Quellian-dyrae
2011-06-13, 04:00 PM
Design Notes and Goals:
The primary purpose of this class is to provide the flexibility and power of full spellcasting in a somewhat more balanced package. This class is not a direct nerf to magic users. Indeed, it strengthens several of the areas where traditional spellcasters are weak, while bringing down their most powerful capabilities and reducing their ability to ignore what are supposed to be their hindrances. I'm aiming in the area of tier three, but I'm also perfectly comfortable with the idea that this class might be toeing the line of tier two, since it draws inspiration from classes like the beguiler but is significantly more flexible. The way I envision how the major differences between it and more traditional casters balance out is as follows:
More Spells, Less Options: Probably the biggest difference between this class and the traditional ones is that is has a spells known system similar to the beguiler, warmage, and dread necromancer, but allowing the player to pick from certain groups of spells to build its spell list. As a result, a high-level mage could be able to do several things - say blast, heal, buff, divine, transport, and summon - and could do so in a variety of ways through all levels. However, it wouldn't have any access to spells of other types, such as debuffing, battlefield control, and protection. Additionally, several major classes of spells are divided up into multiple groups. For instance, there's a separate set of spells for offensive and general buffs, defensive buffs, and self-only buffs. And then a fourth for those defend-against-certain-thing spells. In other words, you can't just grab Haste and Slow and still be able to pick whatever other spells you want. When you get Haste, you also get a bunch of other ally augments, but it's giving up one of your spell groups. My main question in this area is if the number of Circles available to the mage and the rate of acquisition is high and fast enough, or if I should tone the number down or boost it a bit (although I expect if it needs to be tweaked, it would be down rather than up).
More Basics, Less High Level Casting: This class has several things that improves its basic capabilities. Although its chassis is pretty pathetic, it has some options for frequent-use powers that give it some good spell-saving baseline options in a battle. It can also cast certain spells more freely as it levels, and gains limited amount of per-encounter spell power. Most importantly, it uses a spell-point style system that weights high-level spells more heavily. As a result, even a low-level mage can cast substantially more first level spells over the course of the day. At high levels, the mage can expect to be able to get quite a bit of mileage if it sticks to its less powerful spells and makes good use of its other abilities. However, casting a normal wizard's daily allotment of high-level spells will run it almost completely dry. Where a normal 20th level wizard could cast four ninth level spells and still have 4-6 eighth, seventh, sixth, and so on available (and probably a ninth or two still in its pocket, at that), a 20th level mage casting four ninth level spells would be pretty much restricted to low level spells for the rest of the day. Overall, the mage gets a lot more for casting less powerful spells and using its abilities, with the high level spells being substantially less energy-efficient, and best for use when you really need to bring a lot of power to bear right now. I'm wondering here if the powers and easier low-level casting give a bit too solid of a foundation with high-level spells as a fallback, and if the Energy acquisition and cost is too much or too little.
More Multiclassing, Less Prestige: There are several tweaks to how this class works that make it more multiclassing-friendly, the primary one being that the mage determines its highest level spell based on character level, rather than class level advances its higher level spells (albeit more slowly) even with non-mage levels, and the mage gets a bit of ability score swapping when multiclassing to reduce MAD. However, the mage gets new Circles and more Energy based on its class level, and casting-advancing prestige classes only advance Energy. Plus, the mage has some actual class features, including more powers, bonus feats, and signature spells. As a result, multiclassing out means you have fewer options, and can't cast nearly as many spells, so it's a viable option, but not a never-do-it or always-do-it (depending on if the class you choose has +1 level of casting every level). The thing I'm a bit concerned about here is making sure that multiclassing is a fair option to meet a concept, without a small dip in mage being way too good.
More Optimization, Less Game Breaking: I'm hardly the strongest optimizer on these boards, but I'm not bad at it by any means, and I've paid attention to all the spells that get touted as the major game breakers. So when I wrote up the Circles, I made it a point to avoid useless or broken spells, or grab the good ones. Sure, there are some weaker spells in there; I wanted each spell level of each Circle to have at least two spells, and aimed for three, so the theory was that a weak or situational spell was still better than nothing. Several of the major problems (polymorphing and calling in particular) were revised as Major Powers (of which characters only get one) rather than spells, and rebalanced as well, so you won't have someone who, say, can shapeshift into a solar while gating in a solar (that can, itself, gate in other solars). I also allowed a few options for different spells for certain Circles when the same spell level had thematically similar spells. Of course, with only three spells per spell level per Circle to work with, a lot didn't make the cut, so if there are any gems that got passed over for less useful spells, or any spells in there that are still wildly unbalanced, that would be good to know. I do also admit to having had to make a few stretches to fill quota (especially at the higher levels), so if anything really looks like it doesn't fit, or should be moved, let me know that too. As an aside, I drew primarily from the SRD and Spell Compendium, so some problem spells like Love's Pain, Shivering Touch, and the Celerity line also didn't even get the chance. Although, I tell ya, I had to break out psionics, throw in (higher-level and nerfed) Greater Shadow Conjuration/Evocation, and create a couple custom spells for the highest-level divination and illusion Circles, three things I really didn't want to do. Interesting trivia fact: there are very few high-level divinations and illusions that actually get you information or trick people.
Anyway, those are the aims and plans, and the things I'm still unsure on. Any thoughts, critiques, and suggestions greatly appreciated!
HD: d4.
Skills: Concentration, Craft, Decipher Script, Knowledge (Arcana, Religion, Nature, Planes), Profession, Spellcraft, Use Magic Device (and see Spellcasting).
Skill Points: 2.
Proficiencies: Simple Weapons, No Armor, No Shields.
The Mage
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|
+0|
+0|
+0|
+2|Spellcasting, First Circles (2), First Power.
2nd|
+1|
+0|
+0|
+3|First Favored Circle.
3rd|
+1|
+1|
+1|
+3|Third Circle.
4th|
+2|
+1|
+1|
+4|Bonus Feat.
5th|
+2|
+1|
+1|
+4|First Signature Spell.
6th|
+3|
+2|
+2|
+5|Fourth Circle.
7th|
+3|
+2|
+2|
+5|Second Favored Circle.
8th|
+4|
+2|
+2|
+6|Bonus Feat.
9th|
+4|
+3|
+3|
+6|Second Power.
10th|
+5|
+3|
+3|
+7|Fifth Circle.
11th|
+5|
+3|
+3|
+7|Greater Power.
12th|
+6|
+4|
+4|
+8|Bonus Feat.
13th|
+6|
+4|
+4|
+8|Second Signature Spell.
14th|
+7|
+4|
+4|
+9|Improved Signature Spell (First).
15th|
+7|
+5|
+5|
+9|Sixth Circle.
16th|
+8|
+5|
+5|
+10|Bonus Feat.
17th|
+8|
+5|
+5|
+10|Third Power.
18th|
+9|
+6|
+6|
+11|Third Favored Circle.
19th|
+9|
+6|
+6|
+11|Improved Signature Spell (Second).
20th|
+10|
+6|
+6|
+12|Bonus Feat, Circle Master.[/table]
Spellcasting: The primary ability of mages is their ability to cast spells. Mage spellcasting has several differences from normal spellcasting classes.
Casting Score: At first level, a mage chooses Intelligence, Wisdom, or Charisma as its casting ability. The appropriate ability modifier is referred to as its casting modifier. The mage's casting score determines several aspects of the mage's spells and abilities. A mage must have a casting score of at least 10 + the spell level to cast spells of a given level. The save DC for a mage's spells is equal to 10 + the spell level + the mage's casting modifier. A multiclassed mage may elect to substitute its casting score for any mental ability score used in calculations of class features of the mage's other classes (for example, a Cha-based mage/monk could use Charisma rather than Wisdom when determining its AC bonus).
The mage's choice of its casting ability also determines the mage's additional class skills:
Intelligence: Knowledge (all), Search.
Wisdom: Heal, Listen, Sense Motive, Spot, Survival.
Charisma: Bluff, Diplomacy, Intimidate, Perform.
