
Metadata.Fierce and brazen, these mages are always at war. The arms dealers of the world, their magic is completely focused on destruction and thus they seek to create bigger and better ways to blow things up. Passionate, wild and a bit chaotic, these mages like the mountains and underground spaces. If you are playing a Flame Mage be hot tempered, war-like, ready for battle, and consuming everything.
Restrictions
Mage Benefits
On critical hit: Double the damage dice dealt by this ability. On hit: Deal 1d6 magic damage to target. Heightened: For each additional MP spent, deal an additional 1d6 magic damage.
You may use your magelore items as though they were your hand. You are not proficient nor fluent with abilities you use through your magelore items.
If proficient: If you are proficient with an ability you use through your magelore items, you regain the proficiency bonus for that ability. If fluent: If you are fluent with an ability you use through your magelore items, you regain the fluency bonus for that ability.
Rank 1
On critical hit: Double the damage dice dealt by this ability. On hit: Deal 1d6 magic fire damage to target. Heightened: For each additional MP spent, deal an additional 1d6 magic fire damage.
On critical hit: Double the damage dice dealt by this ability. On hit: Deal 1d10 magic fire damage to target. Heightened: For each additional MP spent, deal an additional 1d10 magic fire damage.
You gain Light and Ignite.
The area is illuminated. This light emanates from your hand and moves with you. You may change its direction at will.
The next conjured missile spell cast on the target detonates (emanates in a 10 foot radius aura from the target). This is a MOV feat save using your DC. Do not add your proficiency bonus to the DC. This detonating aura is loud.
Heightened: For each additional MP spent, you may target an additional person (other than yourself). If proficient: Your proficiency bonus is now included in the feat save DC. If fluent: Your fluency bonus is now included in the feat save DC.
Rank 2
You gain Elder Sorcery Creation, Celestial Elder Sorcery Words, and Flame Elder Sorcery Words.
Mana cost: Creation cost is at least 1 MP per OP of each word in the spell plus 3 × MP of the spell itself.
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
You know OP 1 Celestial Elder Sorcery words.
OP | Celestial Adjectives | Celestial Adverbs | Celestial Articles | Celestial Conjunctions | Celestial Nouns | Celestial Prepositions | Celestial Pronouns | Celestial Verbs |
---|---|---|---|---|---|---|---|---|
1 | bad | as | an | as | color | by | me | are |
big | carefully | one | but | cup | for | my | be | |
bright | here | the | or | dagger | in | that | begin | |
clean | pretty | so | foot | of | this | did | ||
little | then | hand | off | you | may | |||
long | there | hat | on | your | might | |||
short | today | skin | to | stand | ||||
small | torch | tend | ||||||
this | wand | use |
If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
You know OP 1 Flame Elder Sorcery words.
OP | Flame Nouns | Flame Verbs |
---|---|---|
1 | ash | crack |
cinder | damage | |
ember | dry | |
flame | glow | |
howl | illuminate | |
light | kindle | |
spark | rush | |
tinder | temper | |
warmth | warm |
If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorcery spells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own elder sorcery and rotator spells, you may only have a maximum of 2 × (MR - 1) of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared. The rotator spells automatically available to you are Bellows, Control and Resist Fire, Crown of Flame, Melting Grasp, and Rupture Mark.
Full Rules Text
If proficient: You may instead prepare P of these spells. If fluent: You may instead prepare F of these spells.
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
Add Cremate and Minor Weapon Enchantment to your list of possible rotator spells.
Full Rules Text
You may rotate between flame rotator spells during a short rest instead of a long rest.
If proficient: You are fluent in Flame Rotators. (This does not make you fluent in the spells themselves.)
Support Abilities
In addition to the custom rotator spells you create, you can learn spells created by others. When you come across a fully created spell using only words you are fluent in, can make a DC 12 + OP INT feat save to attempt to learn it. If you succeed, you can add it to your rotator spell list. If you fail, you are incapable of attempting to learn that spell again. The GM may modify the DC based on the spell's complexity, your knowledge of the spell, any special training you receive, if the spell's creator is there to assist you, or for any other factors they see fit. You may also attempt to learn words that you come across as long as they are of elements you are fluent in. The GM may adjust the DC for these as they see fit as well, but the default is DC 15 + OP INT feat save.
On fail: You are incapable of attempting to learn that spell or word again. On success: You learn the spell or word. If proficient: You are fluent in Elder Sorcery Creation, Celestial Elder Sorcery Words, and Flame Elder Sorcery Words.
Once per short rest, you may cast a ritual flame spell in half the time it would normally take. Additionally, once per long rest, you may cast a flame spell as though you were adept at it.
You also gain the Bombastic and Sudden casting styles.
Trigger: Another creatures would move out of sight or out of range of a single action spell you could cast.
You cast a single action spell that the triggering creature is moving out of sight or out of range of. The triggering creature must be within range of the spell when it triggers and at least one of the targets of the spell you cast.
If proficient: You may now use the benefits from Flame Disciplines P times per long rest. If fluent: You may now use the benefits from Flame Disciplines F times per short rest. Feat save improvement: This ability gives proficiency in INT feat saves.
You gain Limited Spell Strike.
Limitation: Only usable with Flame Ray and Fire Ball.
Trigger: You have just landed a hit with a weapon or bite attack on another creature and the effect has successfully applied.
Target takes the "on hit" effect of a conjured missile spell that you are proficient in. If the triggering hit was a critical hit, then the target takes the "on critical hit" effect instead.
Retrieved from "https://wiki.teriock.com/index.php?title=Class:Flame_Mage&oldid=4473"