Constraints[]
- Limited Spell Knowledge
- A Spirit Mage has a number of spells known and that number is fixed by any means.
- Casting in Armor
- As an Arcane Caster a Spirit Mage suffers from Arcane Spell Failure if he is casting whilst wearing armor.
- Regarding Skills
- Many features of this class rely on Skills to perform Rites and their Incantations and doing bargain with their Spirits. You should train Knowledge(planes) and Diplomacy.
Benefits[]
Hit Die: d6, Trained Skills: 4, Class Bonuses: +2 DIS, +2 INS, +3 WILL
- Combat Training
- Simple Weapons and and one of those two Crossbows or Spears.
- Favored Skills
- Bluff (CHA), Diplomacy (CHA), Knowledge (all, taken individually) (INT), Intimidate (CHA), Linguistics(INT), Research (WIS), Spellcraft (INT).
Level | Special | Spells per day by lvl | Spells known by lvl | |||||||||
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0 | 1 | 2 | 3 | 4 | 0 | 1 | 2 | 3 | 4 | |||
1st | Spiritual Connection, Rites of the Spirit Mage, No Arcane Spell Failure in Light Armor. | 2 | 4 | |||||||||
2nd | 2 | 1 | 5 | 2 | ||||||||
3rd | 3 | 1 | 5 | 3 | ||||||||
4th | Improved Spiritual Connection | 3 | 2 | 1 | 6 | 3 | 2 | |||||
5th | 3 | 2 | 1 | 6 | 4 | 3 | ||||||
6th | 4 | 2 | 2 | 1 | 6 | 4 | 3 | 2 | ||||
7th | Greater Spiritual Connection | 4 | 3 | 2 | 1 | 7 | 4 | 4 | 3 | |||
8th | 4 | 3 | 3 | 2 | 1 | 7 | 5 | 4 | 3 | 2 | ||
* This is a variant rule. It's use is up to your GM |
= Class Features[]
- Rites of the Spirit Mage
- You automatically learn the rites and the corresponding incantations when selecting your Spiritual Connection
- Spellcasting
- CHA based, Spontaneous, limit on spells known (see table), Caster Level = full class level.
- Spiritual Connection (all variants)
- Choose your tie to the spirit world. Variants are Acompaning Spirit or Spirit Binder. This choice is done when picking this class and cannot be changed later on. Your spiritual connection improves in a way depending on your Spritual Connection
Spiritual Connection of the Acompaning Spirit[]
You have a Spirit that accompanies you this may be an ancestral spirit or an entity send by the gods. This spirit has the normal Spirit Traits, but does not leave you when all favors are consumed. All Spirit domains are chosen by the player and cannot be altered.
- Spiritual Connection (1st level): 1/week : Your spirit grants you a Free Favor. 2 Domains to draw spells from.
- Improved Spiritual Connection (4th Level): 2/week: Your spirit grants you a Free Favor. 3 Domains to draw spells from. Spirit can cast one additional 1st level spell per favor
- Greater Spiritual Connection (7th Level): 3/week: Your spirit grants you a Free Favor. 3 Domains to draw spells from. Spirit can cast one additional 1st level spell per favor
- Associated Rites
- Rite of Refreshing Services, Rite of Reviving
- Choosing Domains
- You choose your two domain groups, but if your Spirit has 4 domains or more to choose you may choose from a third group of domains as well.
- Alignment: Law, Chaos, Good, Evil
- Elemental: Fire, Water, Air, Earth, Metal, Sun
- Aspect of Life: Animal, Death, Destruction, Plants,
- Misc: Healing, Knowledge, Luck, Magic
Spiritual Connection of the Spirit Binder[]
- Spirit Binder (not to be combined with Accompaning Spirit)
- You talk to spirits and demand their service. They are tools and nothing more. This way the services of a single spirit are temporary.
- Spiritual Connection (1st level): Can bind 1 spirit with 2 Domains determined randomly during the binding.
- Improved Spiritual Connection (4th Level): Can bind 2 spirits with 2 Domains determined randomly during the binding.
- Greater Spiritual Connection (7th Level): Can bind 3 spirits with 2 Domains determined randomly during the binding.
