Fluff goes here.
Role: Like sorcerers, mana mages excel at casting a selection of specific spells frequently, making them powerful battle mages. While they are limited to a specific selection of spells like sorcerers, unlike sorcerers they have a larger pool of spells available to them. As mana mages grow in power they gain additional abilities that allow them to manipulate mana in different ways, making mana mages more unique from each other, and from other spellcasters.
Class Features
Weapon and Armor Proficiency
Mana mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an mana mage's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
School Affinity
This choice must be made at 1st level, and once made, it cannot be changed.
A mana mage must choose 6 out of the 8 classic schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. All spells on the sorcerer/wizard spell list that fall under the chosen schools plus universal spells now represent the mana mage's total spell list for them to choose from as spells known.
In addition to determining the spells that a mana mage is allowed to learn, they also determine which mana powers are available for the mana mage to choose from as they gain levels.
Spells
A mana mage casts arcane spells, which are drawn from the spell list determined by their school affinity. A mana mage learns new spells from this list as he levels up.
To learn or cast a spell, the mana mage must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mana mage's spell is 10 + the spell level + the mana mage's intelligence modifier.
A mana mage can cast only a certain number of spells per day based on the number of mana points available to him. His base pool of available mana points is given on Table: Mana Mage. In addition, he receives bonus mana points per day if he has a high intelligence score (see Table: Bonus Mana Points).
Gaining Spells: A mana mage's selection of spells is very limited. A mana mage begins play knowing three 1st-level spells of their choice. At each new class level, he gains two new spells, as indicated on Table: Mana Mage. (Unlike mana points per day, the number of spells a mana mage knows is not affected by his intelligence score; the numbers on Table: Mana Mage are fixed.) These new spells must be ones available to them from the spell list determined by their mana affinity.
Upon reaching 3rd level, and at every odd-numbered mana mage level after that (5th and 7th), a mana mage can choose to learn a new spell in place of one he already knows. In effect, the mana mage loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A mana mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a mana mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his mana points for the day.
Casting Spells: Each spell costs a certain number of mana points to cast. The higher the level of the spell, the more points it costs. That cost is equal to that spell's level plus 1. This includes 0-level spells. Mana mages may apply metamagic to those spells at the normal cost of increasing its spell level and casting time like a spontaneous spellcaster would.
Cantrips
Mana mages learn four cantrips, or 0-level spells, at 1st level, and an additional cantrip at every odd-numbered class level after that (3rd, 5th, and 7th). These spells are cast like any other spell.
Eschew Materials
A mana mage gains Eschew Materials as a bonus feat at 1st level.
Mana Powers
Starting at 1st level, and at every even-numbered level after that (2nd, 4th, 6th, and 8th), the mana mage acquires a mana power from the list below. Starting at 4th level, any time that the mana mage would be granted an additional mana power he may instead choose a metamagic feat or item creation feat. This choice is available to the mana mage so long as total number of feats granted from class levels in this way does not exceed the total number of mana powers plus 1 granted from class levels in this way.
Any time the mana mage would get a bonus feat from character advancement they may instead gain another mana power.
Role: Like sorcerers, mana mages excel at casting a selection of specific spells frequently, making them powerful battle mages. While they are limited to a specific selection of spells like sorcerers, unlike sorcerers they have a larger pool of spells available to them. As mana mages grow in power they gain additional abilities that allow them to manipulate mana in different ways, making mana mages more unique from each other, and from other spellcasters.
| Level | Special | Mana Points per Day |
Spells Known |
Maximum Spell Level |
|---|---|---|---|---|
| 1st | School affinity, cantrips, eschew materials, mana power | 6 | 3 | 1st |
| 2nd | Mana power | 8 | 5 | 1st |
| 3rd | — | 12 | 7 | 2nd |
| 4th | Mana power | 14 | 9 | 2nd |
| 5th | — | 18 | 11 | 3rd |
| 6th | Mana power | 20 | 13 | 3rd |
| 7th | — | 24 | 15 | 3rd |
| 8th | Mana power | 26 | 17 | 3rd |
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Alignment: Any
Hit Die: d6 (Average: 4)
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge (planes), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Base Attack Bonus: Bad (+1/2)
Fortitude Save: Bad (+1/3)
Reflex Save: Bad (+1/3)
Will Save: Good (+1/2; +2 Class Bonus)
Mana mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an mana mage's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
This choice must be made at 1st level, and once made, it cannot be changed.
