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Mage

Hit Dice: d6 Arcana: Intelligence Proficiencies: All Simple Weapons Skill Points: 4 + Intelligence

Class Skills: Concentration, Craft, Knowledge (all individually), Linguistics, Scry, Search Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Att. Fort. Refl. Will +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special

+2 Arcane Blast, Arcane Bond, Arcane Shield, Cantrips, Scribe Scroll +3 +3 +4 Bonus Feat +4 Mastered Spell +5 +5 +6 Bonus Feat +6 +7 Mastered Spell +7 +8 Bonus Feat +8 +9 +9 Mastered Spell +10 Bonus Feat +10 +11 +11 +12 Bonus Feat, Mastered Spell

Arcana Pool: Every character has some amount of personal arcana. A mage learns as part of their studies how to access this arcane energy, with time growing both more powerful and more skilled in utilizing their store of power efficiently. A mage begins play with an arcana pool equal to his intelligence score, at every level thereafter his maximum arcana increases by an amount equal to his intelligence modifier (increases to the mage's intelligence score increase this pool retroactively, in the same manner as hit points). Some races have more innate arcane energy then others, and many mages find themselves searching for other ways to enhance their power as they grow in knowledge and experience. If a mage's (or anyone else's) arcana pool becomes empty he becomes fatigued until he has a chance to rest and replenish it above 0. If an effect drains a character's arcana pool past 0 it may begin doing hit point damage. A mage's arcana pool replenishes at a rate of half his mage level (rounded down) per hour. If the mage is able to rest and meditate this rate increases to his mage level per hour. Scribe Scroll: The mage gains Scribe Scroll as a bonus feat.

Arcane School: A mage can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A mage that does not select a school receives the universalist school instead. A mage that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. The mage gains a +1 bonus to his caster level and +2 bonus to any skill checks regarding his favored school. He casts spells from his opposed schools at -2 caster level and takes a -4 penalty on skill checks related to his opposed schools. The bonuses and penalties to skill checks apply when crafting magic items with spells of relevant schools as prerequisites. A universalist mage can prepare spells from any school without restriction. Any costs for researching a new spell in the chosen school of specialization are half normal. Each school also grants additional benefits and powers as the mage advances. Arcane Bond (Su): When a mage finishes the first stage of their studies they perform an eight hour long ritual to forge their Arcane Bond. This bond is an important step in a mage's growth, as it allows them to step beyond mere hedge-wizardry into the realms of true magic. The bond serves as a conduit through which the mage can touch and manipulate the flows of magic, as well as a reserve of arcane power beyond the mage's own, limited, personal supply. The bond can take one of two forms, that of a familiar or a bonded object. Mages who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material (unless the mage is able to afford the additional cost). If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded, or at least in hand. If a mage attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 10 + the spell's Arcana cost. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can store spells and raw arcana for later use. It can store up to 4 points of arcana per mage level, and it acts as a spell storing item. At first level a bonded object can store one spell. At levels 9 and 18 the bonded object can store one additional spell. The arcana cost of any stored spells counts against the total number of arcana points the item can hold, and the stored spells cannot total more Arcana than twice your Mage level. A mage can also add additional magic abilities to his bonded object as if he has the required item creation feats. He does not have to meet the normal requirements for the feat to enhance his bonded item. The magic properties of a bonded object, including any magic abilities added to the object, only function for the mage who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. The mage also gains a pool of effective gold with which to enhance his bonded item, in addition to any actual gold he might spend to do so. This amount is equal to 500gp per level. If a bonded object takes enough damage to gain the broken condition it loses half (rounded up) of the currently stored arcana within it, as well as any stored spells. It can be repaired through magic or mundane means normally. If a bonded object is destroyed the mage immediately loses half of his maximum arcana and must make a DC 20 will save or suffer 1d4 points of constitution damage. He also takes a penalty to his caster level equal to half his mage level until he is able to forge a new bond. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 day in a special ritual that costs 200 gp per mage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A mage can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. If the mage chooses to have a familiar he gains the benefit of the Alertness feat whenever his familiar is within 30ft, as well as one other benefit dependent on the type of animal the familiar begins as. Other abilities and benefits are as follow. Familiars are creatures of magic, and as such the mage can use his familiar as a source of power in an emergency. Treat the familiar's hit points as a secondary arcana pool which the mage can draw from instead of his own. Familiar's gain the following abilities.