- Associated Rites
- Rite of Spirit Binding
- Randomly Determining Spirit Domains
- You first determine your spirits two domains using the following table (Roll 1d6). No Group of Domains or Domain may be selected twice - reroll if this happens. Then roll 1d8 for every domain.
Roll | Result | |
---|---|---|
Domain Categories | 1d6 | 1: Alignment, 2-3 Elemental, 4-5 Aspect of Life, 6 Misc |
Alignment Domain | 1d8 | 1-2 Law, 3-5 Chaos, 6-7 Good, 8 Evil) |
Elemental Domain | 1d8 | 1-2 Fire, 3 Water, 4 Air, 5-6 Earth, 7 Metal, 8 Sun |
Aspect of Life Domain | 1d8 | 1-3 Animal, 4-5 Death, 6 Destruction, 7-8 Plants |
Misc Domain | 1d8 | 1-3 Healing, 4-5 Knowledge, 6-7 Luck, 8 Magic |
Rites[]
Rite of Refreshing Services[]
- Requirement: Spirit Mage relying on an acompaning Spirit.
- Incantation Series: Call Bound Spirit
- Perform A Bargain Mechanics after these incantations.
Rite of Reviving[]
- Requirement: Spirit Mage relying on an acompaning Spirit.
- Incantation Series: Revive Spirit Companion
Rite of Spirit Binding[]
- Requirement: Spirit Mage relying on a Bound Spirit.
- Required Incantation Series: Summon Unbound Spirit
- Perform A Bargain Mechanics after these incantations.
Bargain Mechanics[]
During your Rites you may bargain with a Spirit for favors. This may be a generic favor to call in later or a specific favor that will be executed directly after the bargain. Bargaining for a bigger favor is better done directly, whilst having something up your sleeve is done better asking for generic favors. Generally asking for a Spirits Service consists of: Making a Request and paying the Price.
- Making a request
- Roll Diplomacy vs. DC 15 + (1/2) * (#Favors * #Favors)
- Favors represents the total of favors desired after the roll. So if the spirit already owes you favors, you may lower #Favors by 1 for every 2 owed favors.
But no Spirit can provide you more the 8 general favors.
- Special: If you bargain for a specified favor, reduce the Roll DC by 2.
- Paying the price
- If your Diplomacy roll does not exceed the DC by 5 or more, you have to pay a small price (1d4 points damage that cannot be prevented or reduced by any means). If you fail by 5 or more points you suffer 1d6 Points of magical damage per asked favor level.
Bargain Examples[]
- If you bargain for 3 Favors you have to roll DC 15 + 1/2 * (3*3) = DC 19.
- If you bargain for 5 Favors you have to roll DC 15 + 1/2 * (5*5) = DC 27
- If your Spirit owes you 4 favors and you want to bargain for more, reduce #Favors of the roll by 2. So you may ask for a total of 6 favors at: DC 15 + 1/2 * ((6-2)*(6-2)) = DC 23 instead of DC 33.
Incantations[]
Call Bound Spirit[]
- School: Conjuration (Calling)
- Effective Level: 2
- Skill Checks: Knowledge(Planes) DC 20, 2 successes;
- Components: V, S
- Casting Time: 1 Minute
- Range: 50 ft. distance
- The Called bound Spirit appears
Prepare Bargain Site[]
- School: Enhancement
- Effective Level: 4
- Skill Checks: Knowledge(Planes) DC 25, 2 successes; Sense Motive DC 20, at least 1 success (special).
- Failure: -2 on all skill checks to perform invocations within 24 hours
- Components: V, S, M
- Duration: 1 hours
- Casting Time: 30 minutes
- Range: 50 ft. radius
- Material Component: 2 potions of holy water (or profane water if your Evil), Various Herbs costing 25gp.
- You gain a +2 to all rolls related to invocations dealing with Spirit Bargain Rites.
- Special: You may continue to roll 2 additional Sense Motive Checks at DC 20. For every success you make, raise the bonus by +1 resulting in a bonus from +2 to +4.
