Magus - ntemplon/legends-of-omterra GitHub Wiki
Magus
Masters of magic, Magi use the power of the arcane to control the battlefield and earn victory.
Role: Magi are strong battlefield magic users. They specialize in the manipulation of the world around them
Game Rule Information
Level | AB | Fort | Ref | Will | Special | Spells |
---|---|---|---|---|---|---|
1 | 3 | 0 | 0 | 10 | Specialization | 2/0/0/0/0/0/0/0/0 |
2 | 5 | 2 | 2 | 13 | 3/0/0/0/0/0/0/0/0 | |
3 | 8 | 3 | 3 | 15 | 3/1/0/0/0/0/0/0/0 | |
4 | 10 | 5 | 5 | 18 | 3/2/0/0/0/0/0/0/0 | |
5 | 13 | 6 | 6 | 21 | Improved Specialist | 4/2/1/0/0/0/0/0/0 |
6 | 15 | 8 | 8 | 23 | 4/3/2/0/0/0/0/0/0 | |
7 | 18 | 9 | 9 | 26 | 4/3/2/1/0/0/0/0/0 | |
8 | 20 | 11 | 11 | 28 | 4/3/3/2/0/0/0/0/0 | |
9 | 23 | 13 | 13 | 31 | 4/4/3/2/1/0/0/0/0 | |
10 | 25 | 14 | 14 | 34 | Focused Specialist | 4/4/3/3/2/0/0/0/0 |
11 | 28 | 16 | 16 | 36 | 4/4/4/3/2/1/0/0/0 | |
12 | 35 | 17 | 17 | 39 | 4/4/4/3/3/2/0/0/0 | |
13 | 40 | 19 | 19 | 42 | 4/4/4/4/3/2/1/0/0 | |
14 | 45 | 21 | 21 | 44 | 4/4/4/4/3/3/2/0/0 | |
15 | 50 | 22 | 22 | 47 | Expert Specialist | 4/4/4/4/4/3/2/1/0 |
16 | 55 | 24 | 24 | 49 | 4/4/4/4/4/3/3/2/0 | |
17 | 60 | 25 | 25 | 52 | 4/4/4/4/4/4/3/2/1 | |
18 | 65 | 27 | 27 | 55 | 4/4/4/4/4/4/3/3/2 | |
19 | 70 | 28 | 28 | 57 | 4/4/4/4/4/4/4/3/3 | |
20 | 75 | 30 | 30 | 60 | Master Specialist | 4/4/4/4/4/4/4/4/4 |
Class Features
Resources: Magi gain 3 + (CON / 5) Health per level, and start with 8 + 2 * (CON / 5) helath at first level. They gain Mana at a high rate, and Stamina and Aether at a minimal rate.
Skills: Magi gain 5 + INT / 2 skill points per level. A Magus's class skills are Craft, Diplomacy, Perception, Sense Motive, Spellcraft, and Use Magic Device.
Weapon and Armor Proficiency: Magi are proficient with staffs and robes, but not with any kind of armor or shield.
Spells: Magi can use spells to help them defeat their enemies. These are drawn from the Magus spell list, which can be found at the bottom of the page. He can use any prepared spell at any time, provided that he has the resources for it.
A magus can only prepare a certain number of spells at a time, given by the table above. A magus knows all spells of any level for which he can prepare a spell, but which spells he prepares can be changed at a tavern (but not a rest shrine).
Specialization: A magus must specialize in one of the five schools of arcane magic: Abjuration, Elemancy, Invocation, Summoning, and Transmutation. A magus must also give up one of the five schools. A magus casts spells from his chosen school with +5 Spell Power, but cannot learn, prepare, or use scrolls of spells from the school that he has given up.
Improved Specialist: At level 5, a magus gains an additional ability based on his specialty school.
- Abjuration: Targets of Abjuration spells gain a movement speed boost of 5 feet / round for the duration of the spell.
- Elemancy: Targets of debuffing Elemency spells deal 10% reduced damage with weapons and spells for one round.
- Invocation: After casting a spell that deals elemental damage, the caster gains 25% resistance to any elemental damage type dealt by the spell for a number of rounds equal to the spell's level.
- Summoning: The duration of summoning spells is doubled.
- Transmutation: You permanently gain 5 feet / round of additional movement speed.
Focused Specialist: At level 10, a magus gains an additional ability based on his specialty school.
- Abjuration:
- Elemancy:
- Invocation:
- Summoning: Summoned creatures gain +5 Constitution.
- Transmutation:
Expert Specialist: At level 15, a magus gains an additional ability based on his specialty school.
- Abjuration:
- Elemancy:
- Invocation:
- Summoning: Summoned Creatures gain +5 Strength and Dexterity
- Transmutation:
Master Specialist: At level 20, a magus gains an additional ability based on his specialty school.
- Abjuration: If the Magus would die from a damage source and his current mana is larger than the damage received, he instead loses mana equal to the damage dealt.
- Elemancy: Each time you cast a spell, you regain hit points equal to the spell's level.
- Invocation: Area of Effect spells cannot damage teammates.
- Summoning: Summoned creatures gain +10 Constitution, Strength, and Dexterity (stacks with previous bonuses) and all Difficulty Classes for the special abilities of summoned monsters are increased by 10.
- Transmutation: Any transmutation spell cast on an ally also casts on the caster for no additional cost.
Magus Spells
1st Level
Abjuration:
Elemancy:
Invocation:
Summoning:
Transmutation:
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level