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Electric Mage (3.5e Class)

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{{#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}}
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==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===
|- class="noalt"
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::64]] + [[SRD:Intelligence|Int]] modifier per level, &times;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:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
{{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====
 
''Class notes:''
'''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 (and only 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|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 &mdash; 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 opponentpowers are affected by his aptitude in certain mental areas &mdash; however, this varies from person to person. The Upon taking the first level of Electric Mage can use this ability either as a , the player must permanently choose [[SRD:Attack_Roll#Attack_Bonus|rangedWisdom]] , [[SRD:Touch_Attack#Touch_Attacks|touch attackIntelligence]] (medium range), or as [[SRD:Attack_Roll#Attack_Bonus|melee]] [[SRD:Touch_Attack#Touch_Attacks|touch attackCharisma]]. This is referred to elsewhere as his "chosen ability," as seen below. This does not get the Electric Mage new class abilities; it simply applies to the power of his current ones.
Upon hitting a target with this ability, the Electric '''{{Anchor|Stronger Shock}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Electrical Mage channels electricity into the victimis so attuned to Electricty, he can impress his will and can cause lightning to arc from skill upon the victim current to other nearby foesstrengthen it. On a hit, Whenever the Electric Mage can deal a total of 1d6 deals electricity damage per class level. This can all be dealt to the original target, or the Electric Mage can choose may add his chosen ability modifier or Vitality Level to deal only some of the total electrical damage, and make a ranged touch attack (close range from the original target) to hit a second target with the remaining damage. This can be done multiple times, so long as there whichever is at least a 1d6 of electricity damage for the new victimhigher. (Level 1)
'''{{Anchor|Electrical ResistanceLightning Shock}} ([[SRD:Special Abilities Overview#ExtraordinarySupernatural|ExSu]]):''' The body of the Electric Mage is attuned able to channeling a large amount of both generate and control electricity, providing a resistance to electrical damage proportional to the offensive electrical capacity and can use it offensively, channeling it out of the Mage: mage's hands and towards an opponent. The Electric Mage has can use this ability either as a resistance to electricity equal to five times her current class level. [[SRD:Attack_Roll#Attack_Bonus|ranged]] [[SRD:Touch_Attack#Touch_Attacks|touch attack]] (Level 1medium range), or as a [[SRD:Attack_Roll#Attack_Bonus|melee]] [[SRD:Touch_Attack#Touch_Attacks|touch attack]].
'''{{Anchor|Key Ability}} (Upon hitting a target with this ability, the Electric Mage channels electricity into the victim, dealing up to 1d6 electric damage per [[SRD:Special Abilities Overview##SupernaturalVitality Level|SuVitality level]]):''' The . If the Electric Mage's powers are affected by has not used his aptitude in certain mental areas - howeverVitality Level worth of d6 Electrical damage, this varies from person to person. Upon taking the first level of Electric Mage, may transfer the player must permanently choose [[Wisdom]]remaining d6s of electrical damage to another target, making another [[IntelligenceSRD:Attack_Roll#Attack_Bonus|ranged]], or [[Charisma]]. This is referred to elsewhere as "chosen ability," as seen below. '''{{Anchor|Stronger Shock}} ([[SRD:Special Abilities OverviewTouch_Attack##SupernaturalTouch_Attacks|Sutouch attack]]):''' The Electrical Mage is so attuned to Electricty, he can impress his will and skill upon using the previous target as the current to strengthen itpoint of origin. Whenever the The Electric Mage deals my shock any number of consecutive targets this way, but must assign at least one d6 of electricity damageto each target, the Electric Mage may add his chosen ability modifier or class level to the electrical and all targets take damage, whichever is higherafter all attack rolls are completed. (Level 1)
'''{{Anchor|Electrical Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The body of the Electric Mage is attuned to channeling a large amount of electricity, providing a resistance to electrical damage proportional to the offensive electrical capacity of the Mage: The Electric Mage has a resistance to electricity equal to five times her Vitality Level. (Level 1)
