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    Apr 2010

    Default Mage

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    Class: Mage

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    Preface
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    Given that all official arcane spellcasters are generally categorized as “Mage”, I find the name “Mage” most appropriate for the base class that does arcane magic.
    The name “Mage” is synonymous with Magus / Spellbinder. Those are all legitimate names for a member of this class.
    Sorcerer: The core Sorcerer is regarded to as the one with innate magical capabilities. Therefore, “Sorcerer” is now synonymous with “Warlock”.

    I’ve therefore decided to use spell schools to wrap multiple classes into a single class.
    I’ve also found it appropriate to make daily memorization more realistic and to make sure that stealing/destroying one’s spellbook doesn’t function as a shutdown switch.



    Hit Die: d4

    Table: Mage
    Saves
    Level BAB F R W Special
    1st +0 +0 +0 +2 Arcane Spellcasting, Scribe Scroll
    2nd +1 +0 +0 +3 Bonus Feat
    3rd +1 +1 +1 +3 Spell Accuracy
    4th +2 +1 +1 +4 Minor School Esoterica *
    5th +2 +1 +1 +4
    6th +3 +2 +2 +5 Spellpower
    7th +3 +2 +2 +5
    8th +4 +2 +2 +6 Bonus Feat
    9th +4 +3 +3 +6
    10th +5 +3 +3 +7 Moderate School Esoterica *
    11th +5 +3 +3 +7
    12th +6 +4 +4 +8 Fabricate Focus
    13th +6 +4 +4 +8
    14th +7 +4 +4 +9 Bonus Feat
    15th +7 +5 +5 +9
    16th +8 +5 +5 +10 Major School Esoterica *
    17th +8 +5 +5 +10
    18th +9 +6 +6 +11 Arcane Apotheosis
    19th +9 +6 +6 +11 True Specialist
    20th +10 +6 +6 +12 Bonus Feat

    * Taken from the Master Specialist PrC (CM, p.70), with some changes.



    Class Features:


    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Knowledge (arcana, the planes), Profession, and Spellcraft
    Skill Points Per Level: : 2 + Int modifier.

    Weapon and armor proficiency: Mages are proficient with all simple light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields.



    Arcane Spellcasting
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    Mages are specialists. A mage chooses one of the eight primary spell schools. This is her specialization school. A mage then chooses 4 spell schools that are forever beyond her reach, with a special clause that Conjuration & Transmutation schools each count as 2 schools (in effect, a mage may choose Conjuration & Transmutation as her prohibited schools and gain access to all other schools), and when either Conjuration/Transmutation is chosen as specialization school, a mage must select a total of 5 banned schools.
    A mage gains one additional spell from her school of specialization for each SL she has access to, and has them permanently memorized.
    A mage gains a +2 bonus on Spellcraft checks to learn spells of her chosen school.
    A mage pays ½ the time and cost for copying spells of her chosen school to her spellbook.
    Spells from your chosen school ignore any and all CL caps.
    Special: A mage may choose not to specialize (see the Wizard ACF below).

    All mages have Read Magic permanently memorized, even if Divination is among their prohibited schools.
    All mages also have the spell Prestidigitation permanently memorized – the one spell that teaches a mage the basic principles of arcane magic.
    The Mage-Spells list encompasses all arcane spells from all officially published WotC materials, without distinction of the official arcane classes those spells are originally restricted to (e.g. Sorcerer only or Wizard only).



    A mage begins play with a spellbook containing all 0-level Mage spells, except those from her prohibited schools, plus 3 1st-level spells of her choice.
    A mage also selects a number of additional 1st-level spells equal to her Int-bonus to add to her spellbook.
    With each level, she adds 2 Mage spells of her choice (up to the maximum SL she can cast) to her spellbook.
    At any time, a mage can also add spells found in other mages' spellbooks to hers, or gain new ones via research.

    Every mage has a small repertoire of spells, taken from the spells recorded in her spellbooks, as shown in the table below:

    Mage Spells-Permanently-Memorized
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    Code:
    level	0	1	2	3	4	5	6	7	8	9
    =====================================================================================
     1	2	1	-	-	-	-	-	-	-	-
     2	3	2	-	-	-	-	-	-	-	-
     3	3	2	1	-	-	-	-	-	-	-
     4	4	2	2	-	-	-	-	-	-	-
     5	4	2	2	1	-	-	-	-	-	-
     6	5	3	2	2	-	-	-	-	-	-
     7	5	3	2	2	1	-	-	-	-	-
     8	6	3	3	2	2	-	-	-	-	-
     9	6	3	3	2	2	1	-	-	-	-
     10	7	3	3	3	2	2	-	-	-	-
     11	7	3	3	3	2	2	1	-	-	-
     12	8	3	3	3	3	2	2	-	-	-
     13	8	3	3	3	3	2	2	1	-	-
     14	9	4	3	3	3	3	2	2	-	-
     15	9	4	3	3	3	3	2	2	1	-
     16	9	4	4	3	3	3	3	2	2	-
     17	9	4	4	3	3	3	3	2	2	1
     18	9	4	4	4	3	3	3	3	2	2
     19	9	4	4	4	4	3	3	3	2	2
     20	9	4	4	4	4	4	3	3	3	2
    Note: The number of bonus known spells gained from high Int is in addition to the ones specified here.


