Volwryn Mage

Volwryn mages are a different breed of spellcaster. While their magic comes from the same general source as other arcane magic users, their focus on individual specializations gives them a greater sense of power in some aspects, while restricting their variety in combat situations. Several different wizard groups exist throughout Volwryn, each with its own preference toward one piece of the puzzle that is arcane magic.

Role: A Volwryn mage’s specialization plays a part in how he handles himself in and out of combat. Where fire mages are more up front and chaotic, frost mages prefer to keep their enemies busy. Arcane mages put a lot of time into regenerating their magic, while blood mages can last much longer than all but spellbreakers when it comes to dealing with a threat head on.

Alignment: Any.

Hit Die: d6

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Volwryn mage’s class skills are Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Table: Volwryn Mage
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Broad studies, cantrips, mage specialization 3 2+1
2nd +1 +0 +0 +3 Bonus feat 4 3+1
3rd +1 +1 +1 +3 Gift of Volwryn 4 4+1
4th +2 +1 +1 +4 4 5+1 2+1
5th +2 +1 +1 +4 Specialization feature 4 5+1 3+1
6th +3 +2 +2 +5 4 5+1 4+1 2+1
7th +3 +2 +2 +5 Mastery 4 5+1 5+1 3+1
8th +4 +2 +2 +6 4 5+1 5+1 4+1 2+1
9th +4 +3 +3 +6 Specialization feature 4 5+1 5+1 5+1 3+1
10th +5 +3 +3 +7 4 5+1 5+1 5+1 4+1 2+1
11th +5 +3 +3 +7 Bonus feat 4 5+1 5+1 5+1 5+1 3+1
12th +6/+1 +4 +4 +8 4 5+1 5+1 5+1 5+1 4+1 2+1
13th +6/+1 +4 +4 +8 Specialization feature 4 5+1 5+1 5+1 5+1 5+1 3+1
14th +7/+2 +4 +4 +9 4 5+1 5+1 5+1 5+1 5+1 4+1 2+1
15th +7/+2 +5 +5 +9 Improved mastery 4 5+1 5+1 5+1 5+1 5+1 5+1 3+1
16th +8/+3 +5 +5 +10 4 5+1 5+1 5+1 5+1 5+1 5+1 4+1 2+1
17th +8/+3 +5 +5 +10 Specialization feature 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 3+1
18th +9/+4 +6 +6 +11 Bonus feat 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 2+1
19th +9/+4 +6 +6 +11 Specialization feature 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 3+1
20th +10/+5 +6 +6 +12 Volwryn archmage 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1

Class Features

The following are class features of the Volwryn mage.

Weapon and Armor Proficiency

Volwryn mages Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a mage’s movements, which can cause his spells with somatic components to fail.

Spells

A Volwryn mage casts arcane spells which are drawn from the Volwryn mage spell list. A Volwryn mage can cast any spell from his general spell list, plus any spell from his specialization spell list without preparing them ahead of time.

To cast a spell, a Volwryn mage must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Volwryn mage’s spell is 10 + the spell level + the mage’s Intelligence modifier.

Spells per Day: Like other spellcasters, a Volwryn mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Mage. In addition, he receives bonus spells per day if he has a high Intelligence score.

Unlike a wizard or a cleric a Volwryn mage need not prepare his spells in advance. He can cast any spell to which he has access at any time, assuming he has not yet used up his spells per day for that spell level.

Cantrips: Each day, a Volwryn mage begins with 3 available slots for cantrips he can cast. When he casts a cantrip for the first time each day, it uses one of those spell slots. After that, the mage can cast that same cantrip at will until he rests and regains his spells. A Volwryn mage with no remaining cantrip spell slots cannot cast any new cantrips until he rests and regains his spells. Some specializations add to the number of cantrips from which the mage can cast using his cantrip spell slots.

Mage Specialization

Arcane Specialization | Fire Specialization | Frost Specialization

At 1st level, a Volwryn mage chooses one mage specialization, which determines some of the spells he can cast as well as a number of his class features. Once the mage has chosen his specialization, he can only change it by spending 1 week of downtime to familiarize himself with his new spell lists.

