NPC Class: Mage [Archive] - Wizards Community

Post/Author/DateTimePost
Lord Schpungus

06-28-05, 11:28 AM
This gestalt-npc class idea has me hooked. Here's another arcane caster-type, with a very limited spell list. Comments and balance notes appreciated. How does it stack up to the magewright? More useful spells, but fewer known, and few 'everyday' spells. I don't know.


MAGE
Hit Die: d4.
Class Skills
The mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Mage
——— Spells per Day ——––
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 Expertise 3 1 — — — —
2nd +1 +0 +0 +3 3 1 — — — —
3rd +1 +1 +1 +3 3 2 — — — —
4th +2 +1 +1 +4 4 2 0 — — —
5th +2 +1 +1 +4 4 2 1 — — —
6th +3 +2 +2 +5 Bonus Spell 4 2 1 — — —
7th +3 +2 +2 +5 4 3 2 — — —
8th +4 +2 +2 +6 4 3 2 0 — —
9th +4 +3 +3 +6 4 3 2 1 — —
10th +5 +3 +3 +7 4 3 2 1 — —
11th +5 +3 +3 +7 4 3 3 2 — —
12th +6/+1 +4 +4 +8 Bonus Spell 4 3 3 2 0 —
13th +6/+1 +4 +4 +8 4 4 3 2 1 —
14th +7/+2 +4 +4 +9 4 4 3 2 1 —
15th +7/+2 +5 +5 +9 4 4 3 3 2 —
16th +8/+3 +5 +5 +10 4 4 3 3 2 0
17th +8/+3 +5 +5 +10 4 4 4 3 3 1
18th +9/+4 +6 +6 +11 Bonus Spell 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 3 2
20th +10/+5 +6 +6 +12 4 4 4 4 4 3
Class Features
All of the following are class features of the mage NPC class.
Weapon and Armor Proficiency: Mages are skilled with all simple weapons. Mages are not proficient with any type of armor nor with shields. Spell failure, blah.
Spells: A mage casts arcane spells that are drawn from the mage spell list (see below). Like a sorcerer, a mage spontaneously casts spells he knows. To cast a spell, a mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mage’s spell is 10 + the spell level + the mage’s Charisma modifier. Like other spellcasters, a mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Mage. In addition, she receives bonus spells per day if she has a high Charisma score.
When Table: The Mage indicates that the mage gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
Expertise: A Mage’s spells known include one wizard domain (from Unearthed Arcana). If a mage receives spell slots above 5th level, he can cast spells from his domain in those slots.
Bonus Spell: At 6th, 12th, and 18th levels, the mage can add to her spells known one sorcerer/wizard spell of a level he can cast. This bonus spell must fit into the theme of the mage’s area of expertise.

Mage Spell List
Mages know the following spells in addition to their expertise.
0th Level: arcane mark, detect magic, light, prestidigitation, read magic
1st Level: alarm, erase, mount
2nd Level: rope trick
GEEKAZOID

07-03-05, 09:11 PM
Cool :cool:
I like your use of wizard domains.
What is the niche for this class. Are you replacing magewright?
WihHizwind

07-03-05, 09:21 PM
I see this class as being the equivalent of the Adept.
Just underpowered.
Lord Schpungus

07-04-05, 01:59 AM
I think I'm replacing Charlatan, the other 'Gestalt NPCing' spontaneous caster. I'm not replacing the magewright. Where the magewright has 'everyday useful' spells, the 'mage' will have the 'flashy' spells. He does have more of them per day than any other npc class...

The point of this Class is to fit in with a campaign of Gestalting NPC classes. Warrior/Adept, Ascetic/Mage, etc. Would you give it more bonus spells known? I don't know.
GEEKAZOID

07-04-05, 09:23 AM
The point of this Class is to fit in with a campaign of Gestalting NPC classes. Warrior/Adept, Ascetic/Mage, etc. Oh yeah, just like you said in the first sentence. :P

I would change the progression of bonus spells to 2nd, 6th, 10th, 14th and 18th. This will give you two more bonus spells. And if you notice, the levels 2, 6, 10 and 14 just repeat the previous level, giving the NPC caster no new spells. So this will also fill in the dead space.
Lord Schpungus

