How might I submit this to Knockspell?
The Mage - Click on the name for the .pdf
A mage is born with a high concentration of magic in their body; perhaps from a local, haunted tower of eldritch experiments; mayhap they drank too much well-water from a stream flowing through the caves of an ancient, dead dragon. Perhaps one of her ancestors was not of mortal birth.
In any case, a mage (Magi, sage, sorcerer) is a student of the power within them. By intense study and training, they may gain and control considerable power. Although their knowledge and control is less than those who must study arcane tomes for their power, they may use the powers they know more frequently and are far more flexible in their use.
Because of the intense meditation required of them, they do not have the capabilities others do with melee weapons or armour and their bodies are frailer.
Prime Attribute: As Magi-User or Intelligence, 13+ (+5% Experience)
Hit Dice: As Magic-User or 1d6-1* (Gains 1 hp/level after 9th level)
Armour/Shield Trained: As Magic-User or None (Incapable or one-half benefit)
Weapon Trained: As Magic-User or Dagger, Staff, Darts (Incapable of using others or -4 To-Hit with others)
*Minimum 1 hp/level.Although more capable than standard Magic-Users when starting out, Mages do not rise to the same heights as a standard Magic-User – Although they have an intuitive grasp of magic, it still does not beat years spent pouring over arcane texts, unlocking the secrets of decades, centuries and even millenia of time.
A mage is, socially, likely to be treated as a magic-user, even once the differences are known – The differences being of little consequence to the lives of others. The mage can be of immense help or call down destruction on your head – Maybe not as powerful, but more often. "Six of one, half dozen of the other, I say, and strange as any."
Mage Class AbilitiesSpell Casting: Unlike a standard Magic-User, the Mage does not memorize spells – All the spells they shall ever know are the ones they learn intuitively. Instead, they know five spells at first level and develop an extra spell known each level, up to the highest spell level they may cast.
Instead of memorizing spell slots, the mage is limited in the number of spells they can cast of each level per day. They may cast any spell of that level they know, provided they have a free spell use of that level.
In order to refresh their ability to use spells, the mage must successfully meditate for one hour a day. If distracted, a saving throw may be used to continue meditation.
The spells they may cast are drawn from the same pool as the Magic-User. In addition, they may, in their intuitive understanding, develop a new spell as their learned spell for that level, provided the GM allows it.
A Mage may cast spells from scrolls, as per a Magic-User. However, they may not create spell-scrolls – They lack the theoretical underpinnings of knowledge which allow this.
Mage's Retreat: At 11th level, the Mage gains the title of 'Arch-Mage' and may build a dwelling in an isolated area that has some sort of magical, arcane and/or supernatural significance. There, she will meditate on the source of her power and explore the bounderies of Mage-dome.
In time, she will gain acolytes, some mages, some wishing to be mages, as well as guards and servants – As those who spend time with mages often return with treasure, magic items and tales to tell.
If sufficiently powerful, she may one day succeed in the incredibly difficult task of imbuing a person – Or even a family line – With the potential well of power of a mage.