Mage Of Earthsea (3.5e Class)

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Mage Of Earthsea
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Status: 99%
Editing: Constructive edits welcome

Created By:La Mortis

Contents

[edit] Mage Of Earthsea

By studying the true names of things you have learned to control them, using there power and bending them to your will.

[edit] Making a Mage Of Earthsea

Great caster with a good amount of hp and a versatile spell style. Week points include low ac and a small spell list and spells per day, Outside of a healer they are a party members best friend. For most Mage's of Earthsea care little for there fellow party members, because his love for the names of everything is much greater then what little he cares for the party. but on the other hand there are some who care for there companions very much even so far as to multiclass into healing classes(cleric, druid, paladin, ect..).

Abilities: Charisma, constitution, and intelligence are the most important. Charisma determines how many spells he can cast per day, and how hard those are to resist. A earthsea mage also befits from a high Constitution for special ability's and there special spell like ability's concentration checks. And intelligence for higher spellcraft because of the good amount of de-Buffs and skill points.

Races: Any (commonly human)

Alignment: Any (most are CN or N)

Starting Gold: 3d4

Starting Age: Simple

Table: The Mage of Earthsea

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +1 Bonus Feat, Quicken Spell Like Ability's 2 1
2nd +1 +3 +0 +1 Name Mastery Rank I 2 2
3rd +1 +3 +1 +1 Name Mastery Rank I 3 2 1
4th +2 +4 +1 +2 Name Mastery Rank II 3 3 1
5th +2 +4 +1 +2 Name Mastery Rank I 4 3 1
6th +3 +5 +2 +2 Name Mastery Rank I 4 4 2 1
7th +3 +5 +2 +2 Name Mastery Rank II 5 4 2 1
8th +4 +6 +2 +3 Name Mastery Rank I 5 5 2 2
9th +4 +6 +3 +3 Name Mastery Rank I 6 5 3 2
10th +5 +7 +3 +4 Name Mastery Rank II 6 6 3 2 1
11th +5 +7 +3 +4 Name Mastery Rank III 6 6 3 3 1
12th +6/+1 +8 +4 +4 Name Mastery Rank I 6 6 4 3 2
13th +6/+1 +8 +4 +5 Name Mastery Rank II 6 6 6 6 3 1
14th +7/+2 +9 +4 +5 Name Mastery Rank III 6 6 6 6 4 2
15th +7/+2 +9 +5 +5 Name Mastery Rank II 6 6 6 6 4 2
16th +8/+3 +10 +5 +5 Name Mastery Rank II 6 6 6 6 4 2
17th +8/+3 +10 +5 +6 Name Mastery Rank III 6 6 6 6 4 2 1
18th +9/+4 +11 +5 +6 Name Mastery Rank II 6 6 6 6 5 2 2
19th +9/+4 +11 +6 +6 Name Mastery Rank II 6 6 6 6 5 3 2
20th +10/+5 +12 +6 +6 Name Mastery Rank III 6 6 6 6 5 3 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha),Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Spellcraft (Int), Use Rope (Dex) .

[edit] Class Features

All of the following are class features of the Earthsea Mage.

Weapon and Armor Proficiency: Mage Of Earthsea is proficient with all simple and martial weapons.

Earthsea Mage's are proficient with light armor but not with shields

Spells:A Mage Of Earthsea casts arcnae spells which are drawn from the spell list Below. He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a Mage Of Earthsea must have a charisma score equal to at least 10 + the spell level. The difficulty class for a saving throw against a Mage Of Earthsea’s spell is 10 + the spell level + the Mage Of Earthsea Charisma modifier.

Like other spell casters, a Mage Of Earthsea can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Below. In addition, he receives bonus spells per day if he has a high Charisma score.

A Mage Of Earthsea selection of spells is very limited because they rely more on there name mastery, but the spell list offers the variant types that you Can Make(until this one is fished then i can start braking down and making the various types of Mage's Of Earthsea more specific). At each new Mage Of Earthsea level, he may gain one or more new spells, as indicated on table of Mage Of Earthsea spells known. (Unlike spells per day, the number of spells a Mage Of Earthsea knows is not affected by his Charisma score; the numbers on table of Mage Of Earthsea spells known are fixed.)