Familiar's Ability Scores: Strength and Dexterity as master's + or - size modifiers, Constitution as Master's, Intelligence = Master's minus 4, Wisdom = Master's plus 4, Charisma 10 at 1 st level, +1 at levels 3, 7,11, 15, and 20. (These only take into account base scores, not enhancement or other bonuses) Spirit Link: You have an empathic and telepathic bond with your familiar, and as long as it is alive and on the same plane you can communicate with it. Deliver Touch Spells: starting at 3rd level a mage's familiar can deliver spells with a range of touch as if the mage were touching the target himself. Spells: At 3rd level the familiar gains the ability to cast a small number of spells. It casts as a sorcerer with a caster level progression shown on the table. Its known spells must be in your spell book, and it uses its hit points as its arcana pool. Alternate Form: at 5th level the familiar gains the ability to assume a second form. This works as Alter Self, but is not restricted by creature type. At level 11 the familiar gains a second alternate form, of any tiny or small creature, and at level 17 gains a third of any tiny, small, or medium creature. See through Familiar: By concentrating you can see through your familiar's eyes as if you were there, you see as well as your familiar does, including lowlight vision and darkvision. Initiating this ability is a standard action, and you are considered flatfooted for the duration. Spell Resistance: at 11th level your familiar gains spell resistance equal to 5 + your mage level. Channel Spell: By making a successful concentration check and extending the casting time by one round per level of the spell you can cast a spell through your familiar. Treat your familiar as the point of origin for all effects of the spell. This is most often used in conjunction with the See through Familiar ability, as otherwise targeting a spell might prove difficult if the familiar is not nearby. Master's Level 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 Deliver Touch Spells, Spells Alternate Form (tiny), Speech Special Ability See through Familiar Spell Resistance, Alternate Form (tiny or small) Special Ability Channel Spell Alternate Form (tiny, small, or medium) Special Ability Abilities Alertness, Improved Evasion, Share Spells, Spirit Link, Special Ability Nat. AC Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 CL 0 1 1 2 2 3 3 4 4 5

Special Abilities: Darkvision 60 ft, Damage Reduction 5/ Magic or Cold Iron, Damage Reduction 10/ Magic and Cold Iron, Energy Resistance 5, Energy Resistance 10, Concealment 25%, Concealment 50%, Improved Vitality, Telepathy 50ft, Shared Vitality 30ft, Bonus Feat (must meet the prerequisites), Improved Spell Resistance, Extra Alternate Form

Cantrips(Sp): Cantrips are small elementary magics that are the first things most mages learn before progressing to more difficult spells. Any cantrip a mage knows is available all the time. Cantrips function in basically the same way as spells, but require such little effort on the mage's part that they use no arcana, and thus are not expended. Using a cantrip is, unless specified otherwise, a standard action that does not provoke an attack of opportunity. A mage can use a cantrip any number of times a day. The mage can attempt to disguise the casting of a cantrip with a DC 15 bluff or sleight of hand check. If successful, opponents and observers do not realize the mage used a cantrip unless their perception check beats the mage's bluff or sleight of hand. Arcane Blast(Sp): If other options do not present themselves a mage can resort to combat with raw arcane energy. Using an Arcane blast is an attack action, and requires a somatic component. Each bolt costs 1 AP. Arcane blast is a ranged touch attack that deals 1d4 points per three caster levels (not counting bonuses from your specialist school, if applicable), and has a range increment of 25 ft, with a maximum of ten range increments. A specialist evoker can apply his Energy Affinity ability to his arcane blast, in which case its damage is of the chosen energy type. The Weapon Focus and Weapon Specialization feats can be applied to Arcane Blast. Arcane Shield(Sp): Generally used as a last resort, a mage can erect an arcane shield as an immediate action and maintain it by spending one point of arcana per round. While an arcane shield is active, if an attack would successfully hit the mage, it is instead absorbed by the shield. Every 5 points of damage absorbed consumes one AP. At 9th level this increases to 10 points of damage per AP, and at 18 th level, to 20 points of damage per AP. Mastered Spell(Ex): Starting at 5th level the mage may choose one spell to become a favored spell. Favored spells are those most used and familiar to a mage, and can be cast without needing to be prepared beforehand. The chosen spell must be one the mage has found themselves using with some regularity, and must be below their highest available level. Additional favored spells are gained at levels 10, 15, and 20. Spells: A mage casts arcane spells. To learn, prepare, or cast a spell, the mage must have an Intelligence score at least as high as the spell's base Arcana cost, and must have sufficient Arcana to actually cast the spelll. The Difficulty Class for a saving throw against a mage's spell is 10 + half the mage's caster level for that spell + the mage's Intelligence modifier. Magic is very complex, and casting spells takes a good deal of time. In order to cast spells quickly, it is necessary to do much of the work ahead of time. If one uses a cooking metaphor, preparing a spell is something like packing a lunch: By doing more work now, it is possible to eat more quickly later. This work takes time. Level 0 1 2 3 4 5 Cost 0 AP 1 AP 3 AP 5 AP 7 AP 9 AP

