I was thinking of trying running a one shot for Mage taking place in China during 13th century however I seem unable to find any supplement describing mages that were at China. I do not wish to use the modern sphere system unless I have to. So what I want to ask is are there any supplements to dark ages that describe chinese mages with pillars and such during dark ages?
When casting a spell, a mage has to constantly concentrate on it for a specific time period (taking Concentrate maneuveres each turn). Their energy reserves are limited by whatever FP they have at the moment plus an optional Powerstone. In other words, barring additional rulings, if the spell costs 16 energy points and the mage only has 14 FP of his own, they cannot cast it at all without a sufficiently large powerstone – they can’t stop in a middle of the casting, rest to recover the spent energy, and then continue.
However, things are slightly more complicated with Ceremonial magic (M12, B238), when the mage can get one or several assistants for contributing more energy to the casting, at the cost of tenfold increased casting time and several other penalties. There is one particular note that grabbed my attention:
- Once the spell is cast, the participants can continue to provide energy to maintain the spell. The composition of the group may change, as long as the ritual continues uninterrupted. Thus, ceremonial magic lets you maintain a spell indefinitely.
It’s not clear at all whether the composition of the group can change during the casting, though. It would make sense that it can – after all, the ritual continues uninterrupted and the “caster” – group as a whole – keeps constantly concentrating on it. Surely, some of the participants should be able to leave for a while – possibly getting replaced – rest and return, if the ritual is designed so that such leaves are agreed upon in advance and are not a result of any accidents or interruptions?
The rulings on Enchantment (“Slow and Sure Enchantment” – M18, B481) state that, at least with this specific form of ceremonial magic, the participants can regularly interrupt the casting to rest in between. This could have been implying that interruptuble casting has a heavy price of extended time and resources required – as the other form of enchantment (“Quick and Dirty”) is much cheaper, but has no rulings on interruptions – however in this case, the group does not maintain constant concentration, the consequences for possible interruptions do not ruin the whole spell (only a day’s work), there are other benefits over QoD enchanting (no skill penalty for the number of participants), as well as suggestions for GMs who wish to further restrict QoD enchantments. In other words, this is not a definitive indicator.
In addition to that, there’s a Cone of Power spell described in Thaumatology (page 52) which allows to do things very similar to an interruptible casting, but still has many significant differences.
On the other hand, an interruptible ceremonial casting could have quite a few balance issues. For instance, a distant cult in some forgotten temple in a backwater of the world could be casting a Rain of Fire spell over the entire world over the course of several years without anyone noticing… and then unleash it all at once! Then again:
- It takes just one random raid (or a falling rock™ plus a failed Wil roll) to ruin years of preparation – and so it clearly cannot be done without a GM’s permission, implicit or explicit;
- “Cone of Power” allows to do that, too, and is way more dangerous – after all, the collected energy can be used prematurely to repel any potential attackers – yet this spell is in an official guidebook;
- It’s actually quite a hook for an adventure!
The Cult of Doom has been preparing a terrifying, humongous spell to unleash upon the world, of which our diviners have learnt just now, and now someone must sneak into their highly protected lair to interrupt the casters! Bonus points for cinematic arrival just in the nick of time to interrupt the cult just as they are about to finish the casting.
Is there an official, documented ruling on whether the mages can change group composition during Ceremonial Casting without interrupting the spell? And if not, what balancing considerations the GM should keep in mind when making his own ruling?
I have no experience in this field so I thought asking the pros would be the most efficient way to get an estimate. This is the game: (Battle mages: Sign of Darkness)
The idea is that the graphics should be more modern (better textures etc, but nothing too fancy) and maybe the combat could be improved with more units, but let’s say the core machanics would remain the same ( adding up to 1-2 new features max.)
So I assume some of the costs would be:
- Programming the core of the game (Mechanics etc.)
- Design (Graphics, characters etc – nothing too fancy here)
- Voice over and story writing (we could pay less attention on this part)
You could think of this as a remaster with a new campaign. The game has 4 campaigns with 5 levels each so 20 levels in total.
Also, if one would want to buy the rights off such an old game, like to make a continuation of it (instead of a similar game) one would have to buy the rights from the publisher or? How much do you think something like this would cost?
Anyway, thanks for the help, I really love the game so If the cost is reasonable I might save some money in following years and invest in a remaster or something…
In Lost Mine of Phandelver, the party comes across (and presumably defeats) multiple mages. These are not specifically described as Wizards, but their spellcasting is Intelligence-based, and they know spells from the Wizard spell list, so it sounds to me like they are Wizards. (If it quacks like a duck…)
Wizards, in D&D5e, use spellbooks. (See the “Spellbook” sub-section in the description of the Wizard class, p. 114 in the PHB.)
However, the Lost Mine of Phandelver material nowhere mentions the mages’ spellbooks.
Should my party be able to loot spellbooks? Or are these BBEGs actually non-spellbook-carrying casters? Or am I overlooking something?
What is the rule to create more experienced mages in Mage: The Ascension? How many points do you have to create an elder mage?