Circles: A mage's spell list is determined by its Circles. Mages may cast all spells on their spell list spontaneously. The maximum spell level a mage is able to cast is based on its mage level - mages can cast spells of a spell level no higher than half its class level, rounded up. Levels in prestige classes that add +1 level to casting add directly to the mage's level to determine maximum spell level. Levels in other classes (or prestige class levels that don't advance casting) add +1 effective mage level per two class levels - as the mage's personal power grows, it becomes better able to command more advanced forces, even if its personal study of magic has lapsed.
Energy: Mages do not draw from a certain number of discrete spells per day. Rather, all mages have a pool of Energy, which they spend to cast spells. Energy is provided based on the mage's class level, so while a multiclassed mage can still cast higher level spells, it cannot cast as many, and a character with only a few levels of mage might not have enough Energy to power its highest level spells. A mage's Energy is equal to its class level times (5 + its casting modifier). Changes to casting modifier do not provide additional Energy, unless the change lasts for at least 24 hours. Prestige classes that advance casting provide additional Energy (and of course, continue to increase maximum spell level since they increse character level), but do not provide any other benefits of mage class levels, such as new Circles, bonus feats, powers, and signature spells.
A mage's Energy refreshes after a full night's rest. Additionally, at the start of any dangerous or important encounter, a mage gains a pool of temporary Energy equal to its class level plus its casting modifier, as the adrenaline of the encounter allows the mage to tap into deeper reserves of power. This pool resets to 0 at the end of the encounter, and any spells cast using this pool end when it resets, even if their durations have not yet lapsed.
The Energy cost of spells varies by spell level as follows:
Level 1: 1 Energy.
Level 2: 3 Energy.
Level 3: 6 Energy.
Level 4: 10 Energy.
Level 5: 15 Energy.
Level 6: 21 Energy.
Level 7: 28 Energy.
Level 8: 36 Energy.
Level 9: 45 Energy.
Metamagic: Mages may apply metamagic feats to their spells spontaneously, simply by increasing the Energy cost to that of the appropriate spell level. There is no increase in casting time. Mages get a reduced benefit from many effects that simplify metamagic feats. Any ability that reduces the cost of a metamagic feat can only apply once to any given spell, and no single metamagic feat applied may benefit from more than one such effect. Additionally, any ability that automatically adds a metamagic feat to a spell may only do so if the normal spell level modifier for the feat would not bring the spell above the mage's highest available spell level.
Armor: Mages suffer a chance of spellcasting failure for wearing any armor they are not proficient with.
Cantrips: A mage may select a number of 0-level spells from the Wizard, Cleric, Druid, or Bard spell lists equal to 3 + its Intelligence modifier. It may cast these spells once at will as a swift action. The Cure Minor Wounds spell cannot be used on targets with current hit points higher than the mage's character level.
Surging: A mage may improve lower-level spells by spending additional Energy on them, although generally not quite as much as casting a higher-level spell. This is referred to as surging. Each point of a surge costs an amount of Energy equal to the level of the spell being cast, and a spell cannot have a higher surge value than the mage's highest available spell level minus the level of the spell being cast. For example, an 11th level mage could add a surge value no higher than 3 to a third level spell.
For each point of the surge value, the spell's save DC (if any) increases by 1. This does not stack with the Heighten Spell feat. For each two points of the surge value, any caps on effects of the spell determined by caster level allow a caster level five higher. For example, a Fireball spell with a two point surge would cost 12 Energy (rather than 6), have a DC of 15 + casting modifier (rather than 13+mod), and deal a maximum of fifteen dice of damage, rather than ten.
Energy Burn: A mage is able to cast its spells despite low energy cost or a lack of components, but doing so is damaging to the mage's body. A mage may accept energy burn when casting spells to reduce the spell's cost. Each point of energy burn causes a one-point reduction in the mage's current and maximum hit points. The mage's maximum hit points recover with natural rest only. Each point of energy burn can lower the Energy cost of a spell by 1. A point of energy burn can also substitute for up to 5 gold or 1 XP per character level in component or XP costs (for casting spells, not for crafting magic items). A mage can sustain enough energy burn to incapacitate or kill itself. Worse, a mage who reduces its maximum hit points to -10 with energy burn not only dies, but cannot ever return to life. A mage can sustain more energy burn than would kill it (if it is already injured, for example), but may not sustain more than would bring its maximum hit points to -10.
Circles: Mage spells are divided into several Circles, each of which contains two or three spells per spell level. A first level mage selects two Circles, adding the spells of those Circles to its class spell list. At third, sixth, tenth, and fifteenth level, the mage selects an additional Circle.
Power: Mages are a diverse lot, and not just because of their differing spell lists. At first level, a mage selects a Power, some natural or supernatural capability that it acquires as a result of its specific training or spellcasting style. The mage may select another Power at ninth level and a third at seventeenth level.
Autosurge: The mage has deep reserves of power that strengthens its weaker spells. Every spell the mage casts automatically receives its maximum possible surge value, with no increase in energy cost. This is a Supernatural ability, unlike most Greater Powers.
Animal Companion: The mage gains an animal companion as a Pathfinder druid. Additionally, if the mage would gain a familiar (such as with the Acquire Familiar feat) it may instead add the familiar's special abilities and Intelligence to its animal companion.
Combat Training: The mage gains the Average BAB rating, a good Fortitude save (its choice), a d8 HD, and proficiency with one martial weapon, heavy armor and shields.
Energy Bolt (Sp): At will as a standard action, the mage can unleash a bolt of arcane energy as a ranged touch attack with Medium range, dealing 1d6 points of damage per two class levels, plus additional damage equal to the mage's casting modifier. The mage can choose the form of energy the bolt takes when it gains this power, selecting from the following list:
Fire: The energy bolt deals one additional point of damage per die.
Cold: The target of the energy bolt is Fatigued for one round.
Electricity: The target of the energy bolt is Entangled for one round.
Acid: The energy bolt deals additional damage next round equal to the number of dice rolled.
Sonic: The target of the energy bolt is Deafened for one round.
Force: The energy bolt can affect incorporeal creatures without a miss chance.
Positive: The energy bolt deals double damage to the undead (it still deals normal damage to non-undead creatures; it does not provide healing).
Negative: The energy bolt heals undead rather than damaging them.
Water: The target of the energy bolt is subject to a Trip attempt, with an effective Strength bonus equal to the mage's casting modifier.
Wind: The target of the energy bolt is subject to a Bull Rush attempt, with an effective Strength bonus equal to the mage's casting modifier.
Earth: The energy bolt deals physical Slashing, Piercing, and Bludgeoning damage (subject to DR), and does not allow Spell Resistance.
Light: The target of the energy bolt is dazzled for one minute, but consecutive hits stack the penalty.
Dark: The target of the energy bolt suffers a 20% miss chance for one round.
Holy: The energy bolt deals +2 damage per die against Evil creatures.
Unholy: The energy bolt deals +2 damage per die against Good creatures.
Axiomatic: The energy bolt deals +2 damage per die against Chaotic creatures.
Anarchic: The energy bolt deals +2 damage per die against Lawful creatures.
Psychic: No touch attack is required, but a Will save (DC 10 + 1/2 class level + casting modifier) is allowed to negate the damage. The mage need not have line of effect or line of sight to the target, but the range is reduced to Close.
Mana: If the energy bolt beats a target's Spell Resistance, that target loses its Spell Resistance for one round.
Inspiration: The mage is a beacon of power for its allies. At will as a standard action, the mage can initiate some magical display of power that inspires and strengthens it and its companions. This functions as a bard's Inspire Courage ability, except the mage must spend one Energy per point of the bonus each round to maintain its effects, and may cast spells normally while maintaining it. The effect does not linger when the mage ends maintenance. Additionally, the mage may choose any two descriptors that the save bonus applies to (rather than the default Charm and Fear), and may choose two stats that the bonus applies to from the following list, rather than the default attack and weapon damage rolls: Attack rolls, weapon damage rolls, AC, saving throws (doubled for the two chosen descriptors), DR (two points of DR/- per point of the bonus), Energy Resistance (five points of resistance to Acid, Cold, Electricity, Fire, and Sonic per point of the bonus), speed (+5' speed for all movement modes per point of the bonus), and hit points (five temporary hit points per point of the bonus, which refresh each round). While using this ability, the mage also adds twice the bonus to Intimidate checks.