    A mage may temporarily memorize a certain amount of spells each day.
    The total number of SLs a mage can temporarily memorize equals twice her class level plus her Int-bonus. Two zero-level spells count as one 1st level spell for this purpose.
    At each even level, a mage may replace one of her permanently memorized spells with another, taking the new spell from her spellbooks. The substitute spell's level may not exceed the slot's SL, but it may be lower if the mage so chooses.

    A mage may also cast spells from her own open spellbooks. Casting a spell from an open spellbook requires 1 round of reading per SL of the desired spell, followed by a successful Spellcraft check vs. DC [15 + 2*SL].
    Spells from other books cannot be cast by a mage until she’s successfully copied them to her book(s).



    Scribe Scroll
    All mages may Scribe Scrolls, starting at 1st level.


    Bonus Feat
    At 2nd level, and again at levels 8, 14 and 20, a mage gains a bonus feat. This may be any feat that’s associated with spells or spellcasting in any way. The mage must meet all of the chosen feat’s requirements.


    Spell Accuracy
    At 3rd level, a mage gains a +1 bonus on all attack rolls that involve aiming spell effects.
    This bonus increases by +1 for every 4 levels thereafter (7, 11, 15, 19 etc.)


    Minor School Esoterica (Su)
    At 4th level, your focus on your chosen school opens your mind to new possibilities.
    You gain an ability from those below, based on your chosen school.
    Abjuration: You gain a competence bonus on dispel checks equal to 1/3 your CL.
    Conjuration: Any creature you summon or call appears with extra HP equal to your CL.
    Divination: You gain a bonus equal to 1/2 your CL on initiative checks, as well as on Gather Information, Listen, Search, Sense Motive, and Spot checks.
    Enchantment: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their nature.
    Evocation: When casting a damaging evocation spell, damage is dealt as if your level was x 1.5 your actual CL.
    Illusion: The save DCs of your illusion spells that have a saving throw entry of “Will disbelief” increase by 2.
    Necromancy: You gain Undead Empathy. This works as the Druid’s wild empathy for the purpose of influencing the attitudes of undead. Targets influenced by this ability gain +4 turn resistance for a number of rounds equal to your CL.
    Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling.


    Spellpower
    At 6th level, you gain Spell Focus as well as Spell Penetration in regards to your chosen school.
    At 12th level you gain the Greater versions of the above feats.
    At 18th level, the above bonuses increase for the last time to +3 (DC) and +6 (overcoming SR) respectively.
    Note: Taking Spell Focus or Spell Penetration at early levels doesn't grant their Greater version(s) as bonus feats when hitting 6th level, but then retraining restores the invested feat slots. Same goest for Greater Spell Focus/Penetration at 12th level.


    Moderate School Esoterica
    At 10th level, your long study of your chosen school leads to a breakthrough.
    You gain an ability from those below, based on your chosen school.
    Abjuration: You gain universal Energy Resistance equal to your CL, 1/4 your CL as deflection bonus to AC, and 1/6 your CL to all saving throws.
    Conjuration: Dispel checks made against your conjuration spells treat your CL as if it were 5 higher than normal.
    Divination: Whenever you succeed on a Sense Motive check against a creature, you may read its mind as if by detect thoughts. Creature normally immune to mental intrusion are not excluded from this ability, unless they're mindless.
    Enchantment: You can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.
    Evocation: You may alter an arcane spell's energy upon casting. You may alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected.
    Illusion: You gain concealment.
    Necromancy: You are immune to ability damage, ability drain, energy drain, and negative levels.
    Transmutation: You can immediately re-roll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.


    Fabricate Focus (Su)
    12th level mages are able to transcend even the need for spell foci.
    Extra spell energy is drawn – +1 strain cost per SL – to create a quazi-real focus that vanishes after spell discharge.


    Major School Esoterica
    At 16th level, your knowledge of your chosen school reaches its peak.
    You gain an ability from those below, based on your chosen school.
    Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.
    Conjuration: Whenever you teleport or summon a creature, you can cause it to "blink" (as the spell) for 5 rounds.
    Divination: Creatures do not benefit from supernatural means to elude or deceive you (invisible creatures don't get a bonus on Hide checks, polymorphed creatures do not get a bonus on Disguise checks, displaced creatures do not get 50% concealment, etc.).
    Enchantment: Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save.
    Evocation: Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell.
    Illusion: You can cast any illusion spell as a stilled and silent spell (as per the Still Spell and Silent Spell feats) without an increase in caster level.
    Necromancy: Undead with CR less than [your CL – 5] don't count against your limit of influenced undead (by Undead Empathy, animate dead etc).
    Transmutation: Whenever you cast a Transmutation spell on a creature or object, you can grant it DR 5/- or energy resistance 15. Alternatively, you may lower resistance in enemies by the same amounts.