07-04-05, 12:02 PM
The problem would be finding new spells that fit the Expertise for certain expertises. I've come up with quite a few Expertises in addition to the UA domains, and some are scraping the barrel as it is:

Survival Domain
0—know direction; 1—endure elements; 2—protection from arrows; 3—neutralize poison; 4—detect scrying; 5—mordenkainen’s private sanctum

Portals Domain
0—open/close OR silent portal (moF); 1—hold portal; 2—arcane lock; 3—Sign of Sealing (CA); 4—dimensional anchor; 5—Wall of Dispel Magic(Und)

Light Domain
0—dancing lights; 1—nimbus of light (CD); 2—City Lights(RoD); 3—Daylight; 4—Blistering Radiance (CA); 5—Anger of the Noonday Sun (CD)

Fear Domain
0—Ghost sound; 1—Cause Fear; 2—Scare; 3—Hold Person; 4—Fear; 5—Nightmare

Sleep Domain
0—lullaby; 1—sleep; 2—daze monster; 3—deep slumber; 4—rainbow pattern; 5—dream

Travel Domain
0—mage hand; 1—expeditious retreat; 2—spider climb; 3—fly; 4—dimension door; 5—teleport

Telekinesis Domain
0—mage hand; 1—unseen servant; 2—levitate; 3—wind wall; 4—resilient sphere; 5—telekinesis

Leomund’s Domain
0—mending; 1—nystul’s magic aura; 2—leomund’s trap; 3—leomund’s tiny hut; 4—leomund’s secure shelter; 5—leomund’s secret chest

Wind Domain
0—message; 1—feather fall; 2—gust of wind; 3—wind wall; 4—air walk(as Clr 4); 5—boreal wind (FB)

Shapechanger Domain
0—mending; 1—enlarge person OR reduce person; 2—alter self; 3—gaseous form; 4—polymorph; 5—baleful polymorph

Electricity Domain
0—electric jolt (moF); 1—shocking grasp; 2—electric loop (PG); 3—lightning bolt; 4—shocking wall(as wall of fire, but electricity damage)5—arc of lightning(CA)

Undead Domain
0—disrupt undead; 1—ray of enfeeblement; 2—command undead 3—halt undead 4—animate dead 5—summon undead V (see PG, PG errata)

Jester Domain
0—dancing lights; 1—hideous laughter; 2—pyrotechnics; 3—blink; 4—shadow conjuration; 5—break enchantment

Swarm Domain
0—Detect Poison; 1—Speak with Vermin; 2—Summon Swarm; 3—Gaseous Form; 4—Giant Vermin; 5—Insect Plague

Force Domain
0—Mage Hand; 1—Mage Armor OR Magic Missile; 2—Force Ladder (moF); 3—Blast of Force(CD); 4—Resilient Sphere; 5—Wall of Force

Telepathy Domain
0—message; 1—comprehend languages; 2—detect thoughts; 3—clairvoyance; 4—locate creature; 5—telepathic bond
GEEKAZOID

07-04-05, 04:36 PM
WOW
Those are some pretty cool new arcane domains.

How about allowing two domains? Too much?
Lord Schpungus

07-04-05, 07:35 PM
Well, two Expertises would push the spells known from 18 (the basic 9, 6 from the expertise, and then 3 more) to 24. I started out thinking two expertises, but I changed to just one early on in the design phase. Two could work, though. I'd probably get rid of a couple 'Basic' known spells, then.
GEEKAZOID

07-04-05, 09:54 PM
Question: For spell levels where he has only his domain spells (levels 3 and up), how is he able to have more than one spell of these levels if he wants a bonus spell of these levels? Am I not understanding something? :confused:
Lord Schpungus

07-05-05, 01:54 AM
The bonus spells would be of any level he can cast (most likely the highest level), but they should fit thematically with his expertise.

EDIT: From the Sorc/Wiz spell list. That is a little confusing.
GEEKAZOID

07-05-05, 06:40 PM
OK thats what I thought.
How about this: if there are no other themed spells to fit his expertise, the bonus spells must match the school of one of the spells in his domain.