Magic is a powerful tool that can be used to create many
wondrous and incredible things, but it is also a potent force that can be used
offensively. The Mage path allows you to harness the power of the arcane to
tear down your enemies, burn fortresses to ash and cinder, and call upon the
powers of down spells of incredible devastation. If you’re looking to crush
your foes with incredible and primal power, Mage is the way to go.
Primary Stats: Intelligence,
Constitution
Bonus to Skill
Checks: Concentration, Intimidate, Knowledge (Arcana, Nature, the Planes)
Basic Abilities
Opening this talent tree grants you the following powers and
abilities.
Destructus Arcana: You might have been able to throw some fire at someone, or maybe arc a bolt of lightning at an enemy, but now you have a grasp of what you’re doing, and your study has paid off. You can access a great deal of power now, and your accuracy is greatly improved as you hurl deadly arcane power at your enemies. Hurl giant spheres of acid, rain fire from the sky, freeze your foes in their tracks, or melt their flesh with necrotic energy; it’s all up to you. This allows you make your own general attack spells. None of it will be particularly powerful at this level, but it’s a start.
Destructus Arcana: You might have been able to throw some fire at someone, or maybe arc a bolt of lightning at an enemy, but now you have a grasp of what you’re doing, and your study has paid off. You can access a great deal of power now, and your accuracy is greatly improved as you hurl deadly arcane power at your enemies. Hurl giant spheres of acid, rain fire from the sky, freeze your foes in their tracks, or melt their flesh with necrotic energy; it’s all up to you. This allows you make your own general attack spells. None of it will be particularly powerful at this level, but it’s a start.
Basic Arcana:
More than just hurting someone with magic, you can perform various other useful
techniques. You can summon bits of magic to enhance someone’s abilities for a
short time, block incoming damage with a spell shield, even enchant equipment
for a short time. As with destructus arcana, it’s not terribly powerful, but
allows you to use your imagination.
Blink: A basic
maneuver and simple spell that allows you to teleport short distances.
Mastery: Mastery
is a measure of your overall power and ability in a given talent branch. Each
rank raises your ability a bit higher, and grants you greater power and access
to more abilities further down the line. You must purchase each rank in order.
Each rank is explained in detail below.
Rank 1: Your
powers are slightly enhanced, reducing the energy you need to cast spells. Your
spells are also slightly empowered, granting greater effects. For example a
simple fireball might now have an explosive effect when it crashes against a
foe, dealing more damage to him and perhaps a few people near him. 10 points.
Rank 2: Your
powers are slightly enhanced, reducing the energy you need to cast spells. Your
spells are also slightly empowered, granting greater effects. It takes slightly
less time to cast various spells, and you can have no more than Intelligence
modifier spells of a reasonable level that are instant cast spells for you. 20
points.
Rank 3: Your
powers are enhanced, reducing the energy you need to cast spells. Your spells
are also empowered, granting greater effects. While spells generally have a
physical and vocal component, you now can cast certain spells in your arsenal
with one or the other. For example, a gesture might send a fireball hurtling at
your foes or you could have a spell that has only a vocal component. You also
gain the ability to “hang” spells; that is, you can ready more powerful spells
and leave out one key element that you need to finish the spell. These spells
must be maintained and refreshed, but this and the vocal vs. physical component
applies to all schools of magic. You gain a +2 to Intelligence. 30 points.
Rank 4: Your
powers are greatly enhanced, reducing the energy you need to cast spells. You
can cast many minor and basic spells without using any energy at all. You have
a growing list of instant cast spells that can be slightly more powerful; think
encounter to at-will. You can have up to 12 ready to go at any time. These
spells are not spells that you’ve hung, rather they are spells that you have
practiced and perfected and are now simply a ready part of your arsenal. Your
spells are also greatly empowered, granting greater effects. You can now absorb
arcane energy directly from the ether, recharging you and allowing you cast
more spells than normal, but this can have negative effects if done too often
without resting. 40 points.
