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Class:Flame Mage: Difference between revisions

From Teriock
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Created page with "<noinclude>Category:Classes Category:Mage classes</noinclude>"
 
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{{Class
<noinclude>[[Category:Classes]] [[Category:Mage classes]]</noinclude>
|name=Flame Mage
|m=1
|av=0
|d=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.
|r1=Flame Ray,Fire Ball,Mage Light,Self Detonate
|r2=Flame Rotators,Flame Elder Sorcery Words
|r3c=Flame Rotator Locked In,Amplify Flame,Cremate
|r3s=Expanded Flame Elder Slots,Flame Spell Strikes,Flame Disciplines
}}

Revision as of 02:47, 13 January 2025

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

Armor Restrictions
Flame Mages lose all abilities they gain from this class if they wear armor.
Learning Restrictions
Flame 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

 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: 30 feet.

 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.
 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 1d10 magic fire damage to target. Heightened: For each additional MP spent, deal an additional 1d10 magic fire damage.
 Duration: Always active.

You gain Light and Ignite.
 Duration: 1 minute.( ⏳️Sustained )
 Range: 100 feet.

The area is illuminated. This light emanates from your hand and moves with you. You may change its direction at will.
 Duration: 1 hour.( ⏳️Sustained )
 Requirements: Target must be a torch.

Target is set on fire or put out. Your hand counts as a torch for the purpose of this spell. When on fire, your hand produces no smoke and being set on fire does not harm it.
 Casting time: 10 minutes.( 🐢Slow )
 Duration: 8 hours.( ⏳️Sustained )
 Requirements: Unless proficient, you may only target yourself.

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

 Duration: Always active.

You know OP 1 Flame Elder Sorcery words.
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).
 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 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

Support Abilities

 Duration: Always active.

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: You are casting a spell.
 Duration: Instant.

The triggering spell becomes extremely visible and loud. Visually the spell extends 10 feet in all directions from a line between the caster and each of its targets. The spell can be heard up to 600 feet away.
 Trigger: Another creatures would move out of sight or out of range of a single action spell you could cast.
 Duration: Instant.

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.
 Duration: Always active.

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.
 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.