Perseus
2013-10-29, 08:22 PM
Ivalice Mage
BAB: Poor
Good Saves: Reflex, Will
Skill Points @ First Level: (4 + Int Mod) X4
Skill Points @ each additional level: 4 + Int Mod
Special
Shade of Magic: Choose Black, White, or Red magic. Your spell list is determined by this choice.
Black: Sorcerer/Wizard Spell List
White: Cleric Spell List
Green: Druid Spell List
Red: Bard/Ranger or Paladin Spell List
[There will be barred spells such as summon monster/summon nature ally/ planar binding and others that don't make sense for a Final Fantasy type Mage]
Magic Points: The Mage's magic is powered by their magic points. Magic Points is the endurance and power that creates and forms their spells.
The Mage starts with a number of MP equal to [5 + Casting Mod]+1 per 2 ECL. Spells cost a number of MP equal to [Spell Level + 2].
If not casting a spell or using a spell, spell like ability, supernatural ability, or activating a magic item the mage regains 1 magic point. The mage must be conscious and able to take at least a swift action though this ability is passive.
If the mage ever hits 0 MP they are stunned for 1d4 rounds. The stunning takes place after the spell(s) are cast. While stunned the mage doesn't regain MP.
Level 0 spells don't cost MP to cast.
Double Cast: At level 6, 10, 14, and 18 the IM gains the ability to perform a double cast as a full round action. When performing a double cast the IM must expend a number of MP equal to [Spell Level + 1]+[Spell Level +1] + XX%. The additional MP used is determinded by the IM level. At level 6 the additional MP is 200%, at level 10 the additional MP is +100%, at level 14 the additional MP is +75%, and at level 18 the additional MP is +50%.
Example: A level 10 IM decides to double cast two level 1 spells. The cost for this is [ 1 + 1] + [1 + 1] + 100% = 8 MP
Osmosis (Sp):
As a full round action the IM may absorb MP from other creatures, even ones that don't know they have the energy.
Range: Close
Saving Throw: Fortitude Negates
DC: 10 + 1/2 Level + Casting Mod
Effect: Gain a number of MP from the target equal to 1d4 + 1, this base MP can't be higher than the target's constitution mod. At level 7, 11, 15, and 19 the IM gains bonus MP (over the base) equal to +50%, +100%, 150%, and +200% respectively.
Drain (Sp):
As a full round action the IM may absorb the HP of other creatures. It is dangerous to absorb HP from undead and negative energy beings.
Range: Close
Saving Throw: Fort Negates
DC: 10 + 1/2 Level + Casting Mod
Effect: Deals 1d8 + 1 (Maximum +5) and heal the same amount. At level 8, 12, 16, and 20 the IM gains bonus HP (over the base) equal to +50%, +100%, 150%, and +200% respectively.
Scan (Sp):
Swift Action
Make a Knowledge (Arcana) check to identify a creature versus a DC of 10 + CR (round down). If successful then gain the following information.
Current HP/Maximum HP
Weaknesses (Saves and elemental)
Resistances (DR, elemental)
General and Specific information on the creature and its type and sub types.
Accidentally hit submit, please disregard this till I get more finished
BAB: Poor
Good Saves: Reflex, Will
Skill Points @ First Level: (4 + Int Mod) X4
Skill Points @ each additional level: 4 + Int Mod
Special
Shade of Magic: Choose Black, White, or Red magic. Your spell list is determined by this choice.
Black: Sorcerer/Wizard Spell List
White: Cleric Spell List
Green: Druid Spell List
Red: Bard/Ranger or Paladin Spell List
[There will be barred spells such as summon monster/summon nature ally/ planar binding and others that don't make sense for a Final Fantasy type Mage]
Magic Points: The Mage's magic is powered by their magic points. Magic Points is the endurance and power that creates and forms their spells.
The Mage starts with a number of MP equal to [5 + Casting Mod]+1 per 2 ECL. Spells cost a number of MP equal to [Spell Level + 2].
If not casting a spell or using a spell, spell like ability, supernatural ability, or activating a magic item the mage regains 1 magic point. The mage must be conscious and able to take at least a swift action though this ability is passive.
If the mage ever hits 0 MP they are stunned for 1d4 rounds. The stunning takes place after the spell(s) are cast. While stunned the mage doesn't regain MP.
Level 0 spells don't cost MP to cast.
Double Cast: At level 6, 10, 14, and 18 the IM gains the ability to perform a double cast as a full round action. When performing a double cast the IM must expend a number of MP equal to [Spell Level + 1]+[Spell Level +1] + XX%. The additional MP used is determinded by the IM level. At level 6 the additional MP is 200%, at level 10 the additional MP is +100%, at level 14 the additional MP is +75%, and at level 18 the additional MP is +50%.
Example: A level 10 IM decides to double cast two level 1 spells. The cost for this is [ 1 + 1] + [1 + 1] + 100% = 8 MP
Osmosis (Sp):
As a full round action the IM may absorb MP from other creatures, even ones that don't know they have the energy.
Range: Close
Saving Throw: Fortitude Negates
DC: 10 + 1/2 Level + Casting Mod
Effect: Gain a number of MP from the target equal to 1d4 + 1, this base MP can't be higher than the target's constitution mod. At level 7, 11, 15, and 19 the IM gains bonus MP (over the base) equal to +50%, +100%, 150%, and +200% respectively.
Drain (Sp):
As a full round action the IM may absorb the HP of other creatures. It is dangerous to absorb HP from undead and negative energy beings.
Range: Close
Saving Throw: Fort Negates
DC: 10 + 1/2 Level + Casting Mod
Effect: Deals 1d8 + 1 (Maximum +5) and heal the same amount. At level 8, 12, 16, and 20 the IM gains bonus HP (over the base) equal to +50%, +100%, 150%, and +200% respectively.
Scan (Sp):
Swift Action
Make a Knowledge (Arcana) check to identify a creature versus a DC of 10 + CR (round down). If successful then gain the following information.
Current HP/Maximum HP
Weaknesses (Saves and elemental)
Resistances (DR, elemental)
General and Specific information on the creature and its type and sub types.
Accidentally hit submit, please disregard this till I get more finished