Difference between revisions of "Spectral Mage (5A)"

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{{FiD}}{{FiD-Powers}}
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{{5A}}
Forms turn Blades in the Dark-style games into form fantasy.  
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Spectral mages carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the spectral mage.
  
== Introducing Forms ==
+
You must have a Intelligence score of 13 or higher in order to multiclass in or out of this class.
Rather than the fantastical being rare and poorly understood, adding forms to your gives characters entirely new abilities they can use.
 
Introducing these into a game changes the game world, making it more fantastical.
 
Your game will change from the typical grim blades in the dark into something different and higher formed, though possibly just as grim.
 
Forms consist of two elements—a playbook, and forms.
 
Playbooks are frameworks for which forms you can use and how you use them.
 
Forms describe what effects you can create.
 
  
Here follows links to form playbooks and forms, explained in the rules below.
+
== Class Profile ==
[[Typical Power Details (FiD)|Typical Power Details]].
 
  
 +
=== Hit Points ===
 +
: '''Hit Dice:''' 1d8 per spectral mage level
 +
: '''Hit Points at 1st Level:''' 6 + your Constitution modifier
 +
: '''Hit Points at Higher Levels:''' 1d6 (or 4) + your Constitution modifier per spectral mage level after 1st
 +
 +
=== Proficiencies ===
 +
: '''Armor:''' Light armor.
 +
: '''Weapons:''' Simple weapons.
 +
: '''Tools:''' None
 +
: '''Saving Throws:''' Constitution, Intelligence
 +
: '''Skills:''' Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
 +
 +
=== Equipment ===
 +
You start with the following equipment, in addition to the equipment granted by your background:
 +
 +
:(a) a light crossbow and 20 bolts or (b) any simple weapon
 +
:(a) a component pouch or (b) an arcane focus
 +
:(a) a dungeoneer's pack or (b) an explorer's pack
 +
:Two daggers
 +
 +
Alternatively you can start with 3d4 x 10 gp or 75 gp.
 +
 +
=== Multiclassing ===
 +
You must have a Intelligence of 13 to multiclass into or out of this class.
 +
 +
Multiclassing into the class gives you no proficencies.
 +
 +
spectral mage multiclassing gives full spell progression.
 +
 +
=== The Spectral Mage ===
 
{|class="wikitable"
 
{|class="wikitable"
 +
|rowspan=2 valign=bottom |'''Level'''||rowspan=2 valign=bottom align=center |''' Proficency<br> Bonus'''||rowspan=2 valign=bottom align=center |''' Sorcery <br>Points ||rowspan=2 valign=bottom |''' Features ||rowspan=2 valign=bottom align=center |''' Cantrips <br>Known||rowspan=2 valign=bottom align=center |''' Spells<br>Known'''||colspan=9 align=center | '''Spell Slots per Spell Level
 +
|-
 +
||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
 +
|-
 +
| align=center valign="top" | 1st || align=center valign="top" | +2 || align=center valign="top" | — || valign="top" | Spellcasting, Spectral Origin || align=center valign="top" | 4 || align=center valign="top" | 2 || align=center valign="top" | 2 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 2nd || align=center valign="top" | +2 || align=center valign="top" | 2 || valign="top" | Font of Magic || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 3rd || align=center valign="top" | +2 || align=center valign="top" | 3 || valign="top" | Metamagic || align=center valign="top" | 4 || align=center valign="top" | 4 || align=center valign="top" | 4 || align=center valign="top" | 2 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 4th || align=center valign="top" | +2 || align=center valign="top" | 4 || valign="top" | Ability Score Improvement, Spectral Versatility || align=center valign="top" | 5 || align=center valign="top" | 5 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 5th || align=center valign="top" | +3 || align=center valign="top" | 5 || valign="top" | Magical Guidance || align=center valign="top" | 5 || align=center valign="top" | 6 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 6th || align=center valign="top" | +3 || align=center valign="top" | 6 || valign="top" | Spectral Origin feature || align=center valign="top" | 5 || align=center valign="top" | 7 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 7th || align=center valign="top" | +3 || align=center valign="top" | 7 || valign="top" | — || align=center valign="top" | 5 || align=center valign="top" | 8 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 1 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 8th || align=center valign="top" | +3 || align=center valign="top" | 8 || valign="top" | Ability Score Improvement, Spectral Versatility || align=center valign="top" | 5 || align=center valign="top" | 9 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 9th || align=center valign="top" | +4 || align=center valign="top" | 9 || valign="top" | — || align=center valign="top" | 5 || align=center valign="top" | 10 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 1 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 10th || align=center valign="top" | +4 || align=center valign="top" | 10 || valign="top" | Metamagic || align=center valign="top" | 6 || align=center valign="top" | 11 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 11th || align=center valign="top" | +4 || align=center valign="top" | 11 || valign="top" | — || align=center valign="top" | 6 || align=center valign="top" | 12 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | 1 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 12th || align=center valign="top" | +4 || align=center valign="top" | 12 || valign="top" | Ability Score Improvement, Spectral Versatility || align=center valign="top" | 6 || align=center valign="top" | 12 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | 1 || align=center valign="top" | — || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 13th || align=center valign="top" | +5 || align=center valign="top" | 13 || valign="top" | — || align=center valign="top" | 6 || align=center valign="top" | 13 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 14th || align=center valign="top" | +5 || align=center valign="top" | 14 || valign="top" | Spectral Origin feature || align=center valign="top" | 6 || align=center valign="top" | 13 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | — || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 15th || align=center valign="top" | +5 || align=center valign="top" | 15 || valign="top" | — || align=center valign="top" | 6 || align=center valign="top" | 14 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 16th || align=center valign="top" | +5 || align=center valign="top" | 16 || valign="top" | Ability Score Improvement, Spectral Versatility || align=center valign="top" | 6 || align=center valign="top" | 14 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | —
 +
|-
 +
| align=center valign="top" | 17th || align=center valign="top" | +6 || align=center valign="top" | 17 || valign="top" | Metamagic || align=center valign="top" | 6 || align=center valign="top" | 15 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | 1
 +
|-
 +
| align=center valign="top" | 18th || align=center valign="top" | +6 || align=center valign="top" | 18 || valign="top" | Spectral Origin feature || align=center valign="top" | 6 || align=center valign="top" | 15 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | 1
 +
|-
 +
| align=center valign="top" | 19th || align=center valign="top" | +6 || align=center valign="top" | 19 || valign="top" | Ability Score Improvement, Spectral Versatility || align=center valign="top" | 6 || align=center valign="top" | 15 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | 1 || align=center valign="top" | 1 || align=center valign="top" | 1
 
|-
 
|-
|valign=top|
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| align=center valign="top" | 20th || align=center valign="top" | +6 || align=center valign="top" | 20 || valign="top" | Spectral Restoration || align=center valign="top" | 6 || align=center valign="top" | 15 || align=center valign="top" | 4 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 3 || align=center valign="top" | 2 || align=center valign="top" | 2 || align=center valign="top" | 1 || align=center valign="top" | 1
:'''Form Playbooks
 