'''{{Anchor|Non-lethal Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By controlling the electricity to avoid vital organs, the Electric Mage can subdue a foe without causing lethal damage: Whenever the Electric Mage would deal electricity damage, the Mage may instead choose to deal half as much [[nonlethal|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 a swift an immediate action. Until the beginning of his next turn, any creature who hits the Mage with a melee attack suffers 1d6 electricity damage per even-numbered class level the Electric Mage possesses (1d6 at level 2, 5d6 at level 11, etc.). Additionally, if or is hit by the Electric Mage strikes any creature with a melee attack, he can add this electrical suffers electricity damage equal to the damage of his attack(1d6&times;(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 object as 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 - &mdash; 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 &mdash; 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|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 class level is treated as double his (non-expended) actual 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_Damage|damage]] after the ability is finished. (Level 4)  '''{{Anchor|Magnetism}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An experienced Electric Mage can control electricity to such an extent as to induce magnetic fields. The Mage can use Telekinesis (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, 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 Resistance. The Mage's caster level is equal to one-half 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 be able to affect the same targets. (Level 5) '''{{Anchor|Anti-resistance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Through finessing his electricity, the electrical mage can reduce and neutralize the ability of some creatures to resist electricity. Whenever the the Electric Mage hits a target with electric attack, instead of 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 5x their hit die worth of resistance, and are no longer immune after the first time their immunity is damaged. This effect lasts one minute per class level. (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&times; 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|Redirect Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Through their control of electricity, Electric Mages can redirect Electrical attacks that target them. Whenever the Electric Mage is it 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 himself, or as a medium-range touch attack if it is electrical damage. This is an immediate action. (Level 6)
'''{{Anchor|Leaping Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a an Electric Mage understands more of the nuances of Electricityelectricity, he or she may come to understand how to create a self-sustaining form of electricity, almost alive, in a way. When a Mage uses Leaping Lightning, he creates an electrical creature that leaps to the target of his choice. This is a targeted effect with medium range. The target makes a reflex save - for half damage &mdash; if the target succeeds on fails his save, he takes half of 1d6 electricity damage per two Vitality Levels the Electric Mage class level. If the target fails his save, he takes 1d6 damage per class levelpossesses, and the Lightning Electric Mage chooses a new target for the Leaping Lightning, who then suffers the same effect, and so forth. A single Leaping Lightning cannot re-target a target which it has already hit, and may bounce to up to one additional target for every 4 class levels (maximum 5 additional targets at level 20). (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|ThunderAbsorb Electricity}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By creating an intense burst of electricity between her hands, While the Electric Mage normally converts his life-energy into electrical energy, with skill, he can produce an extremely loud sound wavemanage the reverse. All creatures within medium range must make a Reflex save or As an immediate action, the Mage can absorb energy from electricity the next time he would be deafened for one minutedealt electrical damage &mdash; in addition to the electrical damage, the Mage recharges, and dealt 1d4 sonicreturning him to his full potency (Vitality Level fully restored). A successful save halves The electrical damage to the duration and mage must overcome his electricity resistance, although the damage. Deafened creatures mage can make a Will save negate all resistance as a move part of this action to end this effectif he so chooses. This provokes an attack Note that the Electric Mage's electrical resistance is 5&times; his current level, and thus is often relatively low. The source of opportunitythe electricity damage cannot 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. (Level 7)
'''{{Anchor|Absorb ElectricityLightning Rod}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' While By controlling electricity around her, the Electric Mage normally converts his lifecan redirect any electricity effect to be re-energy into electrical energy, with skill, he can manage the reversetargeted to hit her and only her. As This is an immediate action, the Mage can absorb energy from electricity the next time he would that may be dealt electrical damage - in addition to the electrical damage, the Mage recharges, returning him to his full potency (effective class level returned to normal)taken whenever any part of an electric effect is within close range. (Level 78)