Mana Shield: The mage can use its magic to protect itself, spending Energy to prevent hit point damage on a point-for-point basis. This does not require an action. Mana Shield cannot be used to reduce the damage of energy burn.
Skill Training: The mage gains a good Reflex save, a d6 HD, proficiency with light armor, six skill points per level (rather than two), and eight additional class skills of its choice.
Soothing Presence: As a swift action, the mage can grant a target within Close range temporary hit points equal to half its casting modifier times the target's level. These temporary hit points cannot exceed the total damage the target has sustained. If the target receives healing, each hit point healed converts two of these temporary hit points into another point of healing (this effect is not recursive). These temporary hit points last for up to five minutes and do not stack.
Turn/Rebuke: The mage may choose a category of creatures from the list of favored enemies available to rangers, which it may either Turn or Rebuke as a cleric Turns or Rebukes undead, but using its casting modifier rather than its Charisma modifier. This ability can be used to power divine feats.
Favored Circles: Starting at second level, the mage chooses one of its Circles to be a Favored Circle. Each Circle has a special ability provided to mages who favor it. The mage may choose another Favored Circle at 7th level, and a third at 18th. Additionally, you may spend a feat to gain an additional Favored Circle.
Bonus Feats: At fourth level, and every four levels thereafter, a mage may choose a bonus Item Creation or Metamagic feat.
Signature Spell: Many mages become known for a favored spell. A fifth level mage can select a spell it knows of third level or lower to be its signature spell. The mage treats the spell as one spell level lower for purposes of determining Energy costs (this also means it has one more level available for metamagic). Additionally, the mage can cast its signature spell at no cost in Energy once per encounter, although it cannot add metamagic feats when doing so. At thirteenth level, the mage can select a second signature spell, which must be sixth level or lower.
Greater Powers: An eleventh level mage has unlocked a more potent special power, which it may choose from the following list. The mage may alternately choose two normal Powers, if it so desires. Unless otherwise stated, all Greater Powers function as spells, and require both Verbal and Somatic components.
Divinatory Query: The mage is able to acquire information through magic. This requires a ten-minute ritual. At the end of the ritual, the mage casts its magic out seeking the information it desires. The mage's player may ask the DM a question of its choice.
Unless specific magic or abilities that can mislead or block divinations is in play, the DM must provide useful information - it cannot be false or misleading. However, the DM does not need to provide the exact information that the mage desires.
In general, divinatory queries should provide hints, tips, clues, plot hooks, and raw data. The DM should never feel obligated to provide the solution to a puzzle or dilemma, a strategy to overcome a challenge, or information that leads to rewards greater than are merited by the effort the characters must put in to acquire them. Likewise, the DM need never directly provide information that is largely unknown in the game world, a closely-guarded secret, or otherwise plot-sensitive.
This is not to say the DM should ever provide useless information. The knowledge gained should always be useful in either helping the characters to learn what they want, or in helping them to formulate their own conclusions or strategies. Likewise, the DM should always endeavor to provide information that is new to the characters, and that they couldn't easily acquire through other means.
In general, broader questions should result in broader answers. "What is the makeup of the enemy army?" should probably receive a response along the lines of "orcs, giants, and demons". On the other hand, "How many orcs are in the warcamp?" is more likely to yield a concrete number.
The same question, or one essentially the same, typically provides the same answer.
While this ability is meant to be a useful information-gathering tool to the mage, it is also offers utility for the DM in driving the story. The DM may always choose to provide more or better information than suggested in the guidelines above, if doing so will improve the story. The above guidelines represent the minimum that the mage should be able to expect for investing in this ability at the expense of other Greater Powers.
At DM discretion, a mage with this ability may also receive periodic visions and omens, even when not using this ability actively.
The mage must possess the Divinatory Revelations or Oracular Perceptions Circle to gain this Greater Power.
Matter Alteration: The mage can conjure or transmute objects. Conjuring objects requires the expenditure of components equal in value to that of the item to be conjured. Transmuting objects is done without components, but an item cannot be turned into another item of greater intrinsic worth. The mage can conjure or transform up to ten pounds of material per level with a full-round action (heavier targets require proportionately more time). Alternately, the mage can use this ability to utilize the Craft skill. Doing so allows the mage to use any material as the base material, so long as it is of equal value to the raw materials required, and multiplies the amount of progress per Craft check by the mage's level. The mage must possess the Area Alteration Circle to gain this Greater Power.
Necromantic Reanimation: The mage can reanimate the dead as skeletons and zombies, as with the Animate Dead spell. The mage can only maintain active control over a total number of HD of undead equal to or less than its casting modifier times its class level. Actively controlled undead can be directed as the mage deems, moving and acting at its will and following whatever strategies the mage assigns. Other undead are passively controlled. Passively controlled undead do not attack the mage, beings controlled by the mage's magic, or beings that the mage chooses to protect (a move action to provide or revoke protection), but will otherwise attack any beings they encounter, chasing them if they flee. As a move action, the mage can halt the undead from attacking, direct them to move forward (they progress in a straight line except as required to circumvent obstacles), have them turn in a new direction, or have them stop moving. The mage can command any or all passively controlled undead at once, but cannot command them more precisely without switching to active control. Additionally, since the passively controlled undead are mindless and awaiting orders, they become dazed for one round any time the mage casts a spell within three-hundred feet of them. The mage can change which undead it is passively or actively controlling with one minute of concentration, during which time all of the mage's undead are considered passively controlled. The mage must possess the Physiological Assault Circle to gain this Greater Power.
Planar Binding: The mage can call powerful outsiders to do its bidding. Calling an outsider requires a ten-minute ritual. This functions as a Planar Binding spell, with the following differences:
There is no limit to the power of creatures that the mage can call, though it can only call a single creature per ritual.
This power does not provide any inherent means to control the outsider. The normal opposed Charisma check has an alternate effect. If the mage succeeds, the outsider takes a -4 penalty on saving throws against the mage's spells, and the mage can banish it with a standard action. If the outsider succeeds, it gains a +4 bonus on saving throws against the mage's spells, and becomes immune to all Charms, Compulsions, and Banishing effects from the mage. This Charisma check cannot be improved by any magic, even enhancement bonuses, but the mage may substitute its casting modifier for its Charisma modifier if it wishes. Unless the mage is powerful enough to be a serious threat to the outsider, or the outsider deems the mage's cause worthy of its action, it usually takes a significant sacrifice, favor, or payment by the mage to enlist the outsider's aid. As a rule, the cost for enlisting an outsider's aid should be equivalent to an encounter with the outsider - for example, a sacrifice of treasure appropriate to an encounter of the outsider's CR, a favor that presents a challenge equal to its CR, the sacrifice of creatures with a combined EL equal to its CR, a sacrifice of XP appropriate to the mage's share for an encounter of the outsider's CR, and so on, depending on the nature of the outsider. Usually, if the mage succeeds the Charisma check, it can enlist the aid of an outsider with a CR equal to or less than its own character level - 2 without need of further payment, although this can depend on the nature of the task (a very dangerous task or one the outsider finds distasteful or beneath it, for example, would make an exception, even for weak Outsiders). Outsiders with a CR greater than the mage should always require some substantial recompense for their aid, even if the mage's goals are aligned with their own (after all, outsiders of such power are often busy with their own important tasks).
The mage need not attempt to force or trap the outsider. If it foregoes the trap and allows the outsider to automatically succeed its Will save, it may send a verbal message to the outsider requesting its aid. The outsider may then choose to answer the calling or not. This is generally an advisable strategy when dealing with outsiders that serve a similar cause, or those that have a significant advantage of power.
The binding effect somewhat shackles the power of the outsider, both limiting the power it could bring to bear against the mage and the power of a mage to exploit a stronger being. Outsiders called with this ability cannot use any spell or ability that calls other creature, or any spell (or spell-like ability emulating a spell) that has an XP cost, expensive component cost, focus, or that is of higher level than the mage itself can cast. Most outsiders quickly understand when a mage is calling them to use a capability it could not easily emulate (such as a spell that isn't in one of the mage's Circles), and will almost always use this leverage to exact a payment or favor from the mage.
