Difference between revisions of "Sin Mage (Apath)"

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''Only wizards can truly follow the ancient philosophies created by Thassilon's runelords. The choice to specialize in a Thassilonian school of magic must be made when a character first becomes a wizard.  ''
 
''Only wizards can truly follow the ancient philosophies created by Thassilon's runelords. The choice to specialize in a Thassilonian school of magic must be made when a character first becomes a wizard.  ''
  
 
This is a development of the Thassilonian specialist wizard to be more campaign-specific and to my tastes.
 
This is a development of the Thassilonian specialist wizard to be more campaign-specific and to my tastes.
 +
 +
== Class Information ==
 +
This is a [http://www.d20pfsrd.com/classes/core-classes/wizard wizard] archetype.
 +
 +
'''Hit Dice:''' d6.
  
 
== Class Abilities ==
 
== Class Abilities ==
 
This archetype has all normal class abilities, except as noted.
 
This archetype has all normal class abilities, except as noted.
 +
 +
=== Call Aberation ===
 +
Sin mages have access to a variants of the [http://www.d20pfsrd.com/magic/all-spells/p/planar-binding planar binding] spells that are of the universal domain and calls [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#Aberration aberations]. These spells must be learnt like other wizard spells.
 +
 +
=== Prohibited Schools ===
 +
A sin mage does not get to customize his choice for opposition schools, his
 +
opposition schools are determined for him when he chooses his virtue. These restrictions are more significant than those most wizards follow, and are known as prohibited schools.
 +
 +
A sin mage can never prepare a spell that is in one of his
 +
prohibited schools-he treats these spells as if they
 +
were not on the wizard spell list. If using a spell
 +
trigger or spell completion item to cast a spell from
 +
one of his prohibited schools, he must use the Use
 +
Magic Device skill to do so.
  
 
=== Thassilonian Sin Magic ===
 
=== Thassilonian Sin Magic ===
Line 14: Line 33:
 
This replaces the arcane school ability. Sin mages do not receive school slots or school powers.
 
This replaces the arcane school ability. Sin mages do not receive school slots or school powers.
  
Sin magic focuses on the Tassilonian virtues of rulership and the sins they easily descend into. Originally aboleth concepts, the passionless aberrations viewed these concepts with intellectual curiosity and detachment. They were found to have a high magic potential, but this potential was never fully tapped by the aboleth or their early servants. Only when humans started to work with them did they get an emotional content that could be used to fuel magic.
+
Sin magic focuses on the Tassilonian virtues of rulership and the sins they easily descend into. Originally draconic concepts, the passionless troglodytes viewed these concepts with intellectual curiosity and detachment. They were found to have a high magic potential, but this potential was never fully tapped by the troglodytes or their early servants. Only when humans started to work with them did they get an emotional content that could be used to fuel magic.
  
 
The seven virtues of rulership and their accompanying sins can be seen on the table below.
 
The seven virtues of rulership and their accompanying sins can be seen on the table below.
  
 
==== Table: Sin Magic ====
 
==== Table: Sin Magic ====
{| class="wikitable"
+
{|class="wikitable"
|valign="top" |'''Sin/<br>Virtue'''|||'''Magic Type'''|||'''Prohibited Schools'''|||'''Focus Weapon'''|||'''Metal'''|||'''Description'''
+
|valign="top" |'''Sin/<br>Virtue'''||valign="top"|<br>'''Magic Type'''||valign="top"|'''Prohibited<br>Schools'''||valign="top"|'''Focus<br>Weapon'''||valign="top"|<br>'''Metal'''||valign="top"|<br>'''Description'''
 
|-  
 
|-  
|valign="top" |Envy/<br>Charity|||Abjuration|||Evocation, Necromancy. |||Halberd|||Noqual.|||The art of suppressing magic other than your own.  
+
|valign="top" |Envy/<br>Charity||valign="top"|Abjuration||valign="top"|Evocation, <br>Necromancy ||valign="top"|Halberd||valign="top"|Noqual||valign="top"|The art of suppressing magic other than your own and to guard yourself and your possessions .
 
|-  
 
|-  
|valign="top" |Gluttony/<br>Temperance|||Necromancy|||Abjuration, Enchantment. |||Scythe|||Inubrix.|||Magic that manipulates the physical body to provide for an unending hunger for life.
+
|valign="top" |Gluttony/<br>Temperance||valign="top"|Necromancy||valign="top"|Abjuration, <br>Enchantment ||valign="top"|Scythe||valign="top"|Inubrix||valign="top"|Magic that manipulates the physical body to provide for an unending hunger for life.
 