'''{{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|Lightning RodSaturation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By Instead of controlling electricity around herto move as a projectile, the Electric Mage can redirect any saturate an area with electricity effect . The Mage can create a line up to be remedium range, a cone with close range, or a self-targeted centered burst with up to hit her and only herclose range. This is a free action that may be taken whenever any part of an electric effect is within close rangeAll creatures in the area take 1d6 electricity damage per Vitality Level reflex save to take half damage. (Level 89)
'''{{Anchor|Burning Deafening Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By Through adjusting the properties of the his electricity she uses, the Electric Electricity Mage can deal both fire and electricity damage whenever she would normally deal just electricity damagecause his electrical effects to be rather loud. This form of electricity sets combustibles on firecreates a loud thundering sound with each effect, and cannot be used in conjunction deafens for one round anyone hit directly with Nonlethal Lightninga damage dealing electrical effect. (Level 89)
'''{{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 &mdash; 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 SaturationElectromagnetic Sense}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Instead of controlling electricity As the Electric Mage continues to move as a projectilebecome increasingly familiar with Electricity, the Electric Mage can saturate an area with electricitylearn to sense electrical interactions all around him. The As a standard action, the Mage can create make a line up Charisma check (DC 20) to medium range, a cone with close range, sense the general location of any magical activity or electrical activity within 5' per class level. As a selffull-centered burst with up to close range. All round action, he can sense the general location and size of any living creatures in the area take 1d6 electricity damage within 5' per class level. This ignores cover and total cover, reflex save to take half damagebut generally does not provide identifying information beyond location and size. (Level 910)
'''{{Anchor|Deafening Lightning}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Through adjusting his electricity, the Electricity Mage can cause his electrical effects to be rather loud. This creates a loud thunder-ish sound with each effect, and deafens for one round anyone hit directly with an electrical effect. (Level 9)  '''{{Anchor|Blinding Flash}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By using his body as a capacitor, and Electric Mage is capable of creating a very strong, very short arc of electricity between her hands potentially [[blinded\blind]] people. The Electric Mage can produce this in a close cone or close burst, depending on whether she keeps her hand 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 1d4 rounds of [[blinded|blinding]], while a success results in 1d4 rounds 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|Electromagnetic Sense}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Electric Mage continues to become increasingly familiar with Electricity, the Mage can learn to sense electrical interactions all around him. As a standard action, the Mage can make a Wisdom check to sense the general location of any magical activity or electrical activity within 5' per class level. As a full-round action, he can sense the general location and size of any living creatures within 5' per class level. This ignores cover and total cover, but generally does not provide identifying information beyond location and size. (Level 10)  '''{{Anchor|Magnetize}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Instead of creating magnetic fields with electricity, the Electric Mage can learn to induce magnetism in certain objects, including ferrous metals. As a ranged touch attack, the Electric Mage can magnetize a metal object. This creates 25 pounds of force per class level 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 so 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|Disruptive Energy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Electric Mage can learn to electrically charge casters in such a way as to cause a backlash the next time they use a supernatural ability. The Electric Mage can make a long range touch attack to set up a charge on a target. The DM rolls a hidden 1d4 to see how long the effect lasts. The next time within the 1d4 rounds the target uses a spell, spell-like, or supernatural ability, he or she takes 1d6 electric damage per Vitality 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 &mdash; on a success, the effect ends, but on a failure, the target triggers the damage effect as if he or she had cast a spell, or used a spell-like or supernatural ability. (Level 12)