    Arcane Apotheosis (Ex)
    You may spend 10min in a special ritual to fuse arcane weaving into your own body.
    You may prepare specific spells for discharge as a free action.
    You can store as many SL as your CL + Int-mod.
    Such prepared spells may be cast even from within Antimagic.
    Spells that are prepared in such manner require constant effort to maintain on the Mage’s side. As long as they’re in effect, their strain toll cannot be replenished, and they cost no less than 1 strain point per SL (unless their strain toll is already higher). Furthermore, they dissipate with no effect when the Mage falls asleep or unconscious.
    This ability can also be very dangerous. If the Mage is struck by Spellfire (see the "Arcane Feats" spoiler below) while charged with arcane power, she must make a Will save vs. DC 20 to avoid a chain-reaction that causes all stored SLs to discharge and add to the damage the Mage takes.


    True Specialist
    A 19th level mage unlocks the deepest secrets of her school of specialization.
    She may now spend a full round action to cast a non-specific 10th level spell, using its energies to replicate the effects of any spell of her school of specialization that's currently beyond her spellcasting capabilities.
    Spell that exist in one of her spellbooks take their normal casting time to activate.
    Game-approved spells have their casting time doubled, or increased by 1 round (whichever's longer).
    On-the-fly-approved spells have their casting time increased tenfold, or increased by 2 minutes (whichever's longer).







    Mage ACF: Wizard
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    Some mages prefer to delve into all arcane schools, trading the benefits of a school of specialization.
    Wizards don't get extra known spells from a school of specialization, since they don't have one.
    Wizards also lose Minor/Moderate/Major School Esoterica, Spellpower and True Specialist class features.


    Mage ACF: Unorthodox Specialist
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    Although a specialist, you compromise your specialism-based raw power for versatility.
    You trade Minor/Moderate/Major School Esoterica for gaining 3 feats instead – one for each esoterica traded.


    Mage ACF: Bonded Item
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    This ACF is designed to enable the "mage and her signature staff of power" archetype, Harry-Potter-themed casting and many more.

    Bonded Items are magically linked to their masters.
    A bonded item grows in power as the mage advances in levels
    A bonded item retains its appearance and original functions (including any existing magical powers).

    A mage may only ever be bonded with one item at a time.

    The decision of casting spell via bonded item must be made upon taking 1st Mage level – by spending an HD-granted feat or burning (retraining) an existing feat that doesn't serve as prerequisite for other feats.
    The mage loses her class related bonus feats (levels 2/8/14/20) and instead her Bonded Item increases in power every time such feat is traded (see below).


    Items that are the subject of an arcane bond must fall into one of the following categories:
    - Amulet
    - Ring
    - Wand
    - Weapon (including Staff)
    These items are always of masterwork quality.

    If the item is an amulet or ring, it must be worn to have effect (and occupies the ring or neck slot accordingly)
    Wands and weapons must be held in one hand.

    The mage's bonded item serves as a spell focus for all of her spells. If a spell's description specifies a focus, the mage's bonded item replaces it.
    Using her bonded item to cast spells, the mage gains a +1 CL boost.
    Casting spells without using her bonded item, the mage takes a -2 CL penalty, and must make a concentration check or lose the spell (DC = 20 + SL).


    If a bonded item's owner dies, or the item is replaced, the item reverts to being an ordinary masterwork item of the appropriate type.
    If a bonded item is damaged, it is restored to full hit points the next time the mage completes a full night's rest with the item in her possession. If the item of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per mage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item (if any).

    A mage can magically enhance her bonded item. The magic properties of a bonded item, including any magic abilities added to the item, only function for the mage who owns it.
    A mage can designate an existing magic item as her bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.




    A Bonded Item gains powers as its master gains levels according to the table given below:


    Code:
    Mage Level	Item Characteristics	Far-Bonding
    ================================================================================================
    1st		Durability		Sense Item
    2nd		Bonded Focus 		Call item (30'; speed 30')
    8th		Bonded Potency		Call item (line of sight; speed 60')
    14th		Bonded Resistance	Call item (same plane; as Teleport Object)
    20th		Bonded Boon		Call item (any of the known planes / reconstruction)


    Bonded Item Statistics:


    Durability (Su)
    The potent arcane energies within a Bonded Item render it extremely resistant to harm.
    A Bonded Item gains hardness as well as HP equal to +1 per Mage level. This stacks with any other effect that makes an item more durable, such as Hardening spell effect.
    When unattended, it is treated as an attended item and uses the mage's saving throws (if and when they're better than its own).

    Sense Item (Su)
    The mage is always aware of the exact direction and distance to her Bonded Item and is automatically aware of any attempt to pickpocket the item from her through the Sleight of Hand skill, although magic that obscures divinations can disrupt this awareness.