# '''[[Animism (FiD)|Animism]]'''          Spirits.
 
# '''[[Artificing (FiD)|Artificing]]'''    Craft.
 
# '''[[Chi (FiD)|Chi]]'''                  Inner form.
 
# '''[[Chosen (FiD)|Chosen]]'''            Gifted by god.
 
# '''[[Jedi (FiD)|Jedi]]'''                The Force.
 
# '''[[Monster (FiD)|Monster]]'''          Savage form.
 
# '''[[Mutation (FiD)|Mutation]]'''        Force of the body.
 
# '''[[Orphic (FiD)|Orphic]]'''            Power of performance.
 
# '''[[Psi (FiD)|Psi]]'''                  Futuristic magic.
 
# '''[[Psychonaut (FiD)|Psychonaut]]'''    Power of dreams.
 
# '''[[Sorcery (FiD)|Sorcery]]'''          Power of heritage.
 
# '''[[Soulsworn (FiD)|Soulsworn]]'''      Trade soul for power.
 
# '''[[Spirit (FiD)|Spirit]]'''            Immaterial monster.
 
# '''[[Starborn (FiD)|Starborn]]'''        Power of destiny.
 
# '''[[Theurgy (FiD)|Theurgy]]'''          Study of miracles.
 
# '''[[Wizardry (FiD)|Wizardry]]'''        Magic from study.
 
|valign=top|
 
::'''Forms
 
# '''[[Air Powers (FiD)|Air Form]]''' Elemental of gas and emptiness.
 
# '''[[Animal Powers (FiD)|Animal Form]]''' Animals.
 
# '''[[Barrier Powers (FiD)|Barrier Form]]''' Circles of protection.
 
# '''[[Darkness Powers (FiD)|Darkness Form]]''' Physical and spiritual darkness.
 
# '''[[Death Powers (FiD)|Death Form]]''' Death and disease.
 
# '''[[Earth Powers (FiD)|Earth Form]]''' Element of solidity.
 
# '''[[Electricity Powers (FiD)|Electricity Form]]''' Elemental electricity.
 
# '''[[Fire Powers (FiD)|Fire Form]]''' Element of transformation and heat.
 
# '''[[Flux Powers (FiD)|Flux Form]]''' Luck, chaos, and freedom.
 
# '''[[Ice Powers (FiD)|Ice Form]]''' Element of cold and ice.
 
# '''[[Illusion Powers (FiD)|Illusion Form]]''' Images that delude.
 
# '''[[Kinesis Powers (FiD)|Kinesis Form]]''' Move things.
 
# '''[[Life Powers (FiD)|Life Form]]''' Master life.
 
# '''[[Light Powers (FiD)|Light Form]]''' Physical and spiritual light.
 
# '''[[Metal Powers (FiD)|Metal Form]]''' Elemental metal.
 
# '''[[Mind Powers (FiD)|Mind Form]]''' Mind Manipulation.
 
# '''[[Order Powers (FiD)|Order Form]]''' Restore normality.
 
# '''[[Plant Powers (FiD)|Plant Form]]''' Vegetate matter.
 
# '''[[Space Powers (FiD)|Space Form]]''' Master location.
 
# '''[[Time Powers (FiD)|Time Form]]''' Master history.
 
# '''[[Water Powers (FiD)|Water Form]]''' Element of liquid.
 
 
|}
 
|}
  
== Power Playbooks ==
+
== Class Features ==
Playbooks are the frames for acquiring forms.
+
As a spectral mage, you gain the following class features.
The playbooks are the form traditions of your world, roles such as wizard, sorcerer, saint, mutant, or technomancer.
+
 
Each playbook gives you access to certain forms, which are chosen in the same manner as special abilities.
+
=== Spellcasting ===
A form playbook can also have regular special abilities to choose from, but rarely as many as ordinary playbooks do.
+
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
This is in addition to all the normal features of a playbook.
 
  
Finally, each form playbook gives you a trauma condition.  
+
==== Cantrips ====
This means you can't survive as much new trauma as characters who have not meddled with the forms.  
+
At 1st level, you know four cantrips of your choice from the spectral mage spell list. You learn additional spectral mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the spectral mage table.
The actual trauma condition generally affects how you use forms, imposing conditions you must fulfil in order to use forms.
+
<span style="background-color:lightblue">You also learn one of these cantips:
 +
[http://dnd5e.wikidot.com/spell:control-flames Control-Flames]
 +
[http://dnd5e.wikidot.com/spell:gust Gust]
 +
[http://dnd5e.wikidot.com/spell:mage-hand Mage-Hand]
 +
[http://dnd5e.wikidot.com/spell:mold-earth Mold-Earth]
 +
[http://dnd5e.wikidot.com/spell:prestidigitation Prestidigitation]
 +
[http://dnd5e.wikidot.com/spell:produce-flame Produce-Flame]
 +
[http://dnd5e.wikidot.com/spell:shape-water Shape-Water]
 +
[http://dnd5e.wikidot.com/spell:thaumaturgy Thaumaturgy].
 +
This cantrip can only ever be exchanged for another cantrip on this list.
  
'''Multiple Power Playbooks
+
==== Spell Slots ====
You cannot pick special abilities from a form playbook unless you are using that playbook. It is possible to add a form playbook by selecting this as a special ability. If you already have a form playbook, you can gain multiple form playbooks this way, giving you a wider range of forms at the price of more trauma conditions and thus more restrictions on the use of all of your forms.
+
The spectral mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spectral mage spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
  
== Form ==
+
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Form are what actually gives you exceptional abilities.
 
A form playbook doesn't give you any form abilities unless you select a form from that playbook's special abilities.
 
Once you select a form, you gain abilities appropriate to the form.
 
So if you select the electricity form, you can shoot lightning, form electric engines, cause shortcuts, summon electric creatures, depending on which actions you are good at.
 
In many cases, forms work as equipment does, emforming your normal actions.
 
Some forms allow you to do what is normally impossible, these generally have more rules governing them
 
  
'''Stress Cost
+
==== Spells Known of 1st Level and Higher ====
You use your normal actions to activate forms, but there is an associated cost in stress.
+
You know two 1st-level spells of your choice from the spectral mage spell list.
The stress cost of each category of abilities is given at the top of each column, but this cost is reduced by the result of the action roll.
 
This works much like resistance rolls, but is handled as a part of the action roll.
 
Each form has a stress cost, which is reduced by the result of the action roll.
 
A critical success reduces the cost by 2 for each six rolled beyond the first.
 
This is the same roll used to judge the effect of the action itself.
 
Sometimes the use of a form does not need an action roll, but you still make one to find the stress cost.
 
For example, using Survey and [[Darkness_Powers_(FiD)|darkness]] to allow your friends to see in the dark is not exciting enough to require an action roll.
 
In this case, ignore the result of the action roll except to calculate stress cost, the action itself always succeeds without consequences.
 
For basic forms not used as a part of a significant action, just ignore the cost and action roll.
 
  
'''Avoid The Trap of Form
+
The Spells Known column of the spectral mage table shows when you learn more spectral mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Just because a form allows something does not mean that you can't do it without that form.
 
Attacks with weapons do not lose any effectiveness just because there are form that do the same.
 
Items can be more effective than forms because once you select an item of equipment, you usually have it for the rest of the score.  
 
Attune allows the identification of supernatural creatures even without using a form, tough forms are more precise in detecting creatures and things tied to that particular form.
 
  
'''Form are Inflexible
+
Additionally, when you gain a level in this class, you can choose one of the spectral mage spells you know and replace it with another spell from the spectral mage spell list, which also must be of a level for which you have spell slots.
Unlike normal actions, which are flexible, forms are specific. If you want to make a ranged attack using your form, that is done with Hunt action unless the particular form description says otherwise, you cannot fudge this with another action as you normally can.
 
  
'''Form are Flexible
+
==== Spellcasting Ability ====
The abilities described for each combination of form and action are typical examples that can be expanded upon.
+
Intelligence is your spellcasting ability for your spectral mage spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spectral mage spell you cast and when making an attack roll with one.
The drift of the ability is set, but the particulars can be changed.
 
If a character wants to do something that seems appropriate to their form but no description fits, modify existing abilities to allow it as some kind of action.
 
  
{| class="wikitable"
+
: '''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier
||'''Effect and Outcome'''<br>
 
There are really two kinds of effect in Blades in the Dark, and the form rules use this concept so much it need to be explained. To keep them apart, I have introduced the term outcome for one of these types of effect.
 
  
The first kind, that I call effect, is the initial effect of the action.
+
: '''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier
This comes from the negotiation between player and game master and depends entirely on the situation at hand and how suitable the player's proposed action is.
 
  
I call the other kind of effect the outcome, but this could also be called final effect.  
+
==== Spellcasting Focus ====
It is the effect after all modifications due to such things as a difference in tier, assist and push for effect, and setup actions.
+
You can use an arcane focus as a spellcasting focus for your spectral mage spells.
 +
 
 +
=== Spectral Origin ===
 +
{|class="wikitable" align=right
 +
|+'''Spectral Origin
 +
|-
 +
|{{ : Spectral Origin (5A) }}
 +
|}
 +
 
 +
Choose a Spectral origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
 +
 
 +
=== Font of Magic ===
 +
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
 +
 