I know many have asked this question but I have to ask as I’m still not satisfied with the answers.
Most arguments used against mages wearing armour
Iron repels magic
- That is untrue, why? The evidence lies in enchanted/magic armour and weapons thus proving that metal/iron don’t necessarily repel magic.
- Furthermore, if magic truly repels magic then magic will do nothing against armour wearing knights but in most rpg magic can bypass armour.
- In myth, magic/enchanted weapons such as Excalibur existed thus proving that iron does not repel magic.
Armour restricts mobility in casting or is too heavy for mages
- That is incorrect, why?. Armour is not as heavy as one might think, the weight of the armour is distributed across the body thus being not as heavy as you think. Furthermore, armour is lighter than a firefighter suit. Armour is also articulated properly to allow for mobility. Gauntlet is not armoured below the hand as well as have and have more mobility that one might think and if they did affect casting then you can just not wear the gauntlet.
Examples in videos: https://www.youtube.com/watch?v=qzTwBQniLSc https://www.youtube.com/watch?v=pAzI1UvlQqw
- As mentioned in the question if armour is truly that heavy in rpg world than why don’t you just use a weight removal, weight reduction or lightweight enchantment on the armour.
Armour causes spell failure cause that is how it works
- Then as mentioned in the question why not use enchantment to negate that problem.
- Then why can paladin, cleric, druids, bards and arcane archer use magic in armour without spell failure.
There is no reason for mages to use armour cause they don’t need them.
- That is wrong, why? Anti-magic or dispel, silence etc.
Armour conducts electricity and can electrocute the user or will travel go to the armour.
- Wrong, why? Mages can shape their magic and they can control them so likewise they can control the electricity to not go to the armour. For example ball lightning, fire ball, lightning bolts etc proving that mages can manipulate magic. Furthermore, electric magic does not follow physics cause if they did electric magic would not work properly as air is a bad conductor of electricity and the only reason lightning works is due to the electrical discharge caused by imbalances between storm clouds and the ground. If you try to generate electricity it will arc uncontrollably.
- Faraday cage principle will protect user from electricity.
- If electric magic is truly a problem which I don’t think so then just enchant the armour to be not conductive or don’t use electric magic.
Armour prevents hearing and chanting magic properly.
- Make holes to allow for better hearing and speaking.
- Wear more open helmets or open visor.
- Use enchantment
- Paladin/Clerics etc don’t have that problem despite wearing a helmet.
- Hoods inhibit hearing yet mages wear them.
It is unbalanced.
- Not really paladin, cleric, druids and shamans are strong hybrids with armour and yet they are not considered unbalanced.
I’ve look online via Google, Pathfinder web pages, D&D pages, and here to see if anyone has created a Gate Mage type class yet and didn’t see anything so far.
Gate mages are potent healers, tricksters, travelers, and linguists. They have some potential as damage dealers in that they can use gates to cut off body parts. Or create two gates so that an arrow can be sent back at the shooter. They can also be fairly hard to kill due to being able to escape and heal.
What they can do in the books makes them gods so they are fairly over powered.
Description from the Mither Mages Wiki
A Gatemage was arguably, along with a manmage, the most powerful of all Mither Mages. A servant of spacetime, a gatemage was able to create a portal, or “gate”, that would transport a person or thing instantaneously between two points. Gates, in addition to being powerful means of travel and manipulation, would heal any wound when a person passes through.
Gatemages also had the power to create Great Gates, which were formed by weaving a dozen or more gates together and extending them from one world to another. The passage between worlds (Westil and Mittlegard) greatly strengthened any mage’s power many fold. Thus, gatemages were extremely valuable to fellow mages in the quest for greater power. Were forced to be killed because Loki closed all the great gates and if a family could get there hands on one that could make a great gate they could destroy the other families.
Anyone seen anything similar to what I described above?
Wondering if anyone else has attempted to make a Gate Mage class for Pathfinder or dnd. I play mostly Pathfinder these days so I’d prefer stuff in that regard.I put below the basic outline of what a gate mage is and a basic outline of the class spells and such. In case anyone else might have seen something like it.
If not I was wondering if I could get help creating such a Class and then I can build a Character around it.
So to Start a Gate Mage is able to make Gates(Portals) to places that they have seen before. Each Gate Mage has a certain store of Gates. In the books the kid doesn’t know he has a near infinite amount of gates. of course we wouldn’t want an all powerful char so we will limit the gates per level or with a feat like lay on hands is. So gates in that series not only have the ability to teleport you from one place to another, they also heal the person that goes through the gate back to full health and repairs their body to perfect conditions for their current age. So an older person with back problems would be healed off all their aliments but they are still old. Now their is such a thing as a great gate, which enhances the person that goes through its powers. It makes it so they gain access to whatever hidden powers their class has basically. I think that could see work if its altered some. So if a low class fire mage goes through a Great Gate they go from being able to just make flames with their hands to being able to use flame thrower. If a High class fire mage enters a portal they basically become a god of fire. Clearly we don’t want that. All gate mages are Chaotic by nature, they aren’t evil by nature but can be cruel. They are pranksters and tricksters. Their Gates grant them the power to see far away locations and can be used to spy from afar with out having to be in a room. The distance is based on the mages amount of gates. The more gates the more power you have as a gate mage. The gate made is able to understand any language and can speak, read, and write after only a few interactions. They are skilled in bartering and tricking people. A gate mage can always tell if someone is telling a lie. They are very good at math and are logical but chaotic by nature. They don’t worship a god, but their power comes from space and time.
