mageling#

Mages form a well-structured society of scholars and socialites. Mages form colleges and go throughout life and their travels always looking for another piece of information that they know nothing about. There is little they would not delve their fingers into when it comes to knowledge except the forbidden art of necromancy.

Overview#

AttributeValue
Primary Statintelligence
Secondary Statwisdom
Ranksmageling, mage, wizard, magus, supreme magi

Roleplay And Details#

The class starts as a mageling, mage, wizard, magus, and eventually becomes a Supreme Magi. Mages form a well-structured society of knowledge harbingers and socialites. Mages form colleges and go throughout life and their travels always looking for another piece of information that they know nothing about. There is little they would not delve their fingers on except the forbidden art of necromancy. The most popular races for the class are Gnome, Half-elf, Goblin, Orc, Pixie, and Sprite; however, the most common of this class is a Human. The class is predominately found in Tharsis at the spire. This class has been found to be more common throughout the continent of Sedia as the age progresses. More and more with the gift of magic sight have been found possibly indicating another age of Magic soon. When a child is found to have the gift of magic sight they are sent to the school to develop their skills and learn the responsibilities of magic. A few drop-outs from the school are found littering the continent as Necromancers or lowly magicians and tricksters who have no respect or skill qualified enough to defend themselves or others. Mages have a tendency to be haughty with words and quick to scowl at times, but like all others they are well diversified and generally found and referred to as scholars.

Proficiencies#

NameDescription
magical affinitygrants +10 to lore on magical concepts and mysterium
magical aptitudegives dc18-int mod chance to add 10 resistance to all elements once successfully a round
wandsallows use of all wand types
stavesallows use of all stave types
light armorallows efficient use of light armor as equipment
commonlanguage proficiency
arcaniclanguage proficiency

Abilities#

NameLevel Req.CostDescription
flaming hands05wp1d20+int mod fire elemental touch attack, 1d4 chance to light aflame for 3 rounds
cold touch05wp1d20+int mod ice elemntal touch attack. 1d4 chance to freeze for 1 rnd
enroot05wpforces target from moving for 4 rounds. 1d4 chance for thorns, opening wounds and causing 1d4 damage per round.
zapping grasp05wp1d20+intmod air elemental touch attack
magic missiles05wp1d4+int mod non-elemental range attack. 1d4 chance for knockdown, knockdown on creatures who are immune to knockdown
feather015spskill reducing stamina cost by half in all instances not pertaining to abilities
create light05spconjure random light
magic sign020spallows the magic user to view magic weaves and understand their creator and modulator.
fireball1010wp1d12+int mod fire elemental range attack, 2d4 chance to light aflame causing 1d20 per round for 2 rounds
frost cone1010wp1d10+int mod to elemental range attack in 30 degree cone for 10 yards. 2d4 chance to cause freeze for 1 rnd
earthquake1050wpcauses 1d4+int mod damage to area every turn for 6 turns
lightning sphere1015wp1d20+int mod air elemental range attack dc18 chance to blind target
color spray1020wpcolor spray 1d10+int mod damage, and dc15 chance to blind target, 1d4 chance to spread to nearby enemy.
invisibility1015spcauses target to remain invisible as long as the weaves are held. any damage incurred removes affect
inferno2020wp1d10+int mod fire elemental area attack, lights aflame for 6 rounds.
blizzard2080wpconcentrated channeling, 1d8 damage per turn to area with ice elemental damage. causes freeze to only enemies.
geyser2060wpcauses 5d20 + int mod earth elemental damage to target causes exhaustion for 1 rnd.
chain lightning2030wpchanneled 1d20 air attack per turn until released, cannot focus on other spells & reserve
pulse2070wpcauses deaf, blind, mute, knockdown, and dc18 to knockout target, causes exhaustion for 4 rnds.
detect invisibility2015spallows sight of invisibility beings
create food2010spconjure random food
magic reach2030wpcast upon onself, allows the next spells range to increase by 15yd.
fire shield3010spdecrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental fire attacks.
ice shield3010spdecrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental water attacks.
earthen shield3010spdecrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental earth attacks.
lightning shield3010spdecrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental air attacks.
arcane shield3010spdecrease all incoming and outgoing elemental attacks and increase incoming and outgoing physical attacks.
haste3015spreduces stamina cost by half, or by 3/4 if feather is active. does not pertain to ability costs.
fire strike4020wplights 3 nearby enemies on fire causing 1d20 damage per round for 4 rnds.
ice burst4030wpfreezes target for 6 rounds dealing 1d4 damage per round. 1d4 chance to cause spike on further ice elemental strikes, doubling damage and increases freeze time by 1
fortified spell4030wpcombine with spell to cause it to deal half as much more damage and add 20% more complexity.
cerberus casting4050wpcauses next spell cast to be split into three clones
arcane explosion4030wpcuases 4d10+wis mod damage to area, and dc18 to cause knockdown, causes exhaustion for 4 rnds.
slow4015spcauses stamina cost to be double or nulls feather and haste, making it cost spell, losing reserve.
create drink4010spconjure random drink
battle casting4050wpprevents interrupts
fire shower5075wpconcentrated channeling, causes flames to shower within the area causing 1d10 damage per turn
reflect5060wpreflect next incoming spell if int+d20 vs int+d20 check wins (instant)
reflex casting5050wpcombine with spell to cause it on instant counter cast. requires an enemy int + enemy spell complexity + 1d20 vs player int + 1d20 to succeed
clear-casting50100spcombine with spell to remove its spell cost
spell masking5050wpcast upon oneself, makes the next spell cast unable to be reflected or dispelled.
clairvoyance5010wpallows magi to understand the environ at all times, whether someones changing it, or it of its own accord.
magus missiles5060wpimpossible to counterspell, deals 1d20+intmod
glacier spear60100wpcauses 4d20+int mod damage to target, and dc18 to do x3 damage if targets frozen
change weather6050wpallows magi to change the environ of an area to benefit his casting
silence6050wpcombine with reflex casting and a spell to silence targeted attacker for 2 rounds
magus armor6060wpremoves 15 damage from attacks
rift70100wpsteals all magic in the area until spell is released, will cause death if interrupted
weaving7060wpcombines to merge two complimentary element spells together to cast at the same time
phasing8060wpdc10 chance to avoid all phsyical attacks when under the effect of phasing
dispel8030wpdispel targeted level or under spell on item or being
advanced weaving8080wpcombine with weaving to make any two elemental spells cast together
teleport90100wpteleport self to known non-temporary gate. they are located throughout urd.
pattern weaving9040wpcombine with weaving and advanced weaving to make any two spells cast together
nexus100150wpcreates a temporary gate, allowing passage by anyone must be linked to a known gate.
create bed10040spconjure random bed
complex casting10050wpcombine with spell to cause 3d20+int mod damage to anyone who dispels the spell being cast or reflects the spell.
elemental sentience10050sppick sentient element the mage will never take damage from, and if combined with its shield, the mage will actually be healed for hte amount of the spell.