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PostSubject: Mage   Mage Icon_minitimeThu Feb 25, 2010 6:23 am

Casting reduction (15)
The casting time of all the mage’s spells is reduced by 1. A spells casting time cannot be reduced bellow 2.

Detect magic (10)
Characters purchasing this ability can detect magic once a day. This does not take away from the mage's Mana Pool. The character can spot magical radiations within his line of sight, up to 60' away. He can determine the intensity of the magic—dim, faint, moderate, strong, and overwhelming.

Extend duration (5)
The duration of all non-instantaneous spells increases by 2 round for every level purchased.

Read magic (5)
Characters purchasing this ability can read magic once a day without drawing from their Mana Pool.

Resistance to sleep and charm (5)
This wizard can roll a second time if they initially failed a sleep or charm save.


Last edited by ElderScribe on Mon Mar 08, 2010 8:26 am; edited 3 times in total
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PostSubject: Re: Mage   Mage Icon_minitimeThu Feb 25, 2010 7:00 am

Specialist Mages - These mages focus in one area of magic and loose access to the opposite school of magic.

Bonus spells (10)
One spell in the chosen school of magic does not draw from the caster's Mana Pool.

Intense magic (5)
If a specialist wizard casts a spell from his chosen school, the targets of that spell suffer an extra 2 points of damage.

Learning bonus (5)
A +15% bonus when attempting to learn new spells belonging the wizard’s school of specialization.

Learning penalty (+5)
A specialist wizard with this restriction suffers a penalty of –15% to all learn spell rolls outside his own specialty.

No components (10)
The caster's chosen school of magic does not require components.

Range boost (5)
The reach of all ranged spells (spells with a range other than 0, self, or touch) from the wizard’s chosen school is increased by 25%. For example, the 1st level wizard spell charm person has a range of 120 yards. That range is increased to 150 yards.

Research bonus (5)
When attempting to research and create a new spell of his specialized school, treat the spell as one level lower than its actual level.

Saving throw bonus (5)
-1 damage recieved vs. spells cast at them from their school of specialization. This bonus can be purchased 5 times with a cumulative effect.
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