6 11 AP At first level a mage can prepare a number of spells equal to his intelligence modifier. At every odd level after first the mage may prepare one additional spell. This limit 7 13 AP represents the mage's ability to keep hold of the partially cast spell. In order to prepare 8 15 AP a spell, the caster holds the number of arcana points required to cast the spell and 9 17 AP spends time concentrating on it. The arcana used to prepare the spell are not spent until the spell is cast, but they cannot be used for anything else without sacrificing the prepared spell. It takes 10 minutes to prepare a spell, minus one minute for every spell level below the casters maximum the spell is. For instance, if Aerin the mage were 4th level, it would take him 10 minutes to prepare Hold Person, since 2nd level spells are the highest level he can cast. If he wanted to prepare Magic Weapon instead, it would take only 9 minutes. Later in his career, at 17th level, when he could cast 9th level spells, it would only take him 2 minutes to prepare Magic Weapon. If the mage wishes to spend additional arcana points in order to increase a spells damage, he must do so when the spell is prepared. While preparing a spell, a mage must be able to concentrate. He may take 10 on any Concentration checks against environmental conditions, but if he takes damage he must roll a check normally. If he fails the check, the spell (and any spell points spent on it) is lost.

If a spell has a verbal or somatic component, than so does the process or preparing it. To prepare a spell, the mage must also have access to any foci or material components the spell requires. However, material components are not actually consumed until the spell is cast. A mage can prepare and cast any spell with an arcana cost equal to or less then his caster level, but cannot normally spend more arcana points on a single spell than his caster level for that spell. A mage may know any number of spells, dependent only on his spellbooks. Channeling and Metamagic Many spells have channeling costs as part of their descriptions, which enable the casting mage to spend additional arcana for additional or improved effects. In addition to these spell specific costs, there are several general things which should be known about channeling, and how it interacts with metamagic. Metamagic feats (usually) raise a spells effective level. In order to use a metamagic feat the mage must be able to pay the difference in AP between the spells normal level and the adjustment from the metamagic feat. This is usually an amount of 2, 4, or 6, although some particularly powerful metamagic feats may have a cost of 8 or 10. First, any additional arcana spent on a spell raises its effective level for the purposes of determining its saving throw DC. Effectively, the channeling system had the heighten spell metamagic feat built into it for free. A caster can simply spend extra AP to boost a spell's save DC, up to the maximum they can spend on that spell. .. grrr.

Spellbook: Except for cantrips and any spells known with the Spell Mastery feat a mage cannot prepare his spells without a spell book. A mage begins play with a spellbook containing 10 + his Intelligence modifier cantrips (excluding those from his prohibited schools, if any; see Arcane Schools) plus three first circle spells of his choice (these must be spells the mage is actually capable of casting). The mage may then select a number of additional first circle spells equal to his intelligence score, these need not all be spells the mage can cast immediately. These represent spells learned from the mage's master or other source of learning, some of which the mage may not yet be powerful enough to use. In most instances, new spells are learned from other mage's or sources of arcane knowledge, such as found spellbooks, or through personal research. It can be assumed that an adventuring mage is using as much spare time as possible poring over notes, tomes, and research in order to master new spells. At every new level the mage can add one spell to their spellbook that they are capable of casting. Additionally, specialist mage's gain another spell known to their spellbook at every odd level starting at 3rd, which must be of their specialized school. Individual spell descriptions will say how many pages the spell takes up. The average spell book has one hundred pages to begin with.

Arcane Schools
The following descriptions detail each arcane school and its corresponding powers. Each school has several powers that each mage learns by default Abjuration School The abjurer uses magic against itself, and masters the art of defensive and warding magics. Improved Arcane Shield (Su): You can use your Arcane Shield as an immediate action. At 10 th level it no longer costs you any arcana to maintain your arcane shield. Instinctive Dispelling (Sp): At 6th level you can spontaneously cast dispel magic without preparing it before hand. This costs 6 AP instead of the spell's normal cost of 5. At 12 th level you can also spontaneously cast greater dispel magic for 12 AP instead of the normal 11. Abjurant Master (Ex): At 10th level your effective caster for all Abjuration spells is increased by 2 for the purposes of caster level checks made to dispel or resist dispelling. This bonus increases to +4 at 20 th level.

