|d=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.
|r3c=Life Rotator Locked In,Amplify Life Spells,Swift Sleep Aura
|r3s=Expanded Life Elder Sorcery,Life Spell Strikes,Life Disciplines
}}
Revision as of 02:53, 13 January 2025
Metadata.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.
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 1d4magicholy damageas well.
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).
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.
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.
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorceryspells 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.
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.
A hypnotizing shimmer spreads through the air around you. Roll 1d8 to determine the strength of this effect.End condition:Target is successfullu awakened.On fail:Any creatures who have fewer HP than the result of the die roll are rendered asleep until this effect ends.Heightened:For each additional MP spent, roll an additional 1d8. Target is also resistant to being awakened.If proficient:Instead roll Pd8.If fluent:Instead roll Fd8.
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 INTfeat 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 INTfeat 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.
Once per short rest, you may cast a rituallife 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.
Target takes the "on hit" effect of a conjuredmissile spell that you are proficient in. If the triggering hit was a critical hit, then the target takes the "on critical hit" effect instead.