mystic's Might feat.

Sound of mind and body: req Estalian Mage level X, gain +1 to either fortitude saves or will saves. Can be taken up to 6 times.

Figure out different categories for the bonus feats (so a guy can't just grab a bunch of the same one for early power) and how many they should get, and you have a wide range of possible character combinations that you don't have to worry about the players abusing (since the feats would be keyed to only work with Estalian Mage levels).

You have a spectrum now, where a combat focused 20 EM will have a BaB of +16, and shoddy casting, or a CL of 19 and access to 7th level spells. These two should be mutually exclusive, so every X levels, the EM chooses either Warriors might or Mystics might or Wizards bounty. Prevents a guy from spamming BaB and CL, while allowing for a good mix in between.

And now I have to go home and see I'd I can make this work. Hm... Anyway, hope the perspective is helpful.

I hesitate to turn it into a series of feats. I think the old adage is that feats=/=class features, and to have to develop a set of feats specifically tailored for the class seems. . . I dunno. Wierd?

The end of your post pretty much hit the nail on the head with what I was intending to do with the Steps toward Greatness. A 20 EK could theoretically have a Full Casting, average Bab, and d8 HD or Full BaB, d10 HD, and casting of level 8 Sorcerer spells. I promise, it didn't sound as overwhelming in my mind.



Actually, the question I should ask is what tier are you aiming for? If your aiming for 1 this is fine; CoDzilla can grind this thing into the ground. If its tier 3 you should reduce the level of spells it gets down to at least 7.

Thinking about it, I was going for Tier 2 to Tier 3. THe whole purpose was to reduce the need for a complicated build with prestige classes to meet the flavor of a particular group of NPCs. I suppose trying to remove the need for multiclassing and prestige classes definitely tilts it into Tier 2 range, nevermind the crunch being factored in. In addition, my last couple homebrews have been underwhelming to say the least, so I suppose I might have overdone it.

SiuiS
2011-06-05, 06:58 AM
Well, let's see. You want it to be on par with a 5/15 split. So your BaB should be 12-17, and casting level of 5-15. That's a difference of 5 on BaB and 10 on CL/spell ability. Saves should be all poor saves, and so that's an eventual +6 to either fort or will.

At the extremes, you get BaB 12, CL 15; BaB 17 CL 5, and the midpoint of BaB 15 CL 10. Whether class features or feats, work out ways to, over 20 levels, get to these points. With a set three benchmarks, it should be easier for you to calibrate. Having a single base class that works out to a more elegant fighter/wizard split doesn't seem that bad.

The d8 hit die, though... That I can't help you with. Granting improved toughness is the best mathematical equivalent I could think of.

Eldest
2011-06-05, 10:00 PM
Going back to the spell elements for a bit, you could try Uaing different elements or combinding two, then paring down the list. One of my ideas for a balanced elemental "chart" would be air, lightning, fire, metal, earth, wood (really plants), water, ice, then going back to air again (it's a circle).

SiuiS
2011-06-07, 09:19 PM
Hm. I was unaware that there was trouble with the spell lists.

Does each element have to be balanced against all the others? Technically, they are NPC only, so there may be a sect of exceptionally powerful mages amongst the standard mediocre fare.

Ursus the Grim
2011-06-08, 06:18 AM
Theoretically, they should be balanced against one another, though I'd be less reluctant to have void and illumination on different levels. I haven't had the time to fix it up with the suggestions yet, mostly because my computer keeps having issues.

Dryad
2011-06-08, 08:06 AM
I would like to point out that this class should not be balanced against a wizard because, as mentioned earlier, wizards have far more versatility (with proper planning and good information). Because of the spell school limits, one might argue that it is about as limited as a sorcerer. Meaning about as powerful as a sorcerer. Casting-wise.
However, the d8 hd, the ability to join in with the melee make this class far more powerful than a sorcerer can ever dream to be.
There's a reason other melee/caster hybrids take such a hit on their casting progression.
All in all, I don't see what benefit this class gives over a duskblade. Well; far more powerful casting, of course, but that's actually a drawback, if you ask me.