Conjuration School
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will. Improved Summons(Su): Your summon monster spells last a number of extra minutes equal to your intelligence modifier. At 10th level you can cast summon monster spells in half the time, and at 20th level all creatures you conjure via summon monster spells arrive with maximum hit points per hit die. Dimensional Steps (Sp): At 8th level, you can spontaneously cast dimension door without preparing it before hand. This costs 8 AP as opposed to the spell's normal cost of 7. At 16th level you can also spontaneously cast greater teleport for 16 AP instead of the normal 15. Adept Bargainer (Ex): You add your Intelligence modifier to all command checks for Summoned monsters and on bargaining checks for creatures called through Planar Binding spells. Divination School Diviners are masters of remote viewing, prophecies, and using magic to explore the world. Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your mage level (minimum +1). At 10th level you can choose to take 10 on initiative checks. At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Scrying Adept (Su): You can use magically or supernaturally enhanced senses through spells such as clairaudience/clairvoyance. At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a 10 penalty on their save to avoid your scrying attempts. Inherent Divination (Su): At 10th level, once per day when you cast any Detect spell you can choose for its duration to become 24 hours. At 20th level you can use this ability a number of times per day equal to your Intelligence modifier, and it applies to any divination spell with an effect emanating from you. Enchantment School The enchanter uses magic to control and manipulate the minds of his victims. Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five mage levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning. Voice of Reason (Ex): Targets of your Charm spells only gain a +4 bonus to their saving throw if they are currently threatened by you or your allies. At 7th level the bonus is reduced to +2, and at 14th level they do not gain any bonus on their saves vs your Charm spells from circumstance. Insidious Enchantment (Su): At 10th level you can choose to delay the effects of a Dominate spell as you cast it. If the target creature fails it saving throw against he spell, it believes itself to have succeeded and no discernible control is established. You can still see through the creature's senses, but cannot otherwise command it. At any point within a number of days equal to your intelligence modifier you can than choose to activate the spell. You must be using the mental link, or otherwise able to communicate with the target, and use a standard action to activate the spell, at which point the affected creature comes under your control per the spell's description. The days delayed count against the spell's duration. At 20 th level you can delay a spell a number of days equal to twice your Intelligence modifier, and these days no longer counts towards the spells duration. Evocation School Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease. Energy Affinity (Su): Choose one of the following, cold, electricity, fire, force, or sonic. Spells or abilities you use with the selected descriptor deal one additional point of damage for each die of damage dealt. This extra damage is not subject to energy resistance (if applicable). You gain a second affinity at 10 th level, and a third at 20th level. When using your Arcane Blast you can choose to have it deal damage of one of your energy affinity types. Energy Immunity (Su): You gain energy resistance equal to your level against your first Energy Affinity, half your level against your second, and a quarter your level against the third.

Energy Gestalt (Ex): Starting at 10th level you begin learning how to combine different energy types to great effect. Whenever a target is affected successively by two of your spells of your preferred energy types the second spell gains a +2 to its save DC and may have an extra effect depending on the combination. At 20 th level you can combine all three energy types to even greater effect. Illusion School Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes. Extended Illusions (Su): Any illusion spell you cast with a duration of concentration lasts a number of additional rounds equal to 1/2 your mage level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of concentration become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends. Glamer(Su): You gain a +2 enhancement bonus to Disguise, Sleight of Hand, and Stealth checks. This bonus increases by +1 for every five mage levels you possess, up to a maximum of +6 at 20th level. At 20th level, you gain Hide in Plain Sight. Invisibility Field (Sp): At 6th level, you can make yourself Invisible as a swift action. This costs 3 AP plus one additional each consecutive round. At 8th level for 5 AP this functions as Invisibility Sphere, and at 10th level for 7 AP this functions as Greater Invisibility.

