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The true healers of the world, they are committed to sustaining all life. The truly altruistic characters, Life Mages are known to enter battles on neither side, healing anyone and everyone who they can. Obsessed with keeping people alive and conquering death, Life Mages are not as righteous as the Paladin but much more humble and kind. Shying away from combat, they prefer to stand behind the troops, healing when needed. If you are playing a Life Mage be helpful, kind and loving, protective but committed to saving lives and fighting death.

Restrictions

Armor Restrictions
Life Mages lose all abilities they gain from this class if they wear armor.
Learning Restrictions
Life Mage cannot be learned by warriors.

Mage Benefits

 Power sources: MagicalSpell
 Delivery: 🔮Conjured⚡️Ray( 🎯AV0🏹Missile⚔️Attack )
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: 60 feet.

 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.
 Duration: Always active.

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

 Trigger: You go down.
 Duration: Until dawn.
 Range: 10 feet.
 Requirements: Target must be down.

Target gains Hibernation.
Note: You can target yourself with Hibernation Shield.

 End condition: Target is no longer down. If proficient: You may target up to P creatures. If fluent: You may target up to F creatures.
 Target: 👤Creature( Hit target's AC. )
 Duration: 1 minute.
 Range: 60 feet.

 On critical hit: Target is lighted until the end of your next turn. On hit: Target is lighted until the end of their next turn. Heightened: For each additional MP spent, deal an additional 1d4 magic holy damage as well.
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: 30 feet.

 On critical hit: Double the amount of times target heals. On hit: Target heals. Heightened: For each additional MP spent, heal the target again. This does not consume their hit dice (including the hit dice for the initial healing).
 Casting time: 10 minutes.( 🐢Slow )
 Duration: Instant.
 Range: 5 feet.
 Requirements: Target is undead or has died within the last 24 hours.

 On hit: If target is dead, they are brought back to life with 1 hit point. If target is undead, you can choose to have them be healed for Damage. Heightened: For each additional MP spent, target can have been dead for an additional 24 hours. If target is undead, they are healed an additional time. If proficient: If target is undead, they are healed for Damage P times. If fluent: If target is undead, they are healed for Damage F times.

Rank 2

 Duration: Always active.

You gain Elder Sorcery Creation, Celestial Elder Sorcery Words, and Life 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.
 Hit cost: Creation cost is at least 3 × HP of the spell itself.
 Material cost: Creation cost is at least 3 × the material components of the spell itself.
 Duration: Instant.

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.
 Duration: Always active.

You know OP 1 Celestial Elder Sorcery words.
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).
 Duration: Always active.

You know OP 1 Life Elder Sorcery words.
OP 1 Life Elder Sorcery Words
OP Life Nouns Life Verbs
1 amulet calm
burn defend
health detect
hurt mend
illness prevent
symbol repel
talisman restrain
valor shelter
wounds soothe

 If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
 Duration: Always active.

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 Blessing, Crown of Light, Glow of Healing, Rebirth, and Ward.

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

 Duration: Always active.

When you attack with Light Ray or Medicine Ball, you may target an additional creature or the same creature twice. Any costs you pay must be paid twice and be the same for both attacks These incur attack penalties as though they were two separate attacks.
 Duration: Always active.

You may rotate between life rotator spells during a short rest instead of a long rest.
 If proficient: You are fluent in Life Rotators. (This does not make you fluent in the spells themselves.)

Support Abilities

 Duration: Instant.

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 Life Elder Sorcery Words.
 Duration: Always active.

Once per short rest, you may cast a ritual life spell in half the time it would normally take. Additionally, once per long rest, you may cast a life spell as though you were adept at it.

You also gain the Emergency and Sheltered casting styles.

 Trigger: You are casting a spell.
 Duration: Instant.

You may keep the triggering spell from targeting up to P targets of your choice that it would otherwise target.

 If proficient: You may now use the benefits from Life Disciplines P times per long rest. If fluent: You may now use the benefits from Life Disciplines F times per short rest. Feat save improvement: This ability gives proficiency in INT feat saves.
 Duration: Always active.

You gain Limited Spell Strike.
Limitation: Only usable with Light Ray and Medicine Ball.
 Trigger: You have just landed a hit with a weapon or bite attack on another creature and the effect has successfully applied.
 Duration: Instant.

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.