
Davick |

Background: About 9 months ago I posted my first go at the manacaster. It was a rough idea of how to play a Magic the Gathering inspired caster. In some ways, the class is a vehicle to facilitate an alternate spell casting system. But I think it's become much more. I had hit a wall trying to come up with Affinity Abilities, ways to make the colors play differently. It started as a point system you use to buy abilities that differed depending on how many points you spent. It was too complicated and too difficult to create so many abilities. Now Affinity Abilities are focused on increasing the power of a manacaster's spells at the expense of his number of spells per day. I think it's become a class that fills a primary arcane caster role while catering to a different play style making it a unique alternative to wiz/sorc without being better or worse than them. Hopefully.
I welcome any comments and critiques, but I'm pleased with the way the class emulates mana and the way the abilities represent the colors. I'm especially interested in comments about the balance of the class's abilities and manacasting, especially summons, as well as pointing out unclear wording or formatting, and whether or not it achieves the goal of being an equal alternative to wizard and sorcerer. I'm interested what people think about the personal buff abilities should they all work like Red's Quickening, or should that ability work like the others?
Currently I'm just dropping the Sorcerer Spells Known chart into the class, but I'd like opinions on how to adjust it. Also, the spell list is currently the wiz/sorc list with Cure and Inflict spells added. I'd like to add more divine spells, but I think for any spell gained a spell should be lost, and I've not delved into doing all of that yet. Any recommendations to add/remove would be appreciated.
PS: I'd like to post the chart that has mana numbers but I don't know how to put in a table. Can anyone help with that?
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Manacaster (Planeswalker)
Manacasters draw their magical energy from “Mana”, magic of the lands. They create ley lines to these lands to harness their mana from anywhere. They draw their magic from the worlds around them, as opposed to sorcerers whose magic comes from within. However, a manacaster’s ability to channel their magic still plays a vital role in their spellcasting. Over time manacasters’ ties with certain types of mana increase. These bonds are born out of continually tapping that color’s energy and allowing it to flow through their bodies. Often these ties can manifest physically, usually superficially. A manacaster who taps into green mana often may grow harrier, their teeth may grow longer, while a black mana specialist may begin to look decayed, their eyes milky and their hair thinning.
Alignment: Any
Hit Die: d6
Starting Wealth: 3d6 × 10 gp (average 100 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Manacaster’'s class skills are Appraise (Int), Craft (Int), Fly (Dex), Heal (Wis), Knowledge (arcane) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Class Features
All of the following are class features of the manacaster.
Weapon and Armor Proficiency: Manacasters are proficient with all simple weapons. They are not proficient with any type of armor or shield, but wearing armor does not interfere with manacasting spells.
Spark (Ex): A manacaster has a “spark” similar to a cleric’s aura. However, this spark can only be detected by other manacasters. A manacaster can automatically detect another manacaster within 60 feet as if using detect evil. Use the mancaster’s class level in place of cleric level to determine the strength of their “spark”.
Ley Lines (Su): A manacaster draws their mana from ley lines. Ley lines are connected either to lands or to artifacts. There are five types of lands that a manacaster may draw mana from. Each land provides one mana of the indicated color.
Plains: An area of flat land with few trees at least 50 sq. miles in area. Plains provide White mana.
Island: Any landmass at least a mile in diameter, and no larger than 150 miles in diameter or 3,000 sq. miles in area, surrounded by water. Islands provide Blue mana.
Forest: Any woodland area at least 10 sq. miles in area. Forests provide Green mana.
Mountain: An area of land with a prominence of at least 3,000 ft and a slope of at least 2 degrees. Mountains provide Red mana.
Swamp: A lowland area saturated with water at least 10 sq. miles in area. Swamps provide Black mana.
A manacaster begins play with 1 land ley line to a type of land he chooses, and may have 2 ley lines/level. To connect a ley line to a land, a manacaster must be in the land, clear it of any existing ley lines, eliminate any presence hostile to his own in the area, and perform a ritual requiring 24 hours to complete. He can have no more than one ley line per land. After the ley line is established, it can be any distance from the manacaster, or even on another plane. He may at will sever a ley line, which can then be reconnected to another land.
An artifact is any magical item with a minimum caster level of 4. Artifacts create “colorless” mana that can be used to assist in the casting of spells. An artifact is worth an amount of colorless mana equal to one fourth the caster level of the item (minimum 0) or the effective enhancement bonus of the item, whichever is higher. The mana is added to a pool and can be used to cast spells in any amount. To establish a leyline with an artifact, the manacaster must sever any ley line already connected to the artifact, be touching the item, and perform a ritual that requires 8 hours to complete. A manacaster can have a ley line to any number of artifacts, but may not have a pool of colorless mana greater than two times his level. Once the ley line is established, the artifact can be any distance from the manacaster, even on another plane. If the artifact is destroyed, the manacaster loses access to it’s colorless mana.