A mana mage must choose 6 out of the 8 classic schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. All spells on the sorcerer/wizard spell list that fall under the chosen schools plus universal spells now represent the mana mage's total spell list for them to choose from as spells known.
In addition to determining the spells that a mana mage is allowed to learn, they also determine which mana powers are available for the mana mage to choose from as they gain levels.
A mana mage casts arcane spells, which are drawn from the spell list determined by their school affinity. A mana mage learns new spells from this list as he levels up.
To learn or cast a spell, the mana mage must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mana mage's spell is 10 + the spell level + the mana mage's intelligence modifier.
A mana mage can cast only a certain number of spells per day based on the number of mana points available to him. His base pool of available mana points is given on Table: Mana Mage. In addition, he receives bonus mana points per day if he has a high intelligence score (see Table: Bonus Mana Points).
Gaining Spells: A mana mage's selection of spells is very limited. A mana mage begins play knowing three 1st-level spells of their choice. At each new class level, he gains two new spells, as indicated on Table: Mana Mage. (Unlike mana points per day, the number of spells a mana mage knows is not affected by his intelligence score; the numbers on Table: Mana Mage are fixed.) These new spells must be ones available to them from the spell list determined by their mana affinity.
Upon reaching 3rd level, and at every odd-numbered mana mage level after that (5th and 7th), a mana mage can choose to learn a new spell in place of one he already knows. In effect, the mana mage loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A mana mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a mana mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his mana points for the day.
Casting Spells: Each spell costs a certain number of mana points to cast. The higher the level of the spell, the more points it costs. That cost is equal to that spell's level plus 1. This includes 0-level spells. Mana mages may apply metamagic to those spells at the normal cost of increasing its spell level and casting time like a spontaneous spellcaster would.
Mana mages learn four cantrips, or 0-level spells, at 1st level, and an additional cantrip at every odd-numbered class level after that (3rd, 5th, and 7th). These spells are cast like any other spell.
A mana mage gains Eschew Materials as a bonus feat at 1st level.
Starting at 1st level, and at every even-numbered level after that (2nd, 4th, 6th, and 8th), the mana mage acquires a mana power from the list below. Starting at 4th level, any time that the mana mage would be granted an additional mana power he may instead choose a metamagic feat or item creation feat. This choice is available to the mana mage so long as total number of feats granted from class levels in this way does not exceed the total number of mana powers plus 1 granted from class levels in this way.
Any time the mana mage would get a bonus feat from character advancement they may instead gain another mana power.
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Continuous Spell (Su): (Prerequisites: school affinity for conjuration, enchantment, or illusion spells) Whenever a spell with a duration cast by the mana mage ends, the mana mage may attempt to extend that spell effect and continue its duration as if the spell had not discharged. Whenever a spell would end this way, as a free action the mana mage may perform a concentration check of DC 10 + the spell's level. Add 5 to the DC if another concentration check was made to extend a spell in this way during this round or the previous round, even if the mana mage failed that check. If successful the mana mage may spend 1 mana point to continue the duration of that spell equal to 50% of the duration that the mana mage could cast it for based on his caster level (minimum of 1 round). The mana mage may perform this ability as a swift action instead of a free action to add +3 to their concentration check, as a standard action to add +5, or as a full-round action to add +7. If that spell would end on a character's turn other than the mana mage's turn, the mana mage may preemptively spend the action of their next turn so long as that action is still available to them. The mana mage cannot extend spells in this way if that spell effects enemies or would effect a subject that would otherwise be inclined to save against that spell, or if the effect of that spell would become out of range (the spell does not need to be in line of sight or line of effect).
Continuous Spell Hostile (Su): (Prerequisites: mana mage level 6th, continuous spell, school affinity for enchantment or illusion spells) This power functions as the contiuous spell power but it may be used on spells that effect enemies or would effect a subject that would otherwise be inclined to save against that spell. The mana mage instead performs a concentration check of DC 20 + twice the spell's level, and it costs 2 mana points instead of 1. If that spell is a 0-level spell then it still only costs 1 mana point.
