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New and Revised Mage Class and Kits #63

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Grammarsalad opened this issue Jan 21, 2020 · 15 comments
Open

New and Revised Mage Class and Kits #63

Grammarsalad opened this issue Jan 21, 2020 · 15 comments

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@Grammarsalad
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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 Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 - - - - - - - -

Mage (Revised Base Class)

MAGE: CONTINUE

Class Features:

  • Hit Die: d4
  • Familiar: Mages can summon a familiar at first level as an innate ability.
  • Arcane Mastery (minor schools): Mages automatically learn spells from the minor schools wherever they can casts spells of that level.
  • Arcane Recovery: The mage has a limited ability to recover <PRO_HISHER> spells beginning at 3rd level. At 10th level and every 5 levels thereafter, <PRO_HESHE> can use Arcane Recovery an additional time per day.
  • Dispel Magic: At 5th level, the mage can cast Dispel Magic once per day (as the spell). At 12th and 20th levels, <PRO_HESHE> gets an additional use of Dispel Magic.
  • Contingency: at 10th level, the mage gets one use of Contingency per day. At levels 14, and every 4 levels thereafter, <PRO_HESHE> gains an additional use.
  • Spell Sequencer: At 12th level, the mage can make use of spell Sequencer once per day.At levels 16, and every 4 levels thereafter, <PRO_HESHE> gains an additional use.
  • Signature Spell: At 14th level, select one 1st level spell. You can now cast that spell once per day without expending a spell slot. At 18th level, select a 1st or 2nd level spell. You can cast that spell once per day without expending a spell slot as well. Finally, at 20th level, select a 1st, 2nd or 3rd level spell. You can cast that spell once per day without expending a spell slot as well. Note that you can select the same spell up to three times using this ability.
  • Spell Mastery: At 18th level, select one 1st level spell. You can cast that spell without expending a spell slot. That is, you can cast that spell an unlimited number of times per day. Note that you still may find an occasion to memorize the original spell (i.e. in order to make it a part of a contingency or spell sequencer).

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.

Notes:
1st-Level cantrips: If you have first level cantrips installed, you effectively gain an additional first level slot when at 14th level that must be filled with your 1st level signature spell.

Abjurer (Revised Kit)

ABJURER: CONTINUE

Advantages:

  • Specialty: Abjurers gain a +1 bonus to save vs. Abjuration spells. In addition, opponents must save vs. Abjuration spells with a -1 penalty when cast by an Abjurer.
  • Arcane Ward: whenever an Abjurer casts a spell from the Abjuration school, <PRO_HESHE> gains the protection of a ward that grants a -2 bonus to AC, and a +1 bonus to saves for 1 turn per level.
  • Improved Arcane Mastery: Abjuration: at 6th level, the Abjurer casts dispel magic and remove magic at 1.5x <PRO_HISHER> caster level.
  • Magic Defenses: At 14th level, the Abjurer is completely immune to all hold spells. In addition, <PRO_HESHE> gains a +4 bonus to all saves vs. Spell. Finally, <PRO_HESHE> gains 5% resistance per 2 levels to magic damage (max 50% resistance at 20th level).

Disadvantages:

  • -1 spell slot per level

Restrictions:

  • Abjurers can only select Abjuration spells as signature or mastery spells

Conjurer (Revised Kit)

CONJURER: CONTINUE

Advantages:

  • Specialty: Conjurers gain a +1 bonus to save vs. Conjuration spells. In addition, opponents must save vs. Conjuration spells with a -1 penalty when cast by an Conjurer.
  • Improved Summons: All Creatures summoned by the Conjurer gain +10 hp and -2 bonus to their THAC0 scores. In addition, all summons are immune to hold, charm and fear spells, and they do not suffer moral failure. This bonus includes familiars. At 14th level, these bonuses increase to +30 hp and -5 bonus to THAC0.
  • Master Summoner: The Summoner automatically knows all Summoning Spells whenever <PRO_HESHE> gains a spell slot of the appropriate level. In addition, these summoning spells have a casting time of 1. In addition, the Conjurer can automatically cast these spells once per day without using a spell slot.
  • Dismiss Summons: At 6th level, the Conjurer can dismiss creatures summoned by other casters once per day. This ability can be used an additional time at levels 14 and 20.

