MRPG Exo-Mage
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.
Contents
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.
- 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