Niko_Kaze
4th June 2008, 09:20 AM
The flux mage was created when I had the had that person that "wants to play a mage that can use any kind of magic but does so wildy and without true control". I gave him bad hit dice, BAB, and really cut in on his magic ability hoping to shake him fast, but he liked it and did rather well actually role-playing it instead of getting upset that he couldn't cast true ressurection and implosion. Anyways some tweaks later and this is what I have right now. One thing of note about this class is it is an 'unlimited' caster, it can cast almost any spell almost an infinite number of times per day. However each spell cast makes the next one harder until spells start screwing up which can actually kill the caster. In any given encounter we found this class got off about as many spells as any other caster of the same level, but the Flux Mages spells tended to be lower spell level, and sometimes didn't even work. Spell level progression is slow (like, the bard casts higher level spells at lower class level slow) but the desperate(or stupid) do have a means of making this up with overcasting. Anyways read up and give it some thought. I realise that a class with an seemingly open spell list and lack of spells per day limits should start at broke and die from there but this may change some minds. Last note this class does have it's own amount of book keeping to do so it's not completely accounting free.
Flux Mage
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HD: d4
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
Skill Points: 2 + INT Mod (x4 at first level)
Skills: Concentration, Craft, Knowledge(arcana), Profession, Spellcraft
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Level --- Ability
1 --- Flux Cast (0th level), Overcasting, Known Spells, Flux Counter
2 --- Magic Sense
3 --- Flux Cast (1st level)
4 ---
5 ---
6 --- Flux Cast (2nd level)
7
8
9 --- Flux Cast (3rd Level)
10
11
12 --- Flux Cast (4th level)
13 ---
14 ---
15 --- Flux Cast (5th level)
16 ---
17 ---
18 --- Flux Cast (6th level)
19 ---
20 ---
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Flux Casting --- Where most mages use spells with formulae to keep them safe from the risks of using magic a flux mage casts spells by pulling raw magical energy together and trying to shape it into the desired effect as he needs it. This method allows unparallel versatility, at the cost of spells sometimes not working or even backfiring. A flux mage may try to cast any spell that is of a spell level he can flux cast at. In order to do so the flux mage spends a full round action makes a caster level check modified as discribed below. If the flux mage succeeds then he casts the spell, if he fails the spell doesn't work. However if the flux mage fails by 5 points or more the spell backfires dealing d4 damage to the mage for each spell level of the attempted spell. In order to cast a spell a flux mage must have a wisdom score of 10 + the spell level or higher. The DC for any save throw from a spell cast by a flux mage is set by the flux mage's CHA mod. Each spell that a flux mage casts leaves a little residue. This residue makes futher spell casting for the flux mage more and more difficult unless the flux mage give the residue (called 'flux') time to disapate. A spell leaves flux equal to its spell level for a number of rounds equal to its spell level with a minium of 1 point flux for 1 round. Flux acclumilates in a special way, only the highest flux modifier is added to the DC of the flux mage's caster level check but each time another spell is cast before the flux dissapates the flux lasts another round. Flux builds even if a spell attempt is unsuccessful.
Overcasting --- A flux mage may try to cast spells beyond his ability to do so but this is always dangerous and painful. A flux mage may attempt to overcast a spell that has a spell level no higher than 3 levels higher than his maximum spell level (i.e. a first level flux mage may try a 3rd level spell). however the attempt itself does a point of damage per spell level of the spell in addition to the risks of damage from spell failure (i.e. the above flux mage automaticly takes 3 points of damage for trying to cast that 3rd level spell). In addition the spell is more difficult to cast and has a higher starting DC for the flux mage's caster level check.
Known Spells --- Over his career a flux mage tends to learn to do a few spell patterns better than others, these are his spells known. At level 1 a flux mage knows 1 0th level spell from any spell list plus 1 0th level spell for each point of Int Mod the flux mage has (i.e. a flux mage with Int 14 would know 3 0th level spell). These spells are easier to cast and have a lower starting DC than normal for the flux mage. Every level the flux mage may add 1 spell of any spell level he can cast up to his maximum level not including levels he can overcast (i.e. a 3nd level flux mage can't learn a 2nd level spell but could learn a 1st level or 0th level spell). Also a flux mage's spells known are the only spells on his spell list for the purposes of item creation or scroll usage.