Ziegander
2011-06-08, 08:30 AM
I recommend you go back to attempting to balance this against Tiers 1~2. Your original goal of trying to create a true gish base class without the convoluted PrC builds was an admirable one in my opinion, but for the sake of "balance" you abandoned it. :smallfrown:

Keep in mind that without awkward PrC requirements to meet and other mitigating factors inherent in multiclassing to build a standard gish your base class will have to either be somewhat less powerful or come with its own mechanics hassles to compensate. After all, you want it to be a viable alternative to the complicated gish builds but not more abusable and powerful than them.

For comparison here are two Tier 1~2 gish builds that are quite powerful, both of which your class as written couldn't hold a candle to:

1) Swashbuckler 3/Wizard 4/Abjurant Champion 5/Knight Phantom 8

Nets you BAB +18, caster level 17, and 9th level spells.

2) Paladin 2/Sorcerer 4/Spellsword 1/Abjurant Champion 5/ Sacred Exorcist 8

Nets you BAB +16, caster level 18, and 9th level spells. And TURN UNDEAD for Divine Metamagic and other shenanigans.

Dryad
2011-06-08, 08:53 AM
Ziegander: Your examples really are complete and utter cheese. :P
I know there are people who build their characters like that; not building for the actual 'character,' but going pure power-build, and that kind of saddens me.

I don't think people should encourage that kind of play...
But I understand completely where you're coming from, with those examples.

Ziegander
2011-06-08, 09:02 AM
Ziegander: Your examples really are complete and utter cheese. :P
I know there are people who build their characters like that; not building for the actual 'character,' but going pure power-build, and that kind of saddens me.

I don't think people should encourage that kind of play...
But I understand completely where you're coming from, with those examples.

I didn't and haven't ever built such a character. I stole those straight from a Gish Handbook and they were two of the more tame examples of gish PrC builds.

I posted them, along with my encouragement, because Ursus stated that he originally was attempting to create a base class that would be comparable to such gish builds without all of the complicated multiclassing and hassle. I think that's an interesting and commendable goal.

Dryad
2011-06-08, 09:37 AM
I didn't and haven't ever built such a character. I stole those straight from a Gish Handbook and they were two of the more tame examples of gish PrC builds.
I didn't think you would be the type of person to create such cheese. ^_^


I posted them, along with my encouragement, because Ursus stated that he originally was attempting to create a base class that would be comparable to such gish builds without all of the complicated multiclassing and hassle. I think that's an interesting and commendable goal.
I... Don't know. I think it's a double-edged sword, really. On the one hand: If you run into power-players, it's nice to have something to put them to shame. If that is the case, then then Estalian isn't up for the task (not powerful enough to keep up with cheese). On the other hand, introducing such a class in a non-cheese environment might spur people to adopt cheesy strategies in order to keep up with the Estalian (too powerful).

I would like to add, though, that the idea of having an 'element' you keep to is very flavourful, and I like it a lot. I don't have anything aesthetically against the class; it's quite pretty, both in design and possible flavour/backstory options. But it's too powerful for conventional play, and not powerful enough for powerplay.

Ursus the Grim
2011-06-09, 07:10 AM
Hey guys, I think I've had my hands full with IRL issues lately, but I figured I'd stop by and mention that the group I play with isn't full of cheese. This was an attempt to allow a gish character (technically not really gish, as not all the elements specialize in buffs) in a Tier 3/non-power gaming environment. Comparing it to anything involving a wizard to prove its underpowered is like comparing a mouse to an elephant to prove the mouse is small. The fact may be the same, but the comparison is flawed.

Thanks for the feedback, but I don't have the time right now to really get into it.

Ziegander
2011-06-09, 08:49 AM
Nevermind, I think I read your class wrong. For some reason I was thinking that your class only got up to 6th level spells.

You do need a Spells entry though to explain how they learn spells, if they prepare them or cast them spontaneously, what spell list they choose from, etc, etc.

I assume it's default that an Estalian Mage picks one element and learns spells from that element only, with the option to add other element lists for the associated penalties? That, with the flexibility of the class features, and the extra goodies it gets, given the rather severely limited spell list, should still put it in the low to mid Tier 2 range, giving a basic Wizard/Eldritch Knight build a solid run for its money which I think is closer to your original intention, right? I like it now that I know what I'm talking about. :smallsigh:

Ursus the Grim
2011-06-11, 10:39 AM
Yeah, Ziegander, your assumption is correct.

I cut back some of the spell progression for the class, tweaked its abilities and fluffed it up. New class is in the OP. I stopped going for a "gish" build and worked more on a blaster slasher. Used the bard (Tier 3, non?) as a springboard for spell progression.

The original OP is below.

Original Post below:
Before I forget, PHIAS stands for Please Help, I Am Screwed. Its actually a very old acronym, dating back to 1000000 B.C.. Now you know! Now, onto my problem. . . .

Hello everybody! After my last few failures, I decided to revive an old project and revise it. This was to be a "catchall" class for members of a foreign nation to fall into, a nation where magic was learned and utilized a little differently. The resulting class is a little like an Eldritch Knight in twenty levels, I suppose. There are two gimmicks that allow for all the versatility I need for a given NPC. First, either full casting and good will OR full BAB and good fortitude. You may scoff, and say give me the full casting any day, but the second gimmick might cause you to think twice. I have devised no less than eleven spell lists, each of which represents one of the elements the nation of Estalia has divided their magic into. The spells, overall, are themed nukes with the occasional buff and utility thrown in.

These spells are what I need assistance with. The relevant class is in the spoiler tag, though it is very much a WiP at the moment.

The Estalian Mage

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+2|
+0|Weapon Focus, Arcane Discharge|3

2nd|
+1|
+0|
+3|
+0|Infuse Blade|4

3rd|
+2|
+1|
+3|
+1||5

4th|
+3|
+1|
+4|
+1|First Step towards Greatness|6/3

5th|
+3|
+1|
+4|
+1|Bonus Feat|6/4

6th|
+4|
+2|
+5|
+2|The Blade Follows Through (1/day)|6/5/3

7th|
+5|
+2|
+5|
+2||6/6/4

8th|
+6|
+2|
+6|
+2|Second Step towards Greatness|6/6/5/3

9th|
+6|
+3|
+6|
+3||6/6/6/4

10th|
+7/+2|
+3|
+7|
+3|Bonus Feat|6/6/6/5/3

11th|
+8/+3|
+3|
+7|
+3|The Blade Follows Through 2/day|6/6/6/6/4

12th|
+9/+4|
+4|
+8|
+4||6/6/6/6/5/3

13th|
+9/+4|
+4|
+8|
+4|Third Step Towards Greatness|6/6/6/6/6/4

14th|
+10/+5|
+4|
+9|
+4|Infused Flurry (1/day)|6/6/6/6/6/6/5/3

15th|
+11/+6/+1|
+5|
+9|
+5||6/6/6/6/6/6/4

16th|
+12/+7/+2|
+5|
+10|
+5|The Blade Follows Through (3/day)|6/6/6/6/6/6/5/3

17th|
+12/+7/+2|
+5|
+10|
+5|Greatness at Hand|6/6/6/6/6/6/6/4

18th|
+13/+8/+3|
+6|
+11|
+6|Bonus Feat|6/6/6/6/6/6/6/5/3

19th|
+14/+9/+4|
+6|
+11|
+6|Infused Flurry (3/day)|6/6/6/6/6/6/6/6/4

20th|
+15/+10/+5|
+6|
+12|
+6|Stroke of Ending|6/6/6/6/6/6/6/6/6[/table]

Hit Dice: d8
Skill Points: 4+Int (x4 at 1st level)
Class Skills: (Working on that)

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 for purposes of spell availability.

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.

Weapon Focus: 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.

Infuse Blade: An Estalian Mage of second level or higher may store a spell of up to her second highest 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 weather 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: 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 Flurry:
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 Flurry, 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:
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 force damage.

The problem is mostly that I can't balance the spell lists against each other. Primarily, I find that I dug up more spells fitting certain themes than others. The biggest failures were with Metal (only 70 spells, and that's after adding certain sonic and protection effects) and Flora (was originally just Wood, but I had to include all Plants). Current spells are drawn from PHB and the Spell Compendium, which saved my life. I may have a few from Oriental Adventures, too. Each spell list is self-contained below with the some scant details.

For a penalty, Mages could choose second, or even third elements. Wielding two elements reduces your level by one for purposes of maximum level of spell known, and your highest level slots must be all primary. Wielding three reduces highest level by two, and your highest slot must be primary, and your second highest cannot include the tertiary. I know its confusing, I'll probably edit it soon or omit it for now. This would give them more versatility and a more balanced spell list, but also cut down on optimization.

