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{{Incomplete|Great start, but still missing ten levels. Don't give up!}}
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{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
''Class notes:''
'''{{Anchor|Magnetize}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' If this ability is used less than 2 minutes after death, the creature does not suffer any ill effects. Instead of creating magnetic fields with electricityIf the ability is used between 2 and 4 minutes after death, the Electric Mage can learn to induce magnetism in certain objectstarget suffers one negative level, including ferrous metalsor constitution drain. As a ranged touch attackAfter 4 minutes, the Electric Mage can magnetize a metal objectthis effect will no longer bring someone back to life. This creates 25 pounds Magical preservation of force per class level of attraction between the object and other metal objects within 5 feet, half of that for objects 10 feet awaycorpse can delay this limitation, as can a quarter of that for objects 15 feets away, and so forth. This effect lasts one DC 20 Heal check (from anyone) once per round.(Level 15)
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→Class Features: Grammar check
{{author
|author_name=Aelaris
|adopter=
|date_adopted=
|status=In Progress, up to level 10 currently.Complete|editing=Spelling, links, DnD parlance, etcLet me know any thoughts on improvements.
|balance=Rogue
|rating=1
|raters=Ghostwheel
|img=Azula_fires_Lightning_small.png
}}
<div class="blank">
{{#set:Summary= An Electric Magesomeone born with the ability to create and control electricity, and uses this ability for all it is worth.|Length=1020
|Minimum Level=0
|Base Attack Bonus Progression=Moderate
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
</div>
==Electric Mage==
Story-tellers whisper of the legendary floating continent that hovers far above the land of Drahkimar. Of the many kingdoms upon the continent, tales of magic abound concerning a particular kingdom - the land of Liridan. Legends The legends speak of individuals born to immeasurable innate power. They speak of an ice sorcerer who stopped a demonic invasion with by making a wall of growing ice a mile tall and a mile wide. They speak of of a fell mistress of minds, who once warped the inhabitance of the an entire land kingdom to her bidding. Obviously legends involve some exaggeration, but some kernel of truth does exist - in the land of Liridan, individuals are born known as the Touched. They possess great abilities, but are almost universally limited to a single form of magic. In the case of the Electric Mage, this form of magic is the power to control electricity. (This Electric Mage is heavily based off of the powers displayed by Ratharen, from The Liridan Rebellion series [in-progress]. This is written with source author's approval for adaptation and expansion into a proper class {modeled somewhat after the Fire Mage}. The Electricity Sorcerer has electricity-based powers, and powers that could possibly be electricity based.)
Obviously all legends involve some exaggeration, but some kernel of truth exists regardless - in the land of Liridan, some individuals are known as the Touched. They are born with potential for incredible power, but are almost uniformly limited to a single form of magic. In the case of the Electric Mage, this form of magic is the power to create and control electricity.
Note: This Electric Mage class is heavily based off of the powers displayed by the character Ratharen, from The Liridan Rebellion series [in-progress]. This is written with the source author's approval for adaptation and expansion into a proper class {modeled mechanically after the [[Fire_Mage_(3.5e_Class)|Fire Mage]]}.
===Making a Electric Mage===
|-
|11th||class="left" | +8/+3 || +7 || +7 || +3
| class="left" | [[#Magnetize|Magnetize]], [[#Electrical TransmissionImproved Lightning Shock|Electrical TransmissionImproved Lightning Shock]]
|-
|12th||class="left" | +9/+4 || +8 || +8 || +4
| class="left" | [[#Disruptive Energy|Disruptive Energy]], [[#Electrical Transmission|Electrical Transmission]]
|-
|13th||class="left" | +9/+4 || +8 || +8 || +4
| class="left" | [[#Brainfry|Brainfry]], [[#Improved Conducting Materials|Improved Conducting Materials]]
|-
|14th||class="left" | +10/+5 || +9 || +9 || +4
|-
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6
| class="left" | [[#Electrical disruptionMagic Disruption|Electrical disruptionMagic Disruption]]
|-
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6
| class="left" | [[#Electrical enchantment disruptionEnchantment Disruption|Electrical enchantment disruptionEnchantment Disruption]]
|-
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6
| class="left" | [[#Electrical transmutationTransmutation|Electrical transmutationTransmutation]]
|- class="noalt"
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::64]] + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br/>{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Hide Heal Skill|HideHeal}} ([[SRD:DexterityWisdom|DexWis]]),
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Arcana) ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Nature) ([[SRD:Intelligence|Int]]),
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
{{Property Link|Skill|SRD:Move Silently Profession Skill|Move SilentlyProfession}} ([[SRD:DexterityWisdom|DexWis]]), {{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]), {{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]), {{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]), .
|}
====Class Features====
'''Saving throws:''' All saving throws mentioned below have a save DC of 10 + the Electric Mage's chosen ability modifier + their class level.
'''Ability expenditure{{Anchor|Vitality Level}}:''' Whenever The Electric Mage generates electricity from his own life energy, and maintains a reservoir of potential vital energy ready to fuel abilities. As he expends energy, the Electric Mage tires, and the power of his abilities weakens proportionally. The maximium vitality level of an Electric Mage activates an ability with a is equal to his Electric Mage class levels, plus half his levels in other classes, and each standard or full-round action, after the electrical special ability is used, decreases the Electric Mage's Vitality Level by one level drops for the purposes of his abilities. For example, a rested 5th level Mage (with a modifier in his chosen ability of 3 ) using [[#Lightning Shock |Lightning Shock]] (with [[#Stronger Shock|Stronger Shock]]) several turns in a row would deal 5d6+5 electricity damage the first time, 4d6+4 damage the second time, 3d6+6 3 damage the third time, 2d6+3 damage the fourth time, 1d6+3 damage the fifth time, and only 3 damage every time after that. This is because exuding electrical energy this way is, understandably, tiring - it also drains the Electric Mage's reserves. To recover this lost potency, the Mage can do one of three things: First, any round in which the Mage does not use any electrical ability (standard action or otherwise), the Mage recovers one class level, ability-wise. Second, as a full-round action, the Mage can rest and recharge, returning himself to full potency. Third, at level 5 the Electric Mage gains the Overcharge ability... whenever he uses that ability, his level is treated as twice his actual level, regardless of how much electricity he has expended - this comes at a price, of course.
The Electric Mage recharges his lost energy quickly, however. To recover his lost potency, the Mage can do one of three things: First, in any round in which the Mage does not use any electrical ability (standard action or otherwise), the Mage recovers a level worth of vitality. Second, as a full-round action, the Mage can rest and recharge, returning himself to full potency. Third, at level 5 the Electric Mage gains the [[#Overcharge|Overcharge]] ability... whenever he uses that ability, his Vitality Level is temporarily treated as twice his actual class level, regardless of how much electricity he has expended — this comes at a certain price, of course, damaging his health.
All of the following are class features of the Electric Mage.
'''Weapon and Armor Proficiency:''' All simple weapons, light armour, and light shields (except tower shield). The Electric Mage is physically competent, though his ability to produce and control electricity tends to overshadow his martial abilities.
'''{{Anchor|Lightning ShockKey Ability}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Electric Mage is able to both generate and control electricity, and can use it offensively, channeling it out of the mage's hands and towards an opponent. The Electric Mage can use this ability either as a ranged touch attack (medium range)powers are affected by his aptitude in certain mental areas — however, or as melee touch attack. Upon hitting a target with this ability, the Electric Mage channels electricity into the victim, and can cause lightning to arc varies from the victim person to other nearby foesperson. On a hit, Upon taking the first level of Electric Mage can deal a total of 1d6 electricity damage per class level. This can all be dealt to the original target, or the Electric Mage can player must permanently choose to deal only some of the total damage[[Wisdom]], [[Intelligence]], and make a ranged touch attack (close range from the original target) to hit a second target with the remaining damageor [[Charisma]]. This can be done multiple timesis referred to elsewhere as his "chosen ability, so long " as there is at least a 1d6 of electricity damage for the new victimseen below. '''{{Anchor|Electrical Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The body of This does not get the Electric Mage is attuned to channeling a large amount of electricity, providing a resistance to electrical damage proportional new class abilities; it simply applies to the offensive electrical capacity power of the Mage: The Electric Mage has a resistance to electricity equal to four times his or her class levelcurrent ones.
'''{{Anchor|Key AbilityStronger Shock}} ([[SRD:Special Abilities Overview##Supernatural|Su]]):''' The Electric Electrical Mage's powers are affected by is so attuned to Electricty, he can impress his aptitude in certain mental areas - however, this varies from person will and skill upon the current to personstrengthen it. Upon taking Whenever the first level of Electric Magedeals electricity damage, the player must permanently choose Wisdom, Intelligence, Electric Mage may add his chosen ability modifier or Charisma. This is referred Vitality Level to elsewhere as "chosen abilitythe electrical damage," as seen belowwhichever is higher.(Level 1)
'''{{Anchor|Stronger Lightning Shock}} ([[SRD:Special Abilities Overview##Supernatural|Su]]):''' The Electrical Electric Mage is so attuned able to Electrictyboth generate and control electricity, he and can impress his will and skill upon the current to strengthen use it: Whenever the Electric Mage deals electricity damageoffensively, channeling it out of the mage's hands and towards an opponent. The Electric Mage may add his chosen can use this ability modifier either as a [[SRD:Attack_Roll#Attack_Bonus|ranged]] [[SRD:Touch_Attack#Touch_Attacks|touch attack]] (medium range), or class level to the electrical damage, whichever is higheras a [[SRD:Attack_Roll#Attack_Bonus|melee]] [[SRD:Touch_Attack#Touch_Attacks|touch attack]].