Spells: A manacaster casts arcane spells drawn from the manacaster spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a manacaster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a manacaster's spell is 10 + the spell level + the manacaster's Charisma modifier.
A manacaster's selection of spells is extremely limited. A manacaster begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new manacaster level, they gain one or more new spells, as indicated on Table: Manacaster Spells Known. (Unlike spells per day, the number of spells a manacaster knows is not affected by their Charisma score; the numbers on Table: Manacaster Spells Known are fixed.) These new spells can be common spells chosen from the manacaster spell list, or they can be unusual spells that the manacaster has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered manacaster level after that (6th, 8th, and so on), a manacaster can choose to learn a new spell in place of one they already know. In effect, the manacaster 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. A manacaster 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 they gain new spells known for the level.
To cast a known spell, a manacaster must spend a number of mana equal to the level of the spell (0 level spells cost one mana and may be cast with only colorless mana). At least one of the mana used to cast the spell must be one of the schools Affinity colors. A divination spell has no affinity color and can be cast with only colorless mana, if you so choose. After using mana to cast a spell, it is depleted until the manacaster rests for 8 hours. A manacaster must have a charisma score equal to 10 + the effective level of the spell.
The Difficulty Class for a saving throw against a manacaster’s spell is 10 + the spell level + the manacaster’s Charisma modifier.
Schools of Magic and their Affinities
Abjuration: W U
Conjuration: W G U
Divination: Colorless
Enchantment: B U
Evocation: R W
Illusion: U B
Necromancy: B R
Transmutation: G R
Affinity (Su): As a manacaster grows stronger, their ties to certain mana increases. At 2nd level and every 2 levels thereafter a manacaster gains an Affinity ability. These abilities increase the power of a manacaster’s spells based on the amount of Affinity mana used to cast them. Some abilities have requirements that must be met before they can be taken. Creatures summoned from Affinity abilities cannot use Summon abilities and disappear after 1 round/level. Abilities with the same name (ie: Divine Armor and Improved Divine Armor) do not stack. Instead, you gain the best benefit in the situation. In addition, when a manacaster casts a spell or uses Affinity Summon, he may pay an additional amount of colored mana to increase the affinity abilities of the spell or ability. This mana does not increase the number of creatures summoned. The amount of mana used this way cannot exceed half the manacaster’s level.
Affinity Abilities:
White
Divine Armor (White): You gain a +1 Sacred bonus to armor class when you cast an abjuration spell that targets yourself for the duration of the spell for every 3 White mana spent to cast it. 4th level.
Improved Divine Armor (White): You gain a +1 Sacred bonus to armor class when you cast an abjuration spell that targets yourself for the duration of the spell for every 2 White mana spent to cast it. 8th level.
Greater Divine Armor (White): You gain a +2 Sacred bonus to armor class when you cast an abjuration spell that targets yourself for the duration of the spell for every 3 White mana spent to cast it. 12th level.
Holy Healing (White): Conjuration (healing) spells you cast heal 1 extra hit point for every White mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing.
Improved Holy Healing (White): Conjuration (healing) spells you cast heal 2 extra hit points for every White mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 6th level
Greater Holy Healing (White): Conjuration (healing) spells you cast heal 3 extra hit points for every White mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 10th level
Holy Fire (White): You gain +1 caster level for determining the damage of your evocation spells for every 3 White mana spent to cast it. 6th level
Greater Holy Fire (White): You gain +1 caster level for determining the damage of your evocation spells for every 2 White mana spent to cast it. 10th level
Sacred Protection (White): You gain +1 caster level for determining the duration of your abjuration spells for every 2 White mana spent to cast it.
