Mana MageLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
| | Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
| | Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
| | Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
| | Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
| | Mana/day +3 +6 +9 +12 +15 +18 +21 +24 +27 +30 +33 +36 +39 +42 +45 +48 +51 +54 +57 +60
| | Special Mana burn, mana colors - - Mana mastery - - - Mana mastery - Mana control - Mana mastery - - - Mana mastery - - - Mana mastery, planeswalker
|
Mana Mages draw their magic from the changing of the land in which they have strong ties or memories of. From the land they derive five different colours of magic. From this magic they can cast spells. Not all Mana Mages rely solely on there magic, some mix and match arcane and steel.
Game Rule InformationMana Mages have the following game statistics.
Abilities: Wisdom and intelligence determine how powerful a spell a mana mage can cast, how hard those spells are to resist, and any extra mana a mana mage get per day. To cast a spell, a mana mage must have a Wisdom or Intelligence score of 10 + the spell’s level. The Difficulty Class of a saving throw for a mana mage’s spell is 10 + the spell’s level + the mana mage’s Wisdom or Intelligence modifier (whichever is higher).
Alignment: Any.
Hit Die: d6.
Class Skills The mana mage’s class skills (and the key ability for each skill) are Concentrate (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis). In addition a mana mage gains access to additional class skills based on the colors of spells he or she casts:
Red: Intimidate (Cha), Survival (Wis), Sense Motive (Wis).
Green: Heal (Wis), Handel Animal (Cha), Survival (Wis).
Black: Intimidate (Cha), Bluff (Cha), Escape Artist (Dex).
Blue: Move Silently (Dex), Hide (Dex), Bluff (Cha).
White: Heal (Wis), Diplomacy (Cha), Gather Information (Cha).
See Chapter 4 in the Core Rulebook 1 for skill descriptions.
Skill Points at 1st Level: 4+ Int modifier x 4
Skill Points at each additional Level: 4+ Int modifier
Class FeaturesAll of the following are class features of the mana mage
Weapon and Armor Proficiency: A mana mage is proficient with all simple weapons, light hammer, battleaxe, long sword, scimitar, war hammer, halberd, light and heavy shields, and light and medium armor. Mana Mages are prohibited from exotic weapons.
Spells: A mana mage casts arcane spells. Mana mages know a spell if it is of their chosen color(s) (refer to Mana Colors below) or a colorless spell and only if the spell level is half their class level (rounded up) or less. To learn or cast a spell, a mana mage must have a Wisdom or Intelligence score of 10 + the spell’s level. The Difficulty Class of a saving throw for a mana mage’s spell is 10 + the spell’s level + the mana mage’s Wisdom or Intelligence modifier (whichever is higher).
Mana Colors: At first level mana mages chooses up to three different colors of mana they will be able to draw from their memories of the land. The caster makes this choose from the colors red, green, black, blue, and white. Depending on the number of colors the player chooses depends on the amount of mana of each color he or she will receive, displayed in the table below. The colors a mana mage chooses determines which color spells he will be able to cast. A mana mage also gets a base pool of mana, determined by his class level, that can be used as any color mana. A mana mage must rest for at least four hours a day to recover their full reserve of mana.
Colors 1 2 3
| | Bonus Int bonus + wis bonus (max 6) Int bonus + wis bonus (max 6) Int bonus + wis bonus (max 6)
| | Multiplier x 3 x 1.5 (round up) x 1
| | Color Multiplier x mana mage level for chosen color x mana mage level for each of chosen colors x mana mage level for each of chosen colors
|
Mana Burn: When casting spells, the caster takes 1 point of subduel damage, if his or her spell is interrupted, per mana being used for the spell.
Mana Masteries: At 4th, 8th, 12th, 16th, and 20th level the mana mage can gain one mastery, as long as it matches one of the mana mage’s selected colors. These ablities don't apply to spell casting from other classes. A mana mage may select each of the following abilities only once, unless otherwise stated:
Armored Mage (Any): As long as a mana mage is wearing only light armor, he suffers no chance of arcane spell failure while wearing armor. At level 10 and after, this benefit applies to medium armor as well.
Shielded Mage (Any): A mana mage who uses only light or heavy shields, not a tower shield, suffers no chance of arcane spell failure for using a shield.
Channel Spell (Any): A mana mage may channel any spell he can cast into his weapons. Using this ability requires a move action and uses up the same amount of mana as if he had cast the spell. The channeled spell affects the next target that the mana mage successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A mana mage can channel his spells into only one weapon at a time.
Bonus Feat (Any): A mana mage may select any wizard or fighter feat. The mana mage must still meet all prerequisites for a bonus feat. A mana mage may select this mastery more than once.
Improved Calling (Green): All creatures called by the mana mage are treated as if affected by the Augment Summoning feat and the Extend Spell feat. The levels of summoning spells don’t change. This ability stacks with both the Augment Summoning feat and the Extend Spell feat.
Animal Companion (Green): A mana mage may gain an animal companion as a ranger.
Rebuke Undead (Black): A mana mage may rebuke undead as an evil cleric a number of times per day equal to 3 + his Charisma modifier. A mana mage may only select rebuking or turning, not both.
Turn Undead (White): A mana mage may turn undead as a good cleric a number of times per day equal to 3 + his Charisma modifier. A mana mage may only select turning or rebuking, not both.
Empowered Healing (White): Whenever a mana mage casts a Cure, Healing Circle, Heal or Mass Heal spell, the spell is treated as if it were affected by the Empower Spell feat. The levels of spells don’t change. This ability stacks with the Empower Spell feat.
Empowered Wounding (Black): Whenever a mana mage casts a Wound, Circle of Doom, Harm or Horrid Wilting spell, the spell is treated as if it were affected by the Empower Spell feat. The levels of spells don’t change. This ability stacks with the Empower Spell feat.
Pierce Resistance (Red): Whenever a mana mage casts a red spell that deals damage, he may choose to have 10 points of energy damage dealt by the spell to become untyped damage to which energy resistance and immunity do not apply. A mana mage who selects this mastery may select Piercing Evocation as a bonus feat, even if he does not meet the requirements, and have it apply to all red spells that deal damage. This ability stacks with the Piercing Evocation feat.
Elemental Blast (Red): As a standard action a mana mage may make a ranged attack at a target of up to 60 feet away. If successful this attack does 2d6 damage, and is unaffected by spell resistance. Alternatively a mana mage may make a single melee attack and gain a +1 bonus to attack and +1d6 untyped bonus to damage. These abilities increase by 2d6, +1, and +1d6, respectively, for every four mana mage levels, after level four.
Mysticism (Blue): A mana mage increases the DC of all his illusions by one, and gains a bonus of one to dispel checks. These bonuses increase by one for every four levels of mana mage, after level four.
Sneak Attack (Blue): A mana mage gains 1d6 sneak attack, as the rogue ability. The extra damage dealt increase by +1d6 for every four levels of mana mage, after level four. If a mana mage gets a sneak attack bonus from another source the bonuses on damage stack.
Mana Control: Upon acquiring level 10 the mana mage has mastered channeling mana to the point that he no longer takes damage from mana burn.
Planeswalker: Upon acquiring level 20 the mana mage becomes more than a mere mortal, he becomes a planeswalker. With this ascension the mana mage no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the mana mage still dies of old age when his time is up. Further more the mana mage’s creature type becomes outsider, with the native subtype. Lastly a mana mage gains the ability to use Plane Shift as a supernatural ability, at-will.