Upon hitting a target with this ability, the Electric Mage channels electricity into the victim, dealing up to 1d6 electric damage per [[#Vitality Level|Vitality level]]. If the Electric Mage has not used his Vitality Level worth of d6 Electrical damage, the Electric Mage may transfer the remaining d6s of electrical damage to another target, making another [[SRD:Attack_Roll#Attack_Bonus|ranged]] [[SRD:Touch_Attack#Touch_Attacks|touch attack]] using the previous target as the point of origin. The Electric Mage my shock any number of consecutive targets this way, but must assign at least one d6 of electricity damage to each target, and all targets take damage after all attack rolls are completed. (Level 1)
'''{{Anchor|Non-lethal LightningElectrical Resistance}} ([[SRD:Special Abilities Overview#SupernaturalExtraordinary|SuEx]]):''' By controlling The body of the Electric Mage is attuned to channeling a large amount of electricity , providing a resistance to electrical damage proportional to avoid vital organs, the Electric offensive electrical capacity of the Mage can subdue a foe without causing lethal damage: Whenever the The Electric Mage would deal has a resistance to electricity damage, the Mage may instead choose equal to deal half as much non-lethal damagefive times her Vitality Level.(Level 1)
'''{{Anchor|Charged BodyNon-lethal Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By saturating his or her body with electrical energycontrolling the electricity to avoid vital organs, the Electric Mage can electrocute anyone who comes into contact with his body. The Electric Mage can activate Charged Body as a swift action. Until the beginning of his next turn, any creature who hits the Mage with subdue a melee attack suffers 1d6 electricity foe without causing lethal damage per even-numbered class level : Whenever the Electric Mage possesses (1d6 at level 2, 5d6 at level 11, etc.). Additionally, if the Electric Mage strikes any creature with a melee attack, he can add this electrical damage to the would deal electricity damage of his attack. Maintaining this charge for more than five consecutive rounds is physically taxing, and causes the Mage may instead choose to become deal half as much [[fatiguednonlethal|non-lethal]]damage.(Level 2)
'''{{Anchor|Charged Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By saturating his or her body with electrical energy, the Electric Mage can electrocute anyone who comes into contact with his body. The Electric Mage can activate Charged Body as an immediate action. Until the beginning of his next turn, any creature who hits the Mage with a melee attack, or is hit by the Mage with a melee attack, suffers electricity damage equal to (1d6×(Vitality Level / 2)). Maintaining this charge for more than 5 consecutive rounds is physically taxing, however, and causes the Mage to become [[fatigued]]. (Level 2)
'''{{Anchor|Charge Object}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By creating and maintaining a circular current within an object, an Electric Mage can store a potent shock for for whoever touches the object. By touching an objectas a move action, the Electric Mage invests it with a charge of 1d6 electrical damage per class levelVitality Level. To maintain the charge, the Electric Mage must keep the energy moving circularly - — a [[SRD:Swift_Actions|swift action ]] each turnto maintain, and a free action to stop maintenance. Unless maintained this way, the object dissipates the charge at the rate of 1d6 end of the Electric Mage's turn, dealing its damage per roundto everything in contact with it. If the object is disturbed, the Mage immediately knows that it has been disturbed, and can use a [[SRD:Free_action|free action ]] to release the charge, dealing the stored electricity damage to whatever is in contact with the object.(Level 3)
'''{{Anchor|Conducting Materials}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Electric Mage comes to better control electricity, the Mage learns to send electricity into a suitable object, have it travel through the object, and then reemerge in the form of his or her choosing. When using an electrical ability, any conducting material counts as neither cover (for protection) nor distance (for range purposes). A Mage can shoot, say, a [[#Lightning Shock |Lightning Shock]] into a metal chain lying on the ground, and then have the lightning re-emerge from any part of the chain with the rest of its range intact. Or an enterprising Mage could pour water under a door to start blindly shooting lightning at the people on the other side(or less blindly with {[[#Improved Electromagnetic Sense|improved]]} [[#Electromagnetic Sense|Electromagnetic Sense]]).(Level 3)
'''{{Anchor|Overcharge}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' While the Electric Mage is generally constrained by his body and skill as to how much energy he can use, the Mage can learn to overcome these bounds, using far more power than his body can provide — at the cost of damaging his own body. As a free action, the Electric Mage can ignore some of his innate limits: His Vitality Level is treated as double his class level for the purposes of his next class ability this round ([[#Lightning Shock|Lightning Shock]], [[#Charged Body|Charged Body]], Etc.). If he uses a class ability this way, he takes 1 [[Constitution]] [[SRD:Ability_Burn|burn]] after the ability is finished. (Level 4)
