Savage Mage


Homebrew and House Rules


It's like a sorcerer, but all its bonus spells have lists of random effects that can be added to.
Chaos.
School: Universal - Savage Mage bonus spell
Level: 0
Casting time: combat Action
Duration: concentration.
Components: V + S
Range: Close; 25 ft +5 ft per level
1. Dust, dirt, and pebbles all go flying at the target. RC(Requires Concentration. Target must make a concentration check to cast, Will save is required for target to check for traps or disarm them.)
2. Target hears unintelligible muttering. RC and cannot make listen check.
3. Mouse, bat, or squirrel is summoned. If commanded to attack only lasts one round a level. As this summons a local creature,
4. Ball of light appears in front of targets face. RC and -1 to hit.
5. Extermination: Swarm or vermin only, takes 1D4 damage in 1, 5 foot square. Can also kill vermin such as rot grubs or Kyuss worms.
6. Face of target gets clown makeup.
Magic item: A wand with up to 50 charges. 3rd caster level when it matters.
Randomcarnation
School: Universal - Savage Mage bonus spell
Level: 7
Casting time: Standard Action
Duration: Permanent
Components: V + S
Range: Touch
1: Human
2: Elf
3: Dwarf
4: Halfling
5: Gnome
6: Half Orc
7: Lizardman
8: Kobold
9: Goblin
10: Orc
11: Troll
12: Ogre
13: Midge Pixie
14: Housecat
15: Wolf
16: Squirrel
17: Bear
18: Dragon(same alignment)

Will speak common till they allow the personality change. Can be changed back by a polymorph spell.
Supernatural powers won't manifest till they allow the personality change.


Elemental bolt
School: Conjuration - Savage Mage bonus spell
Level: 1
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 to 5 targets, each next cannot be more than 15 feet apart from the previous.
Duration: Instant
Saving Throw and spell resistance: nil.(Side effects can be saved against)
The elemental substance is conjured and squirted at the target. The target must be hit by a ranged touch, and inanimate objects can be targeted. The substance is rolled once for all bolts. There is one for each odd level, getting 1 at first, 2 at 3rd, ect. Each does 1D4 damage unless the target is very susceptible.
Bolt of
1: Fire(can light flammables)
2: Frost
3: Electricity
4: Sonic(can shatter one item and may cause deafness till next round)
5: Acid
6: Sharpened Rock/ Piercing.


Savage Mage
It's like a sorcerer, but all its bonus spells have lists of random effects that can be added to. During their childhood, they have bursts of uncontrolled magic, becoming more frequent when they become a adolescent. It’s like a haunt, but there are no spirits involved. They could have gone the mage or sorcerer route, but they decided to revel in their natural outbursts.
Role: Always the wild card, they often mess up the enemies tactics. Reading their mind is usually a waste of time as they don’t know what they will get. As a force of nature they get along with Druids, Rangers, and Barbarians, and can multi-class as such. Properly built, they can pull off the magical point blank shot. They have access to chaotic or natural bloodlines, such as Wonderlander or Dryad ancestery.
Alignment: Any Non-Lawful
Hit Dice: D6
Class Skills
Appraise(Int), Bluff(Cha), Craft(Int), Fly(Dex), Handle Animal,(Cha), Intimidate(Cha), Knowledge(Arcana, Geography, and Nature)(Int), Profession(Wis), Ride(Dex), Spellcraft(Int), and use Magic Device(Cha)
Skill Ranks per Level: 2 + Int modifier
Class Features
Weapon and Armor Proficiency: Sorcerers are proficient with all stone age weapons and armor. All non-metal items such as flint knives(Daggers), stone headed arrows, turtle shell shields, wood tower shields, and leather armor.
Spells: A savage mage casts spells drawn from the Sorc/Wizard spell lists, mostly. All bonus spells will be random effect spells. Protection from Chaos is out of the question. The summoning spells are randomized, meaning you find out what you get when you cast it, so you can look it up while others are taking their turns. Prismatic spray can be taken as a bonus spell. The class bonus spells are they can learn one extra spell per level, random effect only. They can cast spells granted by their ability bonus(Cha) only random effects spells.


Goth Guru wrote:

Savage Mage

It's like a sorcerer, but all its bonus spells have lists of random effects that can be added to. During their childhood, they have bursts of uncontrolled magic, becoming more frequent when they become a adolescent. It’s like a haunt, but there are no spirits involved. They could have gone the mage or sorcerer route, but they decided to revel in their natural outbursts.
Role: Always the wild card, they often mess up the enemies tactics. Reading their mind is usually a waste of time as they don’t know what they will get. As a force of nature they get along with Druids, Rangers, and Barbarians, and can multi-class as such. Properly built, they can pull off the magical point blank shot. They have access to chaotic or natural bloodlines, such as Wonderlander or Dryad ancestery.
Alignment: Any Non-Lawful
Hit Dice: D6
Class Skills
Appraise(Int), Bluff(Cha), Craft(Int), Fly(Dex), Handle Animal,(Cha), Intimidate(Cha), Knowledge(Arcana, Geography, and Nature)(Int), Profession(Wis), Ride(Dex), Spellcraft(Int), and use Magic Device(Cha)
Skill Ranks per Level: 2 + Int modifier
Class Features
Weapon and Armor Proficiency: Sorcerers are proficient with all stone age weapons and armor. All non-metal items such as flint knives(Daggers), stone headed arrows, turtle shell shields, wood tower shields, and leather armor.
Spells: A savage mage casts spells drawn from the Sorc/Wizard spell lists, mostly. All bonus spells will be random effect spells. Protection from Chaos is out of the question. The summoning spells are randomized, meaning you find out what you get when you cast it, so you can look it up while others are taking their turns. Prismatic spray can be taken as a bonus spell. The class bonus spells are they can learn one extra spell per level, random effect only. They can cast spells granted by their ability bonus(Cha) only random effects spells.

I like where this is going, perhaps you should put up a table for your mutations where you roll a d20 and gain a benefit listed, perhaps from the listed evolutions of the summoners eidolon. it lends itself to the random nature of this class. One thing you will have to be careful about is that this class isn't so randomized that someone could be utterly screwed through random chance. Also these guys could probably be Con casters.


I'm thinking of replacing bloodlines with mutations. The player would select, while the Savage Mage would act surprised. Like a "normal" mutant, they have a base race, but they don't get other bonuses such as a human's extra feat, an elf's free bow or longsword, or a dwarf's ability to sense stonework. For the purposes of the mutation, their con bonus is added to their level.
1: Giantism. 1st level-They are one size category larger than the base race. Mundane gear costs 50% more. 5th level-Control. They can shrink down to Base Race size, as long as they concentrate. If they become distracted, they must will save or return to their true size. 10th level-They become 2 size categories larger than than the base race. 20th level- They become 3 size categories larger than the base race.
Special: A savage mage with this mutation has plant growth on their spell list.


I like that, so alternat bloodlines. I do think removing race options should probably not be left in the hands of a class though.


I was thinking that the connection to natural chaos would mutate them. A giant dwarf, isn't really a dwarf. It's also for game balance.


Randomcarnation
19: Drider. Will have sleep poison venom because the result is non evil.


Randomcarnation
20:Horse. Can't wield weapons or cast spells, but can carry more loot.


Quick and dirty Casting.(Metamagic)
You cast a spell quickly, but you set off a random magic flash.
Prerequisite: Non-lawful caster, non book memorized spell.
Benefit: Sorcerers and Savage Mages can cast a spell as a swift action. The Random Magic Flash, which could be good or bad, happens 100%. Wild surge or Rod of Wonder charts can be used.
Normal: Sorcerers could not cast quickened spells who's casting time is more than a full round action. Quicken spell adds 4 levels to the spell.
Special: This is a major benefit, so either make it cost a spell level or allow even the most disastrous magic flashes. You should also include the restriction that a caster can use one metamagic feat from their mind, and one from an item, on a spell. This feat is necessary to make a Rod of Wonder, and some more costly rods of wonder grant this feat 3 times a day.


