![]() At each new Mage level, they gain two (plus the Mage's Intelligence bonus) new spells of any spell level or levels that they can cast (based on his new Mage level) for their spellbook. For each point of Intelligence bonus the Mage has, the spellbook holds one additional 1st-level spell of your choice. A Mage does not need to physically read the spell in order to use it, the spellbook must simply be on the Mage's person.Īll spells can be cast in any combination without exceeding spells per day.Ī Mage starts out with a spellbook containing all 0-level wizard spells, plus three 1st-level spells of your choice. A Mage can opt to use their spellcraft skill instead of their caster level when overcoming spell resistance. ![]() The only spell they don't need their book to cast is read magic, which all Mages know from memory. Spellbook: The Mage must study their typically large, and fashionable spellbook on their downtime to make sure they're well studied on what they cast. Scribe Scroll: At 1st level, the Mage gains Scribe Scroll as a bonus feat. In doing so, he adds his Wisdom modifier directly to his AC. Mage's Intuition: A Mage is able to use his years of combat practice to try and identify an enemy's next move. Mages are proficient with light and medium armor. Weapon and Armor Proficiency: Mages are proficient with all simple and martial weapons. Pure Talent x 2, Arcane Missile 1d4, Mage's Intuition, Scribe Scroll, SpellbookĬlass Skills (4 + Int modifier per level, ×4 at 1st level)Īlchemy ( Int), Appraise ( Int), Concentration ( Con), Craft ( Int), Decipher Script ( Int), Knowledge (all skills, taken individually) ( Int), Profession ( Wis), Spellcraft ( Int), Use Magic Device ( Cha).Īll of the following are class features of the Mage. Mages tend to not care for these thoughts, and therefore typically choose to be completely neutral. There is simply a giant grey area of perspective and abstract thought. An elf or a dwarf will do in a pinch, however.Īlignment: Mages do not necessarily believe in "good" or "evil". Races: Humans and gnomes like this class because it requires a certain aloofness that more serious, or less arcane-inclined races do not naturally have. Otherwise a high Constitution and Dexterity are good so the Mage won't be struck down right off the bat. Wisdom will also help increase a Mages' Arcane Missile damage. The spells they gain are the spells that they're able to manipulate relentlessly.Ībilities: Intelligence is the most important ability to a Mage. Mages are able to deal high damage with their spells for less than their Wizard or Sorcerer counterparts. "Are these really the only way that I can cast these spells?" Outside of the university, through curiosity and experimentation, they gain a pure disposition for manipulating spells on the spot. As they learned more about the rudimentary basics of spell casting, a question began to resonate through their mind. Previous version: Alter the fabric of time, causing the caster to return to their current location, health, mana, buffs, and debuffs, when cast a second time, or after 6 sec.A Mage is a normal spell caster that has an inordinate amount of pure talent. No longer affects buffs, debuffs and mana, time when the spell can be used prolonged by 4 sec.Changed to a level-30 talent, replaced.Patch 6.1.0 (): Now has a 1-minute cooldown (down from 1.5 minutes).Patch 9.0.1 (): Added, now a baseline ability.Most buffs and debuffs do not seem to be affected. It sends players back in time, but is negated by long distance and death. A similar but weaker effect exists in the Arcane-only Honor Talent. Returning to past location and health when duration expires.Īlter Time is a mage ability, available at level 19 for Arcane mages and level 58 for Fire and Frost mages.
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