Upon reaching 4th level, and at every even-numbered Mage Of Earthsea level after that (6th, 8th, and so on), a Mage Of Earthsea can choose to learn a new spell in place of one he already knows. In effect, the Mage Of Earthsea “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Mage Of Earthsea spell the Mage Of Earthsea can cast. A Mage Of Earthsea may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A Mage Of Earthsea He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. Mage Of Earthsea's choose their spells from the following list:

[edit] SPELLS

0— Mending, create water, detect poison, purify food and drink, Light, Read Magic, Acid Splash, Daze, Ray Of Frost, Disrupt Undead, Know Direction, Summon Monster I

1st— Animate Rope, Detect Secret Doors, Identify, Resist Energy, Obscuring Mist, Unseen Survent, Burning Hands, Shocking Grasp, Cause Fear, Enlarge Person, Jump, Magic Weapon, Reduce Person, Summon Monster II, Magic Stone, Magic Fang.

2nd— Fog Cloud, Summon Swarm, Continual Flame, Darkness, Flaming Sphere, Gust Of Wind, Scorching Ray, Levitate, Pyrotechnics, Summon Monster III, Animal Messenger, Animal Trance, Delay Poison, Locate Object, Locate Creature, Suggestion, Whispering Wind, heat Metal, Chill Metal.

3rd— Summon Monster IV, Charm Monster, Confuse, Daylight, Dispel magic, Phantom steed, Remove Curse, Slow, Animate Dead, Bestow Curse, Wind Wall, Water Walk, Water Breathing, Stone Shape, Remove Disease, remove blindness/deafness, Protection From Energy, Greater Magic Weapon, Diminish Plant, Greater Magic Fang, Sleet Storm, Fire Ball, Lighting Bolt, Halt Undead, Flame Arrow,

4th— Evards Black Tentacles, Minor Creation, Summon Monster V, Fire Shield, Ice Storm, Wall Of Fire, Wall Of Ice, Phantsmal Killer, Shadow Conjuration, Contangion, Polymorph, Animal Growth, Commune With Nature, Brake Enchantment, Death Ward, Neutralize Poison, Air Walk, AntiPlant Shell, Blight, Giant Vermin, Repel Vermin, Rusting Grasp, Spike Stones, Dismissal, Imbue With Spell Ability, Poison, Modify Memory,

5th— [Major Creation], Mordenkainen's Faithful Hound, Summon Monster VI, Wall Of Stone, Hold Monster, hold Person, Mind Fog, magic jar, fabricate, passwall, telekinesis, call lightnig, awaken, baleful polymorph, control wind, insect plague, wall of thorns, raise dead, slay living, true seeing, nightmare .

6th— animate objects, eyebite, sympathetic vibrations, summon monster VI, antilife shell, blade barrier, create undead, word of recall, live oak, move earth, repel wood, transport via plant, greater dispell magic, acid fog, wall of iron, chain lightning, otilukes freezing sphere.

Table: Mage Of Earthsea Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 2 1
2nd 3 1
3rd 3 1 1
4th 3 2 1
5th 4 2 2
6th 4 3 2 1
7th 5 3 3 1
8th 5 4 3 1
9th 6 4 3 2 0
10th 6 4 3 2 1
11th 6 5 3 3 1
12th 6 5 4 3 2
13th 6 5 4 3 2 1
14th 7 6 4 3 2 1
15th 7 7 5 4 2 1
16th 7 7 6 4 3 2
17th 8 7 6 5 3 2 1
18th 8 7 6 5 4 3 2
19th 9 8 7 6 5 4 3
20th 10 9 8 7 6 5 4

Table: Domain Rank I Mage Of Earthsea

Domain Rank 1 Spells
Air Domain Obscuring Vision, Wind Wall, Gaseous Form
Animal Domain Calm Animals, Hold Animals, Dominate Animals
Death Domain Cause Fear, Death, Speak with Dead
Earth Domain Magic Stone, Soften Earth And Stone, Stone Shape
Fire Domain Burring Hands, Resist Energy, Produce Flame
Plant Domain Entangle, Bear Skin, Plant Growth
Sun Domain Endure Elements, Heat Metal, Searing Light
Water Domain Obscuring Mist, Fog Cloud, Water Breathing

