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unbound:classes:mage [2024/05/08 16:11] tailkinkerunbound:classes:mage [2024/08/26 13:04] (current) – [Spellcasting] tailkinker
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 Magic is not just fickle;  it is also subtle.  Mages are not the sort of spellcasters who throw fireballs or call down lightning from the heavens.  Their powers are more insidious:  They can cloud the minds of their targets, cause them to see friend as foe, create hallucinations, see beyond sight, and even bind others from harm---or from causing harm.  Their role is to sow chaos among their opponents, not to destroy them outright. Magic is not just fickle;  it is also subtle.  Mages are not the sort of spellcasters who throw fireballs or call down lightning from the heavens.  Their powers are more insidious:  They can cloud the minds of their targets, cause them to see friend as foe, create hallucinations, see beyond sight, and even bind others from harm---or from causing harm.  Their role is to sow chaos among their opponents, not to destroy them outright.
  
-{{ :unbound:classes:mage.jpeg?400|}}+{{ :unbound:classes:mage.jpeg?600 |}}
 ===== Attributes ===== ===== Attributes =====
  
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 ===== Stamina ===== ===== Stamina =====
  
-Increase your maximum [[unbound:statistics#stamina]] by ten, plus five times your Body score.  Your [[unbound:statistics#recoveries]] are equal to four plus your Body score.+Increase your maximum [[unbound:characters:statistics#stamina]] by ten, plus five times your Body score.  Your [[unbound:characters:statistics#recoveries]] are equal to four plus your Body score.
  
 ===== Training ===== ===== Training =====
  
-The Mage receives no training in weapons or shields by default.  You receive a +1 bonus to your training in [[unbound:skills:arcana|Arcana]] and [[unbound:skills:lore|Lore]].  You may choose \fItwo\fR specialties for Lore.  Choose three additional skills, plus a number equal to your Education score, from the following list:  +The Mage receives no training in weapons or shields by default.  You receive one training rank in both [[unbound:skills:arcana|Arcana]] and [[unbound:skills:lore|Lore]].  You may choose //two// specialties for Lore.  Choose three additional skills, plus a number equal to your Education score, from the following list:  
 [[unbound:skills:crafting|Crafting]],  [[unbound:skills:crafting|Crafting]], 
 [[unbound:skills:deception|Deception]],  [[unbound:skills:deception|Deception]], 
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 [[unbound:skills:sleightofhand|Sleight of Hand]],  [[unbound:skills:sleightofhand|Sleight of Hand]], 
 [[unbound:skills:society|Society]].   [[unbound:skills:society|Society]].  
-You receive a +1 bonus to your training in the selected skills.  +You receive one training rank in each of the selected skills.  
  
 ===== Defences ===== ===== Defences =====
  
-Add your level to your Charisma and Education defences.+You are trained in Charisma and Education defences.  Add your level to the total of these defences.
  
 ===== Basic Attacks ===== ===== Basic Attacks =====
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   * **Miss**:  1[W] + Dexterity.   * **Miss**:  1[W] + Dexterity.
  
-The Mage also gains the ability to cast a magical attack, called a Cantrip, as a basic attack.  Damage type for the Cantrip is determined by their choice of focus.  If you don't have focus training (because you chose Mage as your Hybrid class), your Cantrip inflicts Blunt damage.+The Mage also gains the ability to cast a magical attack, called a Cantrip, as a ranged basic attack.  Damage type for the Cantrip is determined by their choice of focus.
  
-**Cantrip**:  Arcana vs Agility.+**Cantrip**:  3 seconds, Arcana vs Agility.
   * **Hit**:  2d6.  This increases to 3d6 at Level 3, and 4d6 at Level 5.   * **Hit**:  2d6.  This increases to 3d6 at Level 3, and 4d6 at Level 5.
   * **Miss**:  1d6.   * **Miss**:  1d6.
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 The Mage is, of course, centered around their ability to cast spells.  Your spellcasting skill is Arcana. The Mage is, of course, centered around their ability to cast spells.  Your spellcasting skill is Arcana.
  
-Choose six Power 1 spells from the Arcane Tradition, and add them to the list of spells that you know.  Unlike other castersyou do not always have access to all of your spells.  You must Prepare Spells at the start of each day.  By defaulta Mage can prepare spells whose total Power does not exceed twice their Level plus their Education score ((Level × 2) + Education)+Choose six Power 1 spells from the Arcane Tradition, and add them to the list of spells that you know.  Every time you gain a levelchoose four additional spells from the Arcane Tradition, whose Power does not exceed your level, and add them to the list of spells that you know.
  
-Your spells are powered by Æther.  At the beginning of every encounter, you will have Æther equal to your current Victories.  At the start of each round, you will automatically gain one Æther.  You can also take a simple action to draw Æther from the environment, but may only do this once per round.  The maximum amount of Æther you can store is equal to your Level plus your Education score.+Unlike other casters, you do not always have access to all of your spells.  You must Prepare Spells at the start of each day.  By default, a Mage can prepare two spells of each Power that they can cast, plus additional spells whose total Power does not exceed their Education score. 
 + 
 +Your spells are powered by Æther.  At the beginning of every encounter, you will have Æther equal to your current Victories plus your level.  Once per round, you may take a one-second action to draw Æther from the environment.  The maximum amount of Æther you can store is equal to your Level plus your Education score.
  
 Remaining Æther is lost at the end of the encounter. Remaining Æther is lost at the end of the encounter.
- 
-===== Hybrid Mages ===== 
- 
-If you select Mage as a Hybrid Class, you gain their Spellcasting feature, but you do not select or become trained in a magical focus. 
  
