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View Full Version : D&D 3.x Class Hermetic Mage (3.5 base class)



Diachronos
2014-04-08, 11:33 AM
So my friend ended up building a dungeon based around something that he'd printed off back in high school, and the two of us decided to make a class out of it. Simply put, it's based around Alchemy from the anime Fullmetal Alchemist.

Right now there are 2 problems that we're running into:

A decent name for the class. "Alchemist" already has a meaning to it in D&D, but "Circle Mage" just sounds kind of bland. The class is now "Hermetic Mage." Thank you, S@tanicoaldo!
The actual spell circles. I have a few of them worked out, but a complete list hasn't quite come together yet.


Abilities: Intelligence determines what spell circles a hermetic mage can create and use, the save DC of their circles' effects, and many of their skills. Dexterity and Constitution are always appreciated in order to increase their survivability.

HD: d6

Skill points: (4 + Int) x 4 at first level, 4 + Int each level after first
Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Circle Magic (Int)



Level
BAB
Fort
Ref
Will
Special
Circles Known


1
0
2
2
0
Spell Circle School (1st)
3


2
1
3
3
0

4


3
2
3
3
1
Spell Circle Scroll
5


4
3
4
4
1
Spell Circle School (2nd)
6


5
3
4
4
1
Improved Circle Crafting
7


6
4
5
5
2
Bonus Circle Feat
8


7
5
5
5
2
Spell Circle Enchantment
9


8
6/1
6
6
2
Spell Circle School (3rd)
10


9
6/1
6
6
3

11


10
7/2
7
7
3
Greater Circle Crafting, Bonus Circle Feat
12


11
8/3
7
7
3
Spell Circle Tattoo
13


12
9/4
8
8
4

14


13
9/4
8
8
4
Spell Circle Efficiency
15


14
10/5
9
9
4
Bonus Circle Feat
16


15
11/6/1
9
9
5
Superior Circle Crafting
17


16
12/7/2
10
10
5

18


17
12/7/2
10
10
5

19


18
13/8/3
11
11
6
Bonus Circle Feat
20


19
14/9/4
11
11
6

21


20
15/10/5
12
12
6
Door to Truth
22



* Proficiencies: Light Armor (no shields), all simple weapons, one martial weapon of choice

* Spell Circles (Sp): A hermetic mage crafts spell circles: intricate circular designs and formulas that generate magical effects. He may create any spell circle that he knows at any time, provided he has access to the necessary materials and is not prevented from doing so in some way.
To craft a spell circle, a hermetic mage must have an Intelligence score of at least 10 + the circle's level. The save DC is equal to 10 + the circle level + the hermetic mage's Intelligence modifier. In addition, crafting a spell circle requires a series of Circle Magic check, which represent the act of drawing the circle itself; the DC for the check depends on the circle being crafted. After the circle has been completed, the hermetic mage may choose to activate it immediately as a swift action, or he may activate it as a move action on a later turn.
The hermetic mage provokes attacks of opportunity each round he is crafting a spell circle. If he is struck by an attack while crafting the circle, he must make a Concentration check (as if he were casting a spell); if he fails the check, the hermetic mage takes a penalty to his next Circle Magic check for that circle equal to the amount by which he failed his check.
The hermetic mage knows 3 level 1 spell circles at 1st level, all chosen from the same school (see “Spell Circle School” below). He learns one new spell circle each level, chosen from any level and school that he has access to. At 4th level and every even-numbered level after that, the hermetic mage may choose to “forget” one spell circle that he knows in order to learn a new spell circle. The new spell circle doesn't need to be from the same school as the circle he had forgotten, but it does need to be within one level of the circle he is forgetting (up to the highest level circle he can create), and it must be from a school he has access to. For instance, a 7th level hermetic mage who has access to Creation and Alteration may choose to replace Spire (a 1st level Creation circle) with Least Golem (a 2nd level Creation circle) or Mend Light Wounds (a 1st level Alteration circle) on his list of known circles, but he may not replace it with Greater Golem (a 7th level Creation circle) or Dismantle (a Destruction circle).