The mage must possess the Minion Conjuration Circle to gain this Greater Power.
Polymorphing: The mage can take on the form of other creatures of a certain type. Choose any one of the Pathfinder polymorph spell lines (Beast Shape, Monstrous Physique, Undead Anatomy, Elemental Body, Vermin Shape, Plant Shape, Form of the Dragon, or Giant Form). You add the spells from that line to your list of spells known at the appropriate spell levels. The mage must possess the Personal Augmentation Circle to gain this Greater Power.
Resurrection: The mage is capable of bringing the dead back to life. This requires an elaborate ritual lasting at least one hour. The mage's level determines how long the subject can have been dead:
Level 11: One Day.
Level 14: One Week.
Level 17: One Month.
Level 20: One Year.
Epic Level: One Year per level above 19.
A ritual of resurrection is draining to both the revived character and the mage performing it. For each step on the above list that the target has been dead, the ritual requires 10 components (for example, resurrecting a character dead for a week requires 20 components), chosen from the list given in the Ritualism Greater Power. There is no permanent loss of level or Constitution for this form of resurrection.
Components marked with an asterisk may be paid by either the mage or the revived character. However, the ritual requires at least one-fifth of its components to be such costs paid by the mage, and another one-fifth to be such costs paid by the target.
If the target's body is not generally whole, its "time dead" counts as one step worse. If only a small portion of its body is available, it counts as two steps worse. If its body is completely unavailable, it counts as three steps worse.
The mage must possess the Curative Arts or Purifying Rites Circle to gain this Greater Power.
Ritualism: The mage is capable of performing powerful magical rituals, emulating spells from Circles or even levels it cannot cast. By default, this power does not allow the emulation of spells not found on the mage spell list, or custom effects. The DM may allow such effects on a case-by-case basis at its sole discretion, and may impose additional costs or requirements for using them. Performing a ritual requires one hour of work; it can be done in ten minutes by doubling the number of components, one minute by quadrupling the components, or one full round by multiplying the components by 10.
Performing a ritual requires a number of components equal to the Energy cost of the spell. The number of components is doubled for every spell level above the mage's maximum. For example, an 11th level mage could perform a ritual for an eighth level spell, but it would cost 144 components.
The mage may choose the components it uses from the following list. Some components can only be chosen a certain number of times, or escalate in cost if they are chosen more than a certain number of times. Components marked with an asterisk are paid by the mage, even if other casters are participating.
Component costs cannot be negated, ignored, or obviated by immunities or other defenses.
Twice as much time spent. (Max 5 times, time cannot have been reduced)
The participation of another spellcaster, who must be high enough level to cast the spell in question. Lower-level spellcasters can be substituted, but it requires twice as many for each level lower. Mages may alternately sacrifice an equal number and power of characters, casters or not, although only truly vile mages would generally use this option. (Max 5 times)
An XP cost of 100 XP*. (Total cost doubled every 5 times)
A material cost valued at 1,000 gold pieces. (Total cost doubled every 5 times)
Two points of Constitution Damage, which cannot be healed magically*.
One Negative Level, which cannot be healed magically, or result in actual level loss and fade at the rate of one per day*.
Energy Burn equal to spell's normal Energy cost*.
A unique and difficult to acquire material component, determined at DM discretion. (DM decides maximum times allowed)
The ritual must be researched beforehand, which takes one day per hour that it takes to perform the ritual. The ritual must be used within an equal amount of time or it must be researched anew. This option can be chosen only once, but counts as five Components.
Performing the ritual successfully requires a series of Spellcraft checks. The DC begins at 15 + twice the spell level, and increases by 1 with each successive check. The character must make one check per ten components, minimum one. Failing any check results in the ritual failing. Failing a number of checks equal to three or half the checks required, whichever is higher, results in a backlash at DM discretion. Typically, a backlash just means the spell activates but targets detrimentally - an offensive spell might target the mage, a beneficial spell might target its foes, etc. If this is not appropriate, the DM can create a backlash at its own discretion. Backlashes can be harmful, but are not permanently debilitating or life-threatening unless at least six Spellcraft checks were failed. In this case, while there should be level-appropriate defenses available, the backlash could potentially be catastrophic.
The mage must possess the Explorer's Tricks Circle to gain this Greater Power.
Teleportation: The mage can transport itself and others instantly across vast distances. Teleportation requires three consecutive full-round actions.
Each day, the mage may teleport a total distance equal to 20 miles times its casting modifier times its class level. The mage may teleport itself and up to one other character per three class levels, along with any items or equipment they are wearing or carrying, up to their maximum load. All such individuals must be in contact with at least one other traveler (including the mage). The mage may alternately substitute an amount of nonliving matter for each character equal to what its carrying capacity would be calculated using its casting modifier rather than Strength. Each size category a creature is larger than Medium causes it to count as double, while each size category below counts as half. Bonded creatures of any kind can be teleported with their master without counting against the mage's limit.
The mage may teleport creatures or objects beyond this limit, or those that are not in contact with it. However, each such creature (or creature-worth of objects) costs equal distance from the mage's maximum. For example, a 12th level mage with Int 22 can teleport itself and up to four other creatures up to 1,440 miles per day. If it wants to teleport itself and six others 80 miles, it would deduct 240 miles from its daily total - 80 for itself and four others, and an additional 80 for each of the two characters over its limit.
The mage may teleport others without teleporting itself. If it does so, it must pay the necessary distance for each creature being teleported. If the above mage did not wish to travel with the six it was teleporting, it would have to spend a total of 480 miles from its daily limit.
An unwilling target receives a Will save (DC 10 + 1/2 level + casting modifier) to resist the teleportation. A mage may choose not to teleport certain objects a character is carrying, in which case the character can make a Will save to bring them along regardless, if it wishes. A character can even try to latch onto a person being teleported to travel along (forcing the mage to pay for the extra distance, if this brings the mage over its normal limit). However, if this causes the distance to exceed the mage's remaining daily distance, the effect fails.
A mage halves the distance costs to teleport to its home, base of operations, or the like. Teleporting to a place the mage can currently see (even through Scrying or the like) or to a place it has been before both function normally.
If the mage has not been to a place, but knows its geographic location, it can teleport there with reasonable accuracy. The mage must make a DC 15 Casting Modifier check to arrive exactly where it intends; otherwise, it can arrive as much as a mile off-target, although always in a place where it is not in immediate danger.
Teleporting into a place that the mage does not know the geographic location of, but can clearly identify, is possible, but risky. The mage must make a DC 20 Casting Modifier check. If it fails, the teleportation fails and it cannot try again, but the distance is not used. If it fails by 5 or more, the distance is used, and at the DM's discretion, the mage might inadvertently teleport into a thematically similar location within range.
The mage must possess the Arcane Transit Circle to gain this Greater Power.
Wizardry: The mage is trained in wizardry, able to prepare alternate spells to face new challenges. The mage can change the Circles it has access to, although it may not change its Favored Circles. Doing so requires study, meditation, prayer, or some similar method of refocusing the mage's energies, and must be done in a place condusive to the effort. For example, one mage might study the rituals and formulae for other spells in a library of arcane tomes, while another might pray for new magic in a hallowed temple to its deity, and a third might fall into deep meditation in the security of its home. Regardless of the exact method, the mage cannot swap out its spells without returning to a city, its base of operations, or some other safe location. Each changed Circle requires a full day of work. The mage must possess the General Arcanum Circle to gain this Greater Power, and cannot swap General Arcanum out using this Greater Power.
Improved Signature Spell: A fourteenth level mage has improved its mastery of its first signature spell. Once per encounter, the mage can cast its signature spell at no cost in Energy, regardless of the metamagic applied to it. Additionally, when not applying metamagic to its signature spell, the mage can cast it at will. Finally, if another character within line of sight casts the mage's signature spell, the mage may make an opposed caster level check to redirect the targeting of the spell as if it were the caster. The mage gains these benefits for its second signature spell at nineteenth level.
Circle Master: A twentieth level mage has achieved true mastery of one of its Circles. Choose any single Favored Circle; the mage treats every spell of that Circle as if it were one spell level lower for purposes of metamagic and Energy costs (the first level spells may be cast at will as long as they are not modified by metamagic).
