User:Thunderfist12/Mage (3.5e Class)

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Author: Thunderfist12 (talk)
Date Created: 31 May 2013
Status: A work in progress
Editing: Please, don't mess with my class.
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The classic spellcaster of many RPG's. Any Alternate Magic Full


Mage[edit]

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

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

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

Making a Mage[edit]

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

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

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

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

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

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

Alignment: Any.

Starting Gold: 4d6×10 gp (140 gp).

Starting Age: Complex.

Table: The Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 First and second spheres, spell power 1, sphere power 1
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3 Spell power 2
4th +2 +1 +1 +4 Sphere power 2
5th +2 +1 +1 +4 Spell power 3
6th +3 +2 +2 +5
7th +3 +2 +2 +5 Spell power 4, sphere power 3
8th +4 +2 +2 +6
9th +4 +3 +3 +6 Spell power 5, third sphere
10th +5 +3 +3 +7 Sphere power 4
11th +5 +3 +3 +7 Spell power 6
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8 Spell power 7, sphere power 5
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10 Spell power 8, sphere power 6
17th +8/+3 +5 +5 +10 Fourth sphere
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11 Spell power 9, sphere power 7
20th +10/+5 +6 +6 +12 Master of magic

Class Skills (2+Int. modifier (x4 at 1st level) + Int modifier per level, ×4 at 1st level)


Class Features[edit]

All of the following are class features of the Mage.

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

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

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

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

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

Sixth through Seventh highest spell level: Exhausted

Eighth through Ninth highest spell level: Fatigued

Spheres: Spheres determine available spells and special magic effects, based on a mage's sphere power. Mages choose their spells from the following list of spheres:

Command[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9:
Deception=[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9:
Fire[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9: Meteor Swarm
Healing[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9:
Ice[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9: Comet Swarm (meteor swarm, but cold damage)
Light[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9:
Power[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9:
Shadow[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9:
Time[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9: Time Stop
Truth[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9:
Wind[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9:
Wisdom[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as <-metamagic feat-> spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: <-effect->
  • 5: <-effect->
  • 6: <-effect->
  • 7: <-effect->

Spells:

  • 0:
  • 1:
  • 2:
  • 3:
  • 4:
  • 5:
  • 6:
  • 7:
  • 8:
  • 9:


Master of Magic: A mage of 20th level creates his own domain, and at least 3 of the spells must have been created by the mage himself. Speres are created using the following guidelines:

Name[edit]

Powers:

  • 1: +1 bonus to save DC's of all spells cast from this sphere.
  • 2: All spells from this sphere are treated as (metamagic feat) spells, at no extra cost.
  • 3: Spells from this sphere recharge 1 round quicker.
  • 4: (effect)
  • 5: (effect)
  • 6: (effect)
  • 7: (effect)

Spells:

  • 0: Spell from an arcane list (or created)
  • 1: Spell from an arcane list (or created)
  • 2: Spell from an arcane list (or created)
  • 3: Spell from an arcane list (or created)
  • 4: Spell from an arcane list (or created)
  • 5: Spell from an arcane list (or created)
  • 6: Spell from an arcane list (or created)
  • 7: Spell from an arcane list (or created)
  • 8: Spell from an arcane list (or created)
  • 9: Spell from an arcane list (or created)


Epic Mages[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st Bonus feat
22nd Master of Magic
23rd
24th Master of Magic
25th Bonus feat
26th Master of Magic
27th
28th Master of Magic
29th Bonus feat
30th Master of Magic

2 + Int modifier skill points per level.

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

Bonus Feats : The epic mage gains a bonus feat (selected from the list of epic mage bonus feats) every 4 levels starting at 21st.

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

Elf Mage Starting Package[edit]

Weapons: Longsword 1d8.

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

Skill Ranks Ability Armor
Check
Penalty
Spellcraft 4 <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

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

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

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

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





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