    Bonded Focus (Su)
    If the bonded item is an amulet or a ring, it grants a stacking +2 bonus on Concentration checks made to cast arcane spells when casting on the defensive or while Grappled.
    If it is a wand or a weapon, it counts as +1/+2/+3/+4 weapon at levels 2/8/14/20 respectively (with wand counting as improvised weapon), and the mage gains her Int-mod vs. attempts to Disarm or Sunder her bonded item.

    Call Item (Sp)
    As a standard action, the mage can make her Bonded Item fly to her presence, as long as it is within 30', although if the item is in the possession of another creature, that creature may make a Ref save vs. DC [10 + ½ mage level + Int-mod] to negate the effect. The item appears properly equipped on the mage if there is space for it, or on the ground in her square if not.
    When the mage reaches 8th level, she can call the item, provided is it is anywhere within her line of sight and the item flies faster to her.
    Starting at 14th level, she can summon it from any distances so long as it is on the same plane.
    Starting at 20th level, she can call it even from other planes of existence and even reform the item whole in her hands when called if it has been destroyed or disjoined.
    Effects that ward against teleportation or planar travel may prevent Call Item from working as expected.

    Bonded Potency (Su)
    Bonded item grants a stacking +2 bonus on CL checks made to overcome a creature’s SR.

    Bonded Resistance (Su)
    Bonded item grants the mage SR as the spell of the same name (12 + arcane CL).

    Bonded Boon (Su)
    Using her bonded item, the mage may cast one additional spell per day without paying the tolerance toll.





    Observation: Bonded items are endowed with powerful Abjuration, Conjuration, Divination and Transmutation powers. A mage cannot have any of those schools in his list of prohibited schools. In effect, this means that Bonded Item ACF may only be taken by abjurers, diviners and wizards.







    Arcane Feats
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    Arcane Breach
    Requirements: Arcane Apotheosis, able to cast Antimagic Field and Mage’s Disjunction without preparation
    Benefits: Though spells don’t work within Antimagic and cannot be activated within it, for you, one spell is an exception: Mage’s Disjunction. Prepared via Arcane Apotheosis, Disjunction can cause an Antimagic that surrounds you to collapse.


    Arcane Slash
    Requirements: able to cast 3rd level arcane spells, Spellstrike, Weapon Focus with any 1-handed or 2-handed slashing weapon
    Benefits: As a standard action that doesn’t provoke AoOs, you’re able to slice through the air, creating a 120' line (5' wide) of disruptive discharge that deals [1d6/SL + 1/CL + the weapon’s base damage].
    there’s no save. The discharge is too fast to allow reaction and affects all within the AoE. However, targets that can see you and are able to move as an immediate action (via feats or features) are allowed to do so to avoid the AoE.


    Arcane Webweaving
    Requirements: Mage level 6, Concentration 6, Spellcraft 9, Enlarge Spell, Extend Spell, Widen Spell
    Benefits: You have gained an understanding of how to thread together unseen strands of life force to connect willing allies in a magically resonant network known as an Arcane Webweave.
    With a silent act of concentration (DC 15, may take 10), you can connect a number of allies equal to your Int-bonus.
    Creatures must be within 30’ to have their life force woven into a Webweave, and they must be willing living creatures.
    Webweave lasts for 24 hours or until you weave a new one.
    You’re always connected to your own Webweave, and you don’t count against the limit of allies that can be connected.
    The advantages of Webweaving:
    - One Spell for All: Once you have woven a Webweave, you can send your spells across the life-force strands to your allies. Although you cast but a single spell, you can have it affect every creature in your Webweave as if the group were a single creature.
    - Selective Boon: You can exclude specific creatures connected to a Webweave from a spell if you like (e.g if one of them gets charmed or dominated, you wouldn’t want to make things easier for them to kill you).
    Constraints & Limitations:
    - Level Cap: The maximum level of a spell you can cast into a Webweave equals 1/3 your CL rounded down.
    - Typical Behavior: A Webweave doesn’t change the range of a spell (e.g. when you cast bull’s strength, you must touch each Webweaving ally you wish to affect).
    - Beneficial effects: Only spells with the “harmless” designation in their saving throw entry or ones requiring willing targets can be cast into a Webweave. In addition, spells with a range of personal cannot be cast through a Webweave.
    - Post-discharge distribution: If the spell requires decision-making on your part, you must make the same decision for everyone the spell is meant to affect. For instance, if you cast Protection from Elements, the same element selection applies to all recipients.
    - Weabweaving allies are not spell-conduits: You can’t affect objects with spells cast into your Webweave, even if those objects are held by your allies (for instance, you can’t use Webweaving to apply touch-range enhancements to weapons held by others).


