Casters are able to manipulate the world around them in ways other classes cant.
While almost all character classes have the option to dabble in magic, they will find it very difficult to outperform these true spellcasters without significant specialization.
Here we break down the Caster as an archetype and look closer at its classes.
Innate spell resistance = tier.
Proficiencies: Spells of all types, and can learn a new spell or upgrade an old one for every 2 points invested into a spell skill.
Casters can also learn any language within their sphere of magic (Arcanum or Divine) at a 1 for 1 investment in the Linguistics skill.
Sense Practitioner: Casters have an innate ability to sense each other. Casters add twice their tier to all checks for detecting another caster (such as intuition to feel an aura, or thaumaturgy to locate a specific mage). On skin to skin physical contact or a few moments of sustained eye contact the caster can attempt to detect again and this bonus is doubled. this bonus DOES stack (becoming 3x the normal bonus) if both triggers occur. A successful roll does not necessary divulge the degree of power of another practitioner (though a very high roll might), only the presence of an aptitude.
Finally casters can select a favored school:
Favored School: you reduce all mental burn from magical enhancements by 1 (does not apply to base spell costs) for your favored school.
In many ways the wizard is the quintessential spellcaster. Masters of Arcana, wizards can be powerful, versatile, or both.
+2 MP / tier.
Wizards begin with the following abilities:
Spells are now learned/upgraded at a rate of 1 per skill point invested.
The Sight: A wizard can pull back the veil of the mundane, looking past illusions and into the true heart of a matter. At a cost of 1 mp/use (lasting a few seconds per use outside of a combat round). This ability can be used even in areas where magic doesn’t function normally or at all, as it is not a magical spell but an enhanced sense. The sight acts as true sight, seeing through illusions and enchantments, as well as transmutation effects to the original form. In addition, the sight allows the wizard to detect and (with an intuition, lore, or relevant school check) identify any magical effect no matter how subtle.
But there is a downside: foul magics (such as those of a blighter, lich, demon, or aberration, etc) and the hideous true form of some creatures (like demons or aberrations, or even the twisted aura of a truly vile human) can damage the mind of a caster when viewed with the sight. A wisdom save may be required after seeing such horrors. On failure, the user takes a mental condition, and a number of d6’s of mental damage based on the horrors of the vision.
Counterspell Tag the wizard can, with sizeable effort, counter a spell as an interrupt or free action. The counterspelling wizard rolls his most relevant school vs his opponents attack or save DC. A successful roll counters the spell. If the incoming spell is from his favored school, he can simply nullify the effect without the roll. On a failed roll, the wizard has two choices: diminish the spell for 1d6 mana burn, or nullify the effect with mana burn equal to 1d6+1d6 per the spell’s level (max 6d6).
Extra Ring: Wizards can wear and gain the benefit of two magic rings at a time. bonuses still do not stack or break any other normal rules of magic items/the interaction thereof.
Increased resistance: raise the passive spell resistance from the caster archetype to 2/tier instead of 1/tier, and 3/tier for your favored school.
Potency overcome enemy spell resistance by an amount equal to your tier, or double your tier with your favored school.
Limitless Pool: gain an additional 2 mp per tier, and you can cast the level 1 version of any spell from your favored school when you are at 0 mana without paying its base cost (but still must pay normal burn to enhance.
And choose a single focus:
Foci can be an Athame, a Staff, or a Familiar. having any focus allows you to forgo most material components for Arcane rituals. See Spells page for more info.
An Athame is a magical knife that ignores any magical defenses. It can also store a single weak spell within, that can be discharged at no cost as long as the user has MP remaining.
The Familiar is a great boon to a wizard. The Familiar can deliver spells to places otherwise hard to reach. The Familiar can also gain any beneficial magical effect currently affecting its master. The familiar and the master may communicate psychically across great distances and even share their senses.
The Staff is a potent item that bolsters the wizard that uses it. A wizard holding a staff adds his tier to all d20 checks made to cast or maintain spells and can select a single enhancement that can be applied once to any spell cast with the staff. This enhancement uses 1 less mana burn than usual. Enhancement can be changed at any time at a cost of 3d6+5 mana burn.
Diety A Priest chooses a favored deity (see Religions)
You automatically know the languages associated with your deity, and gain a +tier to all academics or lore checks regarding religion.
