Difference between revisions of "MRPG Exo-Mage"

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The Exo-Mage is a wizard based around the four cardinal forces: Earth, Fire, Wind, and Water(See: [[MRPG Proficiency List]]).
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The Exo-Mage is a wizard based around the four cardinal forces: Earth, Fire, Wind, and Water. Their method involves manipulating these forces around them.
  
Exo-Mages play a little differently from the other classes: they cannot 'drop' a magic-proficiency through the proficiency-trades, and all of their magical proficiencies level on their own(as opposed to the player choosing which ones to place stats in.
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Unlike the other mage classes, who earn spells by leveling up or through learning, the Exo-Mage unlocks their spells through the [[MRPG Pillars|Pillar]] system. Exo-Mages have four pillars, one for each element, and they arch at different levels. Exo-Mages also recieve 3 bonus points to spend on pillars at character creation. See [[MRPG Exo-Mage Spell List|Exo-Mage Spell List]] for details.
  
In addition, Exo-Mages gain nearly all of their magic through a unique [[MRPG Exo-Mage Spell List|spell tree]]
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==Proficiencies==
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*'''Magic Proficiency, Physical'''
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*'''Magic Proficiency, Elemental'''
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*'''Magic Proficiency, Effect'''
  
==Starting Stats==
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Exo-Mages must choose:
*'''Main:''' Strength
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*Support Proficiency, Lore
*'''Secondary:''' Inteligence
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*Support Proficiency, Transcription
  
==Favored==
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The fifth Proficiency can be anything from the [[MRPG Proficiency List#Open Proficiency List|Open Proficiency List]].
*'''Favored Proficiencies:''' Exo-Mages receive a passive +3 to all magic proficiencies instead of having 2 specific favored proficiencies. They also take a -1 hit to all other proficiencies. This is even applied after doing a proficiency-swap.
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===Schools===
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Exo-Mages have access to the following schools of Magic:
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*Earth
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*Fire
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*Wind
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*Water
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==Junction System==
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The Exo-Mage functions differently from the other mages. Since the use power gathered from around them, their abilities are much less refined. An exo-mage has a much smaller spell-list than the endo-mage, but has access to the Junction Ability.
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Most exo-mage spells use the junction effect; they have a base power, and the mage can add power to them by junctioning into it. A mage has a number of junction points equal to his or her hit points, and may spend hit points when the junction points have been exhausted.
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Each spell will say individually what effect junctioning has and what the cap is.
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*'''Example:'''
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<table border="1"><tr><td>''' Fireball ''</td><td colspan="2">'' Physical ''</td><td>'' Fire '</td></tr><tr><td colspan="4"> You lob a massive ball of all-consuming fire at a target, it then explodes outwards and deals additional damage to everything within a 25-foot radius. Deals 3d6 damage to the initial target and 1d6 to secondary targets. Each Junction adds 1d6 to both base and secondary. Junction Max 10 + level. </td></tr><tr><td>''' Fast Cast '''</td><td>'' 0 '''</td><td>'' N/A ''</td><td>'' 6 ''</td></tr></table>
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Each junction adds 1d6 damage, and the cap is 10 + the character's level. A level 3 character would be able to junction for a max of 13 points, adding 13d6 to the spell.
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Junction Points regenerate at a rate of ( HP / 24 ) per hour. A character with 120 HP gets that many junction points, and regenerates them at a rate of 5 per hour. If a character has 0 Junction Points left they may still cast spells as normal according to normal spellcasting rules.
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Junction functions as an Activated Ability with no star rating and a cool-down of 4.
  
 
==Exigent Moirai==
 
==Exigent Moirai==
*'''Rank I:''' Activate this ability to completely fill your mana reservoir.
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*'''Rank I:''' Reset all active spell cool downs to zero.
**'''Rank II:''' 1 Additional activation per day.
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**'''Rank II:''' On use of this ability, roll 1d20. On a 20, reset the ability. You may use it again today.
***'''Rank III:''' 2 Additional activations per day.
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***'''Rank III:''' Ability resets on a 17-20.
  
 
==Activated Abilities==
 
==Activated Abilities==
 
*Enforce
 
*Enforce
 
*Quiet
 
*Quiet
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==Pillars==
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See [[MRPG Exo-Mage Spell List|Exo-Mage Spell List]] for the Pillars.
  
 
==See Also:==
 
==See Also:==

Latest revision as of 17:37, 27 September 2017

The Exo-Mage is a wizard based around the four cardinal forces: Earth, Fire, Wind, and Water. Their method involves manipulating these forces around them.

Unlike the other mage classes, who earn spells by leveling up or through learning, the Exo-Mage unlocks their spells through the Pillar system. Exo-Mages have four pillars, one for each element, and they arch at different levels. Exo-Mages also recieve 3 bonus points to spend on pillars at character creation. See Exo-Mage Spell List for details.

Proficiencies

  • Magic Proficiency, Physical
  • Magic Proficiency, Elemental
  • Magic Proficiency, Effect

Exo-Mages must choose:

  • Support Proficiency, Lore
  • Support Proficiency, Transcription

The fifth Proficiency can be anything from the Open Proficiency List.

Schools

Exo-Mages have access to the following schools of Magic:

  • Earth
  • Fire
  • Wind
  • Water

Junction System

The Exo-Mage functions differently from the other mages. Since the use power gathered from around them, their abilities are much less refined. An exo-mage has a much smaller spell-list than the endo-mage, but has access to the Junction Ability.

Most exo-mage spells use the junction effect; they have a base power, and the mage can add power to them by junctioning into it. A mage has a number of junction points equal to his or her hit points, and may spend hit points when the junction points have been exhausted.

Each spell will say individually what effect junctioning has and what the cap is.

  • Example:
Fireball Physical Fire '
You lob a massive ball of all-consuming fire at a target, it then explodes outwards and deals additional damage to everything within a 25-foot radius. Deals 3d6 damage to the initial target and 1d6 to secondary targets. Each Junction adds 1d6 to both base and secondary. Junction Max 10 + level.
Fast Cast 0 N/A 6

Each junction adds 1d6 damage, and the cap is 10 + the character's level. A level 3 character would be able to junction for a max of 13 points, adding 13d6 to the spell.

Junction Points regenerate at a rate of ( HP / 24 ) per hour. A character with 120 HP gets that many junction points, and regenerates them at a rate of 5 per hour. If a character has 0 Junction Points left they may still cast spells as normal according to normal spellcasting rules.

Junction functions as an Activated Ability with no star rating and a cool-down of 4.

Exigent Moirai

  • Rank I: Reset all active spell cool downs to zero.
    • Rank II: On use of this ability, roll 1d20. On a 20, reset the ability. You may use it again today.
      • Rank III: Ability resets on a 17-20.

Activated Abilities

  • Enforce
  • Quiet

Pillars

See Exo-Mage Spell List for the Pillars.

See Also: