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unbound:classes:mage [2024/07/30 04:55] – [Amulet] tailkinkerunbound:classes:mage [2024/08/26 13:04] (current) – [Spellcasting] tailkinker
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 ===== 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 casters, you do not always have access to all of your spells.  You must Prepare Spells at the start of each day.  By default, Mage can prepare two spells of each Power that they can castplus additional spells whose total Power does not exceed their Education score.+Choose six Power 1 spells from the Arcane Tradition, and add them to the list of spells that you know.  Every time you gain 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 plus your level.  Once per round, you may take a simple action to draw Æther from the environment.  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.
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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.
- +
-===== 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.  They also gain the Cantrip basic attack.  Choose either Mental damage or Force damage for your Cantrip.  Once chosen, you cannot change the damage type.+
  
 ===== Mage Features ===== ===== Mage Features =====
unbound/classes/mage.1722315312.txt.gz · Last modified: by tailkinker