Formless Entity
2016-06-13, 07:49 PM
Celestial Mage
http://i1026.photobucket.com/albums/y323/redeyedstrider/0ca6d17b2df777c65313ff2519bdcb55_zpstnywkg2c.jpg
The Celestial Mage studies for years to tap into their latent connection with this cosmos and learn in turn to bend it to their will. Ever curious about the nature of the universe around them, few of them are content with simply staying in a library or observatory and most will try to go see what is out there with their own eyes. Feeling a deep connection to the cosmos itself, many of them are inclined to worship nature itself, like many druids, rather than a deity.
Hit Die: d6
Armor: None.
Weapons: Simple weapons.
Tools: None
Saving Throws: Intelligence and Wisdom.
Skills: Choose two skills from Arcane, History, Insight, Nature, and Religion.
Equipment:
-(a) two daggers or (b) any simple weapon
-(a) arcane focus
-(a) any simple weapon
-(a) scholar's pack or (b) an explorer's pack.
-(a) a spellbook
Cosmic Force
At 1st level, you have cultivated an inner connection with the cosmos to glean power from one the untethered celestial forces in the cosmos of your choice: Stellar or Void, each of which is detailed at the end of the the class description.
Cantrips
At 1st level you know three cantrips of your choice from the Star Mage spell list, you learn additional cantrips at later levels, as shown on the table.
Spellbook
At 1st level, you have a spellbook containing 6 1st level Celestial Mage spell list. Your spellbook is the repository of the spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Celestial Mage spells that are available for you to cast. To do so, choose a number of celestial magi spells from your spellbook equal to your intelligence modifier + your celestial magi level (minimum one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of celestial magi spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell of the list.
Spellcasting Ability
Intelligence is your spellcasting ability for your Celestial Mage spells, since you learn your spells through dedicated study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Celestial Magi spell you have cast and when making an attack roll with one.
Ritual Casting
You can cast a Celestial Mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Celestial Mage spells.
Learning Spells
Each time you gain a Celestial Mage level you can add two Celestial Mage spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the table. You cannot add other spells to your spellbook like many other arcane spellcasters that use spellbook can.
Celestial Scholar (Ex)
Starting at 3rd level, you get a competence bonus equal to your intelligence modifier to any knowledge check made about an astronomical object or concept.
Celestial Navigator (Ex)
Starting at 7th level, you get a competence bonus equal to your intelligence modifier to any navigation check made when the stars in view.
Cosmic Denizen (Sp)
Starting at the 11th level, you can now survive and function normally without oxygen and are immune to the effects on being in a vacuum.
Class Level
Prof. Bonus
Class Features
Cantrips
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Celestial Force Features, Spellcasting
3
2
-
-
-
-
-
-
-
-
2nd
+2
Celestial Force Feature
3
3
-
-
-
-
-
-
-
-
3rd
+2
Celestial Scholar
3
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
4
4
3
-
-
-
-
-
-
-
5th
+3
-
4
4
3
2
-
-
-
-
-
-
6th
+3
Celestial Force Feature
4
4
3
3
-
-
-
-
-
-
7th
+3
Celestial Navigator
4
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement
4
4
3
3
2
-
-
-
-
-
9th
+4
-
4
4
3
3
3
1
-
-
-
-
10th
+4
Celestial Force Feature
5
4
3
3
3
2
-
-
-
-
11th
+4
Cosmic Denizen
5
4
3
3
3
2
1
-
-
-
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
-
-
-
13th
+5
-
5
4
3
3
3
2
1
1
-
-
14th
+5
Celestial Force Feature
5
4
3
3
3
2
1
1
-
-
15th
+5
-
5
4
3
3
3
2
1
1
1
-
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
-
17th
+6
-
5
4
3
3
3
2
1
1
1
1
18th
+6
Celestial Force Feature
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Celestial Force Feature
5
4
3
3
3
3
2
2
1
1
You have gained power from the stars and galaxies of the cosmos. You powers involve outputting radiation and heat though you also gain some aspect of the star's more nourishing side as well with minor healing abilities.
Armor Proficiency: At 1st level, you become proficient in Light Armor.
Skill Proficiency: At 1st level, you become proficient in either Medicine or Persuasion.
Expanded Spell List
These spells are added to the list of spells avalible to learn.
Cantrips: Light, Sacred Flame
1st: Burning Hand, Healing Word
2nd: Flaming Sphere, Continual Flame
3rd: Fireball, Daylight
4th: Fire Shield (warm shield only), Wall of Fire
5th: Flame Strike
6th: Sun Beam
7th: Fire Storm
8th: Sunburst
9th: Meteor Swarm
Starstreak
Starting at 1st Level you get the Starstreak spell-like ability, you can use this spell-like ability a number of times per short rest equal your Charisma modifier. You use your charisma as your spellcasting ability for this spell-like ability.
Starstreak: Evocation
Casting Time: 1 action
Range: 80 feet
Components: V, S
Duration: Instantaneous
A blast of yellow-white light streaks towards a creature within range. Make a ranged spell attack against the target. On hit, the target rakes 1d6 radiant and 1d6 fire damage.
The spell creates more than one beam when you reach higher levels; two beams at 6th level, and three beams at 11th level, and four beams at the 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Star's Light (SP)
Starting at 2rd level, as a bonus action, a number of times per day equal to your Charisma modifier, you can grant you and all allies within 30 ft of you advantage on all saving throws for one round and temporary hit points equal to your charisma modifier.
Starborn (SP)
Starting at 6th level you gain resistance to radiant damage, at 14th level this expands to include resistance to fire damage as well.
Cosmic Guidance (SP)
Starting at 10th level, as a free action you can make all forms of magic within 60 ft. of you glow softly for one minute. The color of the glow depends on the school of magic it is. Universal: Blue, Abjuration: White, Conjuration: Orange, Divination: Yellow, Enchantment: Pink. Evocation: Red, Illusion: Purple, Necromancy: Black, and Transmutation: Green. This is visible to everyone, not only the Cosmic Magi and the glow is stronger the more powerful the magic.
Dead Star Aspect (SP)
Starting at 14th level you can convert the damage type of any Cosmic Mage spell or feature from fire damage to cold damage or radiant to necrotic by reducing the damage dealt by 1/4 its total amount.
Star Blessing (SP)
Starting at 18th level, as a action you can cast heal all allies within 30 ft of you by 2d6 + your charisma bonus HP an amount of times per day equal to your charisma modifier.
Supernova (SP)
Starting at the 20th level, as a action you can force all creatures within a 10-80 ft. Radius of a spot within 80 ft of you to be pushed back 50 ft. away from the radius and to make a dex saving throw, counting 8+your proficiency bonus+your charisma bonus as the saving throw DC or else take 20d6 fire and 20d6 radiant damage if it succeeds it takes half damage. You can do this once per long rest.
You have gained power from the void between the stars and the holes in reality that bend space and time.
Weapon Proficiency: At 1st level, you become proficient with Short Swords.
Skill Proficiency: At 1st level, you become proficient in either Stealth or Acrobatics.
Expanded Spell List
These spells are added to the list of spells avalible to learn.
Cantrips: Ray of Frost, Chill Touch
1st: Inflict Wounds, Expeditious Retreat
2nd: Darkness, Mirror Image
3rd: Vampriric Touch, Haste
4th: Greater Invisibility, Ice Storm
5th: Cone of Cold
6th: Freezing Sphere
7th: Teleport
8th: Anti-Magic Field
9th: Time Stop
Voidray
Starting at 1st level you get the Voidray spell, you can use this spell a number of times per short rest equal to your Charisma modifier. You use your charisma as your spellcasting ability for this spell.
Voidray: Evocation
Casting time: 1 Action
Range: 80 feet
Components: V, S
Duration: Instantaneous
A rays of darkness streaks towards a creature within range. Make a ranged spell attack against the target. On hit, the target takes 1d6 necrotic and 1d6 cold damage.
The spell creates more than one beam when you reach higher levels; two beams at 6th level, and three beams at 11th level, and four beams at the 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Cosmic Darkness (SP)
Starting at 2nd level this character can use the Darkness as a spell-like ability a number of times per day equal to its charisma modifier as a bonus action.
Voidborn (SP)
Starting at 6th level you gain resistance to necrotic damage. At 14th level this expands to include cold damage as well.
Voidwarp (SP)
Starting at 10th level, you gain darkvision and can teleport itself to up to 50 ft away to a location it can see a number of times per day equal to your Charisma modifier as an action.
Cold Fusion (SP)
Starting at 14th level you can convert the damage type of any Cosmic Magi spell or feature from cold damage to fire damage or necrotic damage to radiant damage by reducing the damage dealt by 1/4 its total amount.
Voidwarp Mastery (SP)
Starting at 18th level you can cast Misty Step as a spell-like ability as a bonus action.
Spatial Collapse (SP)
Starting at the 20th level, once per day as an action, you can create a 5 ft zone within 80 ft of you that deals 30d6 necrotic and 30d6 cold damage to any creatures in that zone. All creatures within 30 ft of that zone must make an strength check equal to 8+your proficiency bonus+your Charisma modifier or be pulled ten feet towards that zone, if any of these creatures end up in that zone they take the damage as well. This zone persist until the beginning of your next turn.
Cantrips:
Dancing Lights
Mage Hand
Message
Resistance
Unseen Servant
Level 1 Spells:
Color Spray
Comprehend Languages
Detect Magic
Feather Fall
Floating Disk
Mage Armor
Magic Missile
Shield
Silent Image
Level 2 Spells:
Arcanist's Magic Aura
Blindness/Deafness
Blur
Calm Emotions
Darkvision
Detect Thought
Hold Person
Levitate
Misty Step
Silence
Level 3 Spells:
Blink
Clairvoyance
Dispel Magic
Fly
Gaseous Form
Glyph of Warding
Hypnotic Pattern
Magic Circle
Major Image
Protection from Energy
Slow
Tongues
Level 4 Spells:
Arcane Eye
Banishment
Dimension Door
Freedom of Movement
Resilient Sphere
Level 5 Spells:
Arcane Hand
Conjure Elemental
Contact Other Plane
Planar Binding
Seeming
Scrying
Telekinesis
Teleportation Circle
Wall of Force
Level 6 Spells:
Disintergrate
Find the Path
Globe of Invulnerability
Instant Summons
Planar Ally
Programmed Illusion
True Seeing
Level 7 Spells:
Etherealness
Forcecage
Project Image
Plane Shift
Prismatic Spray
Reverse Gravity
Level 8 Spells:
Control Weather
Demiplane
Mind Blank
Level 9 Spells:
Astral Projection
Foresight
Gate
Weird
Wish
AvatarVecna for constructive criticism and pointing out balancing errors and dead levels.
SirTiefling from Deviant Art for the picture.
JNAProductions for constructive criticism and suggesting to add fluff.
TheTeaMusFlow for pointing out the error in the class name.
Ghost Nappa for pointing out power scaling issues.
EDIT: Fixed Typos
EDIT: Cleaned up presentation
EDIT: Adjusted for Balance. Adjusted to eliminate dead levels. (Credit to AvatarVecna)
EDIT: Made the class table into an actual table. (Credit to AvatarVecna)
EDIT: Minor Level Shifting
EDIT: Added Fluff (Credit to JNAProductions)
EDIT: Added picture (Credit to SirTiefling from Deviant Art.)
EDIT: Added some class description.
EDIT: Nerfed some abilities and fixed typos.
EDIT: Nerfed Spatial Collapse (Credit to JNAProductions.)
