Difference between revisions of "MRPG Exo-Mage"

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*Water
 
*Water
  
==Magic System==
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==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.
 
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.  
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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.
  
 
==Exigent Moirai==
 
==Exigent Moirai==

Revision as of 20:45, 19 April 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

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.

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

Sample Pillar Table:

First PillarSecond PillarThird Pillar
Arch that spans First and Third Pillar
Arch that spans the First and Second Pillar
Arch that spans Second and Third Pillar
Order IOrder IOrder I
Order IIOrder IIOrder II
Order IIIOrder IIIOrder III
Order IVOrder IVOrder IV
Order VOrder VOrder V
Order VIOrder VIOrder VI
Order VIIOrder VIIOrder VII
Order VIIIOrder VIIIOrder VIII
Order XIOrder XIOrder XI

See Also: