kenawyn
10-16-2020, 12:27 PM
Watching Axel's video about the Archmage tree got me thinking. Now that the Fables of the Feywild expansion is coming out and development resources will free up maybe it is time to talk about the Archmage rework.
The design goals
- Keep the specialist mage flavor
- Make use of spells instead of SLAs
- Introduce some PnP Archmage abilities
- Support spell casting with active abilities
- Support multiple play-styles (damage dealer, controller, stealth caster, support..)
Core abilities
Core 1 - Archmage Specialization
(AP Cost: 1, Ranks: 1, Requires: Wizard level 1)
Choose a spell school to specialize in.
Specialist Feature: gain an additional first level spell slot and permanently memorize the following spell.
Abjuration: Shield
Conjuration: Mage Armor
Enchantment: Hypnotism
Evocation: Magic Missile
Illusion: Color Spray
Necromancy: Cause Fear
Transmutation: Jump
Passive:
For each core ability including this one you gain a stacking 5% spell cost reduction to your spells in your chosen school.
For each enhancement point spent in the Archmage tree you gain +1.5 Universal Spell Power.
For each enhancement point spent in the Archmage tree you gain +2.5 Maximum Spell points.
Core 2 - High Arcana: Arcane Fire
(AP Cost: 1, Ranks: 1, Requires: Archmage Specialization, Wizard level 3)
Specialist Feature: gain an additional second level spell slot and permanently memorize the following spell.
Abjuration: Resist Energy
Conjuration: Web
Enchantment: Otto's Resistible Dance
Evocation: Gust of Wind
Illusion: Invisibility
Necromancy: Command Undead
Transmutation: Knock
The Archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy.
Arcane Fire (Su)
Level: Wiz 2
Spell Point Cost: 6
Components: Verbal, Somatic
Metamagic: Empower, Maximize, Quicken, Heighten
Range: Double
Target: Foe, Directional, Breakable
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Cooldown: 12 seconds
Blasts a target with arcane fire dealing (1d3+3) x Caster level magic damage on impact.
This is a projectile attack that scales with 100% force spell power.
Note: If a Mastery of Elements Toggle is active the spell changes its type to the toggled element.
Passive:
+5% chance to critically hit with Force spells.
Core 3 - High Arcana: Mastery of Elements
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Arcane Fire, Wizard level 6)
Specialist Feature: gain an additional third level spell slot and permanently memorize the following spell.
Abjuration: Protection from Energy
Conjuration: Stinking Cloud
Enchantment: Hold Person
Evocation: Chain Missile
Illusion: Displacement
Necromancy: Halt Undead
Transmutation: Haste
The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses.
Mastery of Elements - Toggle (Su)
Mastey of Elements (Acid): any arcane spells with an elemental descriptor are cast as Acid spells.
Mastey of Elements (Cold): any arcane spells with an elemental descriptor are cast as Cold spells.
Mastey of Elements (Fire): any arcane spells with an elemental descriptor are cast as Fire spells.
Mastey of Elements (Electric): any arcane spells with an elemental descriptor are cast as Electric spells.
Mastey of Elements (Sonic): any arcane spells with an elemental descriptor are cast as Sonic spells.
Design Notes:
Toggle activation cost 15 SP. Deactivation cost 0 SP.
Only arcane spells with an elemental descriptior can be affected by this ability.
Spells cast while a toggle is active will use the toggled element to calculate their effects (spell power, critical).
The Arcane Fire SLA is affected by this ability.
Passive:
+5% chance to critically hit with elemental spells (Acid, Cold, Fire, Electric and Sonic)
Core 4 - High Arcana: Mastery of Counterspelling sort of...
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Mastery of Elements, Wizard level 12)
Specialist Feature: gain an additional fourth level spell slot and permanently memorize the following spell.
Abjuration: Stoneskin
Conjuration: Dimension Door
Enchantment: Charm Monster
Evocation: Fire Shield
Illusion: Phantasmal Killer
Necromancy: Enervation
Transmutation: Polymorph Self
New Spell - Polymorph Self
School: Transmutation
Level: Wiz 4
Spell Point Cost: 25
Components: Verbal, Somatic, Material
Metamagic: Quicken, Extend
Range: Personal
Target: Self
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Cooldown: 12 seconds
You assume the form of an other creature. The assumed form can’t have more Hit Dice than your caster level, to a maximum of 15 HD at 15th level.
