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Thread: Mage

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    Bugbear in the Playground
     
    SolithKnightGuy

    Join Date
    Jul 2013
    Location
    Argos
    Gender
    Male

    Default Mage

    Ivalice Mage

    BAB: Poor
    Good Saves: Reflex, Will
    Skill Points @ First Level: (4 + Int Mod) X4
    Skill Points @ each additional level: 4 + Int Mod

    Special

    Shade of Magic: Choose Black, White, or Red magic. Your spell list is determined by this choice.
    Black: Sorcerer/Wizard Spell List
    White: Cleric Spell List
    Green: Druid Spell List
    Red: Bard/Ranger or Paladin Spell List

    [There will be barred spells such as summon monster/summon nature ally/ planar binding and others that don't make sense for a Final Fantasy type Mage]

    Magic Points: The Mage's magic is powered by their magic points. Magic Points is the endurance and power that creates and forms their spells.

    The Mage starts with a number of MP equal to [5 + Casting Mod]+1 per 2 ECL. Spells cost a number of MP equal to [Spell Level + 2].

    If not casting a spell or using a spell, spell like ability, supernatural ability, or activating a magic item the mage regains 1 magic point. The mage must be conscious and able to take at least a swift action though this ability is passive.

    If the mage ever hits 0 MP they are stunned for 1d4 rounds. The stunning takes place after the spell(s) are cast. While stunned the mage doesn't regain MP.

    Level 0 spells don't cost MP to cast.


    Double Cast: At level 6, 10, 14, and 18 the IM gains the ability to perform a double cast as a full round action. When performing a double cast the IM must expend a number of MP equal to [Spell Level + 1]+[Spell Level +1] + XX%. The additional MP used is determinded by the IM level. At level 6 the additional MP is 200%, at level 10 the additional MP is +100%, at level 14 the additional MP is +75%, and at level 18 the additional MP is +50%.

    Example: A level 10 IM decides to double cast two level 1 spells. The cost for this is [ 1 + 1] + [1 + 1] + 100% = 8 MP

    Osmosis (Sp):
    As a full round action the IM may absorb MP from other creatures, even ones that don't know they have the energy.
    Range: Close
    Saving Throw: Fortitude Negates
    DC: 10 + 1/2 Level + Casting Mod
    Effect: Gain a number of MP from the target equal to 1d4 + 1, this base MP can't be higher than the target's constitution mod. At level 7, 11, 15, and 19 the IM gains bonus MP (over the base) equal to +50%, +100%, 150%, and +200% respectively.

    Drain (Sp):
    As a full round action the IM may absorb the HP of other creatures. It is dangerous to absorb HP from undead and negative energy beings.
    Range: Close
    Saving Throw: Fort Negates
    DC: 10 + 1/2 Level + Casting Mod
    Effect: Deals 1d8 + 1 (Maximum +5) and heal the same amount. At level 8, 12, 16, and 20 the IM gains bonus HP (over the base) equal to +50%, +100%, 150%, and +200% respectively.

    Scan (Sp):
    Swift Action
    Make a Knowledge (Arcana) check to identify a creature versus a DC of 10 + CR (round down). If successful then gain the following information.
    Current HP/Maximum HP
    Weaknesses (Saves and elemental)
    Resistances (DR, elemental)
    General and Specific information on the creature and its type and sub types.




    Accidentally hit submit, please disregard this till I get more finished
    Last edited by Perseus; 2013-10-30 at 03:01 PM.
    [/opinion]... Usually.

    Weapon Skills (Rough Draft 1)
    http://www.giantitp.com/forums/showt...-Weapon-Skills

    Coming soon! Some 8 Bit Sub-Classes!
    http://www.giantitp.com/forums/showt...ings)-(WIP!!!)