I would like to get the totals within ten spells of each other and balance out the numbers available per level. It would be a lot easier to knock spells off and move them around than add them. I am going to be continually pruning this, but I'd really appreciate and apply advice from people a little bit more experienced.

I know its a lot of material so I don't expect anyone to go through it all. Any feedback, even if its just skimming one element list and giving thoughts on the core class as is would be appreciated. Any submissions for the lists would be also thanked, especially for the thin ones (Fire, Flora, Illumination, and Metal), so long as the source is provided.

Air (Approximately 109 total spells.)

1 (13) 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
2 (15) 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
3 (20) 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
4 (16) 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
5 (12) 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
6 (11) Dance of the Unicorn, Chain Lightning, Wind Walk, Blood Sirocco, Cloud-Walkers, Cold Fire, Mass Fly, Freezing Fog, Ice Axe, Moonbow, Summon Greater Elemental
7 (8) Control Weather, Freezing Sphere, Polar Ray, Acid Storm, Energy Immunity (Electricity), Miasma, Storm Tower, Stun Ray
8 (7) Cloud Chariot, Acid Fog, Greater Shout, Whirlwind, Ice Claw, Lightning Ring, Stormrage
9 (7) Elemental Swarm (Air Elementals Only), Incendiary Cloud, Storm of Vengeance, Wail of the Banshee, Field of Icy Razors, Summon Elemental Monolith, Greater Whirlwind

Metal (Again, only 72 total spells)

(12) 1 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
(18) 2 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
(13) 3 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
(11) 4 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
(4) 5 Metal Skin, Disrupting Weapon, Cursed Blade, Lesser Ironguard
(5) 6 Ironwood, Wall of Iron, Blade Barrier, Howling Chain, Wall of Gears, Animate Objects, Sympathetic Vibrations
(5) 7 Decapitating Chain, Forcecage, Mage's Sword, Body of War, Ironguard
(2) 8 Iron Body, Repel Metal
(2) 9 Meteor Swarm, Wail of the Banshee

Flora (78 total spells)


(12) 1 Accuracy (Wooden weapons only), Animate Wood, Backbiter, Wood Burst, Entangle, Shillelagh, Branch to Branch, Vine Strike, Camoflauge, Detect Plants, Goodberry, Pass Without Trace
(13) 2 Protection from Arrows, Tree Shape, Warp Wood, Wood Shape, Brambles, Briar Web, Easy Trail, Hunter's Mercy, Splinterbolt, Weapon Shift, Mass Camoflauge, Kelpstrand, Barkskin
(15) 3 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,
(8) 4 Passwall (Wood Only), Arrow Storm, Jaws of the Wolf, Poison Vines, Junglerazer, Command Plants, Antiplant Shell,, Freedom of Movement
(12) 5 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)
(7) 6 Ironwood, Liveoak, Repel Wood, Spellstaff, Wooden Blight, Enveloping Cocoon, Transport Via Plants
(4) 7 Changestaff, Fire Seeds, Transmute Metal to Wood, Animate Plants
(4) 8 Forest Child, Deadfall, Unyielding Roots, Control Plants
(3) 9 Shambler, Cocoon, Shadow Landscape

Mind (A very large 111 total spells)
(14) 1 Bane, Cause Fear, Charm Person, Command, Remove Fear, Sleep, Incite, Inhibit, Instant Search, Launch Item, Phantom Threat, Scatterspray, Shock and Awe, Slide
(23) 2 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
(17) 3 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
(12) 4 Detect Curse, Greater Command, Confusion, Detect Scrying, Discern Lies, Fear, Glibness, Good Hope, Phantasmal Killer, Remove Curse, Bolts of Bedevilement, Sensory Deprivation
(10) 5 Advice, Aiming at the Target, Possess, Dominate Person, Dream, Feeblemind, Mind Fog, Nightmare, Telepathic Bond, Symbol of Spell Loss
(10) 6 Force Shapechange, Greater Heroism, Modify Memory, Mass Suggestion, Symbol of Fear, Symbol of Persuasion, Telekinesis, Aura of Terror, Imperious Glare, Phantasmal Disorientation
(11) 7 Geas, Mass Hold Person, Insanity, Repulsion, Symbol of Stunning, Brain Spider, Dream Casting, Hiss of Sleep, Probe Thoughts, Solipsism, Symphonic Nightmare
(7) 8 Mind Blank, Power Word Stun, Symbol of Insanity, Telekinetic Sphere, Maddening Scream, Maddening Whispers, True Domination
(7) 9 Antipathy, Sympathy, Weird, Greater Cloak of Bravery, Monstrous Thrall, Programmed Amnesia, Wrathful Castigation

Fire (Surprisingly the biggest failure, with only 71 spells and a SINGLE 8th level spell.)