    Archmage
    An Archmage is effectively a wizard who cannot be deprived of his primary source of power.
    Requirements:
    - Class: Mage (Wizard)
    - Skills: Able to decipher script in 3 known languages.
    - Skills Tricks: Codebreaker.
    - Feats: Speed Reader.
    - Spells: Able to cast Animate Objects, Blink, Fly, Ghostform (SC, p.103), Greater Invisibility, Make Whole*, Permanency and Tongues.
    * Without multiclassing / Arcane Disciple feat, access to this spell is available via Limited Wish.
    Benefit: In a laboratory ritual that takes 24 hours to complete, you animate one of your spellbooks in a unique manner, forever bonding it with your essence. Your chosen grimoire dematerializes, appearing only as you summon it to your presence by a simple act of will. Whenever you wish to cast a spell, the grimoire materializes in front of you, open in the page where the spell starts. The pages are flipped in a way that's most convenient to you as you progress in the casting of the spell. The grimoire is also present in front of you when you wish to add more spells to it. The total number of pages such a grimoire contains increases with your power growth, equaling the "arithmetic progression" of your current level. Thus, a 15th level archmage possesses a bonded grimoire of (15 + 1) * 15 / 2 = 120 pages. Your bonded grimoire cannon be permanently altered by anyone except yourself. If damaged in any way, it is perfectly mended the next time it is materialized.
    Note: From practicality's standpoint, most archmages are also runemages (see "Alternative Spellbooks" below), choosing to bond with a grimoire that would contain as many spells as possible. Most all also record handpicked key spells not rune-encoded, to cast as silent/still spells when the need arises.


    Enlarged Webweave
    Requirements: Mage 12, Spellcraft 15, Arcane Webweaving, Widen Spell
    Benefits: You can stretch your magic across your Webweave beyond normal distances. Spells you cast through a Webweave have their range category increased:
    - You can now cast spells with range “personal” as touch spells through your Webweave, limited to a single target.
    - touch spells become close range.
    - close-range spells become medium range.
    - medium-range spells become long range.
    - Long-range spells stretch as far as your line of sight goes.
    - Spells with fixed ranges other than “touch” have their range doubled.


    Force Missile Mage
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    The Force Missile Mage is one of the more iconic unofficial 3.5e PrCs. Here's an attempt to make the concept viable with feats.

    Force Missile Mage
    Requirements: Minor School Esoterica: Evocation, able to cast Magic Missile w/o preparation
    Benefit: Every time a force missile mage casts magic missile, she creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. At 7th level and every 4 levels afterwards, a force missile mage gains an additional missile when casting Magic Missile.

    Subtle Missiles
    Requirements: Force Missile Mage
    Benefit: From now on, you cast Magic Missile w/o the Verbal or Somatic components. The spell's SL remains unchanged.

    Elemental Missiles
    Requirements: Force Missile Mage, able to cast spells with either acid/cold/electricity/fire descriptors w/o preparation
    Benefit: When casting Magic Missile, you may change the energy descriptor of each missile according to whatever prereq energy spells you possess.
    Missiles with altered energy descriptor deal additional damage against vulnerable creatures and less damage against creatures with related resistances/immunities.

    Greater Missile Impact
    Your magic missiles deal more damage
    Requirements: Force Missile Mage
    Benefit: This feat may be taken a total maximum of 3 time, each increasing the damage of your missiles to d8s / d10s / d12s.

    Extraordinary Missile Burst
    Requirements: Force Missile Mage, Subtle Missiles
    Benefit: You now discharge the effect of Magic Missile as an (Ex) ability. This still requires a standard action.



    Immediate Spell
    Benefits: You may cast a swift action spell as an immediate action.
    This raises the spell's level by +2.


    Mastery of the Elements
    Requirements: see below
    Benefits: This feat provides the benefits specified for the Archmage's feature of the same name.
    To qualify for this feat, one must know at least one evocation spell per element type (acid, cold, electric and fire) - Each of which of 4th SL or higher.


    Quiescent Weaving
    Requirements: 9th Mage level, Spellcraft 12 ranks , Arcane Webweaving
    Benefits: You have learned how to weave spells into your Arcane Webweave for later use.
    The maximum number of spells you can store into your Weabweave equals 1/6 you CL.
    Quiescent weaving enables you to prepare beneficial spells you know your allies will need in a crisis. You can release the quiescent spells right away at the beginning of a fight, as a move action, then commence with more offensive spellcasting.
    To make a quiescent weave, you must designate the Webweave as the target for the spell as you cast it (regardless of what the spell’s normal target is). The spell is now woven into the Webweave in a dormant state; it doesn’t use up its duration or affect targets in any way.
    When you release the spells in your quiescent weaving, they all instantly discharge together, and take effect in the order they were cast.


    Spell Continuity
    Requirements: Spellstrike, Still Spell, CL 8th
    Benefits: You have learned how to maintain a steady flow of magic between yourself and a foe you've successfully targeted with Spellstrike for 1 round.
    Within the next combat round, if your target did not make any kind of teleportation and you're not threatened, you can Still-Spell target it with any spell that may target a single opponent (including touch attacks) at no extra strain cost, making an automatic successful hit.
    Special: A Mage possessing this feat knows when she's been marked for Spell Continuity.


