
Metadata.The true wonder seeker, these mages are the philosophers of the world, always seeking out more knowledge and more wisdom. The Storm Mage is a logician, a tactical intellectual who prefers to neutralize opponents rather than destroy them. Often cold, the Storm Mage is also tumultuous and crafty. If you are playing a Storm Mage, be curious, hungry for information, always in the clouds, tricky and clever, eluding rather than confronting.
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
End condition: At the start of each of the target's actions, they roll 2d4. If either of these dice roll a 4, this effect ends. On critical hit: The target automatically fails the first 2d4 roll. On hit: Target is frozen. Heightened: For each additional MP spent, deal an additional 1d4 magic ice damage as well.
If the target is an item, you know if it is magical and what its properties or abilities are, as well as any ongoing spells that are affecting the item. You also learn the name of the object, if it has one. If the target is a creature, you learn what ongoing or sustained spells, if any, are affecting it.
Heightened: For each additional MP spent, you may target an additional item.
You gain Simple Illusion Creation and Detect Illusion.
You create a minor illusion of a simple object or effect that fits within your hand. As soon as it leaves your hand, the illusion fades. The illusion itself is a mental effect, but Simple Illusion Creation is not. You can cast it even if you resist or are immune to mental effects.
On hit: You know if the target is illusionary. If proficient: You also know what type of illusion it is (Minor, Full, or Greater) as well as the DC needed to Disbelieve it. This does not count as "disbelieving" the illusion.
On critical hit: Double the damage dice dealt by this ability. On hit: Deal 1d8 magic damage to target. Heightened: For each additional MP spent, deal an additional 1d8 magic damage.
Rank 2
You gain Elder Sorcery Creation, Celestial Elder Sorcery Words, and Storm 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 Storm Elder Sorcery words.
OP | Storm Nouns | Storm Verbs |
---|---|---|
1 | attention | cool |
breeze | distract | |
cloud | float | |
drop | identify | |
mind | look | |
mist | read | |
sand | slow | |
study | speed | |
vision | stun |
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 Crown of Ice, Dispel Magic, Displace, Resist Effects, and Spell Trigger.
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 Reflect Magic and Teleport to your list of possible rotator spells.
Full Rules Text
When you attack with Lightning Ray or Ice 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.
You may rotate between storm rotator spells during a short rest instead of a long rest.
If proficient: You are fluent in Storm 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 Storm Elder Sorcery Words.
Once per short rest, you may cast a ritual storm spell in half the time it would normally take. Additionally, once per long rest, you may cast a storm spell as though you were adept at it.
You also gain the Bouncy and Illusive casting styles.
You may choose a new target for the spell. All attack rolls, feat saves, and other dice rolls or effects are re-rolled or re-calculated as if the spell was cast on the new target. The range of the spell remains unchanged, but is calculated from the new target instead of from you.
Note: If the spell was heightened, or you spent any other costs on the spell, those remain unchanged and do not need to be re-spent.
The triggering spell appears to be a different ability of the same delivery. This is a minor illusion.
End condition: You ar no longer casting the triggering spell.
If proficient: You may now use the benefits from Storm Disciplines P times per long rest. If fluent: You may now use the benefits from Storm 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 Lightning Ray and Ice 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.
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