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View Full Version : Pathfinder The Elven High Mage (a homebrew prestige class with a base class feel)



ElfMadness
2019-12-11, 10:11 PM
I thought it would be fun to give elves their own unique form of arcane magic, that was different from the magic of a sorcerer or a wizard.
Elven High Mage


http://fiiresand.f.i.pic.centerblog.net/00ec9cb5.jpg

Harnessing the ancient magic of their ancestors, Elven High Mages unleash powerful spells through careful focus. After decades of practiced meditation, an elf begins to cast spells drawn from their very own nature. Once the magic manifests itself, they practice with it over and over again, while continuing to meditate on both themselves and the spells they cast. No two elves use the same method to access the magic of their own blood, and thus they all cast different spells. Despite their various differences, they feel a mysterious spiritual and magical bond with every elf, past, present, and future, and for many, this feeling does not necessarily prevent violence against other elves, but they do feel a unique reverence. Through this connection, they know an elf's place in the world and the rest of existence, better than anyone else. Any elf can become an Elven High Mage, and regardless of their life and background, they are powerful and often accomplished arcane spellcasters.

Role:Elven High Mages specialize in a unique assortment of spells, allowing them to be effective mages. As they advance, Elven High Mages select their spells, and these choices allow for a wide variety of roles, from offensive to defensive to everywhere in between. They also learn other abilities that allow them to influence themselves and others, inside and outside of combat.

Requirements:
To qualify to become an Elven High Mage, a character must fulfill all the following criteria:
Race: Elf (this includes drow, half-elves and any other character with the elf subtype.)
Special: An elf may take Elven High Mage at the 1st level. If they do, they have a starting age equal to classes in their race's “trained” category and a starting wealth of 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die: d6

Class Skills:
The Elven High Mage’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.



level
BAB
Fort
Ref
Will
Special

1st

2nd

3rd
Spells
4th
per
5th
Day
6th

7th

8th

9th


1
+0
+0
+0
+2
Cantrips, Eschew Matrials, Spells, Tanglevine
3
-
-
-
-
-
-
-
-


2
+1
+0
+0
+3
Fated (1 round)
4
-
-
-
-
-
-
-
-


3
+1
+1
+0
+3
Woodland Stride
5
-
-
-
-
-
-
-
-


4
+2
+1
+1
+4
Bonus Spell
6
3
-
-
-
-
-
-
-


5
+2
+1
+1
+4
Fated (2 rounds)
6
4
-
-
-
-
-
-
-


6
+3
+2
+2
+5
Bonus Spell
6
5
3
-
-
-
-
-
-


7
+3
+2
+2
+5
Bonus Feat
6
6
4
-
-
-
-
-
-


8
+4
+2
+2
+6
Bonus Spell
6
6
5
3
-
-
-
-
-


9
+4
+3
+3
+6
Fleeting Glance
6
6
6
4
-
-
-
-
-


10
+5
+3
+3
+7
Bonus Spell
6
6
6
5
3
-
-
-
-


11
+5
+3
+3
+7
Fated (3 rounds)
6
6
6
6
4
-
-
-
-


12
+6/+1
+4
+4
+8
Bonus Spell
6
6
6
6
5
3
-
-
-


13
+6/+1
+4
+4
+8
Bonus Feat
6
6
6
6
6
4
-
-
-


14
+7/+2
+4
+4
+9
Bonus Spell
6
6
6
6
6
5
3
-
-


15
+7/+2
+5
+5
+9
Conviction
6
6
6
6
6
6
4
-
-


16
+8/+3
+5
+5
+10
Bonus Spell
6
6
6
6
6
6
5
3
-


17
+8/+3
+5
+5
+10
Fated (4 rounds)
6
6
6
6
6
6
6
4
-


18
+9/+4
+6
+6
+10
Bonus Spell
6
6
6
6
6
6
6
5
3


19
+9/+4
+6
+6
+11
Bonus Feat
6
6
6
6
6
6
6
6
4


20
+10/+5
+6
+6
+12
Bonus Spell, Soul of the Fey
6
6
6
6
6
6
6
6
6



Class Features

Weapon and Armor Proficiency
Elven High Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an Elven High Mage’s gestures, which can cause their spells with somatic components to fail.

Spells
An Elven High Mage casts arcane spells drawn primarily from the Elven High Mage Spell List. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, an Elven High Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Elven High Mage’s spell is 10 + the spell level + the Elven High Mage’s Charisma modifier.

Like other spellcasters, an Elven High Mage can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the table above. In addition, they receive bonus spells per day if they have a high Charisma score.

An Elven High Mage’s selection of spells is extremely limited. An Elven High Mage begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new Elven High Mage level, she gains one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells an Elven High Mage knows is not affected by her Charisma score; the numbers on the table below are fixed.) An Elven High Mage also gains bonus spells (see below).



level

0th

1st

2nd

3rd

4th
Spells
5th
Known
6th

7th

8th

9th


1
4
2
-
-
-
-
-
-
-
-


2
5
2
-
-
-
-
-
-
-
-


3
5
3
-
-
-
-
-
-
-
-


4
6
3
1
-
-
-
-
-
-
-


5
6
4
2
-
-
-
-
-
-
-


6
7
4
2
1
-
-
-
-
-
-


7
7
5
3
2
-
-
-
-
-
-


8
8
5
3
2
1
-
-
-
-
-


9
8
5
4
3
2
-
-
-
-
-


10
9
5
4
3
2
1
-
-
-
-


11
9
5
5
4
3
2
-
-
-
-


12
9
5
5
4
3
2
1
-
-
-


13
9
5
5
4
4
3
2
-
-
-


14
9
5
5
4
4
3
2
1
-
-


15
9
5
5
4
4
4
3
2
-
-


16
9
5
5
4
4
4
3
2
1
-


17
9
5
5
4
4
4
3
3
2
-


18
9
5
5
4
4
4
3
3
2
1


19
9
5
5
4
4
4
3
3
3
2


20
9
5
5
4
4
4
3
3
3
3



Upon reaching 5th level, and at every odd-numbered Elven High Mage level after that (7th, 9th, and so on), an Elven High Mage can choose to learn a new spell in place of one they already know. In effect, the Elven High Mage loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An Elven High Mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. Bonus spells cannot be replaced this way.

Unlike a wizard or a cleric an Elven High Mage need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up her spells per day for that spell level.

Elven High Mage Spell List:

0-Level Elven High Mage Spells (Cantrips)
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Create Water: Creates 2 gallons/level of pure water.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.

1st-Level Elven High Mage Spells
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold regions.
Enlarge Person: Humanoid creature doubles in size.
Entangle: Plants entangle everyone in 40-ft. Radius.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base speed increases by 30 ft.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Feather Fall: Objects or creatures fall slowly.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hold Portal: Holds door shut.
Hide from Animals: Animals can't perceive one subject/level.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your speed increases by 10 ft.
Magic Aura: Alters object's magic aura.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Summons creature to fight.
True Strike: +20 on your next attack roll.
Ventriloquism: Throws voice for 1 min./level.

2nd-Level Elven High Mage Spells
Alter Self: Assume form of a Small or Medium humanoid.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Arcane LockM: Magically locks a portal or chest.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses its next action.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Thoughts: Allows "listening" to surface thoughts.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Flame Blade: Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fog Cloud: Fog obscures vision.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Makes metal so hot it damages those who touch it.
Hideous Laughter: Subject loses actions for 1 round/level.
Hold Animal: Paralyzes one animal for 1 round/level.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Make Whole: Repairs an object.
Magic MouthM: Object speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you.
Misdirection: Misleads divinations for 1 creature or object.
Obscure Object: Masks object against scrying.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Phantom TrapM: Makes item seem trapped.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Pyrotechnics: Turns fire into blinding light or thick smoke.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Rope Trick: As many as eight creatures hide in extradimensional space.
See Invisibility: Reveals invisible creatures or objects.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature's Ally II: Summons creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood.
Whispering Wind: Sends a short message 1 mile/level.
Wood Shape: Reshapes wooden objects to suit you.