    Spell Shaping
    Benefits: This feat provides the benefits specified for the Archmage's feature of the same name.
    To qualify for this feat, one must know at least one evocation spell per “AoE type” (touch, ranged touch, line, cone, spread, burst and chained/ricochet), and at least one evocation spell from each 1st through 7th SLs.


    Spell Tokenizer
    Requirements: Int 13+, 5th Mage level
    Benefits: Drawing from your enhanced studies of Prestidigitation, you've learned how to effortlessly alter the color, sound, smell, and looks of spells as you cast them. These changes do not alter the outcome of spells in any way, however they do make it more difficult for other spellcasters to identify a spell as it is being cast, which raises the the identification DC by 10 (or by 5, for anyone who took this feat).


    Spellfire
    Spellfire is fully detailed here.
    Overhaul adaptation: When making melee or range attacks with Spellfire, a mage adds her Int-bonus to the attack rolls. This offsets the dodge-AC increase that all characters gain with BAB progression.


    Spellwarp Sniper
    Requirements: able to cast a 3rd SL (or higher) arcane spell with the ray descriptor w/o preparation, Concentration 8, Precise Shot
    Benefit: you gain the "Spellwarp" ability described for the CSco Spellwarp Sniper PrC.


    Spellwarp Sudden Strike
    Requirements: Spellwarp Sniper, SA, BAB +6, Rogue's special ability: Improved Sneak Attack
    Benefit: You gain the Rogue's Sudden Strike class ability, but only when making ray attacks.


    Suppressible Spell
    Benefits: You may make any spell that is dismissible by the caster into a suppressible spell. When you would dismiss the spell, you may choose to have the spell suppressed instead.
    While all effects of a suppressed spell cease as if it had been dismissed, the spell's duration continues to be counted. While suppressed, the spell is not ended by any action you or the target creature take that would normally do so. For example, a character under the effects of a suppressed invisibility spell can attack without ending the spell.
    At any time before the spell's duration fully expires, you may reinstate the spell. Doing so requires the same type of action as casting the spell in the first place, including any verbal or somatic components needed.
    You must be within the spell's range from the area, object, or creature that was the original target of the spell in order to suppress or reinstate the spell effect.
    If the spell affects multiple creatures or objects, you may selectively suppress or reinstate the spell's effects on each of the targets currently within range.
    There is no limit to the number of times a spell may be suppressed or reinstated during the spell's duration, even if the duration has been made permanent with the permanency spell.
    A suppressible spell counts as one level higher than the spell's actual level.


    Third Eye
    Requirements: Eschew Materials, Silent Spell, Still Spell, Moderate School Esoterica.
    Benefit: you gain a third eye – an animated tattoo – in the center of your forehead.
    The eye remains shut most of the time. You may cast a spell from your chosen school of specialization through your third eye as a free action silent act of will, causing the eye to open and glow with a dim light.
    Using the eye requires the caster to be able to cast the spell w/o material components (if the spell doesn’t have any in its description or via Eschew Materials feat). This does not alter the level of the spell.
    You may use this [Int-bonus] times per day, and no more than once per hour.






    New Mage Spells
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    Awaken Self
    This spell is described here.


    Duel Dome
    Universal
    Level: Mage 8
    Components: V, S
    Casting Time: 1 round (see below)
    Range: long (120')
    Area: 60' diameter dome
    Duration: long (1 hour) (see below)
    Saving Throw: None (see below)
    Spell Resistance: No
    This specialized spell is used for resolving conflicts between two individuals.
    The effect of this spell may only come to be when two mages cast it simultaneously. The area to be affected must contain exactly 2 sentient individuals who are willing to duel each other to the death. The spellcasters must genuinely believe without a shadow of a doubt that this is the case at the moment of casting or the spell fails. The area may contain no other living/construct/undead/conjured/called/summoned/animated creatures of any sort or the spell fails.
    Upon completion of the spell, an impregnable and opaque dome is formed. The dome contains illumination equivalent to Light spell and may not be entered, exited, penetrated, or prematurely ended by any means whatsoever.
    The dome persists until one of the duelers is dead or an hour has passed. In the latter case, both duelers are disintegrated with no save allowed and potential SR ignored.


    Folded-Space Pocket
    Transmutation
    Level: Mage 3
    Components: V, S
    Range: Personal
    Duration: 12 hours
    This spell creates a spatial distortion under your control that allows you to store and retrieve objects.
    You may store up to 1lb per [CL * Int-bonus].
    Items within your folded space do not count towards encumbrance.
    This folded space can even be accessed through the folds of your clothing. Only you can access your own folded spell, and other beings cannot even identify that you have it.
    Placing or removing an object into or from your folded space is a move action, and you always grab whatever item you want.
    If you possess the Quick Draw feat, you may store or recover an item as a swift action.