Rank 5: Your
powers are greatly enhanced, reducing the energy you need to cast most spells
to almost nothing. Your spells are also greatly empowered, granting greater
effects; for example, a basic fireball could now explode hurting several people
around the initial target, and also ignite those affected. You constantly absorb
arcane energy from the ether as a natural ability, granting you greater stamina
in your spell casting. This does not mean you will never run out of energy, as
you have a “max mp” as it were, but it can help you in long and difficult
battles. You gain a +3 to Intelligence. 50 points.
Familiar: You
have studied thoroughly and created a creature that aids you in your battles,
studies, and life. The creature is sentient, though only you can hear it. You
can speak to it telepathically wherever it is in the world, and you can use its
senses as your own when you have need. The creature can be any sort of small,
natural animal you like, or an imp if you are so inclined. So long as the
creature is out and within 5 feet of you, your spells are slightly empowered,
you can cast slightly faster and with greater accuracy, and you gain a +2 to
Intelligence. This increases to a +3 at Mastery Rank 3 and a +4 at Mastery Rank
5. Requires Mastery Rank 1 and 25 points.
Dual Cast: Many
spells require you to channel energy through your hands, guiding the magic. You
now have the ability to cast two separate spells from each hand, or use your
hands together to cast the same spell making it a bigger spell with different
and more powerful effects. This kind of spell casting requires a great deal of
energy and can drain you very quickly. Requires Mastery Rank 1 and 15 points.
Counterspell. You stop magic as it’s being cast, or disrupt a spell after it’s been cast. It might not work all the time, and depends on the ability of you and the spell being cast, but it can still be a useful ability and can even silence spellcasters for a short time at higher levels. Requires Mastery Rank 2 and 20 points.
Archmage: You
have chosen your path, whatever it may be, or perhaps perfected several
different paths of magic. Regardless, you have learned and practiced arcane
secrets and rituals throughout your life, always searching for greater
knowledge, better control, and more power. You may never stop practicing, you
might never achieve your complete goal, but you have become one of the most
powerful mages in the world, and other planes. All of your powers are magnified
to a great extent, your power usage is reduced to almost 0 for nearly all your
spells and you can do wondrous and amazing things. Requires Mastery Rank 5 and 50
points.
Arcane Branch
10 points.
Opening this branch of Destruction grants the following
abilities.
Frostfire: You
have learned the secret of a potent arcane tool, the burning ice known as the
frostfire and it is yours to command.
Empowerment:
Taking this branch of Destruction empowers the spells of any other branch you
may have, including this branch.
Arcane Branch Abilities
Arcane Missile:
The most useful tool in the mage’s arsenal, silvery threads of arcane energy
streak from your fingertips and unerringly to your foes. While it always hits
your target, it isn’t always the most powerful attack you have. Still, at least
you know you’ll never miss. 10 points.
Create Hearthstone:
Using a regular, small, smooth stone, you enchant it so that it can be used to
teleport to one specific location. You can change the location as you wish, but
it will always be general. For example, it won’t be a specific room in a house,
but just outside or in an open area of a town, or city, or near a forest or
stream. At Mastery Rank 3, you can have 2 different locations stored in the
hearthstone. At Mastery Rank 5, you can have 3 different locations stored in
the hearthstone. Requires Mastery Rank 1 and 15 points.
Mage Armor: You
are covered with a glimmering brilliance that absorbs attacks, reducing them to
practically nothing and feeding back into the spell that produced the effect. A
great layer of protection. Requires Mastery Rank 1 and 15 points.
Featherfall: Why
do you always find yourself being thrown off the side of a mountain by angry
barbarians? With this, you need never worry about what happens at the bottom
again. Requires Mastery Rank 1 and 15 points.
Curse: You place
a minor curse on a foe, slowing them, weakening them, or simply sapping their
life. Requires Mastery Rank 2 and 15 points.