The primary purpose of this class is to provide the flexibility and power of full spellcasting in a somewhat more balanced package. This class is not a direct nerf to magic users. Indeed, it strengthens several of the areas where traditional spellcasters are weak, while bringing down their most powerful capabilities and reducing their ability to ignore what are supposed to be their hindrances. I'm aiming in the area of tier three, but I'm also perfectly comfortable with the idea that this class might be toeing the line of tier two, since it draws inspiration from classes like the beguiler but is significantly more flexible. The way I envision how the major differences between it and more traditional casters balance out is as follows:
More Spells, Less Options: Probably the biggest difference between this class and the traditional ones is that is has a spells known system similar to the beguiler, warmage, and dread necromancer, but allowing the player to pick from certain groups of spells to build its spell list. As a result, a high-level mage could be able to do several things - say blast, heal, buff, divine, transport, and summon - and could do so in a variety of ways through all levels. However, it wouldn't have any access to spells of other types, such as debuffing, battlefield control, and protection. Additionally, several major classes of spells are divided up into multiple groups. For instance, there's a separate set of spells for offensive and general buffs, defensive buffs, and self-only buffs. And then a fourth for those defend-against-certain-thing spells. In other words, you can't just grab Haste and Slow and still be able to pick whatever other spells you want. When you get Haste, you also get a bunch of other ally augments, but it's giving up one of your spell groups. My main question in this area is if the number of Circles available to the mage and the rate of acquisition is high and fast enough, or if I should tone the number down or boost it a bit (although I expect if it needs to be tweaked, it would be down rather than up).
More Basics, Less High Level Casting: This class has several things that improves its basic capabilities. Although its chassis is pretty pathetic, it has some options for frequent-use powers that give it some good spell-saving baseline options in a battle. It can also cast certain spells more freely as it levels, and gains limited amount of per-encounter spell power. Most importantly, it uses a spell-point style system that weights high-level spells more heavily. As a result, even a low-level mage can cast substantially more first level spells over the course of the day. At high levels, the mage can expect to be able to get quite a bit of mileage if it sticks to its less powerful spells and makes good use of its other abilities. However, casting a normal wizard's daily allotment of high-level spells will run it almost completely dry. Where a normal 20th level wizard could cast four ninth level spells and still have 4-6 eighth, seventh, sixth, and so on available (and probably a ninth or two still in its pocket, at that), a 20th level mage casting four ninth level spells would be pretty much restricted to low level spells for the rest of the day. Overall, the mage gets a lot more for casting less powerful spells and using its abilities, with the high level spells being substantially less energy-efficient, and best for use when you really need to bring a lot of power to bear right now. I'm wondering here if the powers and easier low-level casting give a bit too solid of a foundation with high-level spells as a fallback, and if the Energy acquisition and cost is too much or too little.
More Multiclassing, Less Prestige: There are several tweaks to how this class works that make it more multiclassing-friendly, the primary one being that the mage determines its highest level spell based on character level, rather than class level advances its higher level spells (albeit more slowly) even with non-mage levels, and the mage gets a bit of ability score swapping when multiclassing to reduce MAD. However, the mage gets new Circles and more Energy based on its class level, and casting-advancing prestige classes only advance Energy. Plus, the mage has some actual class features, including more powers, bonus feats, and signature spells. As a result, multiclassing out means you have fewer options, and can't cast nearly as many spells, so it's a viable option, but not a never-do-it or always-do-it (depending on if the class you choose has +1 level of casting every level). The thing I'm a bit concerned about here is making sure that multiclassing is a fair option to meet a concept, without a small dip in mage being way too good.
More Optimization, Less Game Breaking: I'm hardly the strongest optimizer on these boards, but I'm not bad at it by any means, and I've paid attention to all the spells that get touted as the major game breakers. So when I wrote up the Circles, I made it a point to avoid useless or broken spells, or grab the good ones. Sure, there are some weaker spells in there; I wanted each spell level of each Circle to have at least two spells, and aimed for three, so the theory was that a weak or situational spell was still better than nothing. Several of the major problems (polymorphing and calling in particular) were revised as Major Powers (of which characters only get one) rather than spells, and rebalanced as well, so you won't have someone who, say, can shapeshift into a solar while gating in a solar (that can, itself, gate in other solars). I also allowed a few options for different spells for certain Circles when the same spell level had thematically similar spells. Of course, with only three spells per spell level per Circle to work with, a lot didn't make the cut, so if there are any gems that got passed over for less useful spells, or any spells in there that are still wildly unbalanced, that would be good to know. I do also admit to having had to make a few stretches to fill quota (especially at the higher levels), so if anything really looks like it doesn't fit, or should be moved, let me know that too. As an aside, I drew primarily from the SRD and Spell Compendium, so some problem spells like Love's Pain, Shivering Touch, and the Celerity line also didn't even get the chance. Although, I tell ya, I had to break out psionics, throw in (higher-level and nerfed) Greater Shadow Conjuration/Evocation, and create a couple custom spells for the highest-level divination and illusion Circles, three things I really didn't want to do. Interesting trivia fact: there are very few high-level divinations and illusions that actually get you information or trick people.
Anyway, those are the aims and plans, and the things I'm still unsure on. Any thoughts, critiques, and suggestions greatly appreciated!
HD: d4.
Skills: Concentration, Craft, Decipher Script, Knowledge (Arcana, Religion, Nature, Planes), Profession, Spellcraft, Use Magic Device (and see Spellcasting).
Skill Points: 2.
Proficiencies: Simple Weapons, No Armor, No Shields.
The Mage
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|
+0|
+0|
+0|
+2|Spellcasting, First Circles (2), First Power.
2nd|
+1|
+0|
+0|
+3|First Favored Circle.
3rd|
+1|
+1|
+1|
+3|Third Circle.
4th|
+2|
+1|
+1|
+4|Bonus Feat.
5th|
+2|
+1|
+1|
+4|First Signature Spell.
6th|
+3|
+2|
+2|
+5|Fourth Circle.
7th|
+3|
+2|
+2|
+5|Second Favored Circle.
8th|
+4|
+2|
+2|
+6|Bonus Feat.
9th|
+4|
+3|
+3|
+6|Second Power.
10th|
+5|
+3|
+3|
+7|Fifth Circle.
11th|
+5|
+3|
+3|
+7|Greater Power.
12th|
+6|
+4|
+4|
+8|Bonus Feat.
13th|
+6|
+4|
+4|
+8|Second Signature Spell.
14th|
+7|
+4|
+4|
+9|Improved Signature Spell (First).
15th|
+7|
+5|
+5|
+9|Sixth Circle.
16th|
+8|
+5|
+5|
+10|Bonus Feat.
17th|
+8|
+5|
+5|
+10|Third Power.
18th|
+9|
+6|
+6|
+11|Third Favored Circle.
19th|
+9|
+6|
+6|
+11|Improved Signature Spell (Second).
20th|
+10|
+6|
+6|
+12|Bonus Feat, Circle Master.[/table]
Spellcasting: The primary ability of mages is their ability to cast spells. Mage spellcasting has several differences from normal spellcasting classes.
Casting Score: At first level, a mage chooses Intelligence, Wisdom, or Charisma as its casting ability. The appropriate ability modifier is referred to as its casting modifier. The mage's casting score determines several aspects of the mage's spells and abilities. A mage must have a casting score of at least 10 + the spell level to cast spells of a given level. The save DC for a mage's spells is equal to 10 + the spell level + the mage's casting modifier. A multiclassed mage may elect to substitute its casting score for any mental ability score used in calculations of class features of the mage's other classes (for example, a Cha-based mage/monk could use Charisma rather than Wisdom when determining its AC bonus).
The mage's choice of its casting ability also determines the mage's additional class skills:
Intelligence: Knowledge (all), Search.
Wisdom: Heal, Listen, Sense Motive, Spot, Survival.
Charisma: Bluff, Diplomacy, Intimidate, Perform.