    Gateway
    This spell is described here.


    Ghost Hands
    Necromancy
    Level: Mage 6
    Components: V, S
    Casting Time: standard action
    Range: Medium (60')
    Effect: A pair of potent spectral hands
    Duration: 12 hours
    Saving Throw: None
    SR: No
    This spell works similar to Spectral Hand, but is significantly more potent.
    1. You gain 2 spectral hands.
    2. The hands possess the Ghost Touch property and may manipulate objects as if they were solid, and they transmit sensations to you (not to the point of pain though).
    3. You do not lose HP upon casting the spell, and each hand has a number of HP equal to your CL + Int-bonus.
    4. The hands may only be harmed by force effects and Spellfire.
    5. Each hand may strike like a sledgehammer, dealing 1d8 + your Int-bonus force damage. For determining the hands' attack rolls, your CL replaces your BAB.
    6. Only one hand may deliver a touch spell in a given round, and a hand may not punch and deliver a touch spell at the same time.
    7. The hands may flank with you, themselves or an ally.
    8. Upon casting the spell, and at any given time, as an immediate action, either hands or both may be made invisible (as with Greater Invisibility) or visible.


    Greater Prestidigitation
    This spell functions as described here.


    Nemesis
    Illusion
    Level: Mage 9
    Casting Time: standard action
    Range: touch
    Target: 1 non-mindless creature (Mind Blank spell effect doesn't count)
    Duration: instantaneous
    Saving Throw: None
    SR: yes
    A nemesis exists in one place and one place only – the victim's mind. The confrontation is immediate, where the victim, in its mind, fights a precise duplicate of itself at the instance of being affected.
    All character resources spent in this confrontation are wasted, all damage and conditions taken persist.
    If the victim loses, it dies, but that's not all. This defeat also permanently polarizes the victim's alignment. Only Miracle, Wish or a second casting of this spell can undo this alignment polarization.


    Sense Probe
    Divination
    Level: Mage 4
    Components: V, S
    Casting Time: standard action
    Range: Short (60')
    Target: Self
    Duration: Concentration
    Saving Throw: None
    SR: No
    You may experience the sensations of others.
    You can use the effect to experience a single sensation of one target at a time or to experience an emotion the target is currently experiencing.
    You may switch senses or emotions each round without the need to re-cast the spell.
    The effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt block it.


    Sparks
    Evocation [Fire]
    Level: Mage 1
    Components: S
    Casting Time: Immediate Action
    Range: Close (30')
    Target: You
    Duration: Instantaneous
    You may deal up to [CL + Int-bonus] points of fire damage, divided as you choose amongst any number of inanimate objects. This typically allows you to light many candles or a single campfire (even one with sodden wood) in an arcane display.
    Similarly, you may extinguish any flame(s) you could have ignited with this spell.
    You may also combine igniting and extinguishing in a single casting of this spell.


    Star Burst
    Evocation
    Level: Mage 9
    Components: V, S, M (a diamond worth 2500gp)
    Casting Time: Standard action
    Range: Long
    Area: 30' radius
    Duration: Instantaneous
    Saving Throws: No
    Spell Resistance: No
    As you hurl the diamond in your hand toward your enemies, it inflates and shatters into a swarm of blazing fragments..
    This spectacular spell rains down a hailstorm of diamond-like meteorites of different shapes and sizes upon the affected area. The meteorites explode upon impact.
    All targets in the AoE take damage as follows:
    - 4d8 bludgeoning *
    - 4d8 piercing *
    - 4d8 slashing *
    - 4d8 force ** (the concussive explosion)
    - 4d8 fire ** (the heat)
    - 4d8 pure light ** (flash of light)
    * Damage is treated as magical and adamantine and silver.
    ** This damage is halved by a successful Ref save.
    The area of effect is then filled with smoke for 2d4+1 rounds. Treat as Fog Cloud effect.
    Special: Treat the entire AoE as exposed to 3 consecutive rounds of Daylight effect.


    Telepathy
    Divination
    Level: Mage 2
    Casting Time: standard action
    Range: personal (short)
    Target: you
    Duration: 1-hour
    Saving Throw: None
    SR: No
    You gain the ability to communicate telepathically with any creature within range that has a language of any sort.
    If you converse mentally with multiple creatures, each of them is completely oblivious to your conversation with others.


