User:Thunderfist12/Mage (3.5e Class)

Summary::The classic spellcaster of many RPG's. Minimum Level::Any Class Ability::Alternate Magic Class Ability Progression::Full

Mage
Gareth: "Admit it, Malthor. You've met your match."

Malthor: "I believe you are talking about magical potency, and so I agree. However, you wizards cannot even wear armor for whatever reason, and all I need to do to defeat you is wait until you ultimately run out of daily spells, while I have no limitation thus. Thus I say no, Gareth, it is you who has met your match."

Magic users in novels, video games, and movies have no arbitrary daily limitations to their magic, nor does armor seem to interfere with casting. And, to top it all off, they never seem to run out of uses for their most powerful spells, being unreasonably forced to resort to lesser magic. The mage solves these problems in the logic of magic.

Making a Mage
Mages can be healers. Mages can be bolsterers. Mages can be deceivers. But, despite the variety, all mages are spellcasters. A mage has learned how to control the forces of creation, manipulating the fabrics of the world itself. This power comes at a cost, however, and it corrupts mages almost as often as it glorifies them.

Mages are often cold and aloof, tending to avoid social situations. However, what they lack in social arts, they often make up for in intellect. mages can be calaulating, cunning, and knowledgeable. Evil mages are heartless and cruel, and revere magical torture and destruction as a fine art, while Good mages are given to implementing protective spells and wards.

When mages are used in a campaign, consider using them to replace arcane spellcasters.

Abilities: A mage has acces to a limited number of spells, but at an infinite stock of uses. However, the magic mages use takes time to recharge, and leaves him physically weakened. A mage's spellcasting is based on his Intelligence score.

Races: If you are using the standard Dungeons and Dragons races, elves and gnomes are most likely to become mages. Consider replacing their favored classes with mage.

However, if you are using the races from the supplement "Races of Shadow", the most common races to become mages are darklings and demons. They have a special knowledge of the relationship between the world and the magic that composes it.

Alignment: Any.

Starting Gold: 4d6&times;10 gp (140 gp).

Starting Age: Complex.

Class Features
All of the following are class features of the Mage.

Weapon and Armor Proficiency: Mages are proficient with all simple weapons and all attack forms a sphere may grant. Although they are not proficient with armor, it has no effect on their spells.

A mage may only use spells of his spell power or lower. Unlike other casters, a mage's spellcasting score does not bestow bonus spells. A spell cast by a mage has a recharge time of (1 + level of spell) rounds. This is the time it takes to recharge the ability to cast any spells of that level. A mage may, however, decide to cast a spell that is still recharging. Use the following formula to determine the effect of this.

Highest spell level available: Take damage equal to triple class level.

Second through Third highest spell level: Take damage equal to double class level.

Fourth through Fifth highest spell level: Take damage equal to class level.

Sixth through Seventh highest spell level: Exhausted

Eighth through Ninth highest spell level: Fatigued

Mages choose their spells from the following list of spheres:

Command
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9:

Deception
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9:

Fire
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9: Meteor Swarm

Healing
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9:

Ice
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9: Comet Swarm (meteor swarm, but cold damage)

Light
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


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 * 8:


 * 9:

Power
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9:

Shadow
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9:

Time
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9: Time Stop

Truth
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9:

Wind
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9:

Wisdom
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: <-effect->


 * 5: <-effect->


 * 6: <-effect->


 * 7: <-effect->

Spells:


 * 0:


 * 1:


 * 2:


 * 3:


 * 4:


 * 5:


 * 6:


 * 7:


 * 8:


 * 9:

Speres are created using the following guidelines:

Name
Powers:


 * 1: +1 bonus to save DC's of all spells cast from this sphere.


 * 2: All spells from this sphere are treated as (metamagic feat) spells, at no extra cost.


 * 3: Spells from this sphere recharge 1 round quicker.


 * 4: (effect)


 * 5: (effect)


 * 6: (effect)


 * 7: (effect)

Spells:


 * 0: Spell from an arcane list (or created)


 * 1: Spell from an arcane list (or created)


 * 2: Spell from an arcane list (or created)


 * 3: Spell from an arcane list (or created)


 * 4: Spell from an arcane list (or created)


 * 5: Spell from an arcane list (or created)


 * 6: Spell from an arcane list (or created)


 * 7: Spell from an arcane list (or created)


 * 8: Spell from an arcane list (or created)


 * 9: Spell from an arcane list (or created)

Epic Mages
Master of Magic: Gained again at every even-numbered level.



Epic Mage Bonus Feat List: Any metamagic or spelltouched feats.

Elf Mage Starting Package
Weapons: Longsword 1d8.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.