Invisibility: A
simple spell that allows you to be hidden from sight. This does not make you
silent, nor intangible, and the spell will fade if you draw attention to
yourself. At Mastery Rank 3, you can cast this on other people. At Mastery Rank
5 you can cast it on groups of people. Requires Mastery Rank 2 and 20 points.
Arcane Rage: You
draw the raw power of the arcane and use it as an attack, sending bolts of pure
magic to destroy your foes. You can send an arcane barrage at your enemies,
glimmering blue energy that explodes on contact, or simply absorb the energy
and send it out in a shockwave around you. Requires Mastery Rank 2 and 20
points.
Polymorph: You
channel arcane energy to render your foe helpless in the form of a rabbit, pig,
squirrel, or some other small, minor creature. They are confused while in this
state and can do nothing. The spell ends when they are hit, and lasts only a
few moments anyway. Requires Mastery Rank 2 and 25 points.
Teleport: You can
now teleport yourself great distances, but this is limited. You must know where
you are going, having been there before, and you cannot take others with you or
travel to other planes. Requires Mastery Rank 2 and 30 points.
Mana Bomb:
Gathering a bit of arcane energy in to a small sphere, you float it to the
middle of the field, where it explodes brilliantly, taking out your enemies.
Requires Mastery Rank 3 and 15 points.
Arcane Brilliance:
A burst of magical insight allows you to garner secret knowledge, or aids you
in a skill check, saving throw, and more. The burst can also affect your
allies, allowing them to strike with more accuracy, hit harder, take more
damage, and more. Requires Mastery Rank 3 and 20 points.
Portal: You can
create minor magical gates that allow you and a very small number of people to
teleport all over the world. They last only a few moments. You don’t need to
have visited the place you are going, but you must have a very good idea of
where it is, or a picture. It will not always be exactly where you want, but it
will always be very very close. Requires Mastery Rank 3 and 30 points.
Netherstorm: You
draw upon the energy of the great nether realms, summoning multicolored bolts
of energy that break through defenses and are made of everything at once,
dealing incredible damage to your foes. Requires Mastery Rank 4 and 25 points.
Gate: You can now
make permanent doorways that bridge places together. This takes a great deal of
time and energy. At this point, you can also travel to other planes. If you
have portal or teleport, you can travel to other planes with those spells as
well. Requires Mastery Rank 5 and 30 points.
Arcane Empowerment:
You stand for a moment, concentration and attuning yourself to the magic around
you. You overcharge yourself with arcane power and become a living bit of magic
for a short time. This empowers all of your abilities to a great extent,
allowing you cast nearly any spell almost instantaneously without wearing out.
However, the effect is short lived, and when it’s over, you are greatly
weakened, to the point of being unable to move. Doing this more than once a day
is likely to kill you. Requires Mastery Rank 5 and 50 points.
Elemental Branch
10 points.
Opening this branch of Mage grants the following abilities.
Summon Elemental:
You gain control of an elemental creature. This creature can cast spells and
has abilities based on the element it is summoned from. They have a reasonable,
standard intelligence at least, and can be commanded as well. Each level adds
new powers and abilities to the elemental as well as intellect. The creature
can be a permanent companion if you desire, but can also be dismissed with a
thought.
Level 1
Requires Elemental
Branch
Level 2
Requires Mastery Rank
4 and 50 points.
Level 3
Requires Mastery Rank
5 and 75 points.
Elemental Branch Abilities
Burning Mage: You
have mastered the arcane spells that deal with fire. You can shoot fireballs in
rapid succession, summon meteors from the sky, make it rain fire, or even
ignite the very air itself. You can cast fire based spells easily and quickly
using almost no energy. All of your fire spells are very powerful and
incredibly dangerous; generally leaving anything that you choose to cast it on
a pile of cinder and ash. Requires Mastery Rank 1 and 20 points.
Ash Golem: Using
some of the burning cinders from fallen foes, you create a minor golem of fire
and ash that charges and attacks your enemies until it burns out. Requires
Burning Mage and 15 points.