Highest level spell circle known


Hermetic Mage Level
Highest level spell circle known


1st-2nd
1


3rd-4th
2


5th-6th
3


7th-8th
4


9th-10th
5


11th-12th
6


13th-14th
7


15th-16th
8


17th+
9



Hermetic mages do not have a limited number of times per day that they can craft spell circles, but they do face some restrictions:

A circle must be crafted on a solid surface (such as a stone wall, wood table, or dirt floor) in order to function. The circle may be either carved into the material using an appropriate tool, or it may be drawn with some sort of utensil. A drawn circle faces a special restriction: the material used to create the circle must be organic in nature, otherwise the circle will not activate. Chalk and charcoal are common choices since they are common and inexpensive, but any organic material (such as plant dyes or blood) will work.
The material of the surface that the circle is crafted on tends to affect the circle's end result (for instance, the object made by a Create Weapon spell circle will be made of the same material that the circle is drawn on if the weapon materials are not provided). While some circles will function just fine on any surface, others may have side effects.


* Spell Circle School: Spell Circles are divided into 3 schools: Creation, Destruction, and Alteration. At 1st level, the hermetic mage chooses one of these schools; all spell circles that he knows must come from the chosen school. At 4th level he gains access to a second school of his choice, and may choose from either school each time he would learn a new spell circle. At 8th level he gains access to the final school.

* Spell Circle Scroll: At 3rd level, a hermetic mage may create a scroll using a spell circle that he knows, provided that the scroll's size is at least the minimum required space for the circle. Creating a scroll with a spell circle takes 1 day per level of the circle and requires materials equal to 50gp x the circle's level. A scroll may only have one spell circle inscribed on it, and may be used a number of times equal to the crafter's hermetic mage level before it loses its power.

* Improved Circle Crafting: The hermetic mage grows more adept at crafting spell circles, and can do so more quickly than before; reduce the crafting time of all spell circles by 1 round, to a minimum of 2 rounds.

* Bonus Feat: At 6th level and every 4 levels after, the hermetic mage gains a bonus feat. The feat may be any of the circle feats, Skill Focus (Circle Magic), Alertness, or Lightning Reflexes; he must still meet any prerequisites for the feat.

* Spell Circle Enchantment: At 7th level, a hermetic mage gains the ability to craft spell circles on weapons, armor, and clothing, provided that the circle he is crafting will fit on the item. Enchanting an item with a spell circle requires 1 day per level of the circle, and consumes materials equal to 150gp x the circle's level. A single item may have any number of spell circles placed on it as long as they will all fit. If a particular circle is placed on an item multiple times, the effects do not stack.

* Greater Circle Crafting: The hermetic mage's skill at drawing spell circles quickly improves again at 10th level; reduce the crafting time of all spell circles by 1 round (for a total reduction of 2 rounds). The minimum time required to craft a spell circle is now 1 round.

* Spell Circle Tattoo: At 11th level, a hermetic mage gains the ability to tattoo certain spell circles onto himself and others. Creating the tattoo requires materials equal to 250gp x the circle's level. A creature may have any number of spell circles tattooed onto themselves as long as they will fit. If a particular circle is tattooed on a creature multiple times, the effects do not stack. In addition, unless the tattoo produces a constant effect the creature must be able to touch the tattoo (requiring skin contact) in order to activate it.

* Spell Circle Efficiency: The hermetic mage can fit his spell circles into a smaller space than normal. When crafting a spell circle, he may take a -5 penalty to his Circle Magic check in order to fit it into a space one size smaller than what the circle would normally require (example: placing a Medium circle onto an object that can only hold a Small circle).

* Superior Circle Crafting: The hermetic mage becomes even more skilled at crafting spell circles quickly; reduce the crafting time of all spell circles by 1 round (for a total reduction of 3 rounds).

* Door to Truth (Ex): The hermetic mage has learned the greatest secrets of spell circles, and may now create the effects of a spell circle he knows (up to 6th level) without actually crafting the circle; generating the effect requires a Circle Magic check as a standard action. He is still able to craft spell circles as normal, and receives a +10 bonus to Circle Magic checks if he chooses to craft the circle; he must still craft a spell circle in order to use the Trap Circle feat. In addition, the crafting time for all spell circles he knows is reduced by an additional round, for a total reduction of 4 rounds.