'''{{Anchor|OverchargeMagnetism}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' While the An experienced Electric Mage is generally constrained by his body and skill can control electricity to such an extent as to how much energy he induce magnetic fields. The Mage can useTelekinesis (as the [[SRD:Telekinesis|spell]]) on any metal object (including metal or metal-armored creatures). Other differences include that it lasts only a single round, the Mage can learn a limitation to overcome these boundsmedium range, using far more power than his body can provide - at the cost usage of damaging his own bodyyour chosen ability modifier instead of Int or Cha (as described on the page), and an immunity to Spell Resistance. As a free action, the Electric The Mage can ignore some of his innate limits: His class 's caster level is treated as double his actual level (nonequal to one-expended) for the purposes of half his next or her class level. Using this ability this round (Lightning Shockcharges the targets slightly, Charged Bodyand the Mage requires 1d4 rounds from the end of the effect to reverse the polarity, Etc.). If he uses make a class ability this wayfew adjustments, he takes 1 Constitution damage after and be able to affect the ability is finishedsame targets.(Level 5)
'''{{Anchor|Anti-resistance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Through finessing his electricity, [[Energy Anti-Resistance (3.5e Creature Ability)|the Electric Mage can reduce and neutralize the ability of some creatures to resist electricity]]. Whenever the the Electric Mage hits a target with electric attack, in addition to dealing damage, the Electric Mage reduces the creature's electricity resistance by 1 point per class level (or per 1d6 electricity damage, the case of Lightning Shock). Creatures who are immune to electricity are considered to instead have a resistance of 5× their hit die worth of resistance, and are no longer immune after the first time their immunity is damaged. This effect decreases resistance to all forms of electricity damage, not just the Electric Mage's electricity, and lasts until the target goes a full minute from the Electric Mage's last shock. (Level 5)
'''{{Anchor|MagnetismRedirect Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An experienced Through their control of electricity, Electric Mage Mages can control electricity to such an extent as to induce magnetic fieldsredirect Electrical attacks that target them. The Whenever the Electric Mage can use Telekinesis (would be hit by an electrical effect, he may choose to harmlessly convey it through his body and release it as if he were casting the spell) on any metal object (including metal himself, or metal-armored creatures). Other differences include as a limitation to medium -range, the usage of your chosen ability modifier instead of Int or Cha (as described on the page), and an immunity to Spell Resistancetouch attack if it is electrical damage. The Mage's caster level This is equal to his or her class level. Using this ability charges the targets slightly, and the Mage requires 1d4 rounds from the end of the effect to reverse the polarity, make a few adjustments, and affect the same targetsan immediate action.(Level 6)
'''{{Anchor|Anti-resistanceLeaping Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Through finessing his As an Electric Mage understands more of the nuances of electricity, he or she may come to understand how to create a self-sustaining form of electricity, the almost alive, in a way. When a Mage uses Leaping Lightning, he creates an electrical mage can reduce and neutralize creature that leaps to the ability target of some creatures to resist electricityhis choice. This is a targeted effect with medium range. Whenever The target makes a reflex save for half damage — if the target fails his save, he takes 1d6 electricity damage per two Vitality Levels the Electric Mage hits a target with electric attack, instead of dealing damagepossesses, and the Electric Mage reduces chooses a new target for the creature's electricity resistance by 1 point per class level (or per 1d6 electricity damageLeaping Lightning, who then suffers the case of Lightning Shock)same effect, and so forth. Creatures who are immune to electricity are considered to instead have A single Leaping Lightning cannot re-target a resistance of 5x their target which it has already hit die worth of resistance, and are no longer immune after the first time their immunity is damaged. This effect lasts may bounce to up to one minute per additional target for every 4 class levels (maximum 5 additional targets at level20).(Level 6)
'''{{Anchor|Thunder}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By creating an intense burst of electricity between her hands, the Electric Mage can produce an extremely loud sound wave. All creatures within medium range must make a Reflex save or be [[SRD:Deafened|deafened]] for one minute, and dealt 1d4 sonic damage. A successful save halves the duration and the damage. Deafened creatures can make a Will save as a move action to end this effect. This provokes an attack of opportunity. (Level 7)
'''{{Anchor|Redirect LightningAbsorb Electricity}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Through their control of electricityWhile the Electric Mage normally converts his life-energy into electrical energy, with skill, Electric Mages he can redirect Electrical attacks that target themmanage the reverse. Whenever As an immediate action, the Electric Mage is it by an can absorb energy from electricity the next time he would be dealt electrical damage — in addition to the electrical effectdamage, the Mage recharges, he may choose returning him to his full potency (Vitality Level fully restored). The electrical damage to harmlessly convey it through the mage must overcome his body and release it electricity resistance, although the mage can negate all resistance as part of this action if he were casting so chooses. Note that the spell himselfElectric Mage's electrical resistance is 5× his current level, or as a medium-range touch attack if it and thus is electrical often relatively low. The source of the electricity damagecannot be from the mage himself when activating this effect, and he can't be affected by any one creature more than five times per day. This is an immediate action.(Level 7)
'''{{Anchor|Leaping LightningRod}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a By controlling electricity around her, the Electric Mage understands more of the nuances of Electricity, he or she may come can redirect any electricity effect to understand how be re-targeted to create a self-sustaining form of electricity, almost alive, in a wayhit her and only her. When a Mage uses Leaping Lightning, he creates This is an electrical creature immediate action that leaps to the target may be taken whenever any part of his choice. This an electric effect is a targeted effect with medium within close range. The target makes a reflex save - if the target succeeds on his save, he takes half of 1d6 electricity damage per Electric Mage class level. If the target fails his save, he takes 1d6 damage per class level, and the Lightning Mage chooses a new target for the Leaping Lightning, who suffers the same effect, and so forth. A single Leaping Lightning cannot re-target a target which it has already hit.(Level 8)
'''{{Anchor|Burning Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By adjusting the properties of the electricity she uses, the Electric Mage can deal both fire and electricity damage whenever she would normally deal just electricity damage. Both types of damage must be resisted, etc. to ignore the damage. This form of electricity sets combustibles on fire, and cannot be used in conjunction with Nonlethal Lightning. (Level 8)
'''{{Anchor|ThunderLightning Saturation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By creating an intense burst Instead of controlling electricity between her handsto move as a projectile, the Electric Mage can produce saturate an extremely loud sound wavearea with electricity. All creatures within The Mage can create a line up to medium range must make , a Reflex save cone with close range, or be deafened for one minute, and dealt 1d4 sonica self-centered burst with up to close range. A successful save halves the duration and All creatures in the area take 1d6 electricity damage. Deafened creatures can make a Will per Vitality Level reflex save as a move action to end this effect. This provokes an attack of opportunitytake half damage.(Level 9)
'''{{Anchor|Absorb ElectricityDeafening Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' While the Electric Mage normally converts Through adjusting his life-energy into electrical energy, with skillelectricity, he can manage the reverse. As an immediate action, the Electric Electricity Mage can heal 1 point of damage for each point of cause his electrical damage he would effects to be dealt without his electricity resistancerather loud. This heals in addition to being damagedcreates a loud thundering sound with each effect, not instead of being damagedand deafens for one round anyone hit directly with a damage dealing electrical effect.(Level 9)
'''{{Anchor|Blinding Flash}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By using his body as a capacitor, an Electric Mage is capable of creating a very strong, very short arc of electricity between her hands, potentially [[SRD:Blinded|blinding]] people. The Electric Mage can produce this in a close cone or close burst, depending on whether she keeps her hands in front of her, or above her head. All seeing creatures within the effect can make a Reflex save to negate. On a failed Reflex save, each affected creature can make a Fortitude save — a failed Fortitude save results in a single round of being [[blinded]], while a success results in a single round of being [[dazzled]]. Since the movements to set up the burst are relatively specific, as creatures become increasingly familiar with the action, they can prepare for the flash: Each time a creature is exposed to this effect, they gain a cumulative +2 insight bonus to subsequent Reflex saves against this ability. This is a full-round action, and provokes attacks of opportunity. (Level 10)
'''{{Anchor|Lightning RodElectromagnetic Sense}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By controlling electricity As the Electric Mage continues to become increasingly familiar with Electricity, the Mage can learn to sense electrical interactions all around herhim. As a standard action, the Electric Mage can redirect make a Charisma check (DC 20) to sense the general location of any electricity effect to be re-targeted to hit her and only hermagical activity or electrical activity within 5' per class level. This is As a free full-round action that may be taken whenever , he can sense the general location and size of any part of an electric effect is living creatures within close range5' per class level. This ignores cover and total cover, but generally does not provide identifying information beyond location and size.(Level 10)