Name Mastery Rank I: A Mage of Earthsea may chose one domain and gain the spells of the domain from the list above, this spells are cast in a much different way from your normal spells. When out side Of battle you may cast any of your mane mastery spells at-will as a free action as many times as you want. When in battle a Mage of Earthsea must make a concentration check to cast the spell as a free action at-will spell like abilty, if failed then chanting the name the spell will have no effects. using the name mastery abilty more then once with in 1 min raises the DC of the concentration check(see Below For DC). A Mage of Earthsea dose not gain granted power from the domain like clerics.

Table: Domain Rank II Mage Of Earthsea

Domain Rank II Spells
Air Domain Air Walk, Control Winds, Chain Lightning
Animal Domain Summons Natures Ally IV(animal Only), Commune With Nature, Antilife Shell
Death Domain Death Ward, Slay Living, Undeath to Death
Earth Domain Spike Stone, Wall Of Stone, Stoneskin
Fire Domain Wall Of Fire, Fire Shield, Fire Seeds
Plant Domain Command Plants, Wall Of Thorns, Repel Wood
Sun Domain Fire Shield, Flame Strike, Fire Seed
Water Domain Control Water, Ice Storm, wall of water

Name Mastery Rank II : Upon reaching 4th lvl and every 3rd lvl After the 4th a Mage of Earthsea gains further knowledge of a name mastery domain. A Mage of Earthsea can select one of the domains that they have name mastery rank I in already.

Table: Domain Rank III Mage Of Earthsea

Domain Rank III Spells
Air Domain Control Weather, Whirlwind, Elemental Swarm(air Only)
Animal Domain Animal Shapes, Summon Natures Ally VIII(animals Only)
Death Domain Destruction, Finger of Death, Wail Of The Banshee
Earth Domain Earthquake, Iron Body, Elemental Swarm(Earth Only)
Fire Domain Fire Storm, Incendiary Cloud, Elemental Swarm(Fire Only)
Plant Domain Animate Plants, Control Plants, Shambler
Sun Domain Sunbeam, Sun Burst, Prismatic Sphere
Water Domain Acid Fog, Horrid Wilting, Elemental Swarm(water Only)

Name Mastery Rank III : Upon reaching 11th lvl a Mage of Earthsea gains further knowledge of a name mastery domain. A Mage of Earthsea can select one of the domains that they have name mastery rank II in already.


DC For Casting Domain Spells
DC Result
10 Name Master Rank I Ability, + 5 per Name Mastery Ability Used In Last Min
15 Name Master Rank II Ability, + 5 per Name Mastery Ability Used In Last Min.
20 Name Master Rank III Ability, + 5 per Name Mastery Ability Used In Last Min.


[edit] Ex-Mage Of Earthsea

When a Mage of Earthsea changes class or no longer takes classes in the Mage of Earthsea he will retain all spells, skills, and spell like ability.


[edit] Human Mage Of Earthsea Starting Package

Weapons: Heavy Flail

Armor: Studded Leather

Skill Selection:


Skill Ranks Ability [[Armor
Check
Penalty]]
Bluff 4 Cha
Concentration 4 Con
Handel Animal 4 Cha
Knowledge(Geography) 4 Int
Listen 4 Wis
Move Silently 4 Dex -1
Ride 4 Dex
SpellCraft 4 int
Spot 4 Wis

Feat: Improved Intuitive.

Bonus Feats: Skill Focus(concentration).

Gear: Back Pack, Water Skin, One Days Trail Rations, Bed Roll, Sack, Flint And Steel, Three Torches.

Gold: 45gp.

[edit] Campaign Information

[edit] Playing a Mage of Earthsea

Religion: Any alignment is abel to be a Mage of Earthsea so the religions are very different from mage to mage.

Other Classes: The Mage of Earthsea is often found alone they do not to often travel with party's due to there want to keep any of there spells and name mastery from others for fear of some one using it on them.

Combat: Strong spell casting and strong summons. like most offense magic class's the Mage of Earthsea stays in the back casting spells and supporting there party.

