Difference between revisions of "MRPG Exo-Mage"

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===Schools===
 
===Schools===
Aurmancers have access to the following schools of Magic:
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Exo-Mages have access to the following schools of Magic:
 
*Earth
 
*Earth
 
*Fire
 
*Fire
 
*Wind
 
*Wind
 
*Water
 
*Water
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 +
==Magic 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.
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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.
  
 
==Exigent Moirai==
 
==Exigent Moirai==

Revision as of 18:05, 14 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

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

  • Earth
  • Fire
  • Wind
  • Water

Magic 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.

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

  • 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

See Also: