Mana: The True Bending of Magic [Archive] - Wizards Community

Post/Author/DateTimePost
Johnathan_Vagabond

09-12-07, 08:08 AM
[FONT="Times New Roman"]The arcane power that sweeps into a sorcerer is much akin to a master warrior. Though good reflexes and strong arms make a good student, it still takes practice and effort to improve. Introspective self study increases the power of a sorcerer ten-fold, peering first hand into the mysteries of magic from the eye of a living prism of magic energy. Though most sorcerers continue to learn single act tricks and inflexible spells, Mana manipulate magic in the way only an embodiment of magic can. Their flexibility becomes a supreme power, despite their even more limited knowledge of spellcrafting. In the time I spent among the Mana of Ironhide Mountain, I learned more about magic than in any of my years at the Hightower.
-Studies of Sorcery
Johnathan Vagabond

Mana (pron: mah'NA)
HD: d4
BAB: Poor
Saves: Will good, Ref/Fort poor
Skills: Bluff (Cha), Concentration (Cha), Craft (Int), Diplomacy (Cha), Knowledge (Arcana), Knowledge (Local), Perform (Cha), Profession (Wis), and Spellcraft (Int)
Skills/level: 2+Int

Prereqs:
Knowledge: Arcana: 13 ranks
Spellcraft: 13 ranks
Any 2 Metamagic Feats
Must possess a familiar

Level...Class Feature
1........Minor Power, Meta Familiar
2........Minor Power
3........Minor Power, Metafocus
4........Moderate Power
5........Moderate Power
6........Moderate Power, Metafocus
7........Major Power
8........Major Power
9........Major Power, Metafocus
10.......Master Power

Caster Level: The Mana gains 1 caster level per level in Mana, gain spells known every other level (non-linear). Example: Sor10 Hennet's first level as a Mana increases both his spells/day, caster level, and spells known as though an 11th level sorcerer. In his second level, Hennet gains Spells/day and caster level as a 12th level sorcerer, but no new spells known. With his 3rd level as a Mana, Hennet Gains spells/day, caster level, and Spells known as a 13th level sorcerer (but never gains the spells he would have learned as a 12th level sorcerer).

Minor Power: The Mana of Ironhide Mountain master magic by funneling abilities through their normal spells per day, allowing them to vary the price of the magic with the power. They can pump a power through any level spell slot, the casting time a standard action unless otherwise noted. The weakest of these are training powers, learned early and learned well.

The Mana may choose from the following list of Minor Power at each listed level. SS means Spell Slot, and indicates the level of the spell slot used at the time of casting. Any Saving Throws use the spell slot level to determine spell level and all levels of powers are considered spells that provoke an attack of opportunity and require any 2 of the following components: Verbal, Somatic, Material, XP (SSx10), Divine Focus, or Focus (Divine Focus cannot count as both a Focus and a Divine Focus). A focus item must remain constant for that power once chosen. These components need not remain the same between castings.

-Jinx: The Mana can hex a single target versus a Will Save, incurring a SS penalty to one mechanic (Attribute, Skills, Attack&Damage, AC, SR, or Saves) for 1 round/caster level. Casting requires line of sight to target or an intimate possession of the target (personal comb, hair, childhood doll) The Mana must give up a 3rd level Spell to gain Jinx.
-Boon: The Mana can empower themselves, gaining a SS bonus to one mechanic (Attribute, Skills, Attack&Damage, AC, SR, or Saves) for 1 minute/caster level. The Mana must give up a 3rd level Spell to gain Boon.
-Bolt: The Mana can damage a single target within 300ft for SSd6 elemental damage (Fire, Frost, or Shock: chosen at time of casting) versus a reflex save for 1/2. The Mana must give up a 4th level Spell to gain Bolt.
-Strike: The Mana can damage a single target within 300ft for SSd6 physical damage (Slashing, Bashing, or Piercing: chosen at time of casting.) as a ranged touch attack. The Mana must give up a 4th level Spell to gain Strike.
-Bar: The Mana can slow a target with HD equal to the SSx4 versus a Will Save. She may dominate a creature with 1/4 that HD, paralyze a creature with 1/2 that HD, or Stun a creature with 3/4 that HD. The Mana must give up a 3rd level Spell to gain Bar.
-Summon: The Mana can summon a creature, as per the spell Summon spell (Summon Monster/Nature's Ally level equal to SS-1). The Mana must give up a 4th level Spell to gain Summon.

Metafocus: The Mana bends magic normally, as a second nature almost. The Mana may select a metamagic feat she has and make it applicable to her Power abilities.

Moderate Power: The more difficult powers are learned by those who manage to master the early training. Such practitioners of moderate powers are considered to be somewhat trained. At each listed level, the Mana may choose a moderate power, or a minor power, as they wish.

-Hex: The Mana can Jinx up to SS number of creatures or Jinx 3 mechanics, both versus a Will Save, for 1 round/caster level. The Mana must give up a 5th level spell to gain Hex. Requires Jinx.
-Bolster: The Mana can Boon up to SS number of creatures or Boon 3 mechanics of one creature for 1 minute/caster level. The Mana must give up a 5th level spell to gain Jinx. Requires Boon.
-Blast: The Mana can damage up to SS+1 targets within 200ft for SSd6 elemental damage (to be chosen at time of casting) or increase bolt damage by 5d6, both versus a reflex save. The Mana must give up a 6th level spell to gain Blast. Requires Bolt.
-Volley: The Mana can damage up to SS+1 targets within 200ft for SSd6 physical damage (type to be chosen upon casting) or increase their strike damage by 5d6 as a ranged touch attack. The Mana must give up a 6th level spell to gain Volley. Requires Strike.
-Shelter: The Mana can create SSx15 cubic feet of shelter for 1 day/caster level. This shelter can be shaped in any way the Mana wants, but cannot be immediately used offensively (dropping buildings on opponents. Thats what Volley is for) (It can, however, have spikes). This shelter always has a Hardness of SS and Hit Points of SSx5, it is magically maintained and need not by architecturally sound. The Mana must give up a 7th level spell to gain Shelter.
-Reach: The Mana may extend their 5 senses to SS miles. They still rely on skill checks to notice targets, but suffer no penalties against creatures within the area. They may physically interact with any object within (One at a time) SSx2 feet, lifting no more than they could carry, but using it as normal. They may physically control any number of objects within SS feet as though handling each on individually, but this does not grant them more than their normal actions per turn. This ability lasts 1 minute/caster level. The Mana must give up a 5th level spell to gain Reach

Major Power: The major powers are practiced only by the Mana that have climbed to the summit of Ironhide Mountain. There, special masters of magic train them in lost new arcane arts. Though history writes that the climb hardens them against the difficulty of such power, it is often speculated that the true reason for this location involves the difficulty in blowing up a mountain. At each listed level, the Mana may choose a Major Power, Moderate Power, or two Minor Powers.

-Curse: The Mana can Jinx up to SSx2 number of creatures, Jinx all mechanics, or increase their Hex duration to minutes/caster level, versus a Will Save, for 1 round/caster level. The Mana must give up a 7th level spell to gain Hex. Requires Hex.
-Gift: The Mana can Boon up to SSx2 number of creatures, Boon all the mechanics of one creature, or triple their Bolster duration, for 1 minute/caster level. The Mana must give up a 7th level spell to gain Jinx. Requires Boon.
-Detonate: The Mana can damage an area of effect (any shape, radius or range up to SSx3) with 100ft for (SSx2)d6 elemental damage (type chosen at time of casting) or increase their Blast damage by 5d6 (10d6 for Bolt), both versus a reflex save. The Mana must give up an 8th level Spell to gain Detonate. Requires Blast.
-Salvo: The Mana can damage an area of effect (any shape, radius or range up to SSx3) with 100ft for (SSx2)d6 physical damage (type chosen at time of casting) or increase their Salvo damage by 5d6 (10d6 for Strike), both as a ranged touch attack. The Mana must give up an 8th level Spell to gain Salvo. Requires Volley.
-Hide: The Mana can mask the presence of SS number of targets from any 1/2SS (rounded up) of the 6 senses (the 6th being "divinations") for SSx5 rounds/caster level. Any target the is ingested allows a Fort save to detect its presence. The Mana must give up an 8th level spell to gain Hide.
-Change: The Mana can change one target into any shape of up to SSx2 HD versus a Fortitude save. The Mana must give up a 9th level spell to gain Change