 +
* '''Sorcery Points.''' You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the spectral mage table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
 +
 
 +
* '''Flexible Casting.''' You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
 +
:: '''Creating Spell Slots.''' You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
 +
::'''Converting a Spell Slot to Sorcery Points.''' As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
 +
{| class="wikitable"
 +
|+ ''' Creating Spell Slots
 +
|valign="top" align=center | '''Spell Slot Level || valign="top" align=center | '''Sorcery Point Cost
 +
|-
 +
|valign="top" align=center | 1st ||valign="top" align=center | 2
 +
|-
 +
|valign="top" align=center | 2nd ||valign="top" align=center | 3
 +
|-
 +
|valign="top" align=center | 3rd ||valign="top" align=center | 5
 +
|-
 +
|valign="top" align=center | 4th ||valign="top" align=center | 6
 +
|-
 +
|valign="top" align=center | 5th  ||valign="top" align=center | 7
 
|}
 
|}
  
'''Combining Form
+
=== Metamagic ===
If you know several forms, you can combine all of them with a single action, as long as this makes sense.
+
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
So if you know both the fire and plant forms, you can dismiss, command, or sway using both at once.
+
 
The stress cost is that of the most difficult effect you use.
+
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
This often increases effect at the cost of position as controlling a combined form is harder.
+
 
 +
* '''Careful Spell.''' When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
 +
 
 +
* '''Distant Spell.''' When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
 +
 
 +
* '''Empowered Spell.''' When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
 +
 
 +
* '''Extended Spell.''' When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
 +
 
 +
* '''Heightened Spell.''' When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
 +
 
 +
* '''Quickened Spell.''' When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
 +
 
 +
* '''Seeking Spell.''' If you make an attack roll for a spell and miss, you can spend 2 spectral mage points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
 +
 
 +
* '''Seeking Spell (UA).''' When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
 +
 
 +
* '''Subtle Spell.''' When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
 +
 
 +
* '''Transmuted Spell.''' When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  
'''Combining Actions
+
* '''<span style="background-color:yellow">True Damage Spell</span>.''' When you cast a spell that deals damage, you can spend 1 sorcery point to turn the damage of the affected spell into force damage.  
Combining multiple actions into one greater effect is harder, you have to use the lowest of all the involved action ratings.
 
This lower rating must then satisfy the minimum die requirement.
 
  
''If you want to use both the basic Command and Sway effects, likely to both speak to an understand someone, you use the lower of your Command and Sway rating.  
+
* '''Twinned Spell.''' When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
  
'''Cooperative Form
+
===Ability Score Improvement ===
It is possible for multiple characters to cooperate in using a form in a group action.
+
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Each member contributes the forms they know to the final effect.
 
If multiple actions are involved, different people in the group can roll using different actions, as long as it makes sense.
 
This can be exploited by adding nonsensical effects to a cooperative form use just to allow the use of different actions, keep an eye out for this.
 
  
''A group of scoundrels want to summon a demon. This is a Master Attune Darkness effect. One player suggests turning this into a group action by adding a Hunt Plant effect to create a bower in the shape of a pentagram. This draws some chuckles from around the game table, no-one else thinks this a meaningful group action. Instead the GM suggests this as a setup action.
+
=== Spectral Versatility ===
 +
When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
  
'''Power Duration
+
* Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
There are no specific rules for the duration of forms.
 
Most forms last for a single use of an action: you use the form, the effect happens, and then the form ends but the effects of the form remains.
 
An attack is the typical example of this.
 
You create a bolt of energy using a form like electricity, fight with it for the time it takes to make a single die roll (this can be involve several die rolls in the fiction), then the form ends but any damage or other effects remain.
 
Form that last usually last for an entire score, but this depends on the degree of success.
 
A possible consequence is that the form suddenly ends at an inappropriate moment.
 
  
'''Power Area
+
* Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the spectral mage spell list.
The target of forms can be described in plural or singular, but forms use the normal effects of multiple targets, increasing position and/or reducing effect as appropriate.
 
If the form explicitly says it has an area this does no apply.
 
  
'''Form Gated by Dice
+
=== Magical Guidance ===
Power effects can be gated by the number of dice rolled for an action.
+
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
This means that pushing, assists, and devils' bargain enhances the effect of your forms.
 