Counterspell Greater (Su): (Prerequisites: mana mage level 6th, improved counterspell, school affinity for abjuration spells) As an immediate action the mana mage may attempt to counter a spell as it is being cast. He must identify the spell being cast as normal. If he successfully does so, the mana mage can attempt to counter the spell. To counter the spell, the mana mage must attempt a dispel check as if using dispel magic. If the spell being countered is one that the mana mage has prepared, he can spend mana points equal to that spell's level plus 1, and she receives a +5 bonus on the dispel check. Optionally if the mana mage has dispel magic prepared, instead he can spend 5 mana points, and he receives a +10 bonus on the dispel check. If the spell being countered is not one that the mana mage has prepared, then instead he can spend mana points equal to the targeted spells level plus 2, and he receives no bonus on the dispel check.
Expanded Spell Knowledge: Add one spell from your available spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level. You may instead add two spells from your spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast. If you would level up and the spell chosen was previously at your highest casting spell level but is no longer, you may learn another spell at that spell level. This power may be taken any number of times.
Expanded Mana Pool: When calculating bonus mana points treat your intelligence score as if it was 4 higher. You may take this power a second time. If you do, instead treat your intelligence score as if it was 6 higher.
Intense Spell (Su): (Prerequisites: school affinity for evocation spells) As the mana mage casts a spell he may spend 1 additional mana point to increase the caster level of that spell by 1. If that spell does damage, increase the maximum number of damage dice by 2 levels. This power functions like the intensified spell metamagic in that you must actually have sufficient caster levels to surpass the maximum damage dice in order to benefit from the increase of damage dice.
Intense Spell Greater (Su): (Prerequisites: mana mage level 6th, intense spell, school affinity for evocation spells) Whenever the mana mage uses the intense spell power to increase the caster level of a spell, increase it by 2 instead. If that spell does damage, increase the maximum number of damage dice by 3 levels instead.
Leeching Spell (Su): (Prerequisites: mana mage level 6th, school affinity for necromancy spells) As the mana mage casts a spell that deals damage he may spend 2 additional mana points. If he does and that spell succesfully deals damage, he gains 1d4 hit points per level of the spell per subject or missile dealt damage by that spell (maximum three subjects or missiles). The mana mage can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject).
Mana Armor (Su): (Prerequisites: school affinity for abjuration spells) Whenever the mana mage is attacked, once per incoming attack per turn as a free action, the mana mage may spend 1 mana points to gain a bonus to armor class equal to 1 plus 1/3 the mana mage's class level against that attack.
Mana Shield (Su): (Prerequisites: school affinity for necromancy spells) Whenever the mana mage would be dealt damage, twice per turn as a free action, the mana mage may spend 1 mana point to gain 1d4 + 1/2 the mana mage's class level (minimum 1d4) temporary hit points. Any temporary hit points gained in this way that remain after taking damage during the turn are then lost.
Mana Weapon (Su): (Prerequisites: school affinity for transmutation spells) As a swift action, the mana mage may spend 1 mana point to gain a bonus on attack rolls equal to 1 plus 1/3 the mana mage's class level for all attacks that turn.
Metamagic Adept: (Prerequisites: mana mage level 6th, at least two metamagic feats) The mana mage applies metamagic to spells he casts without increasing the casting time of those spells.
Metamagic Mastery: (Prerequisites: mana mage level 8th, metamagic adept, at least three metamagic feats) The mana mage may add metamagic to spells he casts as though he could cast spells 1 level higher than is available to him.
Spontaneous Mastery: A number of times per day equal to 1/2 the mana mage's class level (minimum 1), the mana mage may cast any spell on his spell list as he would cast any spell he knows, but at double the cost of mana points (this includes the cost of any mana powers spent on those spells).
Divine Fortune (Su): (Prerequisites: school affinity for divination spells) As a standard action, the mana mage may spend 2 mana points and touch a subject to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 the mana mage's class level (minimum 1) for 1 minute or until the roll is made, whichever occurs first.
Divine Initiative (Su): (Prerequisites: mana mage level 6th, school affinity for divination spells) As a free action, the mana mage spend 2 mana points to roll twice on initiative and take the best result.
*Conjuration Power Greater: (Prerequisites: mana mage level 6th, school affinity for conjuration spells) Description here.
*Transmutation Power Greater: (Prerequisites: mana mage level 6th, school affinity for transmutation spells) Description here.