Available forms:
Sea Lion (animal) - aquatic form; gains water breathing and increased movement speed under water
Young Dragon - physical stats and short range flight ability
...
TODO: We need a list of at least 4-6 creatures, so please post suggestions for this spell.
Design Notes:
Attributes: replace base Strength, Dexterity and Constitution scores.
Armor: You use your new forms armor AC, but guards and passive bonuses from your armor still apply.
Shield: You cannot add your shield AC, on-hit abilities, but guards and passive bonuses apply.
Weapons: You use your new forms attack, which are considered creature weapons.
Equipment: You benefit from all passive equipment bonuses like deflection, dodge, natural armor, saves, movement speed.. etc
Special Abilities: gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Spellcasting: While polymorphed you cannot cast spells, unless the new form allows it.
Other: Upon changing, the subject regains lost hit points as if it had rested for a night. If slain, the subject reverts to its original form, though it remains dead.
Passive:
+10 Magical Resistance Rating
+10 Maximum Magical Resistance Rating
Core 5 - High Arcana: Mastery of Metamagic
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Mastery of Counterspelling, Wizard level 18)
Specialist Feature: gain an additional fifth level spell slot and permanently memorize the following spell.
Abjuration: Dismissal
Conjuration: Cloudkill
Enchantment: Hold Monster
Evocation: Cyclonic Blast
Illusion: Persistant Image
Necromancy: Waves of Fatigue
Transmutation: Baleful Polymorph
New Spell - Persistent Image
School: Illusion
Level: Wiz 5
Spell Point Cost: 30
Components: Verbal, Somatic
Metamagic: Quicken, Extend
Range: Standard
Target: Positional
Duration: 6 seconds/level (D)
Saving Throw: None
Spell Resistance: No
Cooldown: 4.5 seconds
Same as Distract from Feydark illusionist, but project a humanoid form.
New Spell - Baleful Polymorph
School: Transmutation
Level: Wiz 5
Spell Point Cost: 30
Components: Verbal, Somatic
Metamagic: Quicken, Heighten, Enlarge
Range: Standard
Target: Foe
Duration: Permanent, or 1 minute
Saving Throw: Fortitude negates, Will partial
Spell Resistance: Yes
Cooldown 4.5 seconds
If Fortitude saving throw is failed turns the target into a harmless animal - frog, small fox, squirrel... etc.
If Will save is successful the target will revert to its original form after 1 minute. The reverted target loses all agro.
You have mastered the application of metamagic to your spells.
Passive:
Gain the Eschew Materials as a bonus feat.
All metamagic feats cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
Capstone - Master of Magic
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Mastery of Metamagic, Wizard level 20)
Through extensive training and countless hours of study, you have mastered the manipulation of magical energy.
Spell Trap (Su): the Archmage is surrounded by a barrier of magical protection that absorbs incoming spells and restores Spell Points for each absorbed spell.
Ability Costs 50 Spell Points to activate.
Duration 108 seconds.
Cooldown 6 minutes.
The spell provides 30 levels of protection (i.e., ten Frost Lances or five Disintegrates).
Each time the spell trap neutralizes an incoming spell it's protection level is reduced by the neutralized spells level.
If the barrier has more levels of protection remaining than the incoming spells level the spell trap absorbs the spell and the caster regains Spell Points 5 times the spell level of the absorbed spell.
If the barrier is hit by a higher level spell than the remaining protection is able to absorb, the incoming spell is negated but no Spell Points are regained.
If the levels of protection are expended the spell ends.
The spell trap only works on spells. Spell Like abilities, psionics and supernatural abilities pierce through it effortlessly.
For example:
The caster has 5 levels of protection remaining and is hit by a Frost Lance.
The spell trap absorbs the spell lowering its protection levels by 3 and the caster regains 15 SP.
The caster has 2 levels of protection remaining and is hit by an other Frost Lance.
The spell trap has not enough protection levels to absorb the spell, so it is neutralized instead. No SP is regained and the spell Trap ends.
Passive:
+4 Intelligence
+5 Spellcraft
+1 Caster Level to all spells.