EDIT: Changed the Name (Credit to TheTeaMustFlow)
EDIT: Swapped Voidwarp and Cosmic Darkness (Credit to Ghost Nappa)
http://i1026.photobucket.com/albums/y323/redeyedstrider/0ca6d17b2df777c65313ff2519bdcb55_zpstnywkg2c.jpg
The Celestial Mage studies for years to tap into their latent connection with this cosmos and learn in turn to bend it to their will. Ever curious about the nature of the universe around them, few of them are content with simply staying in a library or observatory and most will try to go see what is out there with their own eyes. Feeling a deep connection to the cosmos itself, many of them are inclined to worship nature itself, like many druids, rather than a deity.
Hit Die: d6
Armor: None.
Weapons: Simple weapons.
Tools: None
Saving Throws: Intelligence and Wisdom.
Skills: Choose two skills from Arcane, History, Insight, Nature, and Religion.
Equipment:
-(a) two daggers or (b) any simple weapon
-(a) arcane focus
-(a) any simple weapon
-(a) scholar's pack or (b) an explorer's pack.
-(a) a spellbook
Cosmic Force
At 1st level, you have cultivated an inner connection with the cosmos to glean power from one the untethered celestial forces in the cosmos of your choice: Stellar or Void, each of which is detailed at the end of the the class description.
Cantrips
At 1st level you know three cantrips of your choice from the Star Mage spell list, you learn additional cantrips at later levels, as shown on the table.
Spellbook
At 1st level, you have a spellbook containing 6 1st level Celestial Mage spell list. Your spellbook is the repository of the spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Celestial Mage spells that are available for you to cast. To do so, choose a number of celestial magi spells from your spellbook equal to your intelligence modifier + your celestial magi level (minimum one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of celestial magi spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell of the list.
Spellcasting Ability
Intelligence is your spellcasting ability for your Celestial Mage spells, since you learn your spells through dedicated study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Celestial Magi spell you have cast and when making an attack roll with one.
Ritual Casting
You can cast a Celestial Mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Celestial Mage spells.
Learning Spells
Each time you gain a Celestial Mage level you can add two Celestial Mage spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the table. You cannot add other spells to your spellbook like many other arcane spellcasters that use spellbook can.
Celestial Scholar (Ex)
Starting at 3rd level, you get a competence bonus equal to your intelligence modifier to any knowledge check made about an astronomical object or concept.
Celestial Navigator (Ex)
Starting at 7th level, you get a competence bonus equal to your intelligence modifier to any navigation check made when the stars in view.
Cosmic Denizen (Sp)
Starting at the 11th level, you can now survive and function normally without oxygen and are immune to the effects on being in a vacuum.
Class Level
Prof. Bonus
Class Features
Cantrips
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Celestial Force Features, Spellcasting
3
2
-
-
-
-
-
-
-
-
2nd
+2
Celestial Force Feature
3
3
-
-
-
-
-
-
-
-
3rd
+2
Celestial Scholar
3
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
4
4
3
-
-
-
-
-
-
-
5th
+3
-
4
4
3
2
-
-
-
-
-
-
6th
+3
Celestial Force Feature
4
4
3
3
-
-
-
-
-
-
7th
+3
Celestial Navigator
4
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement
4
4
3
3
2
-
-
-
-
-
9th
+4
-
4
4
3
3
3
1
-
-
-
-
10th
+4
Celestial Force Feature
5
4
3
3
3
2
-
-
-
-
11th
+4
Cosmic Denizen
5
4
3
3
3
2
1
-
-
-
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
-
-
-
13th
+5
-
5
4
3
3
3
2
1
1
-
-
14th
+5
Celestial Force Feature
5
4
3
3
3
2
1
1
-
-
15th
+5
-
5
4
3
3
3
2
1
1
1
-
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
-
17th
+6
-
5
4
3
3
3
2
1
1
1
1
18th
+6
Celestial Force Feature
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Celestial Force Feature
5
4
3
3
3
3
2
2
1
1
You have gained power from the stars and galaxies of the cosmos. You powers involve outputting radiation and heat though you also gain some aspect of the star's more nourishing side as well with minor healing abilities.