Improved Sacred Protection (White): You gain +2 caster level for determining the duration of your abjuration spells for every 3 White mana spent to cast it. 8th level
Greater Sacred Protection (White): You gain +1 caster level for determining the duration of your abjuration spells for every White mana spent to cast it. 14th level
Vigilant Summons (White): Creatures you summon gain an amount of Fast Healing equal to the amount of White mana spent to summon them divided by 3. 6th level
Greater Vigilant Summons (White): Creatures you summon gain an amount of Fast Healing equal to the amount of White mana spent to summon them divided by 2. 12th level
Honor of the Pure (White): Creatures you summon gain a +1 morale bonus to attack and damage for every 4 White mana spent to summon them. 4th level
Improved Honor of the Pure (White): Creatures you summon gain a +1 morale bonus to attack and damage for every 3 White mana spent to summon them. 10th level
Greater Honor of the Pure (White): Creatures you summon gain a +1 morale bonus to attack and damage for every 2 White mana spent to summon them. 14th level
Hindering Light (White): You gain +1 on caster levels checks to overcome spell resistance for every 2 White mana spent to cast the spell.
Greater Hindering Light (White): You gain +2 on caster levels checks to overcome spell resistance for every 3 White mana spent to cast the spell. 8th level
White Specialization: You gain +1 caster level when casting White affinity spells for every 5 White mana spent to cast them. 6th level
Greater White Specialization: You gain +1 caster level when casting White affinity spells for every 4 White mana spent to cast them. 14th level
Fiery Fury (White): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 5 White mana spent to summon them. 4th level
Improved Fiery Fury (White): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 4 White mana spent to summon them. 8th level
Greater Fiery Fury (White): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 3 White mana spent to summon them. 12th level
Eagle Summon: You may summon X eagles where X is equal to the amount of white mana paid to summon them.
Dog Summon: You may summon X dogs where X is equal to the amount of white mana paid to summon them.
Griffon Summon: You may summon X griffons where X is equal to the number of white mana paid to summon them divided by 4. Must be 8th level.
Dire Lion Summon: You may summon X dire lions where X is equal to the number of white mana paid to summon them divided by 5. Must be 10th level.
Trumpet Archon Summon: You may summon X Trumpet Archons where X is equal to the number of white mana paid to summon them divided by 10. Must be 16th level.
Blue
Teleportal (Blue): You gain +1 caster level when casting conjuration (teleportation) spells for every 2 Blue mana used to cast them.
Improved Teleportal (Blue): You gain +2 caster level when casting conjuration (teleportation) spells for every 3 Blue mana used to cast them. 6th level
Greater Teleportal (Blue): You gain +3 caster level when casting conjuration (teleportation) spells for every 4 Blue mana used to cast them. 10th level
Arcane Denial (Blue): You add +1 to caster level checks to overcome spell resistance and when using Dispel Magic for every 2 Blue mana spent to cast the spell.
Improved Arcane Denial (Blue): You add +2 to caster level checks to overcome spell resistance and when using Dispel Magic for every 3 Blue mana spent to cast the spell. 8th level
Greater Arcane Denial (Blue): You add +1 to caster level checks to overcome spell resistance and when using Dispel Magic for every 1 Blue mana spent to cast the spell. 14th level
Protective Veil (Blue): Creatures you summon gain Spell Resistance equal to 5 plus the amount of Blue mana spent to summon them divided by 2. 8th level
Improved Protective Veil (Blue): Creatures you summon gain Spell Resistance equal to 10 plus the amount of Blue mana spent to summon them divided by 2. 12th level
Greater Protective Veil (Blue): Creatures you summon gain Spell Resistance equal to 15 plus the amount of Blue mana spent to summon them divided by 2. 16th level
Mystic Aura (Blue): You gain spell resistance when you cast an abjuration spell that targets yourself for the duration of the spell equal to 5 plus 1 for every 2 Blue mana spent to cast it. 6th level.
Greater Mystic Aura (Blue): You gain spell resistance when you cast an abjuration spell that targets yourself for the duration of the spell equal to 10 plus 1 for every 2 Blue mana spent to cast it. 12th level.
