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User:Luigifan18/Sand Mage (3.5e Class)

122 bytes added, 14:53, 9 September 2018
Replacing a few more misplaced wind mage leftovers
'''{{Anchor|Earth Focus}}:''' Levels in sand mage are added to the caster level, initiator level, manifester level, or meldshaper level of any [Earth] spells, maneuvers, powers, and soulmelds you know. This does not grant additional spells, maneuvers, powers, or soulmelds known. In addition, all <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> spells and powers are considered to be on your class list for the purpose of creating and activating magic items, such as [[SRD:Wands|wands]] and [[SRD:Scrolls|scrolls]].
'''{{Anchor|Invocations}}:''' The sand mage receives several spell-like abilities identical in nature to the warlock's<ref name="ca">[[Publication:Complete Arcane|Complete Arcane]]</ref> invocations. He may use these invocations at will, though he must still pay any relevant gold and experience costs, and they are affected by [[SRD:Arcane Spell Failure Chance|arcane spell failure]] in medium and heavy armor and with shields. Invocations do not provoke [[SRD:Attacks of Opportunity|attacks of opportunity]] unless otherwise noted. Invocations come in three types: shapes, which alter the shape and spread of his [[#Wind Bullet|''Wind BulletSand Blast'']] class feature; essences, which augment his [[#Wind BulletSand Blast|''wind bulletSand Blast'']] class feature with a rider effect; and invocations, which duplicate spells or have other, sometimes long-standing effects.
At 1st level, he can select one invocation known, and an additional invocation at 2nd and every odd level. At first, he may only select from least invocations. At level 7, he may select from least or lesser invocations. At level 13, he may select from least, lesser, or greater invocations. Finally, at level 19th and beyond, he may select from least, lesser, greater, or final invocations. At every even level, he may choose to switch out one of his invocations known for another, so long as the invocation swapped is the same or lower level invocation as the original. He may only swap out one invocation at each even level. Any saving throws are [[Charisma]]-based. Essences which force a save against an effect only need one save each round, regardless of how many times you hit. Wind Sand mages choose their invocations from the following list<sup>1</sup>.
Least &mdash; (to be filled in)
<small>
#Some invocations taken from official materials work differently for the wind sand mage than they do for the warlock. Where differences exist, they will be pointed out in footnotes like this one.<!-- #1 -->#This invocation gains the <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/AirEarth|AirEarth]]<nowiki>]</nowiki> descriptor.<!-- #2 -->
</small>
'''{{Anchor|Elemental Summoning}}:''' At 2nd level, a sand mage can take a [[SRD:Full-Round Actions|full-round action]] to call on the Elemental Plane of Earth and summon any [[Special:SearchByProperty/Subtype/Earth|[Earth]-subtyped]] creature with a CR equal to or less than ½ his HD. This behaves like a ''[[SRD:Summon Monster I|summon monster]]'' spell, except the duration is 1 hour/class level. He may use this ability 1/day.
At 8th level, the sand mage can grant the ??? enhancement to his weapons, stacking with the actual ''??'' enhancement.
'''{{Anchor|Earth Power}} {{Ex}}:''' A 5th-level sand mage's skill with manipulating the air earth has grown beyond the capabilities of less specialized mages. He gets a +1 increase to the caster/manifester/initiator/meldshaper level (if applicable) and save DC of all <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects he casts, manifests, initiates, shapes, or otherwise uses, including his invocations and spell-like effects. (This ability should not be confused with the Pokemon move or [[Earth Power (3.5e Spell)|the spell]] sharing the same name.)
*'''{{Anchor|Greater Earth Power}} {{Ex}}:''' At 16th level, Earth Power is improved to grant a +2 increase to the caster/manifester/initiator/meldshaper level (if applicable) and save DC of all <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects the sand mage casts, manifests, initiates, shapes, or otherwise uses, including his invocations and spell-like effects.
'''{{Anchor|Earth Aura}} {{Su}}:''' At 10th level, a sand mage can manipulate earth which he isn't responsible for. The sand mage effectively grants [[SRD:Spell Resistance|spell resistance]] equal to 10 + his HD to himself and all allies within 30 feet, but only against <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Earth|Earth]]<nowiki>]</nowiki> effects or effects that involve the manipulation of the ground or soil (such as [[SRD:Earthquake|''earthquake'']], [[Veles Whirl (3.5e Spell)|''Veles whirl'']], etc.). If an opponent fails to breach this spell resistance, the sand mage takes control and can shape the terrain alterations as he sees fit, placing holes, channels, and other parts of safety and suppressing tremors and upheavals completely while in the aura. Terrain modifications so suppressed return once out of range of your aura if their duration has not expired.
Mundane terrain-related events can be manipulated this way, automatically failing against the spell resistance as they have no caster level. (Note that this ability does not let the sand mage freely mess with people trying to modify the terrain through mundane means, such as digging holes or plowing soil, though it does allow him to deal with landslides, falling rocks, cave-ins, etc. that are set off by nonmagical means.)
'''{{Anchor|Elemental Body}} {{Su}}:''' At 14th level, a sand mage gains stronger elemental traits. He gains 50% fortification, does not need to eat, and becomes immune to [[SRD:Stunned|stunning]] and [[SRD:Paralyzed|paralysis]].
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