Spoiler: Magos Mark 2 Part 1
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"Power is only valuable if it can be harnessed. If not, then it's no power at all."
Quote by Zeddicus Zu'l Zorander


"Paranoia is a survival trait when you run in my circles. It gives you something to do in your spare time, coming up with solutions to ridiculous problems that aren't ever going to happen. Except when one of them does, at which point you feel way too vindicated."
- Harry Dresden, Changes, Jim Butcher

The Magos

Of all the fables that writhed and churned amongst the vast chaos, the one that knew of its condition first was the Mage. Each story flowed through the river and through its understanding it knew it was insignificant. But, the vast stories of the mage were not satisfied with just knowing, for they were shapers. Their research and understanding lead to great change and horrible consequences. More than any other they know the cost of power is sacrifice.
While the mage was not the first titan to form from the primal fables it was the grandest. In the 'Heat of the night" a bright flash of violet light filled the expanse of the river and all the mages fables collided in an extraordinary war of energies until one reigned and that notion became a titian. Born of great minds, wise guider and powerful wills the fables built something that would take the creation of an directly opposing fables form for the Lawbringers to bring into sway.


Hit Die: d6
Skill Points: 6+ Intelligence Modifier
Class Skills: Appraise (Int), Bluff (Cha), Concentration(3.5) (Con), Craft (Int), Decipher Script(3.5) (Int), Diplomacy(Cha), Fly(PF) (Dex), Handle Animal (Cha), Heal(Wis), Knowledge (Any) (Int), Linguistics(PF) (Int), Listen(3.5) (Wis), Perceiption(PF) (Wis), Perform (Cha), Ride (Dex), Search(3.5) (Int), Sense Motive (Wis), Speak Language(3.5) (Int), Spellcraft (Int), Spot(3.5) (Wis), Survival (Wis), Use Magic Device (Cha)
Proficiencies: Magos are proficient with simple weapons, and are not proficient with any armor or shields.

level BAB Fort Ref Will Special Mythos Excellencies
1 +0 +2 +2 +2 Arcanist’s Mythos, Arcanum Principium, Mythos Known, Exceptional Mythos, Eldritch Excellence, Magicka Pool, Empower Mystic Receptacle, Pristine Esoteric Understanding +2 +1
2 +1 +3 +3 +3 +0 +1
3 +1 +3 +3 +3 +1 +0
4 +2 +4 +4 +4 - +0 +1
5 +2 +4 +4 +4 +1 +0
6 +3 +5 +5 +5 +0 +1
7 +3 +5 +5 +5 Fantastic Mythos +1 +1
8 +4 +6 +6 +6 +0 +1
9 +4 +6 +6 +6 +1 +0
10 +5 +7 +7 +7 - +0 +1
11 +5 +7 +7 +7 +1 +0
12 +6/+1 +8 +8 +8 +0 +1
13 +6/+1 +8 +8 +8 Legendary Mythos +1 +1
14 +7/+2 +9 +9 +9 +0 +1
15 +7/+2 +9 +9 +9 +1 +0
16 +8/+3 +10 +10 +10 - +0 +1
17 +8/+3 +10 +10 +10 +1 +0
18 +9/+4 +11 +11 +11 +0 +1
19 +9/+4 +11 +11 +11 Exalted Mythos +1 +1
20 +10/+5 +12 +12 +12 +1 +1

The Arcanist’s Mythos: A Magos’s power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + highest mental ability modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Magos class. When a Mythos references "allies", it specifically does not refer to the Magos using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the story of powerful mystics delving into extraordinary arcana or traveling to priest caring for the sick. An Magos with Fantastic Mythos is more talented in their control of the primal energies of the universe A Legendary Magos finds the infinitesimal “what if”s and the “should I”s become “give me a minute”s and “it would be wrong not to”s. Some become legendary guides of humanity or indulge in the raw prime of that which was before becoming one with it. An Exalted Magos is a master of energies forgotten by even the eldest of beings and the looms most wield as emblem of pride the magos sees a parlor tricks. They have taken the form of fabled wizards of old, eternal guardians, secretive wizards, or raving lunatics. Regardless of their path they have truly become masters of the Magic and its influence.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Magos gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When an Magos gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Magos. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

Mythos Known: A 1st level Magos begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Magos class table.

For characters that multiclass into Magos after having taken levels in another PC character class, the 1st level of Magos grants only a single Exceptional Mythos, rather than two.

A Magos also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up, by pursuing inner strength at the expense of external strength. The exact method varies for each Magos; some give to organizations that create a change, others tend to great libraries , others go on magnificent pilgrimages through the planes seeking great sources of power, while still others spend countless nights researching new archaic methods of manipulating the forces of the world. In all cases, the Magos must somehow lose gold or items, in such a way that does not otherwise mechanically benefit him or his allies, with the understanding that he will never attempt to reclaim what was lost (otherwise, the sacrifice would mean nothing, and therefore yield no enlightenment). He then gains Mythos Points equal to the gold piece value of the currency or items removed.

By spending 1,000 Mythos Points, and 250xp, a Magos may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

For half the listed price for a given Tier, a Magos may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Magos. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Magos class.

Eldritch Excellence: As denoted on their class table, a Magos gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Magos may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)

Arcanum Principium: The magos is treated as having all spells on their spell list and has an caster/meldshaper/invoker level equal to their class level. Their casting stat is their highest mental ability score. Additionally the magos is able to read magical text without the aid of spells such as read magic.

Magicka Pool: Gain a pool of 30 points of magicka that recovers at a rate of class level + constitution modifier every per minute.

The magos gains 10 additional magicka each level. The magos converts all essentia into bonus max magicka. They may no longer gain essentia from any source. Whenever they would gain essentia they instead increase their Magicka pool by the same amount.

Expending or burning any magicka prevents magicka recovery that minute.

Empower Mystic Receptacle (Su): As an immediate action or swift action, the magos may infuse any essentia receptacle with magicka. For every 5 magicka expended the receptacle is treated as if it had 1 essentia invested, up to the normal maximum. This last 1 round per caster level. This increases to 1 minute increments at fantastic, 1 hour increments for legendary, 1 day increments at exalted.

Pristine Esoteric Understanding: The magos gain the ability to cast spells and rituals. Any spell cast by a magos counts a all type of magic(arcane, divine, psychic, etc), but only when it would be beneficial to do so. Any spell cast or ritual preformed via this ability is uses the spell/ritual's minimum caster level or your caster level whichever is higher.

Casting a spell costs magicka equal to spell level times the spell's minimum caster level (min 3). Any spell they learn is always at the the lowest spell level it appears on a classes spell list The spells level is the lowest level any class gains access to it, IE druid 2 ranger 1 would be level 1. The minimum caster level is the caster level the appropriate class would have gained access to the spell.

To cast a spell pay the magicka cost, if the spell is known or you have the spells focus the spells goes off following normal spellcasting rules. If the spell is researched you may preform a ritual to cast the spell. The last option is to Burn Cast the spell, the spell goes off normally but you take the magicka cost as magicka burn and making a will save, you can burn cast any spell you have notes on. If you preform a ritual follow the ritual rules below. If you cast the spell taking magicka burn you must make a will save DC 15 + spell level, on failed save the spell fails and you take hit point damage equal to the magicka burn. This damage cannot be mitigated.

Craft Spell Focus: Esoteric knowledge takes up a lot of space, you must create a unique spell focus for each spell. This focus can be the writing on a page or random bauble, regardless of its form you cannot cast a spell when you don't have the focus on you. To create a spell focus the magos must have the spell in its ritual book. Each focus cost gold or mythos points equal to (50 x spell level x min caster level X Tier of mythos required), additionally you must pay 1/25 that cost in experience, and make progress at a rate of 1000g per day. IE a 2nd level spell would cost 300(50x2x3x1), while weird would cost 30600(50x9x17x4). Each time the magos takes a mythos with a descriptor they gain a focus with school or descriptor. Crating a focus does not benefit form item creation feats.

When creating a spell focus you may choose to apply any meta magic feat to the spell as an intrinsic metamagic. Intrinsic metamagics permanently change how the spell focus spell is cast using that focus, but do not increase the casting time for spontaneous casting. You may have multiple spell foci of the same spell.

Some mythos have tags such [Transmutation] whenever you take one of these you instantly gain a spell focus for a spell of that school of a level you can make foci for. If the tag is [magic] you can choose any spell. You do not need to do prior research to learn this spell.

Spoiler: Ritual Rules
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Any spell cast via this ability is cast at the spells minimum caster level or your caster level whichever is higher.
Magicka is spent at the start of the casting but does not start to be recovered until 1 minute after the ritual is complete.
The magos does not need to meet a spell/ritual's caster level, alignment or sphere requirements to cast or preform it.
Preforming rituals this way is difficult as you are adjusting things on the fly and you must make a spellcraft check to complete the spell correctly DC 10 + (spell level * 3). On failed check the spell fizzles and resources are still expended.
If the checks succeeds make a will save DC 15+ spell level or the spell fails and the magos takes 1d10 per spell level damage, additionally take magicka burn equal to the spell level.

Learning rituals requires either the magos copies the spell into the their ritual book from another source or they spend the long journey discovering the spell. The magos starts play with a ritual book and and 4 spells/rituals researched, and gains 1 researched spell each level without paying cost or time. At the end of the research/copy time the magos must make a spellcraft check, Copy DC 15+spell level, Research DC 10+spell level .

Spell level: The minimum spell level
Focus Prerequisites: What is required
Cast Time: How long casting the ritual takes
Copy Cost: Price of materials to copy the ritual/spell into their ritual book
Copy Time: The amount of time it take to translate and transfer a spell/ritual. Any source material
Research Cost: The price of materials to research and record the new spell.
Research Time: The time it take to complete the research.

Spell
level
Focus
Prerequisites
Cast
Time
Copy
Cost
Copy
Time
Research
Cost
Research
Time
0 None 1 Min. 1g 30 min 500g 4 day
1 Fundamental Spell Inception 5 Min. 5g 1 hour 1,000g 1 week
2 Fundamental Spell Understanding 10 Min. 10g 2 hour 2,000g 4 weeks
3 Fundamental Spell Evolution 30 min. 25g 3 hour 4,500g 9 Weeks
4 Micro Spell Understanding Inception 1 hour 50g 4 hour 8,000g 32 weeks
5 Micro Spell Understanding Expanded 2 hours 100g 5 hour 12,500g 50 weeks
6 Micro Spell Understanding Evolution 4 hours 250g 6 hour 18,000g 72 weeks
7 Macro Spell Understanding Inception 8 hours 500g 7 hour 24,500g 147 weeks
8 Macro Spell Understanding Expansion 1 day 1,000g 8 hour 32,000g 192 weeks
9 Macro Spell Understanding Evolution 2 days 2,500g 9 hour 40500g 243 weeks
10 Esoteric Pinnacle Revelation 1 week 5,000g 1 day 50,000g 400 weeks
11 Esoteric Pinnacle Revelation 2 weeks 10,000g 2 day 100,000g 484 weeks
12 Esoteric Pinnacle Revelation 3 week 25,000g 3 days 250,000g 576 weeks
+1 Esoteric Pinnacle Revelation +1 week x2± +1 day each level 1000g x Spell Level * 1/2 Spell Level Spell level² x 4 weeks
± Spell levels divided by 3 instead instead multiply the cost of the spell level 2 levels lower by 5.


New Rule
Magicka Burn: Some abilities cause magicka burn. Magicka burn causes the burned magicka to become unavailable until the magos spends a 8 hours of rest identical to how spellcaster recover spell slots.
Spell Known: Spells known are spells you can cast with out any external focus or research material. A spell can only gain the spell known status if it is specifically granted by a mythos or excellency.
Researched Spell: Any spell the magos has recorded into their ritual book weather via copying or research can is considered a researched spell. These spells do not count as spells known.
Reserved Magicka: Reserved magicka reduces magicka recovery by the amount listed. Magicka recovery can go negative becoming magicka degen.
Magicka Degen: Magicka degen reduces current magicka by the listed amount each round. If magicka would be reduced below 0 by magicka degen all active abilities reserving magicka end.