Blue Specialization: You gain +1 caster level when casting Blue affinity spells for every 5 Blue mana spent to cast them. 6th level
Greater Blue Specialization: You gain +1 caster level when casting Blue affinity spells for every 4 Blue mana spent to cast them. 14th level
Electrolyze (Blue): Creatures you summon deal an extra 1d6 electricity damage with their attacks for every 5 Blue mana spent to summon them. 6th level
Greater Electrolyze (Blue): Creatures you summon deal an extra 1d6 electricity damage with their attacks for every 4 Blue mana spent to summon them. 10th level
Islandwalk: Creatures you summon with the aquatic subtype gain a +1 competence bonus to attack and damage for every 4 Blue mana spent to summon them. 4th level
Improved Islandwalk: Creatures you summon with the aquatic subtype gain a +1 competence bonus to attack and damage for every 3 Blue mana spent to summon them. 8th level
Greater Islandwalk: Creatures you summon with the aquatic subtype gain a +1 competence bonus to attack and damage for every 2 Blue mana spent to summon them. 12th level
Lord of the Unreal (Blue): Increase the save DC for Illusion spells you cast by 1 for every 3 Blue mana spent to cast them. 4th level
Greater Lord of the Unreal (Blue): Increase the save DC for Illusion spells you cast by 1 for every 2 Blue mana spent to cast them. 12th level
Mind Magic (Blue): Creatures affected by your illusion (pattern) and enchantment (charm) spells are treated as if their total number of Hit Dice were 1 lower for every 2 Blue mana spent to cast it. 4th level
Greater Mind Magic (Blue): Creatures affected by your illusion (pattern) and enchantment (charm) spells are treated as if their total number of Hit Dice were 2 lower for every 3 Blue mana spent to cast it.10th level
Corrupt Conscience (Blue): Increase the save DC for Enchantment spells you cast by 1 for every 3 Blue mana spent to cast them. 4th level
Greater Corrupt Conscience (Blue): Increase the save DC for Enchantment spells you cast by 1 for every 2 Blue mana spent to cast them. 12th level
Turtle Summon: You may summon X snapping turtles where x is equal to the amount of Blue mana paid to summon them.
Merfolk Summon: You may summon X merfolk where x is equal to the amount of Blue mana paid to summon them.
River Drake Summon: You may summon X river drakes where x is equal to the number of Blue mana paid to summon them divided by 4. Must be 8th level.
Sea Drake Summon: You may summon X sea drakes where x is equal to the number of Blue mana paid to summon them divided by 6. Must be 10th level.
Storm Giant Summon: You may summon X storm giants where x is equal to the number of Blue mana paid to summon them divided by 12. Must be 16th level.
Black
Black Specialization: You gain +1 caster level when casting Black affinity spells for every 5 Black mana spent to cast them. 6th level
Greater Black Specialization: You gain +1 caster level when casting Black affinity spells for every 4 Black mana spent to cast them. 14th level
Chill to the Bone (Black): Creatures you summon deal an extra 1d6 cold damage with their attacks for every 5 Black mana spent to summon them. 6th level
Greater Chill to the Bone (Black): Creatures you summon deal an extra 1d6 cold damage with their attacks for every 4 Black mana spent to summon them. 10th level
Shadow Might (Black): Creatures you summon gain a +1 profane bonus to attack and damage for every 4 Black mana spent to summon them. 4th level
Improved Shadow Might (Black): Creatures you summon gain a +1 profane bonus to attack and damage for every 3 Black mana spent to summon them. 10th level
Greater Shadow Might (Black): Creatures you summon gain a +1 profane bonus to attack and damage for every 2 Black mana spent to summon them. 14th level
Profane Healing (Black): Spells you cast that heal undead, heal 1 extra hit point for every Black mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing.
Improved Profane Healing (Black): Spells you cast that heal undead, heal 2 extra hit points for every Black mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 6th level
Greater Profane Healing (Black): Spells you cast that heal undead, heal 4 extra hit points for every Black mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra healing. 10th level
Dark Privilege (Black): Creatures you summon with the undead or evil subtype gain fast healing equal to the amount of Black mana spent to summon them divided by 3. 4th level
Improved Dark Privilege (Black): Creatures you summon with the undead or evil subtype gain fast healing equal to the amount of Black mana spent to summon them divided by 2. 8th level
Greater Dark Privilege (Black): Creatures you summon with the undead or evil subtype gain fast healing equal to two thirds the amount of Black mana spent to summon them. 12th level
Shadow Master (Black): Increase the save DC for Illusion spells you cast by 1 for every 3 Black mana spent to cast them. 4th level
Greater Shadow Master (Black): Increase the save DC for Illusion spells you cast by 1 for every 2 Black mana spent to cast them. 12th level
Corruption (Black): Increase the save DC for Enchantment spells you cast by 1 for every 3 Black mana spent to cast them. 4th level
Greater Corruption (Black): Increase the save DC for Enchantment spells you cast by 1 for every 2 Black mana spent to cast them. 12th level
Lord of Bones (Black): When you cast a necromancy spell, add 1 to your effective caster level of spells that create undead and add 1 to the DC of spells that affect undead for every 2 Black mana spent to cast them. 6th level
Greater Lord of Bones (Black): When you cast a necromancy spell, add 2 to your effective caster level of spells that create undead and add 2 to the DC of spells that affect undead for every 3 Black mana spent to cast them. 12th level
Affliction (Black): Add 1 to the save DC of Necromancy spells that inflict negative levels for every 3 Black mana spent to cast them. 8th level
Greater Affliction (Black): Add 1 to the save DC of Necromancy spells that inflict negative levels for every 2 Black mana spent to cast them. 14th level
Torment (Black): Increase the save DC of Necromancy and Enchantment spells you cast with the curse descriptor by 1 for every 2 Black mana spent to cast them.