 ===== Spell Focus ===== ===== Spell Focus =====
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 You do not //require// your focus to Cast a Spell, but you've trained to use it, and will suffer slight on any roll associated with Casting a Spell if you do not have it in hand.  Similarly, if the spell requires a saving throw of its targets, those targets will have favour on their saving throw if you do not have your focus in hand. You do not //require// your focus to Cast a Spell, but you've trained to use it, and will suffer slight on any roll associated with Casting a Spell if you do not have it in hand.  Similarly, if the spell requires a saving throw of its targets, those targets will have favour on their saving throw if you do not have your focus in hand.
 +
 +Your focus also tends to store small amounts of Æther.  It is your focus that allows you to add your level to your starting Æther at the beginning of each encounter.
  
 Choose one of the three following foci.  You are trained in the use of the chosen focus, so the hand holding the focus is considered to be free for purposes of Casting a Spell. Choose one of the three following foci.  You are trained in the use of the chosen focus, so the hand holding the focus is considered to be free for purposes of Casting a Spell.
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 ==== Amulet ==== ==== Amulet ====
  
-Mages who have a proclivity for enchantments and illusions will be drawn to the amulet as their focus.  Though it must be in hand to Cast a Spell, releasing the amulet is a free action, and it will fall to the caster's chest, instead of being dropped.+Mages who have a proclivity for enchantments and illusions will be drawn to the amulet as their focus.  Though it must be in hand to Cast a Spell, releasing the amulet is a free action, and it will fall to the caster's chest, instead of being dropped, making it only a one-second action to retrieve.
  
-The Colleges of Magic associated with the amulet are Charms and Glamerie.  When you select the amulet, increase your Charisma by +1.  Your Arcane Ranged basic attack inflicts Mental damage.+The Colleges of Magic associated with the amulet are Charms and Glamerie.  When you select the amulet, increase your Charisma by +1.  Your Cantrip basic attack inflicts Mental damage.
  
 ==== Orb ==== ==== Orb ====
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 The orb you wield grants you dominion over both arcane sight and protective magic. With practiced ease, you weave spells that pierce the veil of reality and erect shimmering wards against magical assaults.  The orb you wield grants you dominion over both arcane sight and protective magic. With practiced ease, you weave spells that pierce the veil of reality and erect shimmering wards against magical assaults. 
  
-The Colleges of Magic associated with the orb are Divination and Wards.  When you select the orb, increase your Foresight by +1.  Your Arcane Ranged basic attack inflicts Vital damage, bypassing all Resistance and Damage Reduction.+The Colleges of Magic associated with the orb are Divination and Wards.  When you select the orb, increase your Foresight by +1.  Your Cantrip basic attack inflicts Vital damage, bypassing all Resistance and Damage Reduction.
  
 ==== Wand ==== ==== Wand ====
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 No slender baton, the Wand is a thick rod of hardwood.  Whether manipulating the world around you through jinxes and curses, or shaping the ephemeral with a creative flourish, this wand allows you to leave your mark on the world, both subtle and strange. No slender baton, the Wand is a thick rod of hardwood.  Whether manipulating the world around you through jinxes and curses, or shaping the ephemeral with a creative flourish, this wand allows you to leave your mark on the world, both subtle and strange.
  
-The Colleges of Magic associated with the wand are Creation and Jinxes.  When you select the wand, increase your Dexterity by +1.  Your Arcane Ranged basic attack inflicts Force damage.  You may employ the wand as though it were a Light one-handed melee weapon using the [[unbound:skills:blunt|Blunt Weapons]] skill, inflicting d6 Blunt damage.+The Colleges of Magic associated with the wand are Creation and Jinxes.  When you select the wand, increase your Dexterity by +1.  Your Cantrip basic attack inflicts Force damage.  You may employ the wand as though it were a Light one-handed melee weapon using the [[unbound:skills:blunt|Blunt Weapons]] skill, inflicting d6 Blunt damage.
  
 ===== Mage Features ===== ===== Mage Features =====
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 When you select Mage as your class, you automatically gain the [[~:Spell Research]] feature.  You may also choose one other Mage Heroic feature and add it to your character. When you select Mage as your class, you automatically gain the [[~:Spell Research]] feature.  You may also choose one other Mage Heroic feature and add it to your character.
  
-==== Heroic Features ====+==== Heroic Features (Level 1) ====
  
 [[~:Æther Attunement]]\\ [[~:Æther Attunement]]\\
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 [[~:Spell Research]] [[~:Spell Research]]
  
-==== Champion Features ====+==== Champion Features (Level 2) ====
  
 [[~:Arcane Flexibility]]\\ [[~:Arcane Flexibility]]\\
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 [[~:Spell Reserve]] [[~:Spell Reserve]]
  
-==== Elite Features ====+==== Elite Features (Level 3) ====
  
 [[~:Empowered Cantrip]]\\ [[~:Empowered Cantrip]]\\
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 [[~:Wizard's Eye]] [[~:Wizard's Eye]]
  
-==== Paragon Features ====+==== Paragon Features (Level 4) ====
  
 [[~:Golem Crafter]]\\ [[~:Golem Crafter]]\\
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 [[~:Sustain Spell]] [[~:Sustain Spell]]
  
-==== Legendary Features ====+==== Legendary Features (Level 5) ====
  
 [[~:Amulet of Sovereignty]]\\ [[~:Amulet of Sovereignty]]\\
unbound/classes/mage.1715184714.txt.gz · Last modified: by tailkinker