Armor Proficiency: At 1st level, you become proficient in Light Armor.
Skill Proficiency: At 1st level, you become proficient in either Medicine or Persuasion.
Expanded Spell List
These spells are added to the list of spells avalible to learn.
Cantrips: Light, Sacred Flame
1st: Burning Hand, Healing Word
2nd: Flaming Sphere, Continual Flame
3rd: Fireball, Daylight
4th: Fire Shield (warm shield only), Wall of Fire
5th: Flame Strike
6th: Sun Beam
7th: Fire Storm
8th: Sunburst
9th: Meteor Swarm
Starstreak
Starting at 1st Level you get the Starstreak spell-like ability, you can use this spell-like ability a number of times per short rest equal your Charisma modifier. You use your charisma as your spellcasting ability for this spell-like ability.
Starstreak: Evocation
Casting Time: 1 action
Range: 80 feet
Components: V, S
Duration: Instantaneous
A blast of yellow-white light streaks towards a creature within range. Make a ranged spell attack against the target. On hit, the target rakes 1d6 radiant and 1d6 fire damage.
The spell creates more than one beam when you reach higher levels; two beams at 6th level, and three beams at 11th level, and four beams at the 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Star's Light (SP)
Starting at 2rd level, as a bonus action, a number of times per day equal to your Charisma modifier, you can grant you and all allies within 30 ft of you advantage on all saving throws for one round and temporary hit points equal to your charisma modifier.
Starborn (SP)
Starting at 6th level you gain resistance to radiant damage, at 14th level this expands to include resistance to fire damage as well.
Cosmic Guidance (SP)
Starting at 10th level, as a free action you can make all forms of magic within 60 ft. of you glow softly for one minute. The color of the glow depends on the school of magic it is. Universal: Blue, Abjuration: White, Conjuration: Orange, Divination: Yellow, Enchantment: Pink. Evocation: Red, Illusion: Purple, Necromancy: Black, and Transmutation: Green. This is visible to everyone, not only the Cosmic Magi and the glow is stronger the more powerful the magic.
Dead Star Aspect (SP)
Starting at 14th level you can convert the damage type of any Cosmic Mage spell or feature from fire damage to cold damage or radiant to necrotic by reducing the damage dealt by 1/4 its total amount.
Star Blessing (SP)
Starting at 18th level, as a action you can cast heal all allies within 30 ft of you by 2d6 + your charisma bonus HP an amount of times per day equal to your charisma modifier.
Supernova (SP)
Starting at the 20th level, as a action you can force all creatures within a 10-80 ft. Radius of a spot within 80 ft of you to be pushed back 50 ft. away from the radius and to make a dex saving throw, counting 8+your proficiency bonus+your charisma bonus as the saving throw DC or else take 20d6 fire and 20d6 radiant damage if it succeeds it takes half damage. You can do this once per long rest.
You have gained power from the void between the stars and the holes in reality that bend space and time.
Weapon Proficiency: At 1st level, you become proficient with Short Swords.
Skill Proficiency: At 1st level, you become proficient in either Stealth or Acrobatics.
Expanded Spell List
These spells are added to the list of spells avalible to learn.
Cantrips: Ray of Frost, Chill Touch
1st: Inflict Wounds, Expeditious Retreat
2nd: Darkness, Mirror Image
3rd: Vampriric Touch, Haste
4th: Greater Invisibility, Ice Storm
5th: Cone of Cold
6th: Freezing Sphere
7th: Teleport
8th: Anti-Magic Field
9th: Time Stop
Voidray
Starting at 1st level you get the Voidray spell, you can use this spell a number of times per short rest equal to your Charisma modifier. You use your charisma as your spellcasting ability for this spell.
Voidray: Evocation
Casting time: 1 Action
Range: 80 feet
Components: V, S
Duration: Instantaneous
A rays of darkness streaks towards a creature within range. Make a ranged spell attack against the target. On hit, the target takes 1d6 necrotic and 1d6 cold damage.