Aura of Flame:
You appear to be living fire. Those that attack you are devoured by flame,
igniting from touch or even from casting other spells. This aura slowly drains
you, but empowers your spells further and helps protect you in battle. Requires
Burning Mage and 20 points.
Living Bomb: Why
should your enemies not be your weapons? You cast a bit of fire on them that
draws energy slowly and, after a few moments, explodes violently doing massive
damage to the afflicted target and anything nearby. It might not always kill,
but generally, it will make someone wish they were dead or at least not
violently on fire. Requires Burning Mage and 25 points.
Tempest Mage: The
raw, primal power of the storm is yours to command. Incinerate your foes with
brilliant bolts of lightning, throw them or slice them with deadly winds, or
pummel them with ferocious hurricanes. You command the power and fury of the
storm and those you are foolish enough to face you are soon wiped off the map.
Your storm spells, such as lightning, or wind are greatly empowered. You can
send hurricane force winds against your enemies with a gesture and lightning is
your easiest, fastest, and most lethal attack. Requires Mastery Rank 1 and 20
points.
Cyclonic Mastery:
The destructive force of the winds are easily commanded, and you use them to
great advantage. So adept are you that when you cast any spell, a small cyclone
is also sent out to destroy or hinder a foe at the same time while a wall of
wind protects you from attacks. Requires Tempest Mage and 15 points.
Impaling Winds:
You can easily guide an arrow to its intended target, increasing your accuracy
to near perfect, but you can also make that arrow hit with much greater force
by pushing it with your wind ability, driving an arrow through solid rock.
Requires Cyclonic Mastery and 20 points.
Arcing Brilliance:
Lightning is your weapon of choice, and you wield it as well as any warrior
would a blade. You call it from nothing, chain it from enemy to enemy, and
leave your foes little more than cinders on the winds. Should someone be
foolish enough to attack you, they’ll get quite a shock from the lightning aura
that surrounds you. Requires Tempest Mage and 20 points.
Storm Dragon: You
summon a massive burst of lightning which takes the form of a dragon and swoops
out over your foes to destroy them. It might not last terribly long, or even be
a real dragon, but that doesn’t diminish its effectiveness or ability. Requires
Arcing Brilliance and 25 points.
Ice Mage: The
cold is your weapon, and you use it to do amazing things. You can turn the
battlefield to glass and watch your foes slip and slide, impale them with ice
lances, or even freeze them solid where they stand. Regardless, you are a
frozen master, and your foes are chilled by both your ability and your spells.
Requires Mastery Rank 1 and 20 points.
Frost Armor: Your
armor is covered by a fine layer of ice threads, granting you an aura of frost
that makes you more difficult to hit, empowering your armor to make it more
effective as well as freezing, slowing, and hurting anyone foolish enough to
attack you. The effect must be refreshed frequently, as the spell dissipates.
Requires Ice Mage and 15 points.
Shatter: Your
mastery of ice has shown you that, when frozen in a specific manner, things are
much more likely to simply shatter when struck or when left on their own. This
has a highly detrimental effect on the most things. Requires Ice Mage and 20
points.
Frost Nova: Tiny
shards of ice gather among your enemies, slowly growing and spinning, until
they explode, freezing those nearby and sending razor shards of ice throughout
your foes. Requires Ice Mage and 20 points.
Frost Giant: You
summon a massive piece of living ice to come and smash your foes. They last for
a very short time before having to return to the plane from which you summoned
them, but they do a great deal of damage and have multiple physical and magical
attacks. You can’t do anything when you have one summoned but command them,
otherwise they will be free to do as they choose and that isn’t good for the
person that yanked them from their home. Requires Ice Mage and 30 points.
Invoker Branch
10 points.
Opening this branch of Mage grants the following abilities.