'''{{Anchor|Burning LightningMagnetize}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By adjusting the properties Instead of creating magnetic fields with electricity, the electricity she usesElectric Mage can learn to induce magnetism in certain objects, including ferrous metals. As a ranged touch attack, the Electric Mage can deal both fire and electricity damage whenever she would normally deal just electricity damagemagnetize a metal object. This form creates 25 pounds of electricity sets combustibles on fireforce per Vitality Level of attraction between the object and other metal objects within 5 feet, half of that for objects 10 feet away, a quarter of that for objects 15 feets away, and cannot be used in conjunction with Nonlethal Lightningso forth. This effect lasts one round.(Level 11)
'''{{Anchor|Improved Lightning Shock}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Mage improves his production and control of Electricity, he can learn to send his basic attacks further. The range on his Lightning Shock ability is now long. (Level 11)
'''{{Anchor|Lightning SaturationDisruptive Energy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Instead of controlling electricity The Electric Mage can learn to move electrically charge casters in such a way as to cause a projectile, backlash the Electric Mage can saturate an area with electricitynext time they use a supernatural ability. The Electric Mage can create make a line long range touch attack to set up to medium range, a cone with close range, or charge on a target. The DM rolls a self-centered burst with up hidden 1d4 to close rangesee how long the effect lasts. All creatures in The next time within the 1d4 rounds the area take target uses a spell, spell-like, or supernatural ability, he or she takes 1d6 electricity electric damage per class levelVitality Level, reflex Will save halves. This damage occurs during the process of spell-casting. Alternatively, the target can take a standard action to take half ground himself. This requires a will save — on a success, the effect ends, but on a failure, the target triggers the damageeffect as if he or she had cast a spell, or used a spell-like or supernatural ability.(Level 12)
'''{{Anchor|Deafening LightningElectrical Transmission}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Through adjusting his One of the more impressive abilities of the Electric Mage is the ability of master Mages to briefly turn into an electrical pattern, and transmit themselves as electricity. As a standard action once a minute, the Electricity Electric Mage can cause his electrical effects to be rather loudturn into electricity, move in a straight line of medium range, and then reconstitute themselves. This creates a loud thunder-ish sound with each requires line of sight and line of effect. Range can be extended through usage of [[#Conducting Materials|Conducting Materials]], and deafens for one round anyone hit directly with an electrical effectthough Line of Sight is still necessary.(Level 12)
'''{{Anchor|Brainfry}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Lightning can wreak havoc on the nervous system, and as the abilities of the Electric Mage increase, he can manipulate the nervous system. If the Electric Mage can electrocute a target multiple times within a round, he can cause the nervous system to fluctuate. If a target is affected by the Mage's electricity twice in a round, the target must make a Fortitude save or become confused for one round. If a target is affected by the Mage's electricity three times, the target must make a fortitude save or become dazed for one round. (Level 13)
'''{{Anchor|Blinding FlashImproved Conducting Materials}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By using his body as a capacitor, and As the Electric Mage is capable of creating a very stronglearns to better control her abilities, very short arc she can use Conducting Materials to extend the range of electricity between her hands potentially [[blind]] people(Improved) Electromagnetic Sense. The Electric As with spells, the conducting materials reduces distance, so if the Mage can produce this in has a close cone or close burstrange of 140 feet with his Electromagnetic Sense, depending on whether she keeps her hand and it is 30 feet to the material in front question, then the mage has a Sense of her, or above her head110 feet from any part of the conducting material. All seeing creatures within With this sensitivity, the effect Electric Mage can make also identify a Reflex save spot next to negate. On a failed Reflex save, each affected creature conducting material that they can make a fortitude save safely use Electrical Transmission to reconstitute themselves at - a failed fortitude save results in 1d4 rounds this only needs the usage of [[blinding]]Electromagnetic Sense on the conducting material, while a success results in 1d4 rounds and Line of Sight and Line of being [[dazzled]]. Since the movements Effect to set up the burst are relatively specificconducting material in question, as creatures become increasingly familiar with not the action they can prepare for end position of the flash: Each time a creature is exposed to this effect, they gain a cumulative +2 insight bonus to subsequent reflex saves against this ability. This is a full-round action, and provokes attacks of opportunitytransmission.(Level 13)
'''{{Anchor|Electromagnetic SenseStop Heart}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As By sending a direct current through the heart of a target, the Electric Mage continues can cause the heart muscles to become increasingly familiar with Electricityseize up, stopping the Mage can learn to sense electrical interactions all around himheart. As This requires hands to be placed on either side of the heart, so a standard actiondirect, the Mage uncontrolled current can make a Wisdom check to sense pass through the general location of any magical activity or electrical activity within 5' per class levelcompleted circuit. As a fullThe Electric Mage makes two melee touch attacks -round actionif both hit, he can sense the general location target takes 1d6 damage and size of any living creatures within 5' per class levelmust make a Fortitude save or die. This ignores cover and total coveronly works on creatures with a single heart, but generally does not provide identifying information beyond location and sizeprovokes an attack of opportunity.(Level 14)
'''{{Anchor|Start Heart}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By carefully sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to activate, restarting the heart, and bringing a dead creature back to life. As a full-round action, the Electric Mage can place his hands on either side of a creature's heart, and make a [[SRD:Heal Skill|Heal]] check with a DC equal to 10 + number of HP under 0. (Thus, a creature with −12 HP would require a DC 22 check, while a creature with −17 would require a DC 27 check.) On a success, the creature takes 1d6 damage, and is no longer dead. On a failure, the Electric Mage simply deals 1d6 damage to the creature. Note that this does not actually heal a creature — creatures with more than 10 negative hit-points will simply die again on their initiative — so other forms of healing must be utilized either before or after the creature's heart is restarted. Creatures who die without taking damage (as per death effects, etc.) do not suffer this problem.
'''{{Anchor|Improved Lightning ShockElectromagnetic Sense}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Electrical Mage improves his production and control of Electricitycontinues to refine her abilities, he can learn she continues to refine her ability to send his basic attacks furthersense electricity. The range on his Lightning Shock Electric Mage's ability is to sense electricity, magic, and life now can be used to identify magic (with a [[SRD:Spellcraft|Spellcraft]] check); sense features of living things, including physical motions and personal features; and exactly describes any electricity in the area. These improved abilities require the same time and concentration as their predecessors in Electromagnetic Sense, and Electromagnetic Sense itself no longer takes actions. As with the original Electromagnetic Sense, this ignores cover and total cover. Note that while the original Electromagnetic Sense only allowed the Mage to ascertain the location of living things, Improved Electromagnetic Sense allows you to see them with electricity — instead of a 50% miss chance from total concealment from attacking creature with only this sight, you now longcan see them well enough to attack normally. (Level 16)
'''{{Anchor|Overload}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By channeling energy in and around his body, and adding more and more energy until the Electric Mage can no longer control it, the Electric Mage can unleash a devastating burst of electricity. This ability takes a full 1 round to charge up, and can be interrupted by attacks ([[SRD:Concentration|Concentration]] checks necessary). Upon completion of the charge, the Electric Mage releases the built-up energy, dealing 1d6 damage per level to everything within a long range, plus 1d6 per level to everything within a medium range, plus 1d6 per level to everything within a close range. The strain of unleashing that much electricity through the Electric Mage's body also takes its toll, reducing his Vitality Level to nothing, and dealing non-lethal damage to the Mage equal to his current hitpoints, leaving him staggered. (Level 17)
'''{{Anchor| Disruptive EnergyElectrical Magic Disruption}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The As the Electric Mage explores the way his control of electrical energy intersects with magical energy, he can learn to electrically charge casters in such disrupt spells cast upon him: Whenever a way as to cause a backlash spell with an instantaneous duration would target the next time they use a supernatural ability. The Electric Mage specifically, the Mage can make a long range touch attack use an immediate action to set up a charge on a target. The DM rolls a hidden 1d4 try and use electricity to see how long disrupt the effect lastsspell. The next time within the 1d4 rounds the target uses caster must make a spell, spell-like, or supernatural ability, he or she takes 1d6 damage per class caster level, Will save halves. This damage occurs during the process of spell-casting. Alternatively, the target can take a standard action to ground himself: This requires a will save - on a success, the effect ends, on a failure, the target triggers the damage effect as if he check against 10 + your Vitality Level or she had cast a spell, or used a spell-like or supernatural your chosen abilitymodifier.(Level 18)
'''{{Anchor|Electrical TransmissionEnchantment Disruption}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Of of the more impressive abilities of the Similar to disrupting cast magic with electricity, a skilled Electric Mage is the ability of master Mages can learn to briefly turn into an electrical pattern, and transmit themselves as disrupt enchantments with his electricity. As a standard full round action, the Electric Electrical Mage can turn into use electricityto replicate the targeted dispel effect of [[SRD:Dispel_Magic|Dispel Magic]], move in a straight line of medium rangesave that he uses his Vitality Level as his caster level, and then reconstitute themselves. This requires line of sight and line of effectthat he deals 1d6 electrical damage per class level on the target. Range can be extended through usage of Conducting MaterialsA living target, though Line of Sight whether it is still necessarya living spell or an enchanted creature, can make a reflex save to avoid the dispel effect and halve the damage.(Level 19)
'''{{Anchor|Stop HeartElectrical Transmutation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By sending a direct current through the heart of a targetEventually, the Electric Mage can cause the heart muscles comes to seize up, stopping the hearta full understanding of what he is. This requires hands to be placed on either side of the heart, so a directAt level 20, uncontrolled current can pass through the completed circuit. The Electric Mage makes two melee touch attacks - if both hit, the target takes 1d6 damage and must make can transmute himself into a fortitude save or diebeing composed of pure electrical energy. This only works on creatures with As a single heartfree action, and provokes an attack of opportunity. '''{{Anchorthe Electric Mage gains the creature type [[SRD:Elemental_Type|Improved Conducting Materials}} (elemental]], gains a [[SRD:Special Abilities OverviewFly_Speed#SupernaturalFly|Sufly]]):''' As the Electric Mage learns speed equal to better control her abilities, she can use Conducting Materials to extend the range of her his land speed (Improvedperfect maneuverability) Electromagnetic Sense. As with spells, the conducting materials reduces distance, so if the Mage has a range of 140 feet with his Electromagnetic Sense, and it is 30 feet to the material in question, then the mage has a Sense of 110 feet from any part of the conducting material.With this sensitivity, the Electric Mage can also identify a spot next to a conducting material that they can safely use Electrical Transmission to reconstitute themselves at - this only needs the usage of Electromagnetic Sense on the conducting material, and Line of Sight and Line of Effect to the conducting material in question, not the end position of the transmission. '''{{Anchor|Start Heart}} ([[SRD:Special Abilities Overview#Supernatural|Suincorporeal]]):''' By carefully sending a direct current through until the heart end of a target, the Electric Mage can cause the heart muscles to activate, restarting the heart, and bringing a dead creature back to liferound. As a full-round actionUnlike most incorporeal creatures, the Electric Mage can place his hands on either side remains a crackling being of a creature's heartelectrical energy when incorporeal, and make a DC 20 heal check. On a successthus smells like ozone, the creature takes 1d6 damagebuzzes and crackles as loud as people talking, and is no longer dead. On a failure, the Electric Mage simply deals 1d6 damage per Vitality Level to the creature. Note that this does not actually heal a creature - creatures with more than 10 negative hit-points will simply die again on their initiative - other forms of healing must be utilized either before or after the creature's heart is restarted. Creatures who die without taking damage (as per death effects, etc.) do not suffer this problem. If this ability is used less than 2 minutes after death, the creature does not suffer any ill effects. If the ability is used between 2 and 4 minutes after death, the target suffers one negative level, object he touches or constitution drainpasses through. Magical preservation of the corpse can delay this limitationAdditionally, as can a DC 20 heal check (from anyone) once per round. '''{{Anchor|his Improved Electromagnetic Sense}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Electrical Mage continues to refine her abilities, she continues to refine her is now a continuous ability to sense electricity. The Electric Mage's This ability to sense electricity, magic, and life now can be used to identify magic (with a spellcraft check); sense features of living things, including physical motions and personal features; and exactly describes any electricity in the area. These improved abilities require the same time and concentration as their predecessors in Electromagnetic Sense, and Electromagnetic Sense itself no longer takes actions. As with the original Electromagnetic Sense, this ignores cover and total cover. Note that while the original Electromagnetic Sense only allowed the Mage to ascertain the location of living things, Improved Electromagnetic Sense allows you to see them with electricity is energy- instead of a 50% miss chance from total concealment from attacking creature with only this sight, you now can see them well enough to attack normally. '''{{Anchor|Overload}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By channeling energy in and around his bodyconsuming, and adding more and more energy until the Electric Mage can no longer control it, the Electric Mage can unleash uses up a devastating burst of electricity. This ability takes a full 1 Vitality Level for each round to charge up, and can be interrupted by attacks (concentration checks necessary). Upon completion of the charge, the Electric Mage releases the built-up energy, dealing 1d6 damage per level to everything within a long range, plus 1d6 per level to everything within a medium, plus 1d6 per level to everything with a close rangeusage. The strain of unleashing that much electricity through This effect ends if the Electric Mage's body also takes its tollbecause unconscious or dies, dealing non-lethal damage or if his Vitality Level drops to the Mage equal to her current hitpoints, leaving her staggerednothing.(Level 20)
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