Greater Torment (Black): Increase the save DC of Necromancy and Enchantment spells you cast with the curse descriptor by 2 for every 3 Black mana spent to cast them. 8th level
Rat Summon: You may summon X dire rats where x is equal to the amount of Black mana paid to summon them.
Skeleton Summon: You may summon X skeletons where x is equal to the amount of Black mana paid to summon them.
Gargoyle Summon: You may summon X gargoyles where x is equal to the number of Black mana paid to summon them divided by 4. Must be 8th level.
Babau Summon: You may summon X babau demons where x is equal to the number of Black mana paid to summon them divided by 6. Must be 10th level.
Nightwing Summon: You may summon X nightwings where x is equal to the number of Black mana paid to summon them divided by 10. Must be 16th level.
Red
Red Specialization: You gain +1 caster level when casting Red affinity spells for every 5 Red mana spent to cast them. 6th level
Greater Red Specialization: You gain +1 caster level when casting Red affinity spells for every 4 Red mana spent to cast them. 14th level
Bloodfire Infusion (Red): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 4 Red mana spent to summon them. 4th level
Improved Bloodfire Infusion (Red): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 3 Red mana spent to summon them. 8th level
Greater Bloodfire Infusion (Red): Creatures you summon deal an extra 1d6 fire damage with their attacks for every 4 Red mana spent to summon them. 12th level
Pyroconvergence (Red): Evocation and Necromancy spells you cast that deal damage deal 1 extra hit point for every Red mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra damage.
Improved Pyroconvergence (Red): Evocation and Necromancy spells you cast that deal damage deal 2 extra hit points for every Red mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra damage. 6th level
Greater Pyroconvergence (Red): Evocation and Necromancy spells you cast that deal damage deal 3 extra hit points for every Red mana spent to cast it. If a spell has multiple targets, you choose how to divide the extra damage. 10th level
Master of Destruction (Red): You gain +1 caster level for determining the damage of your Evocation and Necromancy spells for every 3 Red mana spent to cast it. 6th level
Greater Master of Destruction (Red): You gain +1 caster level for determining the damage of your Evocation and Necromancy spells for every 2 Red mana spent to cast it. 12th level
Homing Missile (Red): You gain a +1 competence bonus on attacks made with spells for every 2 Red mana spent to cast them.
Greater Homing Missile (Red): You gain a +2 competence bonus on attacks made with spells for every 3 Red mana spent to cast them. 8th level
Reckless Charge (Red): Creatures you summon gain a +1 competence bonus to attack, +1 bonus to AC and Reflex saves, and +5 feet of movement for every 4 Red mana spent to summon them. 4th level
Greater Reckless Charge (Red): Creatures you summon gain a +1 competence bonus to attack, +1 bonus to AC and Reflex saves, and +5 feet of movement for every 3 Red mana spent to summon them. 10th level
Martial Prowess (Red): Creatures you summon gain DR x/- where x is equal to the amount of Red mana spent to summon them divided by 4. 4th level
Improved Martial Prowess (Red): Creatures you summon gain DR x/- where x is equal to the amount of Red mana spent to summon them divided by 3. 8th level
Greater Martial Prowess (Red): Creatures you summon gain DR x/- where x is equal to the amount of Red mana spent to summon them divided by 2. 12th level
Evoker (Red): Increase the save DC for Evocation spells you cast by 1 for every 3 Red mana spent to cast them. 4th level
Greater Evoker (Red): Increase the save DC for Evocation spells you cast by 1 for every 2 Red mana spent to cast them. 14th level
Master Augmenter (Red): You gain +1 caster level when casting Transmutation spells for every 2 Red mana spent to cast them.
Greater Master Augmenter (Red): You gain +2 caster level when casting Transmutation spells for every 3 Red mana spent to cast them. 10th level
Quickening (Red): Willing targets of your Transmutation spells gain the effects of the Haste spell for 1 round for every 4 Red mana spent to cast the spell. 8th level.
Greater Quickening (Red): Willing targets of your Transmutation spells gain the effects of the Haste spell for 1 round for every 3 Red mana spent to cast the spell. 12th level.