Advancement: A Mage of Earthsea is often multiclassing into the barbarian, cleric, druid, fighter, monk, paladin or ranger.

[edit] Mage's Of Earthsea in the World

I Know Your True Nama
—Rever The Death-dealer, Half Elf Mage Of Earthsea

A Mage Of Earthsea Would Be Able to Fit Into Most Any Roles

Daily Life: Alone in the world that they have made and shaped around them. The Mage of Earthsea understands the power of true names and dose all he can to protect his own name.

Notables: Rever The Deathdealer, Half Elf Mage Of Earthsea. Mage Of earthsea LVL 20/Paladin LVL 10.

Organizations: There is a school that will train young mages of earthsea but thay only teach rank I name master and from only the earth, air, fire, water and plant domains. thay have 100 students at max who live and study at the school for 6 years. normal human age to get in is 10-12

NPC Reactions: NPC's will react much in the same way they would to a Sorcerer or Wizard.

[edit] Mage of Earthsea Lore

Characters with ranks in Knowledge(Arcana) can research Mages Of Earthsea to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(Arcana)
DC Result
5 Strong spell casters with ability to use domain spell.
10 A Mage of Eathsea is often beautiful, yet still perfers to live in hideing just to avoid eachother.
15 A Mage of Earthsea can command beast and elements .
20 Uses the true names of things to take control of it and bind it to his will. Never give them your real name

[edit] A Mage Of Earthsea in the Game

They often spend there times studying huge piles of books, studying true names and trying to learn more of people experience's with the true nature of things.

Adaptation: There are many possible variant conceptions of this class. Watch for them to show up on D&D wiki soon. =)

EL 8: The dwarfs have been expending there underground passageways using there strong mage's of earthsea powers. but now when the mage's go into the deep caverns alone and they never return. search party's have gone down to find them and returns with only the bodies of the mages of earthsea who's foolishness would make them believe that this mystery could be taken care of alone in the deep caverns alone. The Dwarfs offer there assistance to any that could help them. Your party will join a 8th lvl drarf Mage of Earhtsea into the deep caverns to rid it of the driders that have been lurking in the shadows of the deep cravens.

Dwarf, 8th-Level Mage of Earthsea

Medium Humanoid(dwarf)

Hit Die: ad4+3 (42)

Initive: +4

speed: 20 Ft. In Studded Leather (4 Squares); Base land speed 20 ft.

Armor Class: 14 (+1 Studded Leather), Touch 10, Flat Footed 14

Base Attack/Grapple: +4/+5

Attack: Vicious Masterwork Dwarven Waraxe+1 Melee (1d8+2d6/X3,1d6 to welder) because of there close quarters these dwarfs prefer not to use ranged weapons felling that there spells are far superior.

space/Reach: 5ft/5ft

special Qualities: Dwarf traits

spells:

  0 lvl:Read Magic, Know Direction, Daze, Create Water, Summon Monster I,
  1st:	Magic Fang, Identify, Detect Secret Doors, Magic Stone
  2nd: Heat metal, Chill metal, Continual Flame,
  3rd: Summon Monster IV

spell like ability

Rank I Name Mastery (Earth Domain), Rank I Name Mastery (Plant Domain),Rank I Name Mastery (Water Domain), Rank I Name Mastery (Animal Domain), Rank I Name Mastery (Death Domain), Rank II Name Mastery(Earth Domain), Rank II Name Mastery (Plant Domain).

saves

Fort +6, Ref +2, Will +3

Abilities

Str 12, Dex 10, Con 17, Int 14, Wis 8, Cha 18.

Skills

Bluff 9, Climb 6, Concentration 17, Craft(weaponCrafting) 9, Handle Animal 9, Heal 1, Hide 2, Knowledge(dungeon) 6, Knowledge (Geography) 6, Knowledge (Nature) 6, Listen 5, Move Silently 8, Ride 7, Search 4, Spellcraft 10, Spot 3, Survival 3, Use rope 2.

Feats

Improved Initiative,Skill Focus (Concentration), Spell Focus (conjuration), Augmented Summoning.

The CR of the NPC is the same as the EL for the encounter.



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