Primal Arcana:
You have studied the gods and their abilities, and you have learned the ancient
techniques and spells that they used. You draw from a different, older magic, a
magic that is difficult to master and control, but is incredibly powerful. It
works much the same as destructus and basic arcana, but it is infused with
slightly greater power, and takes a bit more out of someone to use.
Arcane Branch Abilities
Sun Burst: You
channel a beam of radiant, primal fire at your foes, burning straight through
them. Requires Mastery Rank 1 and 10 points.
Astral Bolts:
Lightning bolts of white flame tear through your foes. Requires Mastery Rank 1
and 15 points.
Word of Power –
Disrupt: You shout an ancient word of primal power at an enemy, preventing
them from finishing their spell and silencing them for a short time. Requires
Mastery Rank 1 and 15 points.
Chains of Prometheus:
Burning, star metal chains bind your foes, rendering them helpless, immobile,
and igniting them with primal energies. Requires Mastery Rank 1 and 15 points.
Lance of the
Inquisitor: A lance of pure radiant energy crashed down on a foe, exploding
violently and igniting those around him. Requires Mastery Rank 2 and 15 points.
Word of Power –
Primal Terror: You speak one of the ancient lost words, and your foe is
overwhelmed by a fear that all creatures know and cannot fight. It tears at
their mind, rendering them helpless and bleeding. At Mastery Rank 5 you can
cast it on groups of people. Requires Mastery Rank 2 and 20 points.
Arcane Rage: You
draw the raw power of the arcane and use it as an attack, sending bolts of pure
magic to destroy your foes. You can send an arcane barrage at your enemies,
glimmering blue energy that explodes on contact, or simply absorb the energy
and send it out in a shockwave around you. Requires Mastery Rank 2 and 20
points.
Four Pillars: You
call on the Four Pillars of True Power; the black stone, the clarity of mind,
the gray earth, and the possibility of the future. Channeling their energy you
unleash a devastating attack that washes over your foes, leaving them stunned
and burning with primal energy. Requires Mastery Rank 2 and 30 points.
Word of Power –
Primal Energy: The ancient word explodes from you, and you and your allies
find that your wounds are healing, you have greater power, stamina, and
accuracy, and you are all empowered to finish the task at hand. Requires
Mastery Rank 2 and 30 points.
Nova Orb: A
miniature, pulsing sun appears in the midst of your foes. Without warning, it
explodes. Requires Mastery Rank 3 and 15 points.
Astral Tempest: You
breach the wall between this world and an astral dominion, causing a storm of primal
energy to rip through your foes. Requires Mastery Rank 3 and 20 points.
Tendrils of the Void: Rivers of black swarm your foe,
then bind him, as the original void devours him. If this kills an enemy, it
respawns and moves to another foe. It will not stop if it continues to kill
unless you return it to the Abyss. At Mastery Rank 5, you can send out multiple
tendrils. Requires Mastery Rank 3 and 30 points.
Malediction of
Garthak: The exarch Garthak betrayed the gods. He was cursed so that the
next killing blow he landed on a foe caused him to die with the same wound. You
can now use this to mark enemies. When an enemy is marked, any damage he
receives from your allies is spread to his allies. If there is only the marked
creature, all damage is increased exponentially. Requires Mastery Rank 4 and 25
points.
Cataclysm: The
primordial and the gods warred to create the Universe, and both sides had found
a way to end the war. You level that final measure at your foes. Earthquakes
destroy the field, volcanos erupt spewing lava into the air, and your foes are
caught in the middle of the end of the world. Requires Mastery Rank 5 and 50
points.
Power of the
Nameless: Ancient words bring for the power of those who came before the
gods, before the primordial, and their power smites your foes. This empowers
all of your abilities to a great extent, allowing you cast nearly any spell
almost instantaneously without wearing out. However, the effect is short lived,
and when it’s over, you are greatly weakened, to the point of being unable to
move. Doing this more than once a day is likely to kill you. Requires Mastery
Rank 5 and 50 points.
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