|-  
 
|-  
|valign="top" |Greed/<br>Generosity|||Transmutation|||Abjuration, Conjuration. |||Glaive|||Adamantine.|||Magically transforming things into objects of greater value or utility, and enhancing the physical self.  
+
|valign="top" |Greed/<br>Generosity||valign="top"|Transmutation||valign="top"|Abjuration,<br> Conjuration ||valign="top"|Glaive||valign="top"|Adamantine||valign="top"|Magically transforming things into objects of greater value or utility, and enhancing the physical self.
 
|-  
 
|-  
|valign="top" |Lust/<br>Love|||Enchantment|||Necromancy, Transmutation. |||Guisarme|||Djezet|||Magically controlling other creatures to satisfy your desires, and manipulating others' minds, emotions, and wills.  
+
|valign="top" |Lust/<br>Love||valign="top"|Enchantment||valign="top"|Necromancy, <br>Transmutation ||valign="top"|Guisarme||valign="top"|Djezet||valign="top"|Magically manipulating the minds, emotions, and wills of other creatures to satisfy yourself.
 
|-  
 
|-  
|valign="top" |Pride/<br>Humility|||Illusion|||Conjuration, Transmutation. |||Lucerne hammer|||Horacalcum.|||Perfecting your own appearance and domain through trickery and illusions.  
+
|valign="top" |Pride/<br>Humility||valign="top"|Illusion||valign="top"|Conjuration, <br>Transmutation ||valign="top"|Lucerne hammer||valign="top"|Horacalcum||valign="top"|Perfecting the image of yourself and your domain.  
 
|-  
 
|-  
|valign="top" |Sloth/<br>Zeal|||Conjuration|||Evocation, Illusion. |||Longspear|||Abysium.|||Calling agents and minions to perform your deeds for you, or creating what you need as you need it.  
+
|valign="top" |Sloth/<br>Zeal||valign="top"|Conjuration||valign="top"|Evocation, <br>Illusion ||valign="top"|Longspear||valign="top"|Abysium||valign="top"|Calling agents and minions to perform your deeds for you, or creating what you need as you need it.
 
|-  
 
|-  
|valign="top" |Wrath/<br>Kindness|||Evocation|||Abjuration, Conjuration.|||Ranseur|||Siccatite|||Mastery of the raw destructive power of magic, and channeling those destructive forces.  
+
|valign="top" |Wrath/<br>Kindness||valign="top"|Evocation||valign="top"|Abjuration, <br>Conjuration||valign="top"|Ranseur||valign="top"|Siccatite||valign="top"|Channeling the raw destructive powers of magic.
 
|}
 
|}
 +
 
'''Sin/Virtue''': The governing pair of sin and virtue from which the school draws it's power. See [[#Ex_Sin_Mage|ex sin mage]] below.
 
'''Sin/Virtue''': The governing pair of sin and virtue from which the school draws it's power. See [[#Ex_Sin_Mage|ex sin mage]] below.
  
Line 50: Line 70:
 
This ability replaces arcane school.
 
This ability replaces arcane school.
  
=== Prohibited Schools ===
+
=== Weapon Bond ===
A sin mage does not get to customize his choice for opposition schools, his
 
opposition schools are determined for him when he chooses his virtue. These restrictions are more significant than those most wizards follow, and are known as prohibited schools.
 
 
 
A sin mage can never prepare a spell that is in one of his
 
prohibited schools-he treats these spells as if they
 
were not on the wizard spell list. If using a spell
 
trigger or spell completion item to cast a spell from
 
one of his prohibited schools, he must use the Use
 
Magic Device skill to do so.
 
 
 
=== Weapon Focus ===
 
 
A sin mage must choose to bond with an object for the arcane bond feature, and the object must be the pole-arm specified for his sin. The sin mage gains proficiency in this weapon.
 
A sin mage must choose to bond with an object for the arcane bond feature, and the object must be the pole-arm specified for his sin. The sin mage gains proficiency in this weapon.
  
=== Ex Sin Mage ===
+
== Ex Sin Mage ==
The pair of sin of virtue that governs his school is a pivotal aspect of the sin mage's personality and power; a sin mage who does not show any commitment at all to exploring these values over one complete level loses the benefits of Thassilonian sin magic, but retains the drawbacks. He must either reaffirm his values or change what sin he is devoted to. If successful in this before gaining his next level, he regains the benefits of Thassilonian sin magic. If he fails, he loses the archetype.
+
The pair of sin and virtue that governs his school is a pivotal aspect of the sin mage's personality and power; a sin mage who does not show any commitment at all to exploring these values over one complete level loses the benefits of Thassilonian sin magic, but retains the drawbacks. He must either reaffirm his values or change what sin he is devoted to. If successful in this before gaining his next level, he regains the benefits of Thassilonian sin magic, possibly with a new specailization. If he fails, he loses the archetype.
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
Line 71: Line 80:
 
* Arcane Bond
 
* Arcane Bond
 
* Arcane School
 
* Arcane School
 +
<!-- OGL -->
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<noinclude>{{OGL}}</noinclude>

Latest revision as of 11:39, 3 August 2015

ApathApath Logo
Unofficial rules compendium
Notepad.png This is a work in progress.