3rd-Level Elven High Mage Spells
Arcane Sight: Magical auras become visible to you.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Blink: You randomly vanish and reappear for 1 round per level.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Diminish Plants: Reduces size or blights the growth of normal plants.
Dominate Animal: One animal obeys your silent mental commands and orders.
Explosive Runes: Deals 6d6 damage when read.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Keen Edge: Doubles normal weapon's threat range.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
NondetectionM: Hides subject from divination, scrying.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Quench: Extinguishes fires.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Remove Disease: Cures all diseases affecting subject.
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Sleet Storm: Hampers vision and movement.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Suggestion: Compels a subject to follow stated course of action.
Summon Nature's Ally III: Summons creature to fight.
Tongues: Speak and understand any language.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Elven High Mage Spells
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Charm Monster: Makes monster believe it is your ally.
Command Plants: Sways the actions of plant creatures.
Confusion: Subjects behave oddly for 1 round/level.
Control Water: Raises or lowers bodies of water.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Detect Scrying: Alerts you to magical eavesdropping
Dimensional Anchor: Bars extradimensional movement.
Dispel Magic: Cancels one magical spell or effect.
Elemental Body I: Turns you into a Small elemental.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments to movement.
Geas, Lesser: Commands subject of 7 HD or less.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Mnemonic EnhancerF: Wizard only. Prepare extra spells or retain one just cast.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Reincarnate: Brings dead subject back in a random body.
Remove Curse: Frees object or person from curse
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
ScryingF: Spies on subject from a distance.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Spike Stones: Creatures in area take 1d8 damage, may also be slowed.
Summon Nature's Ally IV: Summons creature to fight.

5th-Level Elven High Mage Spells
Animal Growth: One animal doubles in size.
AtonementFM: Removes burden of misdeeds from subject.
AwakenM: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Contact Other Plane: Lets you ask question of extraplanar entity.
Control Winds: Changes wind direction and speed.
Cure Critical Wounds[/b]: Cures 4d8 damage + 1/level (max +20).
Death Ward: Grants bonuses against death spells and negative energy.
Dismissal: Forces a creature to return to its native plane.
Dominate Person: Controls humanoid telepathically.
Dream: Sends message to anyone sleeping.
Elemental Body II: Turns you into a Medium elemental.
FabricateM: Transforms raw materials into finished items.
False VisionM: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
HallowM: Designates location as holy.
Hold Monster: As hold person, but any creature.
Insect Plague: Wasp swarms attack creatures.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
PermanencyM:Makes certain spells permanent.
Persistent Image: As major image, but with no concentration required.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Seeming: Changes appearance of 1 person per 2 levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
StoneskinM: Grants DR 10/adamantine.
Summon Nature's Ally V: Summons creature to fight.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
UnhallowM: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.

6th-Level Elven High Mage Spells
Analyze DweomerF: Reveals magical aspects of subject.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Antimagic Field: Negates magic within 10 ft.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Disintegrate: Reduces one creature or object to dust.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Eagle's Splendor, Mass: As eagle's splendor, 1 subject/level.
Elemental Body III: Turns you into a Large elemental.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Flesh to Stone: Turns subject creature into statue.
Form of the Dragon I: Turns you into a Medium dragon.
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/ level.
Geas/Quest: As lesser geas, but affects any creature.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Ironwood: Magic wood is as strong as steel.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Liveoak: Oak becomes treant guardian.
Mislead: Turns you invisible and creates illusory double.
Move Earth: Digs trenches and builds hills.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
Plant Shape II: Turns you into a Large plant creature.
Programmed ImageM: As major image, but triggered by event.
Repel Wood: Pushes away wooden objects.
RepulsionF: Creatures can't approach you.
Shadow Walk: Step into shadow to travel rapidly.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Stone to Flesh: Restores petrified creature.
Suggestion, Mass: As suggestion, affects 1 subject/level.
Summon Nature's Ally VI: Summons creature to fight.
Symbol of PersuasionM: Triggered rune charms creatures.
TransformationM: You gain combat bonuses.
Transport via Plants: Move instantly from one plant to another of the same kind.
Veil: Changes appearance of a group of creatures.
Wall of Stone: Creates a stone wall that can be shaped.