Goblin Summon: You may summon X goblins where x is equal to the amount of Red mana paid to summon them.
Bat Summon: You may summon X bats where x is equal to double the amount of Red mana paid to summon them.
Vampire Spawn Summon: You may summon X vampire spawn where x is equal to the number of Red mana paid to summon them divided by 4. Must be 8th level.
Salamander Summon: You may summon X Salamander where x is equal to the number of Red mana paid to summon them divided by 6. Must be 10th level.
Red Dragon Summon: You may summon X adult Red Dragons where x is equal to the number of Red mana paid to summon them divided by 10. Must be 16th level.
Green
Green Specialization: You gain +1 caster level when casting Green affinity spells for every 5 Green mana spent to cast them. 6th level
Greater Green Specialization: You gain +1 caster level when casting Green affinity spells for every 4 Green mana spent to cast them. 14th level
Deathtouch (Green): Creatures you summon deal an extra 1d4 acid damage with their attacks for every 5 Green mana spent to summon them. 4th level
Improved Deathtouch (Green): Creatures you summon deal an extra 1d4 acid damage with their attacks for every 4 Green mana spent to summon them. 8th level
Greater Deathtouch (Green): Creatures you summon deal an extra 1d4 acid damage with their attacks for every 3 Green mana spent to summon them. 12th level
Apex Predator (Green): You gain a +1 competence bonus to attack and damage when you cast a Transmutation spell that targets yourself for the duration of the spell for every 3 Green mana spent to cast it. 4th level.
Greater Apex Predator (Green): You gain a +1 competence bonus to attack and damage when you cast a Transmutation spell that targets yourself for the duration of the spell for every 2 Green mana spent to cast it. 10th level.
Ferocity (Green): Creatures you summon gain a +1 competence bonus to attack and damage for every 5 Green mana spent to summon them. 4th level
Improved Ferocity (Green): Creatures you summon gain a +1 competence bonus to attack and damage for every 4 Green mana spent to summon them. 8th level
Greater Ferocity (Green): Creatures you summon gain a +1 competence bonus to attack and damage for every 3 Green mana spent to summon them. 12th level
Aegis (Green): Creatures you summon gain a +1 Natural armor bonus for every 3 Green mana spent to summon them.
Improved Aegis (Green): Creatures you summon gain a +1 Natural armor bonus for every 2 Green mana spent to summon them. 6th level
Greater Aegis (Green): Creatures you summon gain a +2 Natural armor bonus for every 3 Green mana spent to summon them. 12th level
Gaea’s Protection (Green): Creatures you summon gain DR x/- where x is equal to the amount of Green mana spent to summon them divided by 4. 6th level
Greater Gaea’s Protection (Green): Creatures you summon gain DR x/- where x is equal to the amount of Green mana spent to summon them divided by 3. 10th level
Regeneration (Green): Creatures you summon gain an amount of Fast Healing equal to the amount of Green mana spent to summon them divided by 4. 4th level
Greater Regeneration (Green): Creatures you summon gain an amount of Fast Healing equal to the amount of Green mana spent to summon them divided by 3. 8th level
Giant Growth (Green): One natural weapon of creatures you summon deals damage as if it were one size category larger for every 3 Green mana spent to summon them. All natural weapons must be increased in size before any are increased twice.
Greater Giant Growth (Green): One natural weapon of creatures you summon deals damage as if it were one size category larger for every 2 Green mana spent to summon them. All natural weapons must be increased before any are increased twice. 10th level
Transmogrifier (Green): Increase the save DC for Transmutation spells you cast by 1 for every 3 Green mana spent to cast them. 6th level
Greater Transmogrifier (Green): Increase the save DC for Transmutation spells you cast by 1 for every 3 Green mana spent to cast them. 14th level
Shapeshifter (Green): You gain +1 caster level when casting Transmutation spells for every 2 Green mana spent to cast them.
Greater Shapeshifter (Green): You gain +2 caster level when casting Transmutation spells for every 3 Green mana spent to cast them. 8th level
Wolf Summon: You may summon X wolves where x is equal to the amount of Green mana paid to summon them.
Hawk Summon: You may summon X hawks where x is equal to the amount of Green mana paid to summon them.
Dire Wolf Summon: You may summon X dire wolves where x is equal to the amount of Green mana paid to summon them divided by 3. Must be 6th level.
Rhino Summon: You may summon X Rhinoceros where x is equal to the amount of Green mana paid to summon them divided by 4. Must be 8th level.