The chosen deity automatically grants its suggested feat upon the Priest. In addition, the deity grants the priest one of the following abilities based on its sphere of influence:
Linger: Everytime you heal someone’s HP or remove a condition with you spells, that person adds your tier to the next defensive roll they make against the last type of damage received (physical, magical, mental) until the start of your next turn.
Siphon Life: Everytime an enemy critically fails a save against one of your harmful spells it takes 1d6 +tier damage and you heal for that amount minus 2 (minimum = your tier).
Hellish Rebuke: anytime you take a condition from damage you deal 1d6 + tier hellfire damage to the attacker that dealt the damage.
Consecrate: After using your Channel Positive Energy Tag ability, no creature meaning you or your allies harm can freely enter the area that was effected by the channel for 1 round/tier. If they attempt to do so they take your tier in mental damage for every round that the consecration effect lasts and they are in its area.
Cleric of War: You gain proficiency with 2 weapons and shields, and an additional 2hp / tier.
Truth Seeker: you add your tier to all checks made to determine if someone is lying to you.
Channel Energy TAG Choose positive or negative based on your deity:
Positive: Harms undead, demons, and aberrations. Heals allies.
Negative: Harms anything that is hostile to you. Cannot heal.
You expell divine energy straight from your body, and it does your gods will to all creatures within the zone. Healing and harm is determined as follows: 1d6/tier + Charisma.
Barring the presence of a deity, nothing can prevent the channel energy effect, no effect can resist or reduce the damage. No save is possible.
Armed: gain proficiency with light and medium armor and one additional weapon.
Cleansing Channel: Channel energy has a chance to dispell any unwanted effects on the AREA (but not individual creatures) of the channel. To determine: if effects are dispelled, roll a d20 and add CHA + WIS mod, plus your tier to the roll. Any effect DC you overcome is temporarily dispelled for 1 round + 1 per tier, or outright permanently removed if you overcome by more than 5.
*Dark Aura: Anytime your aura or magical presence is detected, the detectee must make a wisdom save or take 1d6+ tier mental damage and become shaken for 1 minute per your tier.
Spells War mages can upgrade any damaging spells at a cost of only one point. Learning a spell still costs 2 points, and a war mage cannot learn any spell that lacks a clear and spectacular combat application. Shock and Awe, man. Shock and Awe.
Edge: When casting a damaging spell, you add your tier for every two damage die rolled on that spell. This includes lingering effects caused by the spell (such as if a target catches fire).
*Armored: You gain light armor and shields.
Gain the Athame foci as per a Wizard.
Combat Training: You gain proficiency with 2 weapons. and can cast any free, move, or standard action spell as part of a full round action of attacks. Still pay mana costs, and this spell cannot be enhanced.
*Follow up: anytime you take a full round attack and start with a melee attack, the subject his cannot take an attack of opportunity on any spells you cast until the start of his/her turn.
Dancing weapon: Tag as an immediate action you can release your melee weapon, and it begins to act on its own. Until the end of your next turn, your weapon will attack for you with a bonus equal to your spellcasting stat plus your tier plus 1/2 your relevant melee skill. The dancing weapon can take 1 attack per round, as well as an attack of opportunity on anyone within the zone that attempts to attack you while you are casting a spell. If it succeeds on an attack, the target takes a penalty on all its attacks against you equal to 1+your tier. Your dancing weapon is a difficult foe to fight, and so it always is considered flanking for attack rolls, but it cannot critically hit or deal bonus precision damage.
Prismatic Armor – Tag as a free action, and lasting until the end of your next turn, you summon your magic to protect you. You gain Armor and SR equal to 1+ your tier, and increase all of your saving throws by the same amount (but not your hp/mp pool)
Clutch – Tag Cast a single fully enhanced spell at no mana cost beyond the base cost.
The druid is a master of the wilds and a servant of nature. Her power is divine, and her talents are many.
Druids learn and upgrade any spells that fit the plant or animal sphere at a rate of 1 for one investment.
Summoner Any creature summoned by the druid lasts for an additional round without costing mana burn.