Summon Unbound Spirit[]
- School: Conjuration (Calling)
- Effective Level: 4
- Skill Checks: Knowledge(Planes) DC 20, 2 successes; Diplomacy DC 25, 2 successes. (Fails on 3 failures)
- Failure: Caster is exhausted
- Components: V, S
- Duration: 30 minutes
- Casting Time: 40 minutes
- Range: Touch
- Limitation: Can only be performed on the Primary Material Plane
- Special: During Sunrise or Sunset the barrier between the Astral Plane and the Primary Material Plane is weaker giving a +2 to all Skill Checks for this Incantation.
- You summon a Spirit that is automatically willing to negotiate. The spirit has 2 domains that are determined Randomly
Revive Spirit Companion[]
- School: Necromancy
- Effective Level: 4
- Skill Checks: Knowledge(Planes) DC 20, 1 success; Knowledge(Religion) DC 20, 2 successes; Diplomacy DC 25, 1 success. (Fails on 3 failures)
- Failure: The Caster suffers 1d4+1 points of constitution damage (recovers normally)
- Components: V, S, M
- Duration: immediate
- Casting Time: 40 minutes
- Range: Close
- Limitation: Can only be performed on an acompaning Spirit
- Materials: Various necromantic components, blood worth 50gp
- You revive your Spirit companion and the number of owed favors is set to 2.
Spirits[]
A spirit is a similar in many traits to a Ghost but they practically lack personality compared to what you would expect from a spellcasting entity. A spirit's stats depend a lot on the Master. Whatever trait group that is not explicitly listed here, defaults to the Spirit Mage's trait.
Size | Small, Spirit (incorporeal or manifested as normal Creature) |
Hit Dice | (1 + Spirit Mage class Level )/2 ( 1/2 a Spirit Mage's HP) |
Speed | 50 ft (10 squares) - both normal and flying with good maneuverability |
Armor Class | 15 AC (+1 Size, +2 Dex, +2 Natural), 13 Touch, 13 Flat Footed |
Base Attack | As Spirit Mage (must adjust by size, compared to a normal Sized Creature +1 to hit, -3 to grapple) |
Attack | Slam +<Base Attack> melee (1d4) |
Space/Reach | 5 ft./5 ft. |
Special Qualities | Damage Reduction #HD/-, Manifestation, Low-Light Vision, Two Planes Perception, Spellcasting, Spell Resistance 13+#HD. |
Safes | As Spirit Mage |
Skills | Perception(WIS) trained 4+(#HD/2), Research(WIS) trained 4+(#HD/2), Stealth (WIS) trained 4+2+(#HD/2) |
Abilities | STR 10, DEX 14, CON 10, INT 14, WIS 10, CHA 14 |
Alignmnent | If alignment domains are involved they follow the given alignment, otherwise they tend to be neutral |
Abilities explained | ||||||||||||||||||||||||||||||
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Manifestation (Sp) | A spirit may choose to manifest on the Primary Material Plane (see Plane of Existence for further details). Doing so is a full round action and it requires concentration like casting a 2nd level spell.
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Plane of Existence | Spirits are creatures living on the Astral Plane and their perception allows them to see both the Astral Plane and the Primary Material plane (abbreviated with PMP in this paragraph) at once. Should a Spirit travel to a different plane it only exists on that particular plane. A spirit is always a normal Creature on the Astral Plane, but it can choose to be incorporeal or to materialize as normal Creature on the PMP. A Spirit on a different Plane is always materialized on that plane. | |||||||||||||||||||||||||||||
Two Planes Perception | Spirits that exist on the Primary Material Plane or the Astral Plane see and hear anything on the other plane as if they would exist there as well. | |||||||||||||||||||||||||||||
Spellcasting |
Spirits casts spells on their turns and the spellcasting traits (Caster Level, Safe DC and all other potential traits). are the same as if the Spirit Mage would cast that spell. A Spirits knows exactly those spells that are provided by his Cleric Domains. These domains function as absolute Spell List and the spirit does not gain other benefits from those domains. The number of domains depends on a Spirit Mages level and Spirit Connection, but a Spirit is always associated to at least 2 domains. Spell progression: It is intended, that a Spirits is sometimes allowed you to cast spells of a higher spell level that then the spell levels a spirit mage has access to. Spellcasting cost: A spirit does not have a daily limit against that spells are cast, but it instead for every spell that a spirit casts a certain amount of owed favors is consumed. |