Bear Summon: You may summon X dire bears where x is equal to the amount of Green mana paid to summon them divided by 6. Must be 10th level.
Worm Summon: You may summon X Purple Worms where x is equal to the amount of Green mana paid to summon them divided by 9. Must be 14th level.
Metamagic Mana (Su): At 3rd level, when a manacaster casts a spell, he may choose to apply his metamagic feats to improve it. To do this he adds to the mana cost of the spell. This increased cost is equal to the effective level increase of the metamagic feat(s) the manacaster is applying. This cost must be paid with Affinity colored mana of the spell. Alternately, the cost may be paid with two colorless mana per effective level increase. Colored mana used to power this ability does not count towards Affinity abilities. The effective level of the spell can be no higher than the highest level spell the manacaster can cast.
Increased Leylines (Su): At 3rd level and every 3 levels thereafter, a manacaster increases the number of lands he may connect ley lines to each level by 1/level. This increase is not retroactive. At 9th level a manacaster increases his colorless mana pool to triple his level. At 18th level it increases again to 4 times his level.
Bonus Feat (Ex): At 5th, 10th, 15th, and 20th level, a manacaster gains a bonus feat. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. These feats must be either metamagic feats, weapon and armor proficiency feats (excluding exotic), or the Mana Blend feat.
Planeswalk (SLA): At 5th level a manacaster gains the ability to move between planes in his search for mana once per day. This ability functions as the spell Plane Shift except the manacaster must target themselves with this ability and may bring a number of additional willing creatures equal to half his level. Using this ability requires the manacaster to spend 3 colored mana.
At 9th level, and every four levels thereafter, the manacaster may planeshift one additional time per day.
Improved Metamagic Mana (Su): At 11th level, when using metamagic mana, the manacaster may pay one colorless mana per effective level increase after the first, which must be be paid with either an Affinity color mana or two colorless mana.
Greater Metamagic Mana (Su): At 17th level, when using metamagic mana, a manacaster does not have to increase the casting time. This ability does not function if the initial increase cost was paid with two colorless mana instead of Affinity color mana.
Infinite Affinity (Su): At 20th level, when a manacaster casts a spell, including a quickened spell, he may cast a “copy”, a quickened version of the same spell, by paying double the cost of the spell. Any effects applied to the original, such as Affinity mana or metamagic feats, must be applied to the copy as well, and the cost must be paid entirely with Affinity mana for the spell.
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NEW FEATS
EXTRA AFFINITY
You have unlocked the secret of a new Manacaster affinity ability.
Prerequisite: Manacaster affinity class feature.
Benefit: You gain one additional affinity ability. You must meet all the prerequisites for this affinity ability.
Special: You can gain this feat multiple times. Its effects do not stack, instead granting a new affinity ability each time you gain this feat.
AFFINITY BOOST
Your connection to a certain color of mana is strong.
Prerequisite: Manacaster level 10
Benefit: Choose a color of Mana. You may pay an additional amount of mana equal to your manacaster level to power that color’s affinity abilities.
Normal: You may only pay up to half your level in additional mana.
Special: You can gain this feat multiple times. Its effects do not stack, instead choose a different color of Mana each time you gain this feat.
IMPROVED LEY LINES
You can create more ley lines than most manacasters.
Prerequisite: Manacaster level 9
Benefit: You may create ley lines to an additional number of lands as if you were 1 level higher.
GREATER LEY LINES
You can create even more ley lines.
Prerequisite: Manacaster level 15, Improved Ley Lines
Benefit: You may create ley lines to an additional number of lands as if you were 2 level higher.
Special: This ability does not stack with Improved ley lines.
MANA BLENDING
You have learned to blend the barriers of the colors of magic.
Prerequisite: Manacaster level 7
Benefit: Choose 2 colors of mana .You may use mana of either color to power the affinity abilities of either. Mana used this way does not count as its original color for affinity abilities.
Special: You can gain this feat multiple times. Its effects do not stack, instead you choose a different pair of colors each time.
Lingering Summons
Your summoned creatures persist longer than most.
Prerequisite: Manacaster level 10
Benefit: Creatures you summon with Affinity Summon abilities disappear after 2 rounds/level.
Normal: Summoned creatures disappear after 1 round/level.
Titanic Growth
Your summoned creatures are titanic in size and strength.
Prerequisite: Manacaster level 6, Giant Growth Affinity Ability
Benefit: Giant Growth increase the damage of one type of natural weapon, such as claw or talon, as if it were one size category larger. All natural weapon types must be increased before a type can be increased twice.
Normal: Giant Growth increased the damage of one natural weapon.