(13) 1 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
(13) 2 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
(14) 3 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
(8) 4 Flame Strike, Wall of Fire, Blast of Flame, Blistering Radiance, Explosive Cascade, Fire Stride, Flame Whips, Orb of Fire
(7) 5 Circle of Flame, Fiery Breath, Fire Shield, Burning Blood, Inferno, Murderous Mist, Shroud of Flame
(7) 6 Blood of Fire, Fires of Purity, Fire Seeds, Masss Fire Shield, Fire Spiders, Summon Greater Elemental
(3) 7 Delayed Blast Fireball, Fire Storm, Emerald Flame Fist
(1) 8 Incendiary Cloud
(5) 9 Internal Fire, Elemental Swarm (Fire Elementals Only), Meteor Swarm, Summon Elemental Monolith, Transmute Rock to Lava

Water (105)

(14) 1 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
(16) 2 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
(18) 3 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
(13) 4 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
(11) 5 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
(12) 6 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
(9) 7 Acid Fog, Animate Snow, Blood to Water, Freezing Fog, Ice Claw, Slime Wave, Submerge Ship, Swamp Lung, Waterspout
(6) 8 Cloud Chariot, Horrid Wilting, Polar Ray, Field of Icy Razors, Maelstrom, Red Tide
(6) 9 Elemental Swarm (Water Elementals Only), Storm of Vengeance, Mass Drown, Obedient Avalanche, Summon Elemental Monolith, Tsunami


Body (A massive 135)

(22) 1 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
(21) 2 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
(22) 3 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
(17) 4 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
(17) 5 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
(11) 6 Metal Skin, Heal, Transformation, Dire Hunger, Fleshshiver, Stalwart Pact, Stone Body, Synostodweomer, Tortoise Shell, Vigorous Circle, Wither Limb
(8) 7 Giant Size, Regenerate, Greater Restoration, Resurrection, Symbol of Weakness, Waves of Exhaustion, Renewal Pact, Mass Restoration
(9) 8 Body outside Body, Minute Form, Iron Body, Stone to Flesh, Temporal Stasis, Arrow of Bone, Avasculate, Bite of the King, Scourge, Withering Palm
(8) 9 Clone, Mass Heal, Implosion, Time Stop, True Resurrection, Avascular Mass, Cast in Stone, Heart of Stone, Wrathful Castigation


Earth (91 spells, sounds about ideal)

(10) 1 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
(11) 2 Create Spring, Protection from Acid, Soften Earth and Stone, Burrow, Earth Lock, Earthbind, Earthfast, Gembomb, Mountain Stance, Saltray
(14) 3 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
(13) 4 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
(11) 5 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
(11) 6 Flesh to Stone, Move Earth, Stone to Flesh, Gemjump, Ice Flowers, Ooze Puppet, Sarcophagus of Stone, Stonehold, Summon Greater Elemental, Tunnel Swallow
(7) 7 Earthquake, Reverse Gravity. Statue, Aspect of the Earth Hunter, Master Earth, Maw of Stone, Slime Wave, Stone Spiders
(6) 8 Iron Body, Repel Stone, Sympathetic Vibration, Bombardment, Excavate, Heart of Stone
(8) 9 Elemental Swarm (Earth Elementals Only), Imprisonment, Meteor Swarm, Cast in Stone, Shadow Landscape, Summon Elemental Monolith, Transmute Rock to Lava, Undermaster


Illumination (75)

(10) 1 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
(14) 2 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
(13) 3 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
(9) 4 Creeping Darkness, Call Lightning, Rainbow Pattern, Armor of Darkness, Blistering Radiance, Mass Darkvision, Moon Bolt, Shadow Well, Shadowblast
(9) 5 Shadow Conjuration, Bloodstar, Crawling Darkness, Darkbolt, Doomtide, Lucent Lance, Moon Path, Prismatic Ray, Shadow Form, Shadow Hand
(6) 6 Shadow Evocation, Shadow Walk, Anger of the Noonday Sun, Brilliant Blade, Ray of Light, Shadow Form, Shadowy Grappler
(5) 7 Prismatic Spray, Greater Shadow Conjuration, Sunbeam, Rejuvenating Light, Brilliant Aura, Prismatic Eye
(5) 8 Prismatic Wall, Scintillating Pattern, Greater Shadow Evocation, Sunburst, Emerald Flame Fist
(4) 9 Prismatic Sphere, Shades, Moonfire, Shadow Landscape