The spell creates more than one beam when you reach higher levels; two beams at 6th level, and three beams at 11th level, and four beams at the 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Cosmic Darkness (SP)
Starting at 2nd level this character can use the Darkness as a spell-like ability a number of times per day equal to its charisma modifier as a bonus action.
Voidborn (SP)
Starting at 6th level you gain resistance to necrotic damage. At 14th level this expands to include cold damage as well.
Voidwarp (SP)
Starting at 10th level, you gain darkvision and can teleport itself to up to 50 ft away to a location it can see a number of times per day equal to your Charisma modifier as an action.
Cold Fusion (SP)
Starting at 14th level you can convert the damage type of any Cosmic Magi spell or feature from cold damage to fire damage or necrotic damage to radiant damage by reducing the damage dealt by 1/4 its total amount.
Voidwarp Mastery (SP)
Starting at 18th level you can cast Misty Step as a spell-like ability as a bonus action.
Spatial Collapse (SP)
Starting at the 20th level, once per day as an action, you can create a 5 ft zone within 80 ft of you that deals 30d6 necrotic and 30d6 cold damage to any creatures in that zone. All creatures within 30 ft of that zone must make an strength check equal to 8+your proficiency bonus+your Charisma modifier or be pulled ten feet towards that zone, if any of these creatures end up in that zone they take the damage as well. This zone persist until the beginning of your next turn.
Cantrips:
Dancing Lights
Mage Hand
Message
Resistance
Unseen Servant
Level 1 Spells:
Color Spray
Comprehend Languages
Detect Magic
Feather Fall
Floating Disk
Mage Armor
Magic Missile
Shield
Silent Image
Level 2 Spells:
Arcanist's Magic Aura
Blindness/Deafness
Blur
Calm Emotions
Darkvision
Detect Thought
Hold Person
Levitate
Misty Step
Silence
Level 3 Spells:
Blink
Clairvoyance
Dispel Magic
Fly
Gaseous Form
Glyph of Warding
Hypnotic Pattern
Magic Circle
Major Image
Protection from Energy
Slow
Tongues
Level 4 Spells:
Arcane Eye
Banishment
Dimension Door
Freedom of Movement
Resilient Sphere
Level 5 Spells:
Arcane Hand
Conjure Elemental
Contact Other Plane
Planar Binding
Seeming
Scrying
Telekinesis
Teleportation Circle
Wall of Force
Level 6 Spells:
Disintergrate
Find the Path
Globe of Invulnerability
Instant Summons
Planar Ally
Programmed Illusion
True Seeing
Level 7 Spells:
Etherealness
Forcecage
Project Image
Plane Shift
Prismatic Spray
Reverse Gravity
Level 8 Spells:
Control Weather
Demiplane
Mind Blank
Level 9 Spells:
Astral Projection
Foresight
Gate
Weird
Wish
AvatarVecna for constructive criticism and pointing out balancing errors and dead levels.
SirTiefling from Deviant Art for the picture.
JNAProductions for constructive criticism and suggesting to add fluff.
TheTeaMusFlow for pointing out the error in the class name.
Ghost Nappa for pointing out power scaling issues.
EDIT: Fixed Typos
EDIT: Cleaned up presentation
EDIT: Adjusted for Balance. Adjusted to eliminate dead levels. (Credit to AvatarVecna)
EDIT: Made the class table into an actual table. (Credit to AvatarVecna)
EDIT: Minor Level Shifting
EDIT: Added Fluff (Credit to JNAProductions)
EDIT: Added picture (Credit to SirTiefling from Deviant Art.)
EDIT: Added some class description.
EDIT: Nerfed some abilities and fixed typos.
EDIT: Nerfed Spatial Collapse (Credit to JNAProductions.)
EDIT: Changed the Name (Credit to TheTeaMustFlow)
EDIT: Swapped Voidwarp and Cosmic Darkness (Credit to Ghost Nappa)