    Transdimensional Trump
    Conjuration (summoning)
    Level: Mage 9
    Components: S, V, F
    Casting Time: 1 round
    Range: Infinite
    Target: 1 creature
    Duration: 1 round / level
    Saving Throw: No (harmless, see below)
    SR: No
    A transdimensional link is formed between the caster and a target creature the caster has met personally.
    -- On the recipient’s side of the link, an image appears (in her mind) of the caster reaching out her hand, telling them to arrive or accept her arrival.
    -- On the caster's side of the link, an image of the recipient telling the caller to wait for the recipient who is on her way, or that the recipient is busy and can/will not answer.
    The recipient has 1 round / level of the caster to grab the phantasmal hand or the transdimensional link collapses. The recipient / caster travels through the link and appears before the caster / recipient. Once the conversation is over, the recipient / caster simply rings a magical bell hovering nearby (this time with 3 rounds / level window of opportunity) and is returned to the original location.
    The spell is capable of working across the Planes of the Multiverse as its name implies. It will work through all types of warding, save those of 8th level or higher.
    Focus: A small golden bell






    Alternative Spellbooks
    Spoiler
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    Structures, Tattoos and Tokens:
    Those can all be taken as given in CArc (p.186,187).



    Arcane Geometry:
    Since these rules don't have a corresponding counterpart to the CArc Geometer PrC, the following feats serve as this codex' answer to both Rune Magic and Arcane Geometry.

    Spoiler: Rune Casting feats
    Show

    Runemage
    Some mages study rune magic, abandoning the standard arcane symbology of words and equations. The spellbook of a runemage, filled with painstakingly precise cryptic letters, looks nothing like a spellbook of a typical mage.
    Requirements: Dex 10 (see below), Search 4 ranks, able to cast Comprehend Languages and Explosive Runes w/o preparation, Literate Fluency (arcane runes) and the ability to decipher script (see below).
    Benefits: While a standard spellbook requires a number of pages scribed with phrases and formulae to record a single spell of 2nd level or higher, a runemage can record any spell of any level on only a single page of her book.
    Learning the language of arcane runes is almost as difficult as learning to prepare Mage spells in the first place.
    - A mage must be literate and fluent in the language of arcane runes and able to decipher scripts (a total of 5 skill point), to be able to record and prepare 1st – 3rd level spells (see entry #7; "Skills and the study of Languages" spoiler for details).
    - A mage must have extensive knowledge in the language of arcane runes to be able to record and prepare 4th – 6th level spells.
    - A mage must possess mastery in the language of arcane runes to be able to record and prepare 7th – 9th level spells.
    All rune-encoded spells have the Somatic component, even spells that usually don't. Furthermore, Still Spell feat cannot be applied to rune-encoded prepared spells.
    Runecasting requires Dex score of [10 + SL] to cast. Mages with lower scores must make a successful ability check vs. DC [10 + SL] to avoid spell fizzle.
    Special: A runemage that can inscribe 4th SL runes is eligible to learning Glyph of Warding as a 4th level arcane spell. A runemage that can inscribe 7th SL runes is eligible to learning Greater Glyph of Warding as a 7th level arcane spell.
    Special: If a runemage has the Bestow Spell-Like Ability feat and wishes to grant one of her rune-encoded spells to a subject as a SLA, the subject must carry a tattoo representing the bestowed upon spell, using the same rules given for Tattoos (CM, p.186), with tattooing DC = [10 + SL]. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it. Doing so is a full-round action that requires the target to be willing or helpless, and provokes AoOs. At least [3 / SL + 2 / CL] damage must be dealt to destroy a magical tattoo in this manner.


    Sigilsight (Ex)
    Requirements: Runemage, able to inscribe 4th SL runes
    Benefit: The runemage can use a Search check to find magic traps based on runes, glyphs, sigils, symbols, and other writings the same way a rogue w/ Trap Spotter special ability can find traps. She gains a bonus equal to her CL on all Search checks to find traps of this sort – able to make a Search check as if she were actively searching for the magic trap.


    Pass Sigil (Su)
    Requirements: Sigilsight
    Benefit: The runemage can temporarily negate magical wards based on written symbols, sigils, runes, or glyphs.
    As a standard action, a runemage can attempt to pass such a sigil. She must succeed on a level check (DC 6 + the sigil creator’s CL). If successful, she can suppress the effects of the device for as long as she maintains concentration (which might make it possible for others to pass the sigil safely, too).
    A runemage must be able to see the device to be passed.




    Note: Rune Casting may be combined with the rules for Tattoos and Tokens.







    A Mage’s Library & Laboratory (optional)
    Spoiler
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    This optional rule is for those who seek the added thematic value of the “researcher’s” lib & lab and the real feel of research.
    It has a drawback of being a resource & time consuming factor, but with the right investment, it can increase the chances of spell research and item creation quite substantially.
    (The details given below are irrelevant to the two spells acquired automatically with each level progression)


    - Spell research requires [1 day per SL] and costs 500gp per day.

    - To research 1st level spells, a Mage requires 4000 gp worth of library content. Each additional SLrequires +2000gp more (9th level spells require a library worth 20000 gp).
    Furthermore, a Mage must establish a laboratory worth 40% of the required library value to enjoy its benefits to the fullest.
    For each 2000gp beyond the minimum requirement (and proportional lab value), a Mage receives a +1 crcumstance bonus to all her spell-research related Spellcraft checks and +3% to all her item creation percentage checks.


    Last edited by nonsi; 2020-04-19 at 01:30 AM.