Fauna (102, a lot of overlap with Body)

(18) 1 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
(24) 2 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
(17) 3 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
(12) 4 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
(11) 5 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
(7) 6 Awaken (Animals only), Summon Nature's Ally VI (Animals Only), Aspect of the Earth Hunter, Bite of the Werebear, Spider Plague, Tortois Shell
(5) 7 Animal Shapes, Creeping Doom, Summon Nature's Ally VII (Animals Only), Cocoon, Dinosaur Stampede
(3) 8 Summon Nature's Ally VIII (Animals Only), Lion's Roar, Phantom Wolf
(5) 9 Shapechange (Animals Only), Summon Nature's Ally IX (Animals Only), Nature's Avatar, Phantom Bear, Spidershapes

Void (103, Many magekiller and anti-material effects. Pretty much what the name implies. Relatively thin at low levels.)

(9) 1 Chill Touch, Deathwatch, Doom, Erase, Hide from Undead, Ray of Enfeeblement, Chill of the Grave, Dispel Ward, Golem Strike, Grave Strike, Spirit Worm
(8) 2 Blindness/Deafness, Protection from Energy, Execration, Infernal Wound, Protection from Positive Energy, Scale Weakening, Spawn Screen, Lesser Spell Immunity
(13) 3 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
(14) 4 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
(15) 5 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
(11) 6 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
(14) 7 Destruction, Finger of Death, Waves of Exhaustion, Antimagic Ray, Arrow of Bone, Barghest's Feast, Greater Consumptive Field, Death Dragon, Dirge, Energy Ebb, Final Rebuke, Scourge, Mass Spell Resistance, Withering Palm
(8) 8 Antipathy, Protection from Spells, Greater Spell Immunity, Symbol of Death, Trap the Soul, Sympathetic Vibration, Blackfire, Wall of Greater Dispel Magic
(11) 9 Energy Drain, Freedom, Implosion, Mage's Disjunction, Soul Bind, Temporal Stasis, Black Blade of Disaster, Magic Miasma, Reaving Dispel, Sphere of Ultimate Destruction, Unbinding

Ursus the Grim
2011-06-27, 09:14 PM
Two weeks with no comment? I thought it would be more readable now that its been trimmed down and simplified.

SiuiS
2011-07-03, 10:08 PM
I didn't and haven't ever built such a character. I stole those straight from a Gish Handbook and they were two of the more tame examples of gish PrC builds.

I posted them, along with my encouragement, because Ursus stated that he originally was attempting to create a base class that would be comparable to such gish builds without all of the complicated multiclassing and hassle. I think that's an interesting and commendable goal.

That's why I suggested some numerical guidelines; 5/15, 10/10 and 15/5. It's not optimized, but it is solid.

I also think the purpose of the Estalian Mage is book-keeping ease, with a touch of mystery. A player can fight several combat oriented EM's, come across another with a casting bent, and be surprised. That's always awesome.

If this works out well, I'm 'borrowing' it for my elves. I don't like the duskblade.



I would like to add, though, that the idea of having an 'element' you keep to is very flavourful, and I like it a lot. I don't have anything aesthetically against the class; it's quite pretty, both in design and possible flavour/backstory options. But it's too powerful for conventional play, and not powerful enough for powerplay.

Agreed, on the elements. I love the description in the OP; beautiful characterization. I haven't checked it for balance yet though, because...


Two weeks with no comment? I thought it would be more readable now that its been trimmed down and simplified.

I couldn't find ya! I went looking, and the Estalian Mage was nowhere to be found. So I'm posting to make it easier to locate in the future, if I ever get search working again. I'll give it a look-see sometime tonight, I hope.

EDIT: is there any theme to the spell lists? Other than elements, I mean. Because if so, you could borrow spells with the right mechanic, and justuange heir descriptors. Hold person being an ice spell, for example, or swapping out acid for electricity on a lightning bolt.
Also, where are some of those spells from? I haven't read OA in a while, but lizards scales specifically, threw me for a loop.