7th-Level Elven High Mage Spells
Animate Plants: One or more plants animate and fight for you.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Elemental Body IV: Turns you into a Huge elemental.
Ethereal Jaunt: You become ethereal for 1 round/level.
Fire Storm: Deals 1d6/level fire damage.
Form of the Dragon II: Turns you into a Large dragon.
Giant Form I: Turns you into a Large giant.
Hold Person, Mass: As hold person, but all within 30 ft.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Insanity: Subject suffers continuous confusion.
Invisibility, Mass: As invisibility, but affects all in range.
Limited WishM: Alters reality (within limits).
Plant Shape III: Turns you into a Huge plant.
Polymorph, Greater: Gives one willing subject a new, more powerful form.
Power Word Blind: Blinds creature with 200 hp or less.
Project Image: Illusory double can talk and cast spells.
Scrying, Greater: As scrying, but faster and longer.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
SimulacrumM: Creates partially real double of a creature.
Spell TurningM: Reflect 1d4+6 spell levels back at caster.
Statue: Subject can become a statue at will.
Summon Nature's Ally VII: Summons creature to fight.
Symbol of StunningM: Triggered rune stuns creatures.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True SeeingM: Lets you see all things as they really are.
VisionM: As legend lore, but quicker.
Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level Elven High Mage Spells
Animal Shapes: One ally/level polymorphs into chosen animal.
BindingM: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Control Plants: Controls actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Demand: As sending, plus you can send suggestion.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Deals 10 damage/level to one subject.
Form of the Dragon III: Turns you into a Huge dragon.
Giant Form II: Turns you into a Huge giant.
Iron Body: Your body becomes living iron.
Irresistible Dance: Forces subject to dance.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Polymorph Any Object: Changes a subject into anything else.
Power Word Stun: Stuns creature with 150 hp or less.
Prismatic Wall: Wall's colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision and scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Summon Nature's Ally VIII: Summons creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
Temporal StasisM: Puts subject into suspended animation.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.

9th-Level Elven High Mage Spells
Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Dominate Monster: As dominate person, but any creature.
Elemental Swarm: Summons multiple elementals.
Etherealness: Travel to Ethereal Plane with companions.
Foresight: "Sixth sense" warns of impending danger.
Freedom: Releases creature from imprisonment.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Imprisonment: Entombs subject beneath the earth.
Mage's Disjunction: Dispels magic, disenchants magic items.
Power Word Kill: Kills one creature with 100 hp or less.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shades: As shadow conjuration, but up to 8th level and 80% real.
Shambler: Creates 1d4+2 shambling mounds to fight for you.
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature's Ally IX: Summons creature to fight.
SympathyM: Object or location attracts certain creatures.
Time Stop: You act freely for 1d4+1 rounds.
Weird: As phantasmal killer, but affects all within 30 ft.
WishM: As limited wish, but with fewer limits.


Cantrips:
Elven High Mages learn a number of cantrips, or 0-level spells, as noted on the table. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials:
An Elven High Mage gains Eschew Materials as a bonus feat at 1st level.

Tanglevine (Sp):
At 1st level, as a standard action, an Elven High Mage can create a 15-foot-long, animated vine that springs from their hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using their Elven High Mage level plus their Charisma modifier in place of their normal CMB. They can use this power a number of times per day equal to 3 + their Charisma modifier.

Fated (Su):
Starting at the 2nd level, whenever an Elven High Mage casts a spell with a range of “personal,” they gain a luck bonus equal to the spell’s level on all their saving throws for 1 round.

At the 5th level the bonus lasts for 2 rounds, at the 11th level the bonus lasts for 3 rounds, and at the 17th level the bonus lasts for 4 rounds.

Woodland Stride (Ex):
At 3rd level, an Elven High Mage can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.

Bonus Spell:
At the 4th level, and at every two levels thereafter, an Elven High Mage gains a bonus spell in addition to those mentioned on the table. These bonus spells must be one level lower than the highest level spell the Elven High Mage knows. Also, the bonus spells must be selected from the Elven High Mage Spell List or the Sorcerer/Wizard Spell List. If a spell appears on both lists at different levels, they must use the level on the Elven High Mage List.