Gate Mage: A Mage that specializes in gates. A gate mages greatest power is the healing power their gates grant. Gates can be placed and have the ability to be locked or be public gates. They can be one way gates or two way.Gates don’t work like normal spells in that they are expended once used. A gate mage and make a full round action to move a gate around in a 60 foot radius from them in combat, doing so it can be used to heal the target and even to restore lost limbs. The gate mage can maintain up to the their limit in gates per combat but only the gate the Mage is focusing on can be actively used to heal. It takes an free action to change which gate the mage want’s to focus on. All gates are Public until the gate mages learns how to lock and unlock them. Gates can only be seen by gate mages, other mages with mage sight and lastly by someone holding a Gate Key. The gate key gives gate sight for all gates not just the casters gates. Though it will not get you into any locked gates save the casters.
Gate Mages Prime stat is Wisdom Secondary stat is Charisma.
Spells: Gate(2), Gate Link, Return gate
Spells: Gate(4), Lock Gate
lvl 3 Spells: Gate(6)
lvl 4 Spells: Gate(8), Unlock Gate
lvl 5 Spells: Gate(10),
Spells: Gate(12), Gate Key(1)
lvl 8 Spells: Gate(16)
lvl 9 Spells: Gate(18)
lvl 10 Spells: Gate(20), Great Gate
Spells: Gate(22), Return great gate, Gate Key(2)
lvl 13 Spells: Gate(23)
lvl 14 Spells: Gate(24)
lvl 15 Spells: Gate(25)
lvl 18 Spells: Gate(28) Gate Key(3)
lvl 19 Spells: Gate(29)
lvl 20 Spells: Gate(30), Great Gate 2
Spell List: Gate,Link Gates,Return gates,Lock Gate, Open Gate,Gate Key ,Greater Gate, Greater Gate II Spell Descriptions:
Gate – Allows the Caster to make a one way gate to another location. The gate has the ability to heal anyone that walks through it of 1 affliction and 1d6 of healing per 4 levels of gate mage. As a standard action the caster can automatically make a Linked set gate(2) that is link to a fraction of a space from where the first starts and ends. In doing so they can make essentially make a healing space in a square that any who stand in it gets healed 1d6 per round per 4 lvls of gate mage.
Gates can be maintained an infinite distance from the caster even should the caster be taken to another universe the gates persist. Should the caster die their Regular gates persist and slowly fade in power over 500 years.
Gate Link – Allows the Caster to link two one way gates together to make a two way gate.
Return Gates – At any time as a free action the gate mage can pull back any of their gates to themselves no matter where they are, except if they were used in a great gate.
Lock Gate – prevents anyone but the caster from using the gate. Unless they have a key stone mage by the Gate mage that created the gate. Gate Mages are able to lock other gate mages gates. However they need to be 2 levels higher to do so, the owner of the gate can simply pull the gate back and it will unlock however.
Open Gate – Allows the caster to make a gate they created or locked public again.
Gate Key – Allows the caster to imbue an item with power allowing a person access to their gates. This power functions in the same way as placing a gate in the object, the caster can reclaim the power at any time using a free action.
Greater Gate – The gate mage uses gates(20) to create a Greater Gate. Greater gates are always 2 way and can be used to link two different realms or plants together. The casting takes 1 week to cast and the caster requires 2 other gate mages or casters present to maintain the casters health while casting.
Once completed the Gate can stand 1000 years after the Caster has died. The power of a Greater Gates healing power is magnified by the power of all the gates that went into it. Anyone that passes through a greater gate is fully healed of any aliment including missing limbs. The gate restores any permanently lost stat points to include any lost levels. The person that passes through the gate is restored to perfect health as their age level would permit. You don’t get any younger. Any curses or afflictions are cured. A dead creature can pass through a gate or greater gate and be healed in the same way a living creature is. The gates are not divine or holy. A Dead person can not be brought back to life via a normal or greater gate. Their body however will be fully restored.
The creation of a Great gate takes a great toll on the caster, as most of their power is gone into the gate. They take a 20% exp penalty until they gain back their gates or gain at least 2 new gates.
Gate Gate II – Allows the caster to make Greater Gates at the cost of (10) gates per Greater Gate and they can do so in the span of 1 day if they have their full 30 gates available to them. If they have less 20 gates or only 10 it takes 3 days. Upon using their last set of gates they take a 20% exp penalty until they gain at least 2 gates back.
This is WIP so don’t judge to harshly.