Freedom
School: Universal - Savage Mage bonus spell
Level: 4
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 target
Duration: Instant
Save: Will
The target summoned creature, golem, or object with a bound elemental becomes free willed for 10 minutes per level. It will even work on a vampire spawn, and they will get a new save for self control when the spell ends.


Goth Guru wrote:

Spiritual Freedom

School: Universal - Savage Mage bonus spell
Level: 4
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 target
Duration: Instant
Save: Will
The target summoned creature, golem, or object with a bound elemental becomes free willed for 10 minutes per level. It will even work on a vampire spawn, and they will get a new save for self control when the spell ends.

I changed the name because of the reversal spell of the same name.


Spiritual Freedom
School: Universal - Savage Mage bonus spell
Level: 4
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 target
Duration: 1 hour or when summoning ends.
Save: Will
The target summoned creature, golem, or object with a bound elemental becomes free willed for 10 minutes per level. It will even work on a vampire spawn, and they will get a new save for self control when the spell ends.

Randomcarnation (Certain magic adds pluses to the chart, or use assorted dice.)
21: Pony. Any magic tattoos end up on their flank.
22: Small(pony sized) unicorn. Any magic tattoos end up on their flank.
23: Small Pegasus. Any magic tattoos end up on their flank.
24: Small centaur. Any magic tattoos end up on their flank.


Goth Guru wrote:

Spiritual Freedom

School: Universal - Savage Mage bonus spell
Level: 4
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 target
Duration: 10 minutes per level or when summoning ends.
Save: Will
The target summoned creature, golem, or object with a bound elemental becomes free willed for 10 minutes per level. It will even work on a vampire spawn, and they will get a new save for self control when the spell ends.

Randomcarnation (Certain magic adds pluses to the chart, or use assorted dice.)
21: Pony. Any magic tattoos end up on their flank.
22: Small(pony sized) unicorn. Any magic tattoos end up on their flank.
23: Small Pegasus. Any magic tattoos end up on their flank.
24: Small centaur. Any magic tattoos end up on their flank.

I just caught that typo. Changed the duration to match the text.


Bump


Another poster is doing a modern campaign. If wizards lose control of their magic by over using it, Then they can only cast extra spells using quick and dirty magic. I'm going to add to my Magic Flash topic too.


Goth Guru wrote:

Spiritual Freedom

School: Universal - Savage Mage bonus spell
Level: 4
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 target
Duration: Special or when summoning ends.
Save: Will
The target summoned creature, golem, or object with a bound elemental becomes free willed for 10 minutes per level. It will even work on a vampire spawn, and they will get a new save for self control when the spell ends.

Randomcarnation (Certain magic adds pluses to the chart, or use assorted dice.)
21: Pony. Any magic tattoos end up on their flank.
22: Small(pony sized) unicorn. Any magic tattoos end up on their flank.
23: Small Pegasus. Any magic tattoos end up on their flank.
24: Small centaur. Any magic tattoos end up on their flank.

25: Wyvern(May not need a personality change). :)

26: Treant
27: Giant Eagle
28: Giant Owl


Since a Savage Mage practices de controlling the magic within, I should give them 1D4 + Int skill points a level. Make that 1D6 + Int skill points a level. Just to make it worth the risk.


Goth Guru wrote:

Elemental bolt

School: Conjuration - Savage Mage bonus spell
Level: 1
Casting time: Attack action
Components: V + S
Range: medium (100ft. + 10ft./level)
Targets 1 to 5 targets, each next cannot be more than 15 feet apart from the previous.
Duration: Instant
Saving Throw and spell resistance: nil.(Side effects can be saved against)
The elemental substance is conjured and squirted at the target. The target must be hit by a ranged touch, and inanimate objects can be targeted. The substance is rolled once for all bolts. There is one for each odd level, getting 1 at first, 2 at 3rd, ect. Max bolts are 5. Each does 1D4 damage unless the target is very susceptible.
Bolt of
1: Fire(can light flammables)
2: Frost
3: Electricity
4: Sonic(can shatter one item and may cause deafness till next round)
5: Acid
6: Sharpened Rock/ Piercing.

7: Positive energy(heals living, harms undead)

8: Negative energy(harms living, heals undead)

The feat that increases spell level increases max bolts to 10.

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