+1 Maximum Caster Level to all spells.
The design goals
- Keep the specialist mage flavor
- Make use of spells instead of SLAs
- Introduce some PnP Archmage abilities
- Support spell casting with active abilities
- Support multiple play-styles (damage dealer, controller, stealth caster, support..)
Core abilities
Core 1 - Archmage Specialization
(AP Cost: 1, Ranks: 1, Requires: Wizard level 1)
Choose a spell school to specialize in.
Specialist Feature: gain an additional first level spell slot and permanently memorize the following spell.
Abjuration: Shield
Conjuration: Mage Armor
Enchantment: Hypnotism
Evocation: Magic Missile
Illusion: Color Spray
Necromancy: Cause Fear
Transmutation: Jump
Passive:
For each core ability including this one you gain a stacking 5% spell cost reduction to your spells in your chosen school.
For each enhancement point spent in the Archmage tree you gain +1.5 Universal Spell Power.
For each enhancement point spent in the Archmage tree you gain +2.5 Maximum Spell points.
Core 2 - High Arcana: Arcane Fire
(AP Cost: 1, Ranks: 1, Requires: Archmage Specialization, Wizard level 3)
Specialist Feature: gain an additional second level spell slot and permanently memorize the following spell.
Abjuration: Resist Energy
Conjuration: Web
Enchantment: Otto's Resistible Dance
Evocation: Gust of Wind
Illusion: Invisibility
Necromancy: Command Undead
Transmutation: Knock
The Archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy.
Arcane Fire (Su)
Level: Wiz 2
Spell Point Cost: 6
Components: Verbal, Somatic
Metamagic: Empower, Maximize, Quicken, Heighten
Range: Double
Target: Foe, Directional, Breakable
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Cooldown: 12 seconds
Blasts a target with arcane fire dealing (1d3+3) x Caster level magic damage on impact.
This is a projectile attack that scales with 100% force spell power.
Note: If a Mastery of Elements Toggle is active the spell changes its type to the toggled element.
Passive:
+5% chance to critically hit with Force spells.
Core 3 - High Arcana: Mastery of Elements
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Arcane Fire, Wizard level 6)
Specialist Feature: gain an additional third level spell slot and permanently memorize the following spell.
Abjuration: Protection from Energy
Conjuration: Stinking Cloud
Enchantment: Hold Person
Evocation: Chain Missile
Illusion: Displacement
Necromancy: Halt Undead
Transmutation: Haste
The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses.
Mastery of Elements - Toggle (Su)
Mastey of Elements (Acid): any arcane spells with an elemental descriptor are cast as Acid spells.
Mastey of Elements (Cold): any arcane spells with an elemental descriptor are cast as Cold spells.
Mastey of Elements (Fire): any arcane spells with an elemental descriptor are cast as Fire spells.
Mastey of Elements (Electric): any arcane spells with an elemental descriptor are cast as Electric spells.
Mastey of Elements (Sonic): any arcane spells with an elemental descriptor are cast as Sonic spells.
Design Notes:
Toggle activation cost 15 SP. Deactivation cost 0 SP.
Only arcane spells with an elemental descriptior can be affected by this ability.
Spells cast while a toggle is active will use the toggled element to calculate their effects (spell power, critical).
The Arcane Fire SLA is affected by this ability.
Passive:
+5% chance to critically hit with elemental spells (Acid, Cold, Fire, Electric and Sonic)
Core 4 - High Arcana: Mastery of Counterspelling sort of...
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Mastery of Elements, Wizard level 12)
Specialist Feature: gain an additional fourth level spell slot and permanently memorize the following spell.
Abjuration: Stoneskin
Conjuration: Dimension Door
Enchantment: Charm Monster
Evocation: Fire Shield
Illusion: Phantasmal Killer
Necromancy: Enervation
Transmutation: Polymorph Self
New Spell - Polymorph Self
School: Transmutation
Level: Wiz 4
Spell Point Cost: 25
Components: Verbal, Somatic, Material
Metamagic: Quicken, Extend
Range: Personal
Target: Self
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Cooldown: 12 seconds
You assume the form of an other creature. The assumed form can’t have more Hit Dice than your caster level, to a maximum of 15 HD at 15th level.