'''{{Anchor| Disruptive Energy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Electric Mage can learn to electrically charge casters in such a way as to cause a backlash the next time they use a supernatural ability. The Electric Mage can make a long range touch attack to set up a charge on a target. The DM rolls a hidden 1d4 to see how long the effect lasts. The next time within the 1d4 rounds the target uses a spell, spell-like, or supernatural ability, he or she takes 1d6 damage per class 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 or she had cast a spell, or used a spell-like or supernatural ability. (Level 12) '''{{Anchor|Electrical Transmission}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Of 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 actiononce a minute, the Electric Mage can turn into electricity, move in a straight line of medium range, and then reconstitute themselves. This requires line of sight and line of effect. Range can be extended through usage of Conducting Materials, though Line of Sight is still necessary. (Level 12)  '''{{Anchor|Brainfry}} ([[SRD:Special Abilities Overview#SupernaturalConducting Materials|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 stunned for one round. (Level 13) '''{{Anchor|Improved Conducting Materials}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Electric Mage learns to better control her abilities, she can use Conducting Materials to extend the range of her (Improved) 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 though Line of Sight and Line of Effect to the conducting material in question, not the end position of the transmissionis still necessary. (Level 13)  '''{{Anchor|Stop Heart}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to seize up, stopping the heart. This requires hands to be placed on either side of the heart, so a direct, 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 a fortitude save or die. This only works on creatures with a single heart, and provokes an attack of opportunity. (Level 1412
'''{{Anchor|Start HeartBrainfry}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By carefully sending a direct current through Lightning can wreak havoc on the nervous system, and as the heart abilities of a targetthe 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 heart muscles to activate, restarting the heart, and bringing a dead creature back nervous system to lifefluctuate. As If a full-round action, target is affected by the Electric Mage can place his hands on either side of a creature's heartelectricity twice in a round, and the target must make a DC 20 heal checkFortitude save or become confused for one round. On If a success, the creature takes 1d6 damage, and target is no longer dead. On a failure, affected by the Electric Mage simply deals 1d6 damage to 's electricity three times, the creature. Note that this does not actually heal target must make 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 fortitude save or after the creature's heart is restartedbecome dazed for one round. Creatures who die without taking damage (as per death effects, etc.Level 13) do not suffer this problem.
If this ability is used less than 2 minutes after death'''{{Anchor|Improved Conducting Materials}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Electric Mage learns to better control her abilities, she can use Conducting Materials to extend the creature does not suffer any ill effectsrange of her (Improved) Electromagnetic Sense. If As with spells, the conducting materials reduces distance, so if the ability Mage has a range of 140 feet with his Electromagnetic Sense, and it is used between 2 and 4 minutes after death30 feet to the material in question, then the target suffers one negative level, or constitution drainmage has a Sense of 110 feet from any part of the conducting material. Magical preservation of With this sensitivity, the corpse Electric Mage can delay also identify a spot next to a conducting material that they can safely use Electrical Transmission to reconstitute themselves at - this limitationonly needs the usage of Electromagnetic Sense on the conducting material, as can a DC 20 heal check and Line of Sight and Line of Effect to the conducting material in question, not the end position of the transmission. (from anyoneLevel 13) once per round.
'''{{Anchor|Improved Electromagnetic SenseStop Heart}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As By sending a direct current through the heart of a target, the Electrical Electric Mage continues can cause the heart muscles to refine her abilitiesseize up, she continues to refine her ability to sense electricitystopping the heart. The Electric Mage's ability This requires hands to sense electricitybe placed on either side of the heart, magicso a direct, and life now uncontrolled current 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 pass through the areacompleted circuit. These improved abilities require The Electric Mage makes two melee touch attacks - if both hit, the same time and concentration as their predecessors in Electromagnetic Sense, and Electromagnetic Sense itself no longer target takes actions. As with the original Electromagnetic Sense, this ignores cover 1d6 damage and total covermust make a Fortitude save or die. Note that while the original Electromagnetic Sense This only allowed the Mage to ascertain the location of living things, Improved Electromagnetic Sense allows you to see them works on creatures with electricity - instead of a 50% miss chance from total concealment from attacking creature with only this sightsingle heart, you now can see them well enough to and provokes an attack normallyof 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 &minus;12 HP would require a DC 22 check, while a creature with &minus;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 &mdash; creatures with more than 10 negative hit-points will simply die again on their initiative &mdash; 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|Overload}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' By channeling energy in and around his bodyIf this ability is used less than 2 minutes after death, and adding more and more energy until the Electric Mage can no longer control it, creature does not suffer any ill effects. If the Electric Mage can unleash a devastating burst of electricity. This ability takes a full 1 round to charge up, is used between 2 and can be interrupted by attacks (concentration checks necessary). Upon completion of the charge4 minutes after death, the Electric Mage releases the built-up energy, dealing 1d6 damage per target suffers one negative level to everything within a long range, plus 1d6 per level to everything within a mediumor constitution drain. After 4 minutes, plus 1d6 per level this effect will no longer bring someone back to everything with a close rangelife. The strain Magical preservation of unleashing that much electricity through the Electric Mage's body also takes its tollcorpse can delay this limitation, dealing non-lethal damage to the Mage equal to her current hitpoints, leaving her staggeredas can a DC 20 Heal check (from anyone) once per round.(Level 15)
'''{{Anchor|Improved Electromagnetic Sense}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Electrical Mage continues to refine her abilities, she continues to refine her ability to sense electricity. The Electric Mage's ability 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 &mdash; 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. (Level 16)
'''{{Anchor|Electrical Magic DisruptionOverload}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As By channeling energy in and around his body, and adding more and more energy until the Electric Mage explores can no longer control it, the way his control Electric Mage can unleash a devastating burst of electrical energy intersects with magical energyelectricity. This ability takes a full 1 round to charge up, he and can learn to disrupt spells cast upon himbe interrupted by attacks ([[SRD: Whenever a spell with an instantaneous duration would effect Concentration|Concentration]] checks necessary). Upon completion of the charge, the Electric Magereleases 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 can use an immediate action 's body also takes its toll, reducing his Vitality Level to try nothing, and use electricity dealing non-lethal damage to disrupt the spell. The caster must make a caster level check against 10 + your class level + your chosen ability modifierMage equal to his current hitpoints, leaving him staggered.(Level 17)
'''{{Anchor|Electrical Magic Disruption}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the Electric Mage explores the way his control of electrical energy intersects with magical energy, he can learn to disrupt spells cast upon him: Whenever a spell with an instantaneous duration would target the Electric Mage specifically, the Mage can use an immediate action to try and use electricity to disrupt the spell. The caster must make a caster level check against 10 + your Vitality Level or your chosen ability modifier. (Level 18)
'''{{Anchor|Electrical Enchantment Disruption}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Similar to disrupting cast magic with electricity, a skilled Electric Mage can learn to disrupt enchantments with his electricity. As a full round action, the Electrical Mage can use electricity to replicate the targeted dispel effect of [[SRD:Dispel_Magic|Dispel Magic]], save that he uses his caster level Vitality Level as his caster level, and that he deals 1d6 electrical damage per class level on the target. A living target, whether it is a living spell or an enchanted creature, can make a reflex save to avoid the dispel effect, and half halve the damage.(Level 19)
 '''{{Anchor|Electrical Transmutation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Eventually, the Electric Mage comes to a full understanding of what he is. At level 20, the Electric Mage can transmute himself into a being composed of pure electrical energy. As a free action, the Electric Mage gains the creature type [[SRD:Elemental_Type|elemental]], gains a [[SRD:Fly_Speed#Fly|fly]] speed equal to his land speed (perfect maneuverability), and is [[incorporeal]]until the end of the round. Unlike most incorporeal creatures, the Mage remains a crackling being of electrical energy when incorporeal, and thus smells like ozone, buzzes and crackles as loud as people talking, and deals 1d6 damage per class level Vitality Level to any object he touches or passes through. Additionally, his Improved Electromagnetic Sense is now a continuous ability. The Electric Mage can end this This ability as a free actionis energy-consuming, and it involuntarily uses up a Vitality Level for each round of usage. This effect ends on unconsciousness if the Electric Mage because unconscious or deathdies, or if his Vitality Level drops to nothing.(Level 20)
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