Ursus the Grim
2011-07-04, 08:28 AM
I couldn't find ya! I went looking, and the Estalian Mage was nowhere to be found. So I'm posting to make it easier to locate in the future, if I ever get search working again. I'll give it a look-see sometime tonight, I hope.

EDIT: is there any theme to the spell lists? Other than elements, I mean. Because if so, you could borrow spells with the right mechanic, and justuange heir descriptors. Hold person being an ice spell, for example, or swapping out acid for electricity on a lightning bolt.
Also, where are some of those spells from? I haven't read OA in a while, but lizards scales specifically, threw me for a loop.

Well, I certainly appreciate the effort. I have a habit of leaving homebrews unfinished because I can't get it fine-tuned before I get distracted and start another.

Nope, the main theme is elemental. The exception is Void, who have a tendency to negate things. Spells, attacks, matter, etc. Light also includes color, of course, ala Prismatic effects. Refluffing the spells to change up descriptors would be a handful if I try it for every spell, and I'd have to go through the books again to pick out spells. That took forever originally, but I'll keep it in mind.

If the spells aren't from PHB, they're probably from Spell Compendium. If they aren't from SC, they should be from OA. If they're not in OA, I should be psychologically evaluated.

Ursus the Grim
2011-09-08, 06:45 PM
It was suggested to me that I try to playtest this at a variety of levels to see how it stacks up. I plan to, over the next week or so, build and playtest it versus a Fighter and Sorceror (Tier 5 and 2, respectively). As this is a combat class, I figured testing it against a combat-focused representative from both the melee and caster groups should give a decent feel for how it stacks up. I am not the most intelligent person in the world, so there will undoubtedly be some errors, but I thought it would be interesting to post some information as to how it works out.

Some basic rules I set for myself.
Standard WBL, limit of 1/3 on a single item.
Higher Initiative modifier goes first. If there is a tie, choose one and allow the other the advantage the next time.
Assume average results on damage rolls.
When something has a 40-60% chance of success, allow it the first time, fail it the second.
5x cost on single-use items
Omit items that were not used from the results.
Each was aware of their opponent when generating.
Each is human.
Combatants begin 30 feet from each other on a flat, infinite plane.

That being said, here are the first level characters.
Kaevrel Lenarti, Level 1 Estalian Mage (Following his Heart)
Ability Scores 14/13/15/8/10/12
Relevant Possessions Greatsword, MW Chain Shirt
Feats Improved Initiative, Endurance, WF (Greatsword)(B)

Kaiser Wilhelm, Level 1 Fighter
Ability Scores 14/13/15/10/12/8
Relevant Possessions Greatsword, MW Chainmail
Feats Iron Will, Lightning Reflexes, WF (Greatsword)(B)

Sardonic, Level 1 Sorceror
Ability Scores 8/14/13/10/13/15
Relevant Possessions Spear
Feats Toughness, Improved Initiative
Spells Known [Ray of Frost, Acid Splash, Daze, Light][Expeditious Retreat, Ray of Enfeeblement]

Test 1
Estalian Mage vs Fighter
EM wins initiative, moves 30 feet backwards. Can't draw with move due to Bab +0. Casts Acid Splash. Hits for 2 damage.
F, wearing Medium Armor, can't charge far enough. Takes a full-round action to run and move adjacent to EM.
EM moves 30 feet backwards, misses this time with Ray of Frost.
F charges, deals 10 damage.
EM is now at 0 hp. Its over. If he 5-ft backwards and used a potion of CLW, he would only be at 6 hp and it would be F turn again. Its unlikely that he'd deal enough to take out F with one hit. Even if F were to miss his next attack, EM would only get one hit in before F hit again, dropping EM.

F wins.

Thoughts. This isn't surprising, given the level. The EM, like most low-level Casters, doesn't have enough firepower to bring down the Fighter or even level the field before the fighter comes in and seriously messes him up. I suspect in a few levels, there will be a sweet spot where the spells can debuff the Fighter or buff the Estalian Mage to make it a fair fight, or even one favoring the Mage. This could also be done by hurting the Fighter enough to only require a hit or two to take down in melee. I suspect that this will come by level 5. Not that bad, considering where I was aiming for with this character.