Bonus Feats:
At 7th level, and every six levels thereafter, an Elven High Mage receives one bonus feat, chosen from the following list: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

The Elven High Mage must meet the prerequisites for these bonus feats.

Fleeting Glance (Sp):
At 9th level, an Elven High Mage can turn invisible for a number of rounds per day equal to their Elven High Mage level. This ability functions as Greater Invisibility. These rounds need not be consecutive.

Conviction (Su):
At 15th level, an Elven High Mage can reroll any one ability check, attack roll, skill check, or saving throw they just made. They must decide to use this ability after the die is rolled, but before the results are revealed by the GM. They must take the second result, even if it is worse. They can use this ability once per day.

Soul of the Fey (Su):
At 20th level, an Elven High Mage soul becomes one with the world of the fey. An Elven High Mage gains immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack them unless compelled to do so through magic. Once per day, they can cast shadow walk as a spell-like ability using their Elven High Mage level as their caster level.

Any thoughts or ideas?
This is essentially a modified sorcerer, with bloodline abilities selected from various places. It was changed a little bit to remove dead-levels. The spell list is the same as the druid's with the abjuration, divination, enchantment, illusion, transmutation, and universal spells on the sorcerer/wizard's spell list. Overlapping spells use the druid's level, because I thought it helped with flavor.

Kartemest
2019-12-12, 06:47 AM
That seems very well tought out and balanced, you even made a whole spell list! :)
I've noticed you don't get monstrous phisique, but you get beast shape and giant form, is this intentional? Maybe you could remove giant form too, so they just can't become huge humanoids, unless they use the non personal spells on themself (wich are somewhat weaker).
They get entangle and fox cloud, but don't get glitterdust and the best battlefield controll spells from later levels, like black tentacles, stinking cloud, solid fog and acid fog. They don't even get something like fireball to apply dazing spell to untill they get flame strike, wich is higher level. That's probably for the better since they already get plenty of good spells. They can still do some controll with summon nature ally. Later on they get some nice wall spells. You also have wind walk, but no teleport and no plane shift. So you are going to need a wizard and a cleric (Or an high level wizzard) to quickly and cheaply adventure on other planes, wich in a party with another full caster might be a bit too much for some groups. That could suit some DMs who don't want their players to travel too easily tough. Wind walk can substitute teleport, but I'd add plane shift, at least as a level 7 spell so it's hard to obtain, but it's there if you want to adventure with no divine caster or and without another high level arcane caster. I'm a bit worried about the lack of the mage armor spell, the game is built giving it for granted, not having it or light armor could bring to some low level sudden and anticlimatic deaths. He would be the most frail spellcaster in the game in a way.

ElfMadness
2019-12-13, 08:17 PM
That seems very well tought out and balanced, you even made a whole spell list! :)
Thanks!

I've noticed you don't get monstrous phisique, but you get beast shape and giant form, is this intentional? Maybe you could remove giant form too, so they just can't become huge humanoids, unless they use the non personal spells on themself (wich are somewhat weaker).
I only used the core spells. I would've included otherwise.

They get entangle and fox cloud, but don't get glitterdust and the best battlefield controll spells from later levels, like black tentacles, stinking cloud, solid fog and acid fog. They don't even get something like fireball to apply dazing spell to untill they get flame strike, wich is higher level. That's probably for the better since they already get plenty of good spells. They can still do some controll with summon nature ally. Later on they get some nice wall spells. You also have wind walk, but no teleport and no plane shift. So you are going to need a wizard and a cleric (Or an high level wizzard) to quickly and cheaply adventure on other planes, wich in a party with another full caster might be a bit too much for some groups. That could suit some DMs who don't want their players to travel too easily tough. Wind walk can substitute teleport, but I'd add plane shift, at least as a level 7 spell so it's hard to obtain, but it's there if you want to adventure with no divine caster or and without another high level arcane caster. I'm a bit worried about the lack of the mage armor spell, the game is built giving it for granted, not having it or light armor could bring to some low level sudden and anticlimatic deaths. He would be the most frail spellcaster in the game in a way.
They can get some of those spells from the Bonus Spell ability.