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.
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.