Test 2
Estalian Mage vs Sorceror
Sorceror, having higher Dex, wins Initiative. Casts Expeditious Retreat and moves 35 feet back, bringing a 65 foot gap between thet wo.
EM Runs in, getting adjacent. (Seem familiar?)

S moves to 30 feet away, casts Ray of Enfeeblement, deals 4 str damage.
F charges, swings with +3 vs AC 12. Deals 7 damage, dropping S to 0.
S essentially loses here. Can't hit hard enough with the spear, no good threatened spells.

EM wins.

Thoughts. Well, this was a huge mistake on my part. See, I was clever enough to use Expeditious Retreat but I completely forgot about the range on Ray of Enfeeblement. The idea was to use RoE to debuff the EM, then a few potions to buff the Sorc before he waltzed in and pwned him. Had I instead chosen Magic Missile or another long-range spell, the Sorc would have won in, methinks two or three rounds thanks to his speed advantage.

Elfstone
2011-09-09, 03:31 PM
Hrrmm... I like the class revised, although perhaps 7th level spells would be okay. I dislike dead levels, so I would say ad some thematic ability, different for each element, to fill at least some of those. Other than that its fairly decent.

TravelLog
2011-09-09, 03:57 PM
I also think 7th level spells might be appropriate. You alternatively might add a dual-type arrangement where you can go more varied for lower levels or more specialized granting access to 7th/8th level spells.

Ursus the Grim
2011-09-09, 10:32 PM
Hrrmm... I like the class revised, although perhaps 7th level spells would be okay. I dislike dead levels, so I would say ad some thematic ability, different for each element, to fill at least some of those. Other than that its fairly decent.

I dislike dead levels too, but I'd have to give careful thought to coming up with abilities to replace them.


I also think 7th level spells might be appropriate. You alternatively might add a dual-type arrangement where you can go more varied for lower levels or more specialized granting access to 7th/8th level spells.

There is an option to pick up secondary elements near the end of the spells description.

I am concerned that bumping up the spell list to allow 7th level spells would knock this one squarely into Tier 2 range, something I was hoping to avoid. Level 6 spells are fairly potent enough, especially considered with being able to survive in melee.

It would also require me to go back through Spell Compendium page by page and hunt for new ideas.:smallbiggrin:

Hazzardevil
2011-10-02, 02:31 PM
I like the concept of the class, but I have a question, do you suffer ASF in armour? You might want to say if you do.

Ursus the Grim
2011-10-02, 08:42 PM
I like the concept of the class, but I have a question, do you suffer ASF in armour? You might want to say if you do.

A good question. In a word, no.

I didn't want ASF to come into play when the class is oriented around a balanced approach. I didn't think this was a big deal given its relatively light armor options. I didn't think about what would happen with, say, a one level dip in fighter.

That being said, I think imposing an ASF would encourage a player to focus too much on pumping the spells and staying at a distance, which is not really how I mean the class to be presented.

BlackestOfMages
2011-10-03, 08:58 AM
maybe just ignore asf when in light armour and casting spells purely from the class? it means ASF dosen't do much to this class, but you can't 1 level dip then go for something else to ignore the failure

Hazzardevil
2011-10-03, 01:05 PM
A good question. In a word, no.

I didn't want ASF to come into play when the class is oriented around a balanced approach. I didn't think this was a big deal given its relatively light armor options. I didn't think about what would happen with, say, a one level dip in fighter.

That being said, I think imposing an ASF would encourage a player to focus too much on pumping the spells and staying at a distance, which is not really how I mean the class to be presented.

I think we are thinking of different ASF's.
I'm talking about the kind that a wizard wearing armour will get.
I was just asking if the character would be able to wear a chain shirt without taking arcane spell failure, like many gish classes can, such as bard or duskblade.

Ursus the Grim
2011-11-08, 09:30 PM
Somehow failed to reply to these. Sorry. I don't blame you if I never earn your forgiveness.


maybe just ignore asf when in light armour and casting spells purely from the class? it means ASF dosen't do much to this class, but you can't 1 level dip then go for something else to ignore the failure

Maybe. I'll specify that.


I think we are thinking of different ASF's.
I'm talking about the kind that a wizard wearing armour will get.
I was just asking if the character would be able to wear a chain shirt without taking arcane spell failure, like many gish classes can, such as bard or duskblade.

This is what I intended. I'm not sure (still) where I implied otherwise.