|d=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.
|r1=Lightning Ray,Ice Ball,Identify,Illusionary Arts
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
Armor Restrictions
Storm Mages lose all abilities they gain from this class if they wear armor.
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 1d4magicice damageas 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 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.
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 Crown of Ice, Dispel Magic, Displace, Resist Effects, and Spell Trigger.
Target spellfizzles, as do any others cast simultaneously within range. Their casters take the spell's effects instead.Heightened:For each additional MP spent, the range of Dispel Magic increases by 10 feet.
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 Storm Elder Sorcery Words.