Disadvantages:

  • -1 spell slot per level

Restrictions:

  • Conjurers can only select Conjuration spells as signature or mastery spells

Enchanter (Revised Kit)

ENCHANTER: CONTINUE

Advantages:

  • Specialty: Enchanters gain a +1 bonus to save vs. Enchantment spells. In addition, opponents must save vs. Enchantment spells with a -1 penalty when cast by an Enchanter. These bonuses increase by +1 and -1 respectively at levels 8 and 16.
  • Hypnotic Gaze: Once per day, the enchanter can enchant <PRO_HISHER> gaze to automatically enthrall any enemy that gets within 5 ft of <PRO_HIMHER>. The target of Hypnotic Gaze must save vs. Spell, or stand dumbfounded for 1 round. The target saves at a penalty of -1 at levels 6, 10, and 18. The Enchanter can enhance <PRO_HISHER> gaze an additional time at levels 6, 12, and 20, but <PRO_HESHE> cannot have more than a single Hypnotic Gaze active at any time.
  • Preternatural Charm: Enchanters gain a permanent +1 bonus to their Charisma score at levels 8, and 18.

Disadvantages:

  • -1 spell slot per level

Restrictions:

  • Enchanters can only select Enchantment spells as signature or mastery spells

Evoker (Revised Kit)

EVOKER: CONTINUE

Advantages:

  • Specialty: Evokers gain a +1 bonus to save vs. Evocation spells. In addition, opponents must save vs. Evocation spells with a -1 penalty when cast by an Evoker.
  • Potency: All Evocation spells cast by the Evoker that deal damage, deal an extra 1 point of damage per level. This bonus increases to +2 points of damage per level at 8th level, and +3 points of damage per level at 16th level.
  • Sculpt Spell: The Evoker has such control over <PRO_HISHER> evocation spells that <PRO_HESHE> casts that <PRO_HESHE> can shape them 'around' <PRO_HISHER> allies such that they are unaffected by them. So, <PRO_HESHE> could cast a fireball right in the middle of the battle, and only <PRO_HISHER> enemies will be affected. <PRO_HISHER> control is not sufficient to protect all creatures, and non-allied (but non-enemy) creatures will still be affected.

Disadvantages:

  • -1 spell slot per level

Restrictions:

  • Evokers can only select Evocation spells as signature or mastery spells

Illusionist (Revised Kit)

ILLUSIONIST: CONTINUE

Advantages:

  • Specialty: Illusionists gain a +1 bonus to save vs. Illusion spells. In addition, opponents must save vs. illusion spells with a -1 penalty when cast by an Illusionist.
  • Master of Illusion: The illusionist can cast the Phantasmal Force spell once per day at first level. <PRO_HESHE> gains an additional use of Phantasmal Force at level 5, and every 5 levels thereafter. In addition, <PRO_HESHE> automatically knows the Phantasmal Force, Improved Phantasmal Force, and Spectral Force spells when <PRO_HESHE> gains slots of these levels (this applies even if those spells do not exist in the game).
  • Illusory Self: Whenever an illusionist casts an illusion spell, <PRO_HESHE> benefits from a Reflected Image spell. If <PRO_HESHE> casts an actual Reflected Image spell, or a Mirror Image spell, <PRO_HESHE> gains an additional image.

Disadvantages:

  • -1 spell slot per level

Restrictions:

  • Evokers can only select Evocation spells as signature or mastery spells

Necromancer (Revised Kit)

NECROMANCER: CONTINUE

Advantages:

  • Specialty: Necromancers gain a +1 bonus to save vs. Necromancy spells. In addition, opponents must save vs. Necromancy spells with a -1 penalty when cast by an Necromancer.
  • Grim Harvest: When a necromancer kills an opponent, <PRO_HESHE> regains hit points equal to <PRO_HISHER> level x2.
    -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.
  • Master of the Dead: at fifth level, the Necromancer gains a 3rd level version of the Animate Dead Spell. This spell functions as the fifth level version except that it creates an additional undead servant, and all summoned undead gain +15 hit points and +2 to hit and damage. In addition, at 14th level, the Necromancer can take control of a target undead creature (excepting liches). That creature must save vs spell (-4 if it is mindless, -2 for other undead) or it is under the necromancers control for 8 hours.
  • Inured to Undeath: at 10th level, the necromancer benefits from a constant negative plane protection. At 17th level, <PRO_HESHE> benefits from a constant death ward, as well. All of the time spent dealing with the undead protects <PRO_HIMHER> from of their worst effects.