Available forms:
Sea Lion (animal) - aquatic form; gains water breathing and increased movement speed under water
Young Dragon - physical stats and short range flight ability
...
TODO: We need a list of at least 4-6 creatures, so please post suggestions for this spell.
Design Notes:
Attributes: replace base Strength, Dexterity and Constitution scores.
Armor: You use your new forms armor AC, but guards and passive bonuses from your armor still apply.
Shield: You cannot add your shield AC, on-hit abilities, but guards and passive bonuses apply.
Weapons: You use your new forms attack, which are considered creature weapons.
Equipment: You benefit from all passive equipment bonuses like deflection, dodge, natural armor, saves, movement speed.. etc
Special Abilities: gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Spellcasting: While polymorphed you cannot cast spells, unless the new form allows it.
Other: Upon changing, the subject regains lost hit points as if it had rested for a night. If slain, the subject reverts to its original form, though it remains dead.
Passive:
+10 Magical Resistance Rating
+10 Maximum Magical Resistance Rating
Core 5 - High Arcana: Mastery of Metamagic
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Mastery of Counterspelling, Wizard level 18)
Specialist Feature: gain an additional fifth level spell slot and permanently memorize the following spell.
Abjuration: Dismissal
Conjuration: Cloudkill
Enchantment: Hold Monster
Evocation: Cyclonic Blast
Illusion: Persistant Image
Necromancy: Waves of Fatigue
Transmutation: Baleful Polymorph
New Spell - Persistent Image
School: Illusion
Level: Wiz 5
Spell Point Cost: 30
Components: Verbal, Somatic
Metamagic: Quicken, Extend
Range: Standard
Target: Positional
Duration: 6 seconds/level (D)
Saving Throw: None
Spell Resistance: No
Cooldown: 4.5 seconds
Same as Distract from Feydark illusionist, but project a humanoid form.
New Spell - Baleful Polymorph
School: Transmutation
Level: Wiz 5
Spell Point Cost: 30
Components: Verbal, Somatic
Metamagic: Quicken, Heighten, Enlarge
Range: Standard
Target: Foe
Duration: Permanent, or 1 minute
Saving Throw: Fortitude negates, Will partial
Spell Resistance: Yes
Cooldown 4.5 seconds
If Fortitude saving throw is failed turns the target into a harmless animal - frog, small fox, squirrel... etc.
If Will save is successful the target will revert to its original form after 1 minute. The reverted target loses all agro.
You have mastered the application of metamagic to your spells.
Passive:
Gain the Eschew Materials as a bonus feat.
All metamagic feats cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
Capstone - Master of Magic
(AP Cost: 1, Ranks: 1, Requires: High Arcana: Mastery of Metamagic, Wizard level 20)
Through extensive training and countless hours of study, you have mastered the manipulation of magical energy.
Spell Trap (Su): the Archmage is surrounded by a barrier of magical protection that absorbs incoming spells and restores Spell Points for each absorbed spell.
Ability Costs 50 Spell Points to activate.
Duration 108 seconds.
Cooldown 6 minutes.
The spell provides 30 levels of protection (i.e., ten Frost Lances or five Disintegrates).
Each time the spell trap neutralizes an incoming spell it's protection level is reduced by the neutralized spells level.
If the barrier has more levels of protection remaining than the incoming spells level the spell trap absorbs the spell and the caster regains Spell Points 5 times the spell level of the absorbed spell.
If the barrier is hit by a higher level spell than the remaining protection is able to absorb, the incoming spell is negated but no Spell Points are regained.
If the levels of protection are expended the spell ends.
The spell trap only works on spells. Spell Like abilities, psionics and supernatural abilities pierce through it effortlessly.
For example:
The caster has 5 levels of protection remaining and is hit by a Frost Lance.
The spell trap absorbs the spell lowering its protection levels by 3 and the caster regains 15 SP.
The caster has 2 levels of protection remaining and is hit by an other Frost Lance.
The spell trap has not enough protection levels to absorb the spell, so it is neutralized instead. No SP is regained and the spell Trap ends.
Passive:
+4 Intelligence
+5 Spellcraft
+1 Caster Level to all spells.
+1 Maximum Caster Level to all spells.