Circles: A mage's spell list is determined by its Circles. Mages may cast all spells on their spell list spontaneously. The maximum spell level a mage is able to cast is based on its mage level - mages can cast spells of a spell level no higher than half its class level, rounded up. Levels in prestige classes that add +1 level to casting add directly to the mage's level to determine maximum spell level. Levels in other classes (or prestige class levels that don't advance casting) add +1 effective mage level per two class levels - as the mage's personal power grows, it becomes better able to command more advanced forces, even if its personal study of magic has lapsed.
Energy: Mages do not draw from a certain number of discrete spells per day. Rather, all mages have a pool of Energy, which they spend to cast spells. Energy is provided based on the mage's class level, so while a multiclassed mage can still cast higher level spells, it cannot cast as many, and a character with only a few levels of mage might not have enough Energy to power its highest level spells. A mage's Energy is equal to its class level times (5 + its casting modifier). Changes to casting modifier do not provide additional Energy, unless the change lasts for at least 24 hours. Prestige classes that advance casting provide additional Energy (and of course, continue to increase maximum spell level since they increse character level), but do not provide any other benefits of mage class levels, such as new Circles, bonus feats, powers, and signature spells.
A mage's Energy refreshes after a full night's rest. Additionally, at the start of any dangerous or important encounter, a mage gains a pool of temporary Energy equal to its class level plus its casting modifier, as the adrenaline of the encounter allows the mage to tap into deeper reserves of power. This pool resets to 0 at the end of the encounter, and any spells cast using this pool end when it resets, even if their durations have not yet lapsed.
The Energy cost of spells varies by spell level as follows:
Level 1: 1 Energy.
Level 2: 3 Energy.
Level 3: 6 Energy.
Level 4: 10 Energy.
Level 5: 15 Energy.
Level 6: 21 Energy.
Level 7: 28 Energy.
Level 8: 36 Energy.
Level 9: 45 Energy.
Metamagic: Mages may apply metamagic feats to their spells spontaneously, simply by increasing the Energy cost to that of the appropriate spell level. There is no increase in casting time. Mages get a reduced benefit from many effects that simplify metamagic feats. Any ability that reduces the cost of a metamagic feat can only apply once to any given spell, and no single metamagic feat applied may benefit from more than one such effect. Additionally, any ability that automatically adds a metamagic feat to a spell may only do so if the normal spell level modifier for the feat would not bring the spell above the mage's highest available spell level.
Armor: Mages suffer a chance of spellcasting failure for wearing any armor they are not proficient with.
Cantrips: A mage may select a number of 0-level spells from the Wizard, Cleric, Druid, or Bard spell lists equal to 3 + its Intelligence modifier. It may cast these spells once at will as a swift action. The Cure Minor Wounds spell cannot be used on targets with current hit points higher than the mage's character level.
Surging: A mage may improve lower-level spells by spending additional Energy on them, although generally not quite as much as casting a higher-level spell. This is referred to as surging. Each point of a surge costs an amount of Energy equal to the level of the spell being cast, and a spell cannot have a higher surge value than the mage's highest available spell level minus the level of the spell being cast. For example, an 11th level mage could add a surge value no higher than 3 to a third level spell.
For each point of the surge value, the spell's save DC (if any) increases by 1. This does not stack with the Heighten Spell feat. For each two points of the surge value, any caps on effects of the spell determined by caster level allow a caster level five higher. For example, a Fireball spell with a two point surge would cost 12 Energy (rather than 6), have a DC of 15 + casting modifier (rather than 13+mod), and deal a maximum of fifteen dice of damage, rather than ten.
Energy Burn: A mage is able to cast its spells despite low energy cost or a lack of components, but doing so is damaging to the mage's body. A mage may accept energy burn when casting spells to reduce the spell's cost. Each point of energy burn causes a one-point reduction in the mage's current and maximum hit points. The mage's maximum hit points recover with natural rest only. Each point of energy burn can lower the Energy cost of a spell by 1. A point of energy burn can also substitute for up to 5 gold or 1 XP per character level in component or XP costs (for casting spells, not for crafting magic items). A mage can sustain enough energy burn to incapacitate or kill itself. Worse, a mage who reduces its maximum hit points to -10 with energy burn not only dies, but cannot ever return to life. A mage can sustain more energy burn than would kill it (if it is already injured, for example), but may not sustain more than would bring its maximum hit points to -10.
Circles: Mage spells are divided into several Circles, each of which contains two or three spells per spell level. A first level mage selects two Circles, adding the spells of those Circles to its class spell list. At third, sixth, tenth, and fifteenth level, the mage selects an additional Circle.
Power: Mages are a diverse lot, and not just because of their differing spell lists. At first level, a mage selects a Power, some natural or supernatural capability that it acquires as a result of its specific training or spellcasting style. The mage may select another Power at ninth level and a third at seventeenth level.
Autosurge: The mage has deep reserves of power that strengthens its weaker spells. Every spell the mage casts automatically receives its maximum possible surge value, with no increase in energy cost. This is a Supernatural ability, unlike most Greater Powers.
Animal Companion: The mage gains an animal companion as a Pathfinder druid. Additionally, if the mage would gain a familiar (such as with the Acquire Familiar feat) it may instead add the familiar's special abilities and Intelligence to its animal companion.
Combat Training: The mage gains the Average BAB rating, a good Fortitude save (its choice), a d8 HD, and proficiency with one martial weapon, heavy armor and shields.
Energy Bolt (Sp): At will as a standard action, the mage can unleash a bolt of arcane energy as a ranged touch attack with Medium range, dealing 1d6 points of damage per two class levels, plus additional damage equal to the mage's casting modifier. The mage can choose the form of energy the bolt takes when it gains this power, selecting from the following list:
Fire: The energy bolt deals one additional point of damage per die.
Cold: The target of the energy bolt is Fatigued for one round.
Electricity: The target of the energy bolt is Entangled for one round.
Acid: The energy bolt deals additional damage next round equal to the number of dice rolled.
Sonic: The target of the energy bolt is Deafened for one round.
Force: The energy bolt can affect incorporeal creatures without a miss chance.
Positive: The energy bolt deals double damage to the undead (it still deals normal damage to non-undead creatures; it does not provide healing).
Negative: The energy bolt heals undead rather than damaging them.
Water: The target of the energy bolt is subject to a Trip attempt, with an effective Strength bonus equal to the mage's casting modifier.
Wind: The target of the energy bolt is subject to a Bull Rush attempt, with an effective Strength bonus equal to the mage's casting modifier.
Earth: The energy bolt deals physical Slashing, Piercing, and Bludgeoning damage (subject to DR), and does not allow Spell Resistance.
Light: The target of the energy bolt is dazzled for one minute, but consecutive hits stack the penalty.
Dark: The target of the energy bolt suffers a 20% miss chance for one round.
Holy: The energy bolt deals +2 damage per die against Evil creatures.
Unholy: The energy bolt deals +2 damage per die against Good creatures.
Axiomatic: The energy bolt deals +2 damage per die against Chaotic creatures.
Anarchic: The energy bolt deals +2 damage per die against Lawful creatures.
Psychic: No touch attack is required, but a Will save (DC 10 + 1/2 class level + casting modifier) is allowed to negate the damage. The mage need not have line of effect or line of sight to the target, but the range is reduced to Close.
Mana: If the energy bolt beats a target's Spell Resistance, that target loses its Spell Resistance for one round.
Inspiration: The mage is a beacon of power for its allies. At will as a standard action, the mage can initiate some magical display of power that inspires and strengthens it and its companions. This functions as a bard's Inspire Courage ability, except the mage must spend one Energy per point of the bonus each round to maintain its effects, and may cast spells normally while maintaining it. The effect does not linger when the mage ends maintenance. Additionally, the mage may choose any two descriptors that the save bonus applies to (rather than the default Charm and Fear), and may choose two stats that the bonus applies to from the following list, rather than the default attack and weapon damage rolls: Attack rolls, weapon damage rolls, AC, saving throws (doubled for the two chosen descriptors), DR (two points of DR/- per point of the bonus), Energy Resistance (five points of resistance to Acid, Cold, Electricity, Fire, and Sonic per point of the bonus), speed (+5' speed for all movement modes per point of the bonus), and hit points (five temporary hit points per point of the bonus, which refresh each round). While using this ability, the mage also adds twice the bonus to Intimidate checks.