Flux Counter --- A flux mage with a readied action can counter a spell even if he can't identify it. This is because flux mages are more adept at simply pulling the energy out of a spell and picking it apart mystically than other casters. The flux mage simply uses a standard action makes the caster level check as if casting a spell of the same level as the one to be countered and deteremines success from that caster level check. However if he fails this check by 5 or more (even if he 'succeeds' in overcoming his own DC for casting a spell of that level) he still takes backfire damage. Built up flux does not affect this ability becuase all that extra mess can actually help pull apart the other caster's spell.
The following is a chart for flux casting DC's.
Known Spell Base DC --- 10 + spell level
Unknown Spell Base DC --- 15 + spell level
Overcasting Spell Base DC --- 15 + (2 x spell level)
+ 1 DC for each spell level of perviously cast spells for a number of rounds equal to that spell's level.
Magic Sense --- Spell-like ability of detect magic at will with concentration as per the paladin's detect evil ability.
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EXAMPLE:
Mark, 6th level flux mage
Round 1
Mark attempts to cast Mage Armor which is one of his spells known (DC = 10 + 1 = 11) Flux = 1 for 1 round
Round 2
Mark attempts to overcasts stoneskin and takes 5 points of damage (DC = 15 + 8 + 1 = 24) Flux = 4 for 4 rounds
Round 3
Mark attempts to cast Cure Light wounds which is one of his spells known (DC = 10 + 1 + 4 = 15) Flux = 4 for 4 rounds
Round 4
Mark attempts to cast Magic Missile an unknown spell within his range (DC = 15 + 1 + 4 = 20) Flux = 4 for 4 rounds
Round 5
Mark withdraws from being in melee combat (someone had charged him) Flux = 4 for 3 rounds
Round 6
Mark attempts to cast Spiritual Hammer (DC = 15 + 2 + 4 = 21) fails with a roll of 14 total and takes 2d4 damage from backfire. Flux = 4 for 3 rounds
Rounds 7, 8, 9
Mark decides that hurt and waits for his flux to drop thus annoying the fighter who was fending off the trolls waiting for Mark to cast fireball.
Round 10
Fighter runs away and Mark decides to feed the trolls. http://thetabletop.net/Forum/Smileys/default/grin.gif
Flux Mage
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HD: d4
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
Skill Points: 2 + INT Mod (x4 at first level)
Skills: Concentration, Craft, Knowledge(arcana), Profession, Spellcraft
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Level --- Ability
1 --- Flux Cast (0th level), Overcasting, Known Spells, Flux Counter
2 --- Magic Sense
3 --- Flux Cast (1st level)
4 ---
5 ---
6 --- Flux Cast (2nd level)
7
8
9 --- Flux Cast (3rd Level)
10
11
12 --- Flux Cast (4th level)
13 ---
14 ---
15 --- Flux Cast (5th level)
16 ---
17 ---
18 --- Flux Cast (6th level)
19 ---
20 ---
************************************************** ****************************************
Flux Casting --- Where most mages use spells with formulae to keep them safe from the risks of using magic a flux mage casts spells by pulling raw magical energy together and trying to shape it into the desired effect as he needs it. This method allows unparallel versatility, at the cost of spells sometimes not working or even backfiring. A flux mage may try to cast any spell that is of a spell level he can flux cast at. In order to do so the flux mage spends a full round action makes a caster level check modified as discribed below. If the flux mage succeeds then he casts the spell, if he fails the spell doesn't work. However if the flux mage fails by 5 points or more the spell backfires dealing d4 damage to the mage for each spell level of the attempted spell. In order to cast a spell a flux mage must have a wisdom score of 10 + the spell level or higher. The DC for any save throw from a spell cast by a flux mage is set by the flux mage's CHA mod. Each spell that a flux mage casts leaves a little residue. This residue makes futher spell casting for the flux mage more and more difficult unless the flux mage give the residue (called 'flux') time to disapate. A spell leaves flux equal to its spell level for a number of rounds equal to its spell level with a minium of 1 point flux for 1 round. Flux acclumilates in a special way, only the highest flux modifier is added to the DC of the flux mage's caster level check but each time another spell is cast before the flux dissapates the flux lasts another round. Flux builds even if a spell attempt is unsuccessful.