Diachronos
2014-04-08, 11:35 AM
Unfortunately I'm pressed for time at the moment, so I can't post up the rest of what's been worked out. It'll be up sometime tomorrow, though, along with spoiler tags for ability explanations

Diachronos
2014-04-12, 03:35 PM
Circle Magic (Int; trained only):
Circle Magic allows the hermetic mage to create and understand spell circles. Crafting a spell circle requires a Circle Magic check each round (on the hermetic mage's turn), with the DC being 10 + (3 x the circle's level). A failed check means that mistakes were made in the circle during that round; the circle might still activate if mistakes have been made, though there is a chance of a “backlash” effect that will either alter the effects of the circle or cause it to affect its creator as well.

The Circle Magic skill is meant to be similar to the Truespeech skill from Tome of Magic: a way to determine how challenging it is to perform this kind of magic, as well as a way to represent the hermetic mage's skill at doing it.

The crafting DC was something I was stuck on for a while, since it has to be balanced between each level and everything I tried before ended up with it either being ridiculously easy for high-level circles or impossible for low-level circles. My friend and I came up with the idea to have the Circle Magic check be something that you have to do every round, which gives a little bit of leeway on the DC since you still have to do well overall, but at the same time you don't have to meet a high DC in a single roll.
At the moment I'm not sure how the overall DC of a circle should be. Should it be a set DC that has to be met each round, or should each circle have a "final" DC that the player has to meet with the combined results of his rolls?


In addition to creating circles, a hermetic mage can use Circle Magic to recognize, identify, and even learn new spell circles. The DCs are:
10 – Recognize a design as a spell circle
15 + circle level – Determine the school that a particular circle is from
15 + circle level – Identify a spell circle
15 + (2 x circle level) – Memorize a spell circle to add it to your list of circles known (requires 8 hours of study, and the spell circle must come from a school that you have access to)
20 + circle level – Determine that a particular material was made or shaped by a spell circle
20 + circle level – Identify the spell circle that created a particular effect

This part is basically like Spellcraft

Te'Shen
2014-04-13, 09:18 AM
I like the idea. As to the name, if your setting is homebrew, or even if it's not, just shift alchemists to being called chemists, and then you can call your alchemists Alchemists. Either that or give them a few organizations, and they identify themselves by the organizations, though Runic Circles or Circle Mage or whatever is on the character sheet.

S@tanicoaldo
2014-04-13, 04:11 PM
You could call them Hermetical mage or something like that since hermetic magic is based on magical circles.

http://tvtropes.org/pmwiki/pmwiki.php/Main/HermeticMagic

On a side note, the FMA anime is based on it. Hope that helped.

Diachronos
2014-04-17, 08:27 AM
Circle Feats:
Catch Mistakes: If a hermetic mage with the Catch Mistakes feat fails one of his Circle Magic checks to craft a spell circle, he may make a Spot check on the next round to notice his mistakes; the Spot DC is equal to his original Circle Magic check. If he succeeds the Spot check, he recognizes what he did wrong and may correct the mistakes (doing so takes 1 round and another Circle Magic check). If he fails the Spot check, he is certain that the circle was drawn correctly and will continue to construct the circle (or attempt to activate it) as normal. The hermetic mage may not retry a failed Spot check to notice mistakes in a spell circle, and he must accept the result of the rerolled Circle Magic check even if it was worse than the original.
Prerequisites: Spot 5 ranks, Hermetic mage level 5th

Circle Focus: Choose a circle school that you have access to. The save DC for all circles from that school increases by 1. This feat can be chosen multiple times; select a new school each time you select it.

Extra Circle: You learn one additional spell circle of a school you have access to; the level of the new spell circle may be any level, up to one lower than the current highest level spell circle you can craft.
This feat can be chosen multiple times; select a new spell circle each time you select it.
Prerequisites: Hermetic mage level 4th

Greater Circle Focus: Choose a circle school that you have chosen for the Circle Focus feat. The save DC for all circles from that school increases by 1 (stacks with Circle Focus). This feat can be chosen multiple times; each time you select it, choose another school that you have Circle Focus for.

Ranged Activation: You can mentally activate any spell circle you have created from a distance, rather than having to physically touch it. To activate a spell circle this way, make a Circle Magic check. The DC to activate the circle is equal to (15 + the circle's level + 1 per 10ft between you and the circle); if you don't have line of sight to the circle, the DC increases by 10.