The specializations available to all Volwryn mages are arcane, fire, and frost. The full descriptions of these specializations can be found here. In addition, some areas of that world train other specializations (see ‘Blood Mages and Spellbreakers’, below).

Broad Studies: After choosing his specialization at 1st level, a Volwryn mage also chooses 2 other specializations that count as his broad studies. From each of those specializations, the mage chooses 1 spell of each spell level that he learns. He gains one spell slot for each level of Volwryn mage spell he can use to cast one of those spells each day, from 1st on up. If he retrains his mage specialization, the mage can also retrain his broad studies at that time.

Blood Mages and Spellbreakers: The elves of Volwryn were the among the first users of arcane magic, and their willingness to teach it to other races has waxed and waned over the centuries. Elven mages who give up their elven immunities racial trait, or any race (including elves) with the Volwryn Mage Training feat can select these specializations.

Bonus Feats

At 2nd level, a Volwryn mage gains a bonus feat for which he meets the prerequisites. He can choose any item creation feat, any metamagic feat, or Eschew Materials. The mage gains additional bonus feats at 11th level, and 18th level.

Gift of Volwryn (Ex)

At 3rd level, a Volwryn mage can take 5 minutes to tap into the soul of Volwryn from across any planar boundary to transform his power over the arcane into one of the two specializations he chose with broadened studies. He gains the spells and features of his new specialization. If he hasn’t already, the mage also chooses 1 spell of each level he can cast from his current specialization. He can now cast those spells using the spell slots granted by his broad studies feature while his specialization is changed.

Changing specializations is permanent until the mage changes again. He can rest and regain spells as normal, retaining whatever specialization he currently has, or changing specializations after waking from his 8 hours of rest.

Mastery (Ex)

At 7th level, a Volwryn mage gains the mastery for his current specialization. This mastery improves at 15th level.

Volwryn Archmage (Su)

At 20th level, a Volwryn mage adds the highest enhancement bonus granted by equipment he wears or wields to his Intelligence score when determining his bonus spells per day. The mage must keep that item in his possession for at least 24 hours if it is a weapon, or wear it for at least 24 hours if it is armor, a cloak, or any other item worn in a slot.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have fighters as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
Core Races
Dwarf Gain a +1/4 bonus to confirm critical hits with frostbolt. This does not stack with Critical Focus. BoMTv3
Elf Gain a +1/4 bonus to confirm critical hits with spellblade. This does not stack with Critical Focus. Patreon
Gnome Gain a +1/4 bonus to confirm critical hits with arcane blast. This does not stack with Critical Focus. BoMTv3
Half-Orc Add one spell known from the blood specialization spell list as a Volwryn mage spell. This spell must be at least one level below the highest spell level the mage can cast. Patreon
Human Add +1/2 to cold and fire spell or spell-like ability damage. BoMTv3
Other Races
Goblin Gain a +1/4 bonus to confirm critical hits with firebolt. This does not stack with Critical Focus. BoMTv3
Minotaur Add one spell known from the fire specialization spell list as a Volwryn mage spell. This spell must be at least one level below the highest spell level the mage can cast. BoMTv3
Reborn Gain +1 temporary hit point when using blood bolt. Patreon
Skinwalker Add one spell known from the spellbreaker specialization spell list as a Volwryn mage spell. This spell must be at least one level below the highest spell level the mage can cast. Patreon
Tiefling Add one spell known from the arcane specialization spell list as a Volwryn mage spell. This spell must be at least one level below the highest spell level the mage can cast. BoMTv3
Ursaren Add one spell known from the frost specialization spell list as a Volwryn mage spell. This spell must be at least one level below the highest spell level the mage can cast. BoMTv3

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Archetypes / Alternate Class Features
Archetype / Alternate Class Feature Class Features Replaced
Class Skills Skill Ranks Per Level BAB Hit Die Weapon & Armor Spells Mage Specialization Bonus Feats Specialization Features Mastery Volwryn Archmage
1 5 9 13 17 19
Blood Mage                                
Spellbreaker                                
Section 15: Copyright Notice

The Book of Many Things Volume 3: Realms of Magic, © 2020,Samurai Sheepdog; author Kevin Glusing.

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