No dice, no form.
 
One die gives access to free abilities.
 
two dice gives access to item abilities,
 
three dice gives access to stress abilities,
 
four dice allows access to all forms.
 
  
'''Optional Rule: Form Gated by Tier
+
=== Spectral Restoration ===
If forms seem to formful for low-tier adventures, you can tier-lock forms.
+
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
At tier zero, you can only use free forms.
 
At tiers 1-2 you can only use free and item forms.
 
At tier 3-4 you can use free, item, and stress forms abilities.
 
At tier 5, you can use all forms.
 
This makes forms almost useless at tier zero and weak until tier 3.
 
Long-term projects allows use of forms as if you were two tiers higher.
 
Make sure to limit exceptional equipment like bombs and grenades in a similar manner.
 
  
'''Availability and Genre
+
== Editor's Notes ==
Different form and action combinations fit in different genres, as do form playbooks.
+
Details.
The easiest way to manage this is to modify or remove the form playbooks and forms that don't fit.
 
But you can also remove the abilities linked to certain actions.
 
* Removing attune removes summoning and anti-form abilities, making the setting decidedly less mystical.
 
* Removing command and sway forms make forms more physical and less subtle.
 
* Removing consort makes a creature's form more definite, making the setting less confusing.
 
* Removing finesse, hunt, skirmish, and wreck removes exceptional attacks, making the setting much less flashy.
 
* Removing prowl limits how people move, also making the setting less flashy.
 
* Removing study and survey removes information forms, making the setting more mundane.
 
It is also possible to limit sub-categories of form playbooks, making certain components secret and something that has to be earned.
 
You can also lock certain action/form combinations behind an additional cost, such as requiring a separate ability to use Survey form if you dislike scrying.
 

Latest revision as of 10:24, 21 October 2024

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Spectral mages carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the spectral mage.

You must have a Intelligence score of 13 or higher in order to multiclass in or out of this class.

Class Profile

Hit Points

Hit Dice: 1d8 per spectral mage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per spectral mage level after 1st

Proficiencies

Armor: Light armor.
Weapons: Simple weapons.
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers

Alternatively you can start with 3d4 x 10 gp or 75 gp.

Multiclassing

You must have a Intelligence of 13 to multiclass into or out of this class.

Multiclassing into the class gives you no proficencies.

spectral mage multiclassing gives full spell progression.

The Spectral Mage

Level Proficency
Bonus
Sorcery
Points
Features Cantrips
Known
Spells
Known
Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Spectral Origin 4 2 2
2nd +2 2 Font of Magic 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Ability Score Improvement, Spectral Versatility 5 5 4 3
5th +3 5 Magical Guidance 5 6 4 3 2
6th +3 6 Spectral Origin feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement, Spectral Versatility 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement, Spectral Versatility 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Spectral Origin feature 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement, Spectral Versatility 6 14 4 3 3 3 2 1 1 1
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Spectral Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement, Spectral Versatility 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Spectral Restoration 6 15 4 3 3 3 3 2 2 1 1

Class Features

As a spectral mage, you gain the following class features.

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the spectral mage spell list. You learn additional spectral mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the spectral mage table. You also learn one of these cantips: Control-Flames Gust Mage-Hand Mold-Earth Prestidigitation Produce-Flame Shape-Water Thaumaturgy. This cantrip can only ever be exchanged for another cantrip on this list.

Spell Slots

The spectral mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spectral mage spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the spectral mage spell list.

The Spells Known column of the spectral mage table shows when you learn more spectral mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spectral mage spells you know and replace it with another spell from the spectral mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spectral mage spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spectral mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your spectral mage spells.

Spectral Origin

Spectral Origin
Spectral Origin (5A)

Choose a Spectral origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the spectral mage table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 spectral mage points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Seeking Spell (UA). When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • True Damage Spell. When you cast a spell that deals damage, you can spend 1 sorcery point to turn the damage of the affected spell into force damage.
  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spectral Versatility

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the spectral mage spell list.

Magical Guidance

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Spectral Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Editor's Notes

Details.