Only wizards can truly follow the ancient philosophies created by Thassilon's runelords. The choice to specialize in a Thassilonian school of magic must be made when a character first becomes a wizard.

This is a development of the Thassilonian specialist wizard to be more campaign-specific and to my tastes.

Class Information

This is a wizard archetype.

Hit Dice: d6.

Class Abilities

This archetype has all normal class abilities, except as noted.

Call Aberation

Sin mages have access to a variants of the planar binding spells that are of the universal domain and calls aberations. These spells must be learnt like other wizard spells.

Prohibited Schools

A sin mage does not get to customize his choice for opposition schools, his opposition schools are determined for him when he chooses his virtue. These restrictions are more significant than those most wizards follow, and are known as prohibited schools.

A sin mage can never prepare a spell that is in one of his prohibited schools-he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Thassilonian Sin Magic

The sin mage specializes in one school of magic and gains great advantage in this field. In return, they give up several other schools of magic completely.

Spells of the school the specialist is focused on are prepared in a spell slot one level lower than normal. This means that an pride mage casts illusion spells as if they were all one spell level lower. Shadow conjuration is a 4th level wizard spell, but is only a 3rd level spell to a specialist wizard of the illusionist school. What is ordinarily first level spells of the chosen school now becomes cantrips and can be cast any number of times in a day. This bonus does not apply when creating magic items; the cost of a scroll, potion, wand or other magic item is always calculated based on the spell's normal level, tough a sin mage may learn the prerequisites for creating a magic item earlier than a normal wizard.

This replaces the arcane school ability. Sin mages do not receive school slots or school powers.

Sin magic focuses on the Tassilonian virtues of rulership and the sins they easily descend into. Originally draconic concepts, the passionless troglodytes viewed these concepts with intellectual curiosity and detachment. They were found to have a high magic potential, but this potential was never fully tapped by the troglodytes or their early servants. Only when humans started to work with them did they get an emotional content that could be used to fuel magic.

The seven virtues of rulership and their accompanying sins can be seen on the table below.

Table: Sin Magic

Sin/
Virtue

Magic Type
Prohibited
Schools
Focus
Weapon

Metal

Description
Envy/
Charity
Abjuration Evocation,
Necromancy
Halberd Noqual The art of suppressing magic other than your own and to guard yourself and your possessions .
Gluttony/
Temperance
Necromancy Abjuration,
Enchantment
Scythe Inubrix Magic that manipulates the physical body to provide for an unending hunger for life.
Greed/
Generosity
Transmutation Abjuration,
Conjuration
Glaive Adamantine Magically transforming things into objects of greater value or utility, and enhancing the physical self.
Lust/
Love
Enchantment Necromancy,
Transmutation
Guisarme Djezet Magically manipulating the minds, emotions, and wills of other creatures to satisfy yourself.
Pride/
Humility
Illusion Conjuration,
Transmutation
Lucerne hammer Horacalcum Perfecting the image of yourself and your domain.
Sloth/
Zeal
Conjuration Evocation,
Illusion
Longspear Abysium Calling agents and minions to perform your deeds for you, or creating what you need as you need it.
Wrath/
Kindness
Evocation Abjuration,
Conjuration
Ranseur Siccatite Channeling the raw destructive powers of magic.

Sin/Virtue: The governing pair of sin and virtue from which the school draws it's power. See ex sin mage below.

Magic Type: This is the type of magic that benefits from Thassilonian sin magic.

Prohibited Schools: These schools are completely unavailable. See prohibited schools below.

Focus Weapon: This is the kind of weapon that benefits from the weapon focus ability below.

Metal: This is the kind of magic metal associated with the sin. See Shards of Sin.

Description: An explanation of what this kind of sin magic is about.

This ability replaces arcane school.

Weapon Bond

A sin mage must choose to bond with an object for the arcane bond feature, and the object must be the pole-arm specified for his sin. The sin mage gains proficiency in this weapon.

Ex Sin Mage

The pair of sin and virtue that governs his school is a pivotal aspect of the sin mage's personality and power; a sin mage who does not show any commitment at all to exploring these values over one complete level loses the benefits of Thassilonian sin magic, but retains the drawbacks. He must either reaffirm his values or change what sin he is devoted to. If successful in this before gaining his next level, he regains the benefits of Thassilonian sin magic, possibly with a new specailization. If he fails, he loses the archetype.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Arcane Bond
  • Arcane School
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