Mage Specializations

Arcane

Arcane Specialization Spells

Arcane mages control the broadest understanding of magic on Volwryn. In many ways, they are like the generalist wizards or arcane bloodline sorcerers of other worlds. Their focus on the underpinnings of spellcasting gives them better clarity when manipulating those forces to distort time and space.

Arcane Blast (Sp): An arcane mage can choose to cast magic missile as a ranged touch attack against a single creature. If he does, and the spell hits its target, it deals 1d6+1 force damage per missile instead. On a critical hit, the mage regains his spell slot that he can use on his next turn to cast a normal magic missile against the same creature. If he doesn’t use the granted magic missile by the end of his next turn, he loses the slot.

Arcane Barrage (Sp): At 5th level, an arcane mage’s magic missile can be cast as a 2nd-level spell, adding his Intelligence modifier to the damage dealt by the first missile and increasing the maximum number of missiles he creates to six at 11th level.

At 13th level, an arcane mage’s magic missile can be cast as a 5th-level spell, adding his Intelligence modifier to the damage dealt by the first missile and increasing the maximum number of missiles he creates to seven.

Presence of Mind (Ex): At 9th level, an arcane mage can use arcane blast as a standard action once per day. If he knows Quicken Spell, he can apply that feat when using arcane blast in this way. He can do this twice per day at 17th level.

Mastery (Ex): At 7th level, an arcane mage regains his spell slot from arcane blast on a natural 18, 19, or 20, even if that attack is not a critical hit. At 15th level, he regains his spell slot from arcane blast on a natural 15 or higher, even if that attack is not a critical hit.

Evoke Power (Su): At 19th level, an arcane mage can concentrate for a number of rounds up to his Intelligence modifier. He can use this ability any number of times per day, but once he has regained a total number of spell slots up to his Intelligence score, the ability is suppressed until he rests for at least 8 hours.

For each round he successfully concentrates without interruption, the mage regains 1 effective spell slot. Once he stops concentrating, or this ability is interrupted, the mage can total up the effective spell slots he regained and divide them between his expended spell slots however he wants. Any excess spell slots regained in this way are wasted.

Fire

Fire Specialization Spells

Wild and chaotic are the fire mages of Volwryn. With a flare for the dramatic, and a temper to match, these spellcasters are always on the lookout for new ways to strike down their enemies with the might of flame. Unlike elementalists, who draw on the elements for their power, fire mages transform raw arcane energy into burning magic that can incinerate one specific creature in a crowd of its allies.

Firebolt (Sp): A fire mage can cast any fire specialization spell as a melee or ranged touch attack against a single target. If he does, and the attack is a critical hit, the target also catches fire, suffering 1d6 burn damage per 2 spell levels (rounded up). A successful Reflex save against the spell’s original DC (or 10 + the spell’s level + the mage’s Intelligence modifier, if there was no original save DC) after the damage occurs ends the burn, or the fire can be put out normally. If the spell could already catch the target on fire, the mage automatically confirms any critical threat.

Combustion (Sp): At 5th level, when a creature takes burn damage from a fire mage’s firebolt, the mage can cause one of the following effects to occur as a free action.

Ignite: the mage adds his Intelligence modifier to the burn damage. At 13th level, even if the target ends the effect, the mage can use a standard action on his next turn to resume the burn damage (Reflex negates). At 19th level, the mage can cause a creature to start burning for 2d6 fire damage as a standard action (Reflex negates) if it took any fire damage within the last minute (a Perception or Spellcraft check DC 15 reveals this).

Living Bomb: Each of the burning creature’s allies within 5 feet of it must also succeed at a Reflex save or catch fire as well. This extends out to 10 feet at 13th level, and 15 feet at 19th level. Once a creature has caught fire from this effect at least once, it cannot catch fire in the same way until the effect ends.

Fire Blast (Sp): At 9th level, a fire mage can cast a 2nd-level or lower fire spell as a swift action on the same turn that he uses firebolt. He can do this once per day at 9th level, and twice per day at 17th level. This otherwise functions as Quicken Spell.

If the mage uses gift of Volwryn to change specializations, uses of this ability count against his uses of presence of mind (arcane mage), frost nova (frost mage), and improved spellguard (spellbreaker).

Mastery (Ex): At 7th level, a fire mage causes his target to burn with firebolt on a natural 18, 19, or 20, even if that attack is not a critical hit. At 15th level, he causes the target to burn on a natural 15 or higher, even if that attack is not a critical hit.

Frost

Frost Specialization Spells

The Volwryn mage who specializes in frost magic is an inexorable threat, pressing down on his foes with heavy blasts of snow and freezing water, slowing them to the point of paralysis and encasing them in inches-thick sheets of ice. At the mage’s side stands a faithful water elemental, ready to defend him on the rare occasion that an enemy can draw near.

Frostbolt (Sp): A frost mage can cast ray of frost as a 1st-level spell. If he does, the spell has a critical multiplier of x3 and deals 1d6 additional cold damage +1 cold damage per 2 Volwryn mage levels.

Fingers of Frost (Sp): Beginning at 5th level, a frost mage can cast his frostbolt using a 2nd-level or higher spell slot. If he does, he adds his Intelligence modifier to the damage and the target is slowed for 1 round per spell level greater than the original spell. A successful Fortitude save (DC 10 + the current spell level + the mage’s Intelligence modifier) negates the slow.

Mastery (Ex): At 7th level, on a natural 18, 19, or 20, a frost mage increases his frostbolt’s damage by 1d6 and the target is slowed for a minimum of 1 round, even if the attack is not a critical hit. At 15th level, this effect occurs on a natural 15 or higher, even if the attack is not a critical hit.

Water Elemental Companion: At 9th level, a frost mage gains an elemental companion. This functions as the druid’s nature bond class feature, except the companion is a Small water elemental, not an animal (it gains a d10 Hit Die any time a normal companion would gain an additional d8). The elemental can store and cast the mage’s frostbolt in the same way a familiar can hold the charge for and deliver a touch spell.

The mage’s effective druid level with his companion is equal to his Volwryn mage level –8. At 17th level, the mage’s companion becomes a Medium water elemental, and his effective druid level is equal to his Volwryn mage level –4.

Frost Nova (Sp): At 13th level, a frost mage can expend any 1st-level or higher spell slot to cast entangle, centered on himself as a Volwryn mage spell. This functions as the spell, except the effect entangles targets in ice for 1 round/level and deals 2d6 cold damage per spell level as an instantaneous effect. A successful Reflex save deals half damage. The mage can ignore a number of targets (including himself) up to his Intelligence modifier with frost nova’s initial effect (they must still save as normal if they remain in the area).

In addition, a frost mage can use frost nova as an immediate action when an enemy moves into a space within 20 feet of him. He can do this once per day at 13th level, or twice per day at 19th level. This otherwise functions as Quicken Spell.

If the mage uses gift of Volwryn to change specializations, uses of this ability count against his uses of presence of mind (arcane mage), fire blast (fire mage), and improved spellguard (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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