School Specialization: Choose a circle school that you have access to. Whenever you craft a spell circle from that school, you get a +1 bonus to your caster level for the circle's effects and a +2 bonus to your Circle Magic check. This feat may only be taken once.
Prerequisites: Hermetic mage level 8th

Trap Circle: You can set your spell circles to activate when certain conditions are met, such as “when a creature comes within 5 feet” or “when magic is used within the circle.” A trapped circle takes additional time and effort to craft due to the additional markings required; for each activation condition, increase the crafting time by 1 round. While you can set multiple triggers in a circle, they must be relatively general or simple; for example, you can set a circle to trigger “2 rounds after a creature enters the circle” or “when a spell is cast within 5 feet of the circle,” but you can't set it to trigger on something as specific as “when a Large creature enters the circle” or “1 round after a divine spell is cast.”

Diachronos
2014-04-17, 08:44 AM
Spell Circles
This is the final obstacle I'm running into. Coming up with things that are functional and yet not redundant is a little tough for something like this, especially considering that there were maybe 4 different things that people did with alchemy in FMA.

This is what I have so far, just a basic description of what each circle does. The stats for the golems will be posted later, after I've had a chance to work out how powerful they should be and if they should be permanent.
Creation Spell Circles - Essentially Conjuration-based circles, that take materials like metal or earth and form it into something.
Level 1:
* Create Weapon – Creates a weapon of the hermetic mage's choice out of the provided materials (any design the hermetic mage chooses); it can't be masterwork, and if materials are not provided for the circle the weapon will be made of whatever material the circle is crafted on (giving the wielder a -1 to attack/damage rolls)
* Earthen Strike – Creates a pillar or spike out of the floor to attack one target (ranged touch)
* Lesser Sculpt Earth – Reforms up to 10lbs/level into a shape of the hermetic mage's choice
* Grease - Like the spell. Couldn't resist giving them this
* Dust Cloud – Creates a cloud of dust that works like obscuring mist, also blinds creatures other than the hermetic mage within the cloud (Ref negates)
*
*

Level 2:
* Create Least Golem -
* Spike Ring -
* Minor Wall – Creates a wall of 5ft squares (1 square/4 levels), can shape the wall
*
*
*
*

Level 3:
* Sculpt Earth - Reforms up to 50lbs/level into a shape of the hermetic mage's choice
* Earthen Surge – Creates a 60ft line of spikes/pillars, deals 1d8/level damage (Ref half)
*
*
*
*
*

Level 4:
* Create Lesser Golem -
*
*
*
*
*
*

Level 5:
* Greater Sculpt Earth – Reforms up to 100lbs/level into a shape of the hermetic mage's choice
*
*
*
*
*

Level 6:
* Create Golem
*
*
*
*

Level 7:
*
*
*
*

Level 8:
* Create Greater Golem
*
*

Level 9:
*
*

Destruction Spell Circles - Offensive circles, mainly based on Evocation. It's also going to have things for "unmaking" things, ranging from turning it back into its base components to outright shattering or disintegrating it.
Level 1:
*
*
*
*
*
*
*

Level 2:
*
*
*
*
*
*
*

Level 3:
*
*
*
*
*
*
*

Level 4:
*
*
*
*
*
*
*

Level 5:
*
*
*
*
*
*

Level 6:
*
*
*
*
*

Level 7:
*
*
*
*

Level 8:
*
*
*

Level 9:
*
*

Alteration Spell Circles - This is where healing circles will go, plus the circles that repair objects or turn something into something else (like turning a sword into a bucket, or the classic "lead to gold")
Level 1:
* Transmute Material I – Transforms up to 5lbs/level of a low-value material into another low-value material
* First Aid – Heals 1d4 hp per two caster levels to one target
* Change Weapon - Transforms a weapon into another weapon of the same size (light, one-handed, two-handed) and type (simple, martial, exotic)
*
*
*
*

Level 2:
* Transmute Material II – As Transmute Material I, but may transform more valuable materials
*
*
*
*
*
*

Level 3:
* Transmute Material III – As Transmute Material II, but may transform more valuable materials
*
*
*
*
*
*

Level 4:
* Transmute Material IV – As Transmute Material III, but may transform more valuable materials
*
*
*
*
*
*

Level 5:
*
*
*
*
*
*

Level 6:
*
*
*
*
*

Level 7:
*
*
*
*

Level 8:
*
*
*

Level 9:
* Revitalize – Allies in circle heal 5d8 +1/level and gain fast healing 5 as long as they're in the circle
*