Master Power: Master powers are so unbelievable that no Mana has ever mastered more than one. Although they have the option of learning a Major Power, two Moderate Powers, or three Minor Powers, none have ever done so. Such Mana are feared by all and have exceptional requirements. If the Mana reaches 10th level but lacks the respective requirements, they may postpone discovery of their Master Power until one requirements is reached, at which time it automatically is learned.

[i]-Divine Eruption:[i] The Mana can channel unusual energies into their elemental arsenal. Channeling outer planes, they may add Holy, Unholy, Positive, or Negative energy into their Detonate, Blast, and Bolt powers and mix the damage between multiple elements. Requires Detonate. Requires Knowledge: Religion 5 ranks
[i]-Breaking Point:[i] The Mana can use different energies to make power their Salvo, Volley, and Strike powers. The Mana may use Sonic or Force damage and may mix and match their damage types within the Salvo, Volley, and Strike powers. Requires Salvo, Requires Knowledge: Arcana 18 ranks
[i]-Ancient Curse:[i] The Mana can utter curses of such doom and devastation, that it resonates within the victim forever. One aspect of the Mana's Jinx, Hex, or Curse ability stays with their targets forever, incurring a -1 penalty to that mechanic after the duration ends. Any creature that they come in contact with for more than 1 days time must make a similar will save or suffer the effects of that curse. This abilities only functions on a target once per year, but does stack. Requires Curse, requires History 5 ranks.
[i]-Mighty Blessing:[i] The Mana can enshroud their allies with such power and force, that it lingers for days, and even touches other creatures. One aspect of a Mana's Boon, Bolster, or Gift remains with the creature for caster level hours, reducing to a +2 when the normal duration runs out. During the duration, the magic radiates as a 30ft radius Aura, granting that +2 to all allied creatures within that aura. Requires Gift, requires Knowledge: Religion 5 ranks.
[i]-Sorcerer's Gate:[i] The Mana can force themselves and others between the cracks in reality, and travel to distant places with speed never heard of before. The Mana can travel SSx10 Miles, taking SSx10 lbs of equipment or creatures with him. Fortitude Will Save negates. Optionally, the Mana may travel to an alternate plane, with SSx10% accuracy on arrival. Requires Knowledge: Geography 5 ranks or Knowledge: The Planes 5 ranks.

Meta Familiar: The Mana's familiar undergoes a significant change in their nature when their master begins dabbling in the currents of magic. At each Mana level, the familiar becomes less distinctly a creature and looks more like a shape composed of arcane energy. While this effect is very mild at 1st level, it becomes consuming at 10th. Such familiars are glowing (this glowing can be voluntarily subdued) masses of arcane energy shaped like their animalistic origins. gains the following features in lieu of their normal progression.

lvl...AC...Int...Familiar Feature
1....+1...+1....Spell Resistance, Normalize, Knowledge
2....+1...+1....Power Link
3....+1...+1....Scry on Familiar, Speak with Animals
4....+1...+1....Empower
5....+1...+1....Reshape, Speak with Magical Beasts
6....+1...+1....Merge
7....+1...+1....Reshape, Telepathic Link
8....+1...+1....Influence Animals
9....+1...+1....Reshape
10..+1...+1....Arcane Sensitivity

AC: The familiar's natural armor bonus is replaced with a deflection bonus of the same amount, and the deflection bonus increases by 1 with each Mana level.