Disadvantages:

  • -1 spell slot per level

Restrictions:

  • Necromancers can only select Necromancy spells as signature or mastery spells. In addition, the third level signature spell is always animate dead.
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Conservative

@Grammarsalad
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Revised Kit: Abjurer--radical version

No opposition schools

Advantages:

  • <PRO_MASTERMISTRESS> of Magic: Removes Magic at 2x level. Additionally, the Abjurer automatically receives the spell at 5th level, and can cast it as a special ability at first level one time per day. They get additional uses of this special ability every 5 levels.

177 or 326 the affected spells. May apply it to any spell that removes magical affects

Name these creatures Augmented (name)

  • Spell Resistance:

Disadvantages:

  • Can cast one fewer spell per level

Restrictions:

  • One prepared spell per level must be from the abjuration school

doable? Ask Kjeron

@Grammarsalad
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Revised kit: (Dread) Necromancer--radical version

Has Opposition schools

Advantages:

  • <PRO_MASTERMISTRESS> of the dead:

  • <PRO_MASTERMISTRESS> of death:

Will have a number of unique spells that only they can cast

Disadvantages:

  • Can cast one fewer spell per level

  • Opposition schools: Evocation, Enchantment, Illusion

Restrictions:

  • Non-good alignments only

  • One prepared spell per level must be from the necromancy school

doable? Ask Kjeron

@Grammarsalad
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Revised kit: Conjurer--radical version

No opposition schools

Will create a summon monster spell for every level if SR not installed

Advantages:

  • Augmented summoning: creatures you summon gain a +4 bonus to their strength, and have 25% more hit points.

Convert wizard summoning spells to use 177effects

Name these creatures Augmented (name)

  • Extra Summons: You summon 50% More creatures than you otherwise would when casting any Summon Monster spell. These additional summons can exceed the normal summoning limit

  • At

Disadvantages:

  • Can cast one fewer spell per level

Restrictions:

  • One prepared spell per level must be from the conjurer school

doable? Ask Kjeron

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Diviner

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Enchanter

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Transmuter

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Evoker

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Illusion

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New Kit: Exalted Arcanist

See book of exalted deeds

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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).

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Grammarsalad commented Mar 19, 2020

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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  • Wizards gain 1 spell/level (up to the highest level they can cast)

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Grammarsalad commented Apr 28, 2020

Mage Kits:

  • Abjurer: Needed?
  • Conjurer: Specials: More powerful summons, dispel summons,
  • Dread Necromancer: 'Dark' Necromancer spells. Create/buff undead. Drains and death spells
  • White Necromancer: 'White' Necromancer spells, healing. Anti Undead. Death wards
  • War Wizard: More powerful (more damaging, pen to save) Evocation spells
  • Shadow Mage: Better at night
  • Temporal Wizard: Time/Space mage
  • Witch: Pact w/ extraplanar being. Grants many bonuses and penalties

Sorcerer Kits:

  • Pyromancer/Aeromancer/Geomancer/Hydromancer: Potent elemental spells
  • Shadow Savant: Better at night
  • Mentalist: Mental like abilities (pseudo-psi)

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Radical Version

Basic idea: Make them a bit better in the early game and a bit worse late game.

  • Gets more spells early game, fewer spells late game

  • The generalist will actually get one more spell/lev than specialists, and most specialists will not have a prohibited school. Will remove diviner, and change their spells to "universal". Will use most of the existing slots to create new kits, like the shadow caster.

  • 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).

  • Universal Spells: All Divination spells, Dispel Magic, Find Familiar (innate), Spell Sequencer, Spell Trigger, Minor Sequencer, Contingency, Chain Contingency, Wizard Eye.

  • Spells to move to 10th level: Wish and Time Stop (though, ensure that npc enemies still use the original--just make them unavailable to players except as a HLA).

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

@Grammarsalad Grammarsalad transferred this issue from Grammarsalad/B_Kits Nov 24, 2020
@Grammarsalad Grammarsalad transferred this issue from Grammarsalad/IE_Designs Oct 23, 2021
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