Powerful Allies Summoned creatures add the summoners tier to all d20 rolls, and gain an additional 5 hp, and 3 hp more for each tier (totalling 14 extra hp for a creature summoned by a tier 3 druid)
Commune with nature At a cost of 1 mp per minute, a druid can commune with any non hostile non magical creature or plant, and any magical creature or plant that isnt of the demon, undead, construct, aberration, or dragon type.
Wild Walker a druid can always move freely through any naturally occuring hindering terrain (even if it was placed by a hostile spell).
Wild Shape : Tag A druid can take the shape of any creature that it could communicate with via Commune with Nature ability. While in a wild shape, the druid’s 6 core stats are all replaced by the creature’s (scaled to the druid’s tier), and it uses the better of any two skills between the new shape or its old (for example, the wolf’s scent and focus on alertness, or the panther’s stealth, or the bear’s might, or the crocodile’s swim. any of these would likely surpass the Druid’s. But the druid’s lore, academics, and intuition will likely be higher). In tier one, the druid cannot cast spells, but it can speak freely in any language it knows. At Tier 2, the druid can cast spells freely. Finally, at tier 3, the druid can reshape itself on the fly. Not just moving fluidly between different shapes, but even combining them as long as it maintains its wild shape. Wild Shape lasts for 1 hour per tier, plus one hour for 1d6 +3 points of mental burn. This mental burn cannot be reduced by any source.
Animal Companion The druid can choose an animal companion from the same criteria listed in Commune with Nature, so long as it is not a higher tier than its Druid master. This companion recieves all relevant benefits of the druid’s Powerful Allies feature or similar perks, and scales as the druid gains tiers according to the following rules: Upon going up a tier, the creature gains 3 stat points to be placed by the druid. It also gains a single perk of the druid’s choosing for every tier. The druid can further upgrade its animal companion by taking perks to do so. The animal companion can take fairly complex orders beyond just attack, or run, such as “follow him till he makes camp, then come back and lead me to him”, or “watch the rogue’s back while he sneaks into the fort”. The companion’s loyalty cannot be swayed by any means magical or mundane, and it will always recognize its master, even through potent illusions or transmutations.
Stormbringer As a preparation action, you can conjure a powerful storm. Choose Thunderstorm, Blizzard, Tornado, or Maelstrom. Upon triggering, the storm can be maintained for 1d6 +2 mental burn per round as a full round action. If total mental burn taken exceeds 25, the storm becomnes a LASTING storm, and will last up to one hour per tier. However, if the druid stops maintaining the spell after this, it becomes a wild storm, no longer under his control. Within a storm, all ranged or thrown attacks (including spell range, but not area of effect) have their effective range reduced by 1/2 for everyone except the druid. In addition, rolls dependent on senses of sight, hearing, or smell are penalized by 1/tier.
Thunderstorm: Each round that the druid maintains the spell as a full action, he may attack with lightning. He can create a number of lightning bolts equal to 1 plus one more per tier, and each bolt of lightning deals 1d6 + tier damage. The attack cannot fail against creatures wearing or holding a fair amount of conductive metal.
Blizzard: All creatures within the blizzard are slowed by 5 feet per druid’s tier. In additiion, each round the take 1d6 unavoidable cold damage. After the blizzard is made Lasting, the entire area is considered hindering terrain.
Tornado: Ranged and thrown attacks cannot be made (except the rangers AIMED SHOT ability). In addition, any character who loses his footing (knocked down, thrown, or lifted, or who attempts to jump) may be picked up by the storm. Dex Save (modified for size, with a penalty of -2 for each size below medium, or + 2 for each step above medium) = to 10 plus the druids tier plus its Wisdom modifier plus the number of rounds the storm has been brewing (up to +5). A picked up character takes 1d6/tier falling damage and is placed in an adjacent zone of the druids choosing.
Maelstrom: In aquatic scenes near large bodies of water only. The maelstrom crashes into the enemy. Each round, all foes must make a reflex save vs a DC as described in Tornado. On success, they suffer no ill effects. On failure they are pushed back up to one zone according to the Druid’s will (like over the deck of a ship, if possible). Also, any creature in the water during a maelstrom must spend their entire turn to stay afloat or reach the shore/ship. Otherwise they are pulled deeper into the storm. After 3 rounds in the drink not swimming hard, the poor soul is lost to the depths. no save.