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New and Revised Mage Class and Kits #63
Comments
Conservative |
Revised Kit: Abjurer--radical version No opposition schools Advantages:
177 or 326 the affected spells. May apply it to any spell that removes magical affects Name these creatures Augmented (name)
Disadvantages:
Restrictions:
doable? Ask Kjeron |
Revised kit: (Dread) Necromancer--radical version Has Opposition schools Advantages:
Will have a number of unique spells that only they can cast Disadvantages:
Restrictions:
doable? Ask Kjeron |
Revised kit: Conjurer--radical version No opposition schools Will create a summon monster spell for every level if SR not installed Advantages:
Convert wizard summoning spells to use 177effects Name these creatures Augmented (name)
Disadvantages:
Restrictions:
doable? Ask Kjeron |
Diviner |
Enchanter |
Transmuter |
Evoker |
Illusion |
New Kit: Exalted Arcanist See book of exalted deeds |
Alchemist: mage kit. Transmutation specialist. Can create unique alchemical items. Penalty? Alchemist: mage kit. Transmutation specialist. Can create unique alchemical items and can gain 7 ranks in alch (if proficiencies). |
Radical: Illusionists (and, I guess, other specialists) can only learn spells of their discipline (but add a lot more that are exclusive) |
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Mage Kits:
Sorcerer Kits:
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Radical Version Basic idea: Make them a bit better in the early game and a bit worse late game.
Generalist useability flag: generalist, evoker, transmuter, abjurer, enchanter, conjurer. Necromancer flag: necro: unique necro spells Diviner flag: white necro: unique spells Illusionist flag: Illusionist (gnomes, see). Unique spells, prolly http://gibberlings3.net/forums/index.php?showtopic=21289&page=1 |
0011-???: The Mage
Revision Notes
The mage has taken some inspiration from pnp, especially the Complete Wizard's Handbook, the Player's Option books, as well the 5e version of the wizard.
0011: The Mage: Liberal Version
This component will install the 'conservative' mage revision. The overall changes to the Mage class are as follows (see the revised descriptions below for more detail):
Spell progression: more spells for lower level characters. The generalist mage effectively gets an additional 2 spells per level compared to vanilla for spell levels 1-6. This means that they will effectively be able to cast one additional spell of each level per day compared to specialist mages.
Spell Research: All mages gain an additional +1 spell/level. This spell can be of any level that the mage can cast. In addition, certain all purpose utility spells are converted to mage innate abilities.
Arcane Recovery: All 'full' casters and bards will get an innate 'wondrous recall' that allows them to recall spells up to the second most powerful spells that they can cast (min at 3rd level when get 2nd level spells).
Signature Spells and Arcane Mastery: Wizards become particularly adept at casting favored spells.
Specialists: Specialists typically get additional bonuses when casting spells of their favored schools. Additionally, specialists can only have mastery or signature spells from spells within their specialized school.
Certain spells are converted to innate and/or universal spells. This includes Chain Contingency, Contingency, Detect Magic (if OlvynSpells is installed), Dispel Magic, Remove Curse, Reveal Magic (in Spells & Magic is installed), Spell Sequencer, Spell Trigger, CONTINUE
Also, see the Cantrip global option, and the attribute extra section for more options for mages.
Revised Spell Progression Table
Revised Spells Per Level. Note that this table assumes that the mage spells/day table has not been altered. If it has, the generalist mage gains an additional 2 spells per day of any spell level up to 6.
Specialist spells/day are unchanged.
Mage (Revised Base Class)
MAGE: CONTINUE
Class Features:
ARCANE RECOVERY: The mage has learned to regain some of <PRO_HISHER> magical energy by studying <PRO_HISHER> spellbook. Once per day, <PRO_HESHE> can take a brief rest and recover a number of spell slots equal to 1/3 <PRO_HISHER> level (rounded down). The highest level spell that can be recovered is equal to the second highest level spell that <PRO_HESHE> can cast (max 6th level).
The mage cannot use Arcane Recovery if there are enemies present.
CONTINGENCY: This ability allows the wizard to choose a spell out of <PRO_HISHER> repertoire of known spells. One spell level every 3 levels of the caster is allowed, up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of <PRO_HISHER> Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically.
A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.
At 19th level, this ability increases in potency. It can target any creature, can contain up to three spells, and can contain spells of up to 8th level.
SPELL SEQUENCER: This ability allows a wizard to store three spells and activate them all at the same time from <PRO_HISHER> Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize have in memory the spells <PRO_HESHE> intends to store in it in. After using Spell Sequencer, the player will be prompted to choose the sequenced spells from those <PRO_HESHE> has memorized.
A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.
At 20th level, this ability improves significantly. It will allow <PRO_HIMHER> to store three spells to be released simultaneously, all of which must be of 6th level or lower.
Abjurer (Revised Kit)
ABJURER: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Conjurer (Revised Kit)
CONJURER: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Enchanter (Revised Kit)
ENCHANTER: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Evoker (Revised Kit)
EVOKER: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Illusionist (Revised Kit)
ILLUSIONIST: CONTINUE
Advantages:
Disadvantages:
Restrictions:
Necromancer (Revised Kit)
NECROMANCER: CONTINUE
Advantages:
-Master of Death: all hostile Necromancy spells do 2x the necromancers level magic damage in addition to their other effects. There is no save against this extra damage but unnatural creatures are immune and suffer no consequences. Note that with this ability, the necromancer can cast a Necromancy spell that is normally benign or neutral to hurt an opponent.
Disadvantages:
Restrictions:
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