Overcasting --- A flux mage may try to cast spells beyond his ability to do so but this is always dangerous and painful. A flux mage may attempt to overcast a spell that has a spell level no higher than 3 levels higher than his maximum spell level (i.e. a first level flux mage may try a 3rd level spell). however the attempt itself does a point of damage per spell level of the spell in addition to the risks of damage from spell failure (i.e. the above flux mage automaticly takes 3 points of damage for trying to cast that 3rd level spell). In addition the spell is more difficult to cast and has a higher starting DC for the flux mage's caster level check.
Known Spells --- Over his career a flux mage tends to learn to do a few spell patterns better than others, these are his spells known. At level 1 a flux mage knows 1 0th level spell from any spell list plus 1 0th level spell for each point of Int Mod the flux mage has (i.e. a flux mage with Int 14 would know 3 0th level spell). These spells are easier to cast and have a lower starting DC than normal for the flux mage. Every level the flux mage may add 1 spell of any spell level he can cast up to his maximum level not including levels he can overcast (i.e. a 3nd level flux mage can't learn a 2nd level spell but could learn a 1st level or 0th level spell). Also a flux mage's spells known are the only spells on his spell list for the purposes of item creation or scroll usage.
Flux Counter --- A flux mage with a readied action can counter a spell even if he can't identify it. This is because flux mages are more adept at simply pulling the energy out of a spell and picking it apart mystically than other casters. The flux mage simply uses a standard action makes the caster level check as if casting a spell of the same level as the one to be countered and deteremines success from that caster level check. However if he fails this check by 5 or more (even if he 'succeeds' in overcoming his own DC for casting a spell of that level) he still takes backfire damage. Built up flux does not affect this ability becuase all that extra mess can actually help pull apart the other caster's spell.
The following is a chart for flux casting DC's.
Known Spell Base DC --- 10 + spell level
Unknown Spell Base DC --- 15 + spell level
Overcasting Spell Base DC --- 15 + (2 x spell level)
+ 1 DC for each spell level of perviously cast spells for a number of rounds equal to that spell's level.
Magic Sense --- Spell-like ability of detect magic at will with concentration as per the paladin's detect evil ability.
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EXAMPLE:
Mark, 6th level flux mage
Round 1
Mark attempts to cast Mage Armor which is one of his spells known (DC = 10 + 1 = 11) Flux = 1 for 1 round
Round 2
Mark attempts to overcasts stoneskin and takes 5 points of damage (DC = 15 + 8 + 1 = 24) Flux = 4 for 4 rounds
Round 3
Mark attempts to cast Cure Light wounds which is one of his spells known (DC = 10 + 1 + 4 = 15) Flux = 4 for 4 rounds
Round 4
Mark attempts to cast Magic Missile an unknown spell within his range (DC = 15 + 1 + 4 = 20) Flux = 4 for 4 rounds
Round 5
Mark withdraws from being in melee combat (someone had charged him) Flux = 4 for 3 rounds
Round 6
Mark attempts to cast Spiritual Hammer (DC = 15 + 2 + 4 = 21) fails with a roll of 14 total and takes 2d4 damage from backfire. Flux = 4 for 3 rounds
Rounds 7, 8, 9
Mark decides that hurt and waits for his flux to drop thus annoying the fighter who was fending off the trolls waiting for Mark to cast fireball.
Round 10
Fighter runs away and Mark decides to feed the trolls. http://thetabletop.net/Forum/Smileys/default/grin.gif