Int: At each Mana level, the familiar's intelligence increases by 1.

Spell Resistance: The familiar gains a spell resistance equal to the Mana's caster level+5. They gain an additional +SS to their SR for 1d4 rounds whenever the Mana uses a power.

Normalize: The visual effects of a glowing blob of arcane energy cause discomfort and make it difficult to disguise oneself. The familiar can voluntarily force itself to appear as it would if the Mana had 5 less Mana levels. This interferes with the Empower ability.

Knowledge: The familiar gains a +1 to Knowledge Arcana and Spellcraft checks per Mana level, with a +SS for 1d4 rounds whenever the Mana uses a power.

Power Link: Any power the Mana uses upon themselves is affect their familiar so long as it is within SSx10ft.

Speak with Animals: The familiar can communicate with all Animals. The depth of their communicate is limited by the other animals intelligence.

Empower: Whenever the familiar is touching the Mana and not using their Normalize ability, the Mana's effective caster level is increased by 1.

Reshape: The Mana's familiar is just as much a collection of arcane energy as an flesh and blood animal. As such it can change in to one other familiar type, granting the appropriate bonus instead. Non-raven familiars learn to speak one language known by its master as a supernatural ability.

Speak with Magical Beasts: The familiar can communicate with magical beasts, although the depth of that communication is limited by the beasts intelligence.

Merge: The familiar is filled with enough arcane energy that it can meld with the Mana, taking the shape of a tattoo or ghostly image. The Mana gains the Empower bonus in this form, and the familiar cannot be targeted by attacks.

Telepathic Link: The familiar gains the ability to communicate telepathically with the Mana.

Influence Animals: When communicating with animals, the familiar gains a +10 bonus when attempting to influence them or their actions.

Arcane Sensitivity: By now the familiar is a mass of arcane energy with the memory of its animal shape, making it much more attuned to magic. The familiar constantly Detects Scrying and Detects Magic (as per the spells) without the need for extra concentration. When merged with the Mana, the Mana gains this ability. The familiar can be hedged out by protection circles against Dispell Magic effects cause the familiar 1d4 points of damage and suppress its abilities for 1 round or the effect duration.
Johnathan_Vagabond

09-17-07, 08:27 PM
Shoom badada bump
StevenO

09-17-07, 09:55 PM
My first thought is that your spellcasting advancement completely ruins his class for spontaneous casters who permanently lose 1-3 spells each time they level in this class. To make matters worse a sorcerer10/Mana2 (I hate that name by the way) may get a 12th level CL and spells per day but it wouldn't learn its 6th level spell to place in its 6th level spell slots. Wizard are only slightly inconvinenced by this because they'd have gotten their 6th level spells at 11th level and could fill in the spells lost every other level with scrolls.

As for your "Powers" they seem so much like the Archmage's special abilities it is crazy. Permanently give up spell slots for some other effective way to utilize you remaining spell slots sound so familiar. I'll refrain from comment on the individual powers although I'm certain some are better than others (and perform like the Archmage's specials) but they are a little difficult to follow.

Familiar advancement is something uncommon but a few things here. I think the Knowledge ability is overpowered; the familiar already uses your ranks and although it will be using its INT modifier granting it a free bonus equal to a SS you've already gained benefit from is too much. There are other things too but that's what I'll mention for now.

I think your prereqs definitely need a little work. Is it your intention that any character with a familiar, the metamagic feats, and skill ranks can get in? Granted such a character may not want to take this class a character with only a single level in wizard or sorcerer could meet the prereqs with little difficulty. If you're looking at Wiz10 entering the class I'd say the prereqs are too easy.