Necromancy School Necromancers seek to master the secrets of life and death, Conditions DC communing with the dead and raising the living. Died today 8 Sight Unseen (Su): You gain the ability to sense and potentially Died in the last month 12 communicate with the dead. When in close proximity to a location where at least one sentient creature died you may try to pierce the Died more than a month ago 16 veil and experience an echo of that being's final moments. You Died more than a year ago 20 must spend one minute to activate this power and make a special Died more than a decade ago 24 check (your caster level + your Intelligence modifier). If the DC is 0 or less you automatically succeed. If you beat the DC by 10 or more Died more than a century ago 28 you may communicate with the shade in a limited fashion. This Died more than a millennium ago 32 communication functions as the spell Speak with Dead, except that Died by violence -3 the shade can refuse to answer questions based on how it would have reacted towards you in life. If you fail the check you are Died in suffering -4 shaken for one minute. If you fail by ten or more you are also Had unfinished business -5 fatigued. th Ancestral Knowledge (Su): Starting at 6 level you are able to tap into the knowledge of the afterlife to augment your own. Select 3 skills, these skills are considered to be in class skills for you. You also gain a +2 circumstance bonus on all knowledge skills. At levels 12 and 18 you gain 3 more in class skills and your bonus on knowledge checks increases by 2. Guardian Spirits (Sp): At 7th level you gain the ability to call forth one of you patron spirits to aid and protect you for a number of minutes per day equal to your caster level. Using this ability is a full round action that provokes an attack of opportunity. The shade arrives at the beginning of your next turn and remains until dismissed, each use of this ability uses at least one minute of its duration. Its stats are identical to an undead Shadow, but it cannot create spawn. At 14th level when using this ability you can choose to summon 1d6 Shadows or one Greater Shadow, and at 20th level you can call forth 2d6 Shadows, 1d4 Greater Shadows, or one Dread Wraith. If you call a single shade and it is destroyed you cannot use this ability again for 24 hours. If individual shades from a group are destroyed the number you call is reduced by however many were destroyed for 24 hours. Transmutation School Transmuters use magic to change the world around them.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every four mage levels you possess to a maximum of +6 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 10th level, you can choose a second ability score that receives the bonus at -2, and at 20 th level third stat which receives the bonus at -4/. Change Shape (Sp): Starting at 8th level, you can change your shape for a number of minutes per day equal to your mage level. These minutes do not need to be consecutive. This ability otherwise functions like beast shape II. At 12th level, this ability functions like beast shape III or form of the dragon I. At 16th level it functions as beast shape IV, form of the dragon II, or giant form I, and at 20th level it functions as beast shape IV, form of the dragon III, or giant form II. Also at 20th level the duration is increased to hours per level per day, rather than minutes. Superior Enhancements (Ex): Starting at 10th level, any transmutation spell you cast that increases an ability score or skill grants a higher bonus than normal. At 10th level this increase is two points, thus a spell like bull's strength would provide a +6 enhancement. This bonus increases by another 2 points at 20 th level. Universalist School Mages who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters. Greater Prestidigitation (Sp): Once per day you can use this ability to cast any first level arcane spell. This does not cost any arcana, nor can the spell be modified with metamagic feats, although any other feats, such as spell focus, apply. Casting time, components, and other aspects of the spell are unchanged. You gain an additional use of this ability at every odd numbered mage level, to a maximum of 10/day at 19 th level. Spell Mastery (Ex): Starting at 5th level the universalist mage gains spell mastery as a bonus feat. The universalist mage gains additional mastered spells at levels 10, 15, and 20. Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two mage levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting. Class Options Biomancer Bonded Summoner A few rare Conjurers learn the ways of the Bonded Summoner. A Bonded Summoner draws power from a pact with an extra-planar being that is (probably) to their mutual benefit. The Bonded creature grants the mage some measure of its power and the ability to call it forth for long periods of time in exchange for being able to experience the mortal plane and a sharing of the mage's life force. The mage loses two points of constitution permanently, as well as their Arcane Bond. In exchange they gain a powerful companion and guardian in the form of an Eidolon, as per the Summoner class feature from the APG. A bonded summoners eidolon can be called at any time, in a ritual summoning that takes 1 minute to perform and costs the mage 1 HP per HD of the eidolon. At first the eidolon can remain on the mortal plane for up to an hour per caster level per day, usable in ten minute increments. Upon attaining the Second Circle at 7 th level the duration the eidolon can remain on the mortal plane increases to 1 day per caster level, before needing 1 day rest, and upon attaining the Third Circle of power the connection between Mage and Eidolon has strengthened to the point that it can remain on the mortal plane indefinitely. The summoning ritual also becomes easier as the pair grown in power and experience, being reduced to 3 rounds at 7th level, then 1 round at 13th level.

If it is slain in combat the bonded mage takes a -2 penalty to caster level for an hour, and it cannot be called again for 24 hours. Bonded summons are somewhat more real on the material plane than normal summoned creatures, and can be more hurt as a result. The bonded creature can grant the mage extra arcana in a manner similar to a normal familiar, using its HP as its AP, but this is at the creature's discretion. The mage gains the benefits of the alertness feat as long as the bonded creature is within 30 ft of him, and he can heal it by spending AP on a 1-1 AP to HP basis. At first the bonded creature must remain within medium range of the mage or the bond weakens to the point of nothing and the creature is returned to its home plane, this increases to long range at 10 th level, and at 20th level as long as the mage and bonded creature are on the same plane of existence the bond functions normally. Additional abilities can be learned through feats. Dreamweaver Elementalist Mind Mage (Cerebrex) Necromaster Barrier Magus

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