Mana Shield: The mage can use its magic to protect itself, spending Energy to prevent hit point damage on a point-for-point basis. This does not require an action. Mana Shield cannot be used to reduce the damage of energy burn.
Skill Training: The mage gains a good Reflex save, a d6 HD, proficiency with light armor, six skill points per level (rather than two), and eight additional class skills of its choice.
Soothing Presence: As a swift action, the mage can grant a target within Close range temporary hit points equal to half its casting modifier times the target's level. These temporary hit points cannot exceed the total damage the target has sustained. If the target receives healing, each hit point healed converts two of these temporary hit points into another point of healing (this effect is not recursive). These temporary hit points last for up to five minutes and do not stack.
Turn/Rebuke: The mage may choose a category of creatures from the list of favored enemies available to rangers, which it may either Turn or Rebuke as a cleric Turns or Rebukes undead, but using its casting modifier rather than its Charisma modifier. This ability can be used to power divine feats.
Favored Circles: Starting at second level, the mage chooses one of its Circles to be a Favored Circle. Each Circle has a special ability provided to mages who favor it. The mage may choose another Favored Circle at 7th level, and a third at 18th. Additionally, you may spend a feat to gain an additional Favored Circle.
Bonus Feats: At fourth level, and every four levels thereafter, a mage may choose a bonus Item Creation or Metamagic feat.
Signature Spell: Many mages become known for a favored spell. A fifth level mage can select a spell it knows of third level or lower to be its signature spell. The mage treats the spell as one spell level lower for purposes of determining Energy costs (this also means it has one more level available for metamagic). Additionally, the mage can cast its signature spell at no cost in Energy once per encounter, although it cannot add metamagic feats when doing so. At thirteenth level, the mage can select a second signature spell, which must be sixth level or lower.
Greater Powers: An eleventh level mage has unlocked a more potent special power, which it may choose from the following list. The mage may alternately choose two normal Powers, if it so desires. Unless otherwise stated, all Greater Powers function as spells, and require both Verbal and Somatic components.
Divinatory Query: The mage is able to acquire information through magic. This requires a ten-minute ritual. At the end of the ritual, the mage casts its magic out seeking the information it desires. The mage's player may ask the DM a question of its choice.
Unless specific magic or abilities that can mislead or block divinations is in play, the DM must provide useful information - it cannot be false or misleading. However, the DM does not need to provide the exact information that the mage desires.
In general, divinatory queries should provide hints, tips, clues, plot hooks, and raw data. The DM should never feel obligated to provide the solution to a puzzle or dilemma, a strategy to overcome a challenge, or information that leads to rewards greater than are merited by the effort the characters must put in to acquire them. Likewise, the DM need never directly provide information that is largely unknown in the game world, a closely-guarded secret, or otherwise plot-sensitive.
This is not to say the DM should ever provide useless information. The knowledge gained should always be useful in either helping the characters to learn what they want, or in helping them to formulate their own conclusions or strategies. Likewise, the DM should always endeavor to provide information that is new to the characters, and that they couldn't easily acquire through other means.
In general, broader questions should result in broader answers. "What is the makeup of the enemy army?" should probably receive a response along the lines of "orcs, giants, and demons". On the other hand, "How many orcs are in the warcamp?" is more likely to yield a concrete number.
The same question, or one essentially the same, typically provides the same answer.
While this ability is meant to be a useful information-gathering tool to the mage, it is also offers utility for the DM in driving the story. The DM may always choose to provide more or better information than suggested in the guidelines above, if doing so will improve the story. The above guidelines represent the minimum that the mage should be able to expect for investing in this ability at the expense of other Greater Powers.
At DM discretion, a mage with this ability may also receive periodic visions and omens, even when not using this ability actively.
The mage must possess the Divinatory Revelations or Oracular Perceptions Circle to gain this Greater Power.
Matter Alteration: The mage can conjure or transmute objects. Conjuring objects requires the expenditure of components equal in value to that of the item to be conjured. Transmuting objects is done without components, but an item cannot be turned into another item of greater intrinsic worth. The mage can conjure or transform up to ten pounds of material per level with a full-round action (heavier targets require proportionately more time). Alternately, the mage can use this ability to utilize the Craft skill. Doing so allows the mage to use any material as the base material, so long as it is of equal value to the raw materials required, and multiplies the amount of progress per Craft check by the mage's level. The mage must possess the Area Alteration Circle to gain this Greater Power.
Necromantic Reanimation: The mage can reanimate the dead as skeletons and zombies, as with the Animate Dead spell. The mage can only maintain active control over a total number of HD of undead equal to or less than its casting modifier times its class level. Actively controlled undead can be directed as the mage deems, moving and acting at its will and following whatever strategies the mage assigns. Other undead are passively controlled. Passively controlled undead do not attack the mage, beings controlled by the mage's magic, or beings that the mage chooses to protect (a move action to provide or revoke protection), but will otherwise attack any beings they encounter, chasing them if they flee. As a move action, the mage can halt the undead from attacking, direct them to move forward (they progress in a straight line except as required to circumvent obstacles), have them turn in a new direction, or have them stop moving. The mage can command any or all passively controlled undead at once, but cannot command them more precisely without switching to active control. Additionally, since the passively controlled undead are mindless and awaiting orders, they become dazed for one round any time the mage casts a spell within three-hundred feet of them. The mage can change which undead it is passively or actively controlling with one minute of concentration, during which time all of the mage's undead are considered passively controlled. The mage must possess the Physiological Assault Circle to gain this Greater Power.
Planar Binding: The mage can call powerful outsiders to do its bidding. Calling an outsider requires a ten-minute ritual. This functions as a Planar Binding spell, with the following differences:
There is no limit to the power of creatures that the mage can call, though it can only call a single creature per ritual.
This power does not provide any inherent means to control the outsider. The normal opposed Charisma check has an alternate effect. If the mage succeeds, the outsider takes a -4 penalty on saving throws against the mage's spells, and the mage can banish it with a standard action. If the outsider succeeds, it gains a +4 bonus on saving throws against the mage's spells, and becomes immune to all Charms, Compulsions, and Banishing effects from the mage. This Charisma check cannot be improved by any magic, even enhancement bonuses, but the mage may substitute its casting modifier for its Charisma modifier if it wishes. Unless the mage is powerful enough to be a serious threat to the outsider, or the outsider deems the mage's cause worthy of its action, it usually takes a significant sacrifice, favor, or payment by the mage to enlist the outsider's aid. As a rule, the cost for enlisting an outsider's aid should be equivalent to an encounter with the outsider - for example, a sacrifice of treasure appropriate to an encounter of the outsider's CR, a favor that presents a challenge equal to its CR, the sacrifice of creatures with a combined EL equal to its CR, a sacrifice of XP appropriate to the mage's share for an encounter of the outsider's CR, and so on, depending on the nature of the outsider. Usually, if the mage succeeds the Charisma check, it can enlist the aid of an outsider with a CR equal to or less than its own character level - 2 without need of further payment, although this can depend on the nature of the task (a very dangerous task or one the outsider finds distasteful or beneath it, for example, would make an exception, even for weak Outsiders). Outsiders with a CR greater than the mage should always require some substantial recompense for their aid, even if the mage's goals are aligned with their own (after all, outsiders of such power are often busy with their own important tasks).
The mage need not attempt to force or trap the outsider. If it foregoes the trap and allows the outsider to automatically succeed its Will save, it may send a verbal message to the outsider requesting its aid. The outsider may then choose to answer the calling or not. This is generally an advisable strategy when dealing with outsiders that serve a similar cause, or those that have a significant advantage of power.
The binding effect somewhat shackles the power of the outsider, both limiting the power it could bring to bear against the mage and the power of a mage to exploit a stronger being. Outsiders called with this ability cannot use any spell or ability that calls other creature, or any spell (or spell-like ability emulating a spell) that has an XP cost, expensive component cost, focus, or that is of higher level than the mage itself can cast. Most outsiders quickly understand when a mage is calling them to use a capability it could not easily emulate (such as a spell that isn't in one of the mage's Circles), and will almost always use this leverage to exact a payment or favor from the mage.
The mage must possess the Minion Conjuration Circle to gain this Greater Power.
Polymorphing: The mage can take on the form of other creatures of a certain type. Choose any one of the Pathfinder polymorph spell lines (Beast Shape, Monstrous Physique, Undead Anatomy, Elemental Body, Vermin Shape, Plant Shape, Form of the Dragon, or Giant Form). You add the spells from that line to your list of spells known at the appropriate spell levels. The mage must possess the Personal Augmentation Circle to gain this Greater Power.
Resurrection: The mage is capable of bringing the dead back to life. This requires an elaborate ritual lasting at least one hour. The mage's level determines how long the subject can have been dead:
Level 11: One Day.
Level 14: One Week.
Level 17: One Month.
Level 20: One Year.
Epic Level: One Year per level above 19.
A ritual of resurrection is draining to both the revived character and the mage performing it. For each step on the above list that the target has been dead, the ritual requires 10 components (for example, resurrecting a character dead for a week requires 20 components), chosen from the list given in the Ritualism Greater Power. There is no permanent loss of level or Constitution for this form of resurrection.
Components marked with an asterisk may be paid by either the mage or the revived character. However, the ritual requires at least one-fifth of its components to be such costs paid by the mage, and another one-fifth to be such costs paid by the target.
If the target's body is not generally whole, its "time dead" counts as one step worse. If only a small portion of its body is available, it counts as two steps worse. If its body is completely unavailable, it counts as three steps worse.
The mage must possess the Curative Arts or Purifying Rites Circle to gain this Greater Power.
Ritualism: The mage is capable of performing powerful magical rituals, emulating spells from Circles or even levels it cannot cast. By default, this power does not allow the emulation of spells not found on the mage spell list, or custom effects. The DM may allow such effects on a case-by-case basis at its sole discretion, and may impose additional costs or requirements for using them. Performing a ritual requires one hour of work; it can be done in ten minutes by doubling the number of components, one minute by quadrupling the components, or one full round by multiplying the components by 10.
Performing a ritual requires a number of components equal to the Energy cost of the spell. The number of components is doubled for every spell level above the mage's maximum. For example, an 11th level mage could perform a ritual for an eighth level spell, but it would cost 144 components.
The mage may choose the components it uses from the following list. Some components can only be chosen a certain number of times, or escalate in cost if they are chosen more than a certain number of times. Components marked with an asterisk are paid by the mage, even if other casters are participating.
Component costs cannot be negated, ignored, or obviated by immunities or other defenses.
Twice as much time spent. (Max 5 times, time cannot have been reduced)
The participation of another spellcaster, who must be high enough level to cast the spell in question. Lower-level spellcasters can be substituted, but it requires twice as many for each level lower. Mages may alternately sacrifice an equal number and power of characters, casters or not, although only truly vile mages would generally use this option. (Max 5 times)
An XP cost of 100 XP*. (Total cost doubled every 5 times)
A material cost valued at 1,000 gold pieces. (Total cost doubled every 5 times)
Two points of Constitution Damage, which cannot be healed magically*.
One Negative Level, which cannot be healed magically, or result in actual level loss and fade at the rate of one per day*.
Energy Burn equal to spell's normal Energy cost*.
A unique and difficult to acquire material component, determined at DM discretion. (DM decides maximum times allowed)
The ritual must be researched beforehand, which takes one day per hour that it takes to perform the ritual. The ritual must be used within an equal amount of time or it must be researched anew. This option can be chosen only once, but counts as five Components.
Performing the ritual successfully requires a series of Spellcraft checks. The DC begins at 15 + twice the spell level, and increases by 1 with each successive check. The character must make one check per ten components, minimum one. Failing any check results in the ritual failing. Failing a number of checks equal to three or half the checks required, whichever is higher, results in a backlash at DM discretion. Typically, a backlash just means the spell activates but targets detrimentally - an offensive spell might target the mage, a beneficial spell might target its foes, etc. If this is not appropriate, the DM can create a backlash at its own discretion. Backlashes can be harmful, but are not permanently debilitating or life-threatening unless at least six Spellcraft checks were failed. In this case, while there should be level-appropriate defenses available, the backlash could potentially be catastrophic.
The mage must possess the Explorer's Tricks Circle to gain this Greater Power.
Teleportation: The mage can transport itself and others instantly across vast distances. Teleportation requires three consecutive full-round actions.
Each day, the mage may teleport a total distance equal to 20 miles times its casting modifier times its class level. The mage may teleport itself and up to one other character per three class levels, along with any items or equipment they are wearing or carrying, up to their maximum load. All such individuals must be in contact with at least one other traveler (including the mage). The mage may alternately substitute an amount of nonliving matter for each character equal to what its carrying capacity would be calculated using its casting modifier rather than Strength. Each size category a creature is larger than Medium causes it to count as double, while each size category below counts as half. Bonded creatures of any kind can be teleported with their master without counting against the mage's limit.
The mage may teleport creatures or objects beyond this limit, or those that are not in contact with it. However, each such creature (or creature-worth of objects) costs equal distance from the mage's maximum. For example, a 12th level mage with Int 22 can teleport itself and up to four other creatures up to 1,440 miles per day. If it wants to teleport itself and six others 80 miles, it would deduct 240 miles from its daily total - 80 for itself and four others, and an additional 80 for each of the two characters over its limit.
The mage may teleport others without teleporting itself. If it does so, it must pay the necessary distance for each creature being teleported. If the above mage did not wish to travel with the six it was teleporting, it would have to spend a total of 480 miles from its daily limit.
An unwilling target receives a Will save (DC 10 + 1/2 level + casting modifier) to resist the teleportation. A mage may choose not to teleport certain objects a character is carrying, in which case the character can make a Will save to bring them along regardless, if it wishes. A character can even try to latch onto a person being teleported to travel along (forcing the mage to pay for the extra distance, if this brings the mage over its normal limit). However, if this causes the distance to exceed the mage's remaining daily distance, the effect fails.
A mage halves the distance costs to teleport to its home, base of operations, or the like. Teleporting to a place the mage can currently see (even through Scrying or the like) or to a place it has been before both function normally.
If the mage has not been to a place, but knows its geographic location, it can teleport there with reasonable accuracy. The mage must make a DC 15 Casting Modifier check to arrive exactly where it intends; otherwise, it can arrive as much as a mile off-target, although always in a place where it is not in immediate danger.
Teleporting into a place that the mage does not know the geographic location of, but can clearly identify, is possible, but risky. The mage must make a DC 20 Casting Modifier check. If it fails, the teleportation fails and it cannot try again, but the distance is not used. If it fails by 5 or more, the distance is used, and at the DM's discretion, the mage might inadvertently teleport into a thematically similar location within range.
The mage must possess the Arcane Transit Circle to gain this Greater Power.
Wizardry: The mage is trained in wizardry, able to prepare alternate spells to face new challenges. The mage can change the Circles it has access to, although it may not change its Favored Circles. Doing so requires study, meditation, prayer, or some similar method of refocusing the mage's energies, and must be done in a place condusive to the effort. For example, one mage might study the rituals and formulae for other spells in a library of arcane tomes, while another might pray for new magic in a hallowed temple to its deity, and a third might fall into deep meditation in the security of its home. Regardless of the exact method, the mage cannot swap out its spells without returning to a city, its base of operations, or some other safe location. Each changed Circle requires a full day of work. The mage must possess the General Arcanum Circle to gain this Greater Power, and cannot swap General Arcanum out using this Greater Power.
Improved Signature Spell: A fourteenth level mage has improved its mastery of its first signature spell. Once per encounter, the mage can cast its signature spell at no cost in Energy, regardless of the metamagic applied to it. Additionally, when not applying metamagic to its signature spell, the mage can cast it at will. Finally, if another character within line of sight casts the mage's signature spell, the mage may make an opposed caster level check to redirect the targeting of the spell as if it were the caster. The mage gains these benefits for its second signature spell at nineteenth level.
Circle Master: A twentieth level mage has achieved true mastery of one of its Circles. Choose any single Favored Circle; the mage treats every spell of that Circle as if it were one spell level lower for purposes of metamagic and Energy costs (the first level spells may be cast at will as long as they are not modified by metamagic).