NEW ITEMS
RIng of MANA, lesser (White, Blue, Black, Red, or Green)
]Aura moderate universal; CL 9th
Slot ring; Price 4,000 gp; Weight -
DESCRIPTION
This ring allows a manacaster access to three mana of the indicated color that may be used to cast spells, pay metamagic costs, or power affinity abilities. A ring of mana may not have a ley line connected to it to generate colorless mana.
CONSTRUCTION REQUIREMENTS
Forge Ring, creator must be a manacaster; Cost 2,000 gp
RIng of MANA (White, Blue, Black, Red, or Green)
Aura moderate universal; CL 9th
Slot ring; Price 8,000 gp; Weight -
DESCRIPTION
This ring allows a manacaster access to five mana of the indicated color that may be used to cast spells, pay metamagic costs, or power affinity abilities. A ring of mana may not have a ley line connected to it to generate colorless mana.
CONSTRUCTION REQUIREMENTS
Forge Ring, creator must be a manacaster; Cost 4,000 gp
Necklace of Ley Lines
Aura strong Universalist; CL 15th
Slot Neck; Price 4,000 gp (1 slot), 16,000 gp (2 slots), 36,000 gp (3 slots), 64,000 gp (4 slots), 100,000 gp (5 slots) Weight —
Description
This necklace has a number of colored clasps, between one and five. A ring of mana connected to one of the clasps conveys its benefits as if worn in the ring slot. The necklace can only hold one ring of mana of each mana color. An amulet of Ley Lines may not have a ley line connected to it to generate colorless mana.
Construction Requirements
Craft Wondrous Item, creator must be a manacaster; Cost 2,000 gp (1 slot), 8,000 gp (2 slots), 18,000 gp (3 slots), 32,000 gp (4 slots), 50,000 (5 slots)

Raiderrpg |

Hm. I don't really like how you've placed the schools of magic, really. Divination is heavily blue and sometimes green, I feel- and Transmutation isn't something in the realm of red, though blue has quite a bit of it- Pongify, Polymorph come to mind immediately.
Then there's Conjuration, which certainly feels Red, what with their tendency to elementals- and Evocation as White doesn't suit, outside of the most rare spells. Illusion certainly isn't black- they'd suit Conjuration better than Green, really, with their use of imps, demons, and of course the multitude of tutors and ritualisic Enchantments (the card type, mind).
As far as the rest of it, I'll take a closer look later on.

Davick |

Hm. I don't really like how you've placed the schools of magic, really. Divination is heavily blue and sometimes green, I feel- and Transmutation isn't something in the realm of red, though blue has quite a bit of it- Pongify, Polymorph come to mind immediately.
Then there's Conjuration, which certainly feels Red, what with their tendency to elementals- and Evocation as White doesn't suit, outside of the most rare spells. Illusion certainly isn't black- they'd suit Conjuration better than Green, really, with their use of imps, demons, and of course the multitude of tutors and ritualisic Enchantments (the card type, mind).
As far as the rest of it, I'll take a closer look later on.
It was more important that the schools be equal than that they exactly match the cards. The cards served as an inspiration, but I don't care to make this a class that can only be played in relation to the card game. I decided early on to make blue the extra magicky color, so it gains an addition school, and green is the summon focused color, so they get one less school.
I think if you look at the affinity abilities, they do a good job of carving out the areas of the school that belong to each color and help highlight why they are there. Because honestly, if you followed the cards above the idea of balance, Blue would have every school, and red would be left with evocation.
That said, Divination is colorless to preserve the color wheel and keep it from being overly complicated, it is also considered a weaker school, so it's easy to leave behind, and blue already had 4 schools anyway. Transmutation is red largely because of Haste, but it is also full of cards that increase attack and add abilities, as is green. Green controls the polymorph sub school, more because of how green magic would work in pathfinder more than how it works in magic. Conjuration is green because of the summon sub school. it would be crazy for it to belong to any other color. Evocation is white because it is full of cards like Smite and Smite the Monstrous, smitey smite smite. I could agree that black isn't big on illusion in the cards, but in Pathfinder, the shadow school is so black it's crazy.
I know it's not a perfect translation of the cards to the schools, but try and look at it from a point of self contained balance.

Raiderrpg |

Honestly, an easier and more suitable-to-flavor way might be giving each of the colors two schools as -opposition- rather than giving them specific schools to work with.
And Red, in that example you gave, would have Enchantment, Conjuration, and Evocation.
Act of Treason and Elementals are as red as Fireball :P