Difference between revisions of "MRPG Exo-Mage"
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*'''Bludgeon''' | *'''Bludgeon''' | ||
*'''Lore and Transcription''' | *'''Lore and Transcription''' | ||
+ | |||
+ | ===Schools=== | ||
+ | Aurmancers have access to the following schools of Magic: | ||
+ | *Earth | ||
+ | *Fire | ||
+ | *Wind | ||
+ | *Water | ||
==Exigent Moirai== | ==Exigent Moirai== |
Revision as of 20:08, 11 March 2016
The Exo-Mage is a wizard based around the four cardinal forces: Earth, Fire, Wind, and Water (See: MRPG Proficiency List).
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).
In addition, Exo-Mages gain nearly all of their magic through a unique spell tree.
Proficiencies
- Magic Proficiency, Physical
- Magic Proficiency, Elemental
- Magic Proficiency, Effect
- Bludgeon
- Lore and Transcription
Schools
Aurmancers have access to the following schools of Magic:
- Earth
- Fire
- Wind
- Water
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.
- Rank II: On use of this ability, roll 1d20. On a 20, reset the ability. You may use it again today.
Activated Abilities
- Enforce
- Quiet
Pillars
- this will have to wait until the character is a bit better developed, but since pillars are replacing trees I plan on making them function a bit differently for the Exo-Mage.
- Basically, they are going to get 4 pillars, extra points, but the pillars will be bound to the spell list in unique ways
- there will also be arches forming whatever I call SLAs