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Force Mage

At a glance:
Harness kinetic energy for fun and profit.
Type: Mage
​​Primary Stat: Fortitude
​Secondary Stat: Precision
Casting Method: Somatic
Toughness Rating: 4
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Sharing their academic roots with Dynamancers, Force Mages specialize in the harnessing and manipulation of kinetic energy through magic. Spellcasting is a bodily affair to a Force Mage, as their craft demands that they channel the vast energies involved in kinetomancy through their own flesh and bone. This, combined with the indiscriminate nature of wielding such unruly energies, has lent kinetomancy a reputation as being particularly difficult for novice mages (or those around them) to come to grips with. But for those who press on, it is an exceptionally potent form of magic, able to grant speed, grace, and a degree of physical impunity that few other disciplines of magic can claim. 
At Level 1, gain the following features:
​

Repulse. 
When you take Damage from any source, you may use your Reaction to activate this ability. Choose one effect:
  • Move yourself 5ft directly away from the damage source (so long as there is an available space).
  • Force a creature within 5ft of you to make a Might Check (Target = your CL).
    • If it is a Large or smaller creature and it fails, push it 5ft directly away from you and inflict Knocked Down.
    • If it is a Giant or larger creature, it takes 2d4 Kinetic Damage on a failure, or half as much on a success.  
Momentum Counters. Momentum Counters can be spent using this feature, or used to power up Force Mage spells and abilities.
  • Whenever you cast a spell with the Momentum tag, gain 1 Momentum Counter. 
  • Gain 1 Momentum Counter for every 30ft. you move during your Turn.
  • During your Turn, you may use you Reaction to spend 1 Momentum Counter and move up to half your Speed. 
  • When you deal any amount of Kinetic Damage to a target, you may spend 2 Momentum Counters to maximize one of the Kinetic Damage die rolled as a Free Action. ​
  • If you do not gain any Momentum Counters for two consecutive Rounds, lose all Momentum Counters.

Force Mage Spells


Compel Mass (1+)
Range: 15ft. 
Use: Action
Activation Cost: 1+ Mana
Tags: Utility, Momentum
You target a single inanimate, unsecured object within range that is not being worn or carried, weighing no more than 5 lbs. (~2.2kg). You must have an unobstructed view of the target. It is immediately pulled toward you, stopping at your feet. If you have a free hand, you can instead catch it as a Free Action. 

Upcast. For every additional 1 Mana spent to activate this ability, increase the Range by 5ft., and increase the weight limit of the target object by 5lbs. 
Exert. You may spend 2 Momentum Counters when you activate this ability. If you do, double the total range and weight affected, including increases from Upcasting. 

Wrench From Grasp (3)
Range: 30ft. 
Use: Action
Activation Cost: 3 Mana
Tags: Utility, Might Check, Momentum
You attempt to pull a carried object away from another creature. Target an object within range.
If the creature is holding the target object, it must succeed on a Might Check against your Spell Check Target (Fortitude + Precision + 1/2CL).
If the object is on the creature’s person, but not carried (such as a sword in a scabbard, or a pair of gloves tucked into a belt) they must succeed on a Precision Check instead. 
On a failure, the object leaves their possession and flies 10 feet toward you before clattering to the ground. If you are within 10 feet and have a free hand, you may catch the object as a free action.
This ability does not work on objects that are being securely worn, such as backpacks, armor, belts, etc.

Force Field (3+/3+)
Range: 60ft. 
Use: Action
Activation Cost: 3+ Mana
Sustaining Cost: 3+ Mana
Tags: Utility, Control, Sustaining, Wall
Designate three 5ft. x 5ft. x 5ft cubes within range. Each cube must share a face with another cube. 
Each cube is filled with a shimmering field of kinetic energy. Creatures move through the field at half speed, and take 1d4 Kinetic Damage when they enter the field or start their Turn there. If a creature ends its Turn within the field, it must make a Fortitude Check against your Spell Check Target (Fortitude + Precision + 1/2CL), taking Kinetic Damage equal to your Character Level if it fails, or half as much if it succeeds. 

Upcast: You can spend an additional 2/2 Mana to Activate and Sustain this spell, increasing the number of cubes to 5 total. 
Exert: You may use two Actions to activate this ability. If you do, double the total number of cubes, including those from Upcasting. 
Kinetic Blitz (2+)
Range: Self
Use: Action
Activation Cost: 2+ Mana
Tags: Movement, Attack, Momentum
You move 30ft. in a straight line, without incurring opportunity attacks. If you would move through an occupied or blocked space, you instead end the dash at the last possible open space. 
As part of this Spell, you may make a Melee Weapon Attack, or use another Spell or other ability with a range of Touch, against one target that you pass within range of along this path. You must still spend Mana and Stamina for attacks, spells, and abilities used in this way. 

Upcast: For each additional 2 Mana spent to activate this ability, increase the distance traveled by 5ft. 
Exert: You may spend 4 Momentum Counters when you activate this ability. If you do, you may use an attack, spell, or ability against each eligible target you pass along this path as part of the same action. You cannot pick the same target more than once. 

Attract (4+)
Range: Touch
Use: Action
Activation Cost: 4+ Mana
Tags: Utility, Control, Knock Down, Momentum
Pick a point within range. All creatures in a 20ft. radius of that point must make a Might Check against your Spell Check Target (Fortitude + Precision + 1/2CL).
  • Creatures that fail the Check are moved 10ft. toward the target point; Creatures that fail by 4 or more are moved an additional 10ft. Giant and larger creatures are moved half as far. 
  • Creatures that reach the target point (or started there) suffer Kinetic Damage equal to your character level if they failed the Check. 
  • If multiple creatures are pulled to occupy the same space, you may arrange them in the closest viable spaces. Whenever creatures would have collided like this, the smaller of them is Knocked Down. Creatures that are the same size knock each other down. 
 
Upcast: For each additional 4+ Mana spent to activate this spell, increase the radius by 5ft. 
Exert: You may spend 3 Momentum Counters when you to activate this spell. If you do, add your Character Level to the required Check Target. 

Repel (6+)
Range: 60ft., 10ft. Radius
Use: Action
Activation Cost: 6+ Mana
Tags: Utility, Control, Knock Down
Pick a point within range. All creatures in a 10ft. Radius of that point must make a Might Check against your Spell Check Target (Fortitude + Precision + 1/2CL), taking 3d6 Kinetic Damage on a failure, or half as much on a success. Large or smaller creatures that fail the Check are pushed 10ft. away from the point and Knocked Down. Giant or larger creatures that fail are pushed 5ft. 

Upcast: For each additional 3 Mana spent to activate this ability, add +1d6 Kinetic Damage. 
Exert: You may spend 4 Momentum Counters when you activate this ability. If you do, replace the d6’s with d12’s. 

​

​Starting Equipment

If Force Mage is your Major Class, you get the following equipment at level 1.
Armor & Clothing:
  • A spare set of Commoner Clothing. ​
Melee Weapons:
  • A Blackjack or a Hammer.
  • One of the following: Spear (short), a Staff, or an Axe.
Ranged Weapons:
  • A Hand Crossbow & 30 bolts or 10 Darts.
Magic Items:
  • An Luck Ward or a Kinetic Ward.
Adventuring Gear & Currency:
  • A pack and sleeping roll.
  • 5 torches.
  • A fire starting kit.
  • 5 days of rations appropriate for the region.
  • 50ft. of rope.
  • 10GP, 40SP, and 300CP.
Potions
  • One Potion of Arcanism (Unusual)

Specializations

If Force Mage is your Major Class, gain the features below as you reach the indicated levels.

Level 1
Basic Spellcraft. Choose 1 Generic Spell Perk. 
Kinetomancy. Once per day, you may use the Repulse feature as a Free Action instead of a Reaction.
​
Level 2
Choose one:
  • Increase Mana Regeneration by 1.
  • ​Choose a Perk.
Level 3
Choose one:
  • Propel. You can spend Mana to increase movement as a Free Action. For every 2 Mana spent this way, your Speed increases by 5ft. until the start of your next turn. Alternatively, you may use an Action to apply the same bonus to another creature you can Touch. 
  • Animate Ammo. You can magically imbue inanimate objects with kinetic energy, and manipulate them accordingly. As an Action, you can launch any piece of ammunition (arrow, bullet, etc), any similarly sized object (rocks, sticks, ball bearings), or any weapon with a Throw range at a target within 60ft. Roll at Attack, using either Precision or your Spell Attack, dealing 1d6 Piercing* Damage + Kinetic Damage equal to half your CL on a hit.
    This ability can be used to  make Longshots, following the normal rules for that Action. It may also be used to launch grenades as if they had a Range of 60ft. 
    *The GM may replace Piercing Damage with Bludgeoning or Slashing Damage, depending on the object launched. 
 
Level 4
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • ​Choose a Perk.
Level 5
Choose one
  • Increase your Fortitude and Precision by 1.
  • Increase your Mana Capacity by 2.
Level 6
Choose one:​​
  • Intense Repulse. When you use the Repulse feature to force a target to make a Check, the Check Target is doubled. 
  • Burst Repulse. When you use the Repulse feature to force a target to make a Check, you may choose to have it also affect all creatures within 5ft. of you. 
​Level 7
Choose one:
  • Increase the Core Stat of your choice by 1.
  • ​Choose a Perk.
Level 8
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Pick any unchosen specialization option from Levels 2, 4, 5, or 7.
Level 9
Choose one:
  • Mass Manipulation. 
    • ​The base weight limit for Compel Mass increases to 15lbs.
    • Increase the Check Target for Wrench From Mass by 5. 
    • All creatures moved by your Attract or Repel spells are moved an additional 5ft. 
  • Force Projection. 
    • ​When you use the Force Field spell, create an additional cube of affected area. 
    • So long as your Mana is greater than zero, your Armor increases by 1.
  • Kinetic Essence.
    • ​Once per Round, when you deal any amount of Common Damage to a target, you may add +1d4 Kinetic Damage as a Free Action.
    • Once per Round, when you deal Kinetic Damage to a target, you may replace one damage die with the next larger size (up to 1d20). 
Level 10 
​​Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
Level 11 
  • Pick any two unchosen specialization options from Levels 2, 4, 5, 7, 8, or 10.
Level 12
Choose one:
  • Kinetic Shield. When you would take Common or Forceful Damage, you may use your Reaction to reduce the total taken by half. 
  • Kinetic Bind. This ability costs 5 Mana to use. Target a single creature within 15ft. It must make a Might Check against your Spell Check Target (Fortitude + Precision + 1/2CL) If it fails, its Speed is reduced to zero until the end of its next turn. If it succeeds, its Speed is halved. If you are within Touch distance of the target when you activate this ability, you may add +12 to the Check Target. 

Level 13 
Choose one:
  • Increase the Core Stat of your choice by 2, or any two stats by 1.
  • ​Choose a Perk.
Level 14 
Choose one:
  • Increase your Mana Regeneration by 2.
  • ​Increase your Stamina Regeneration by 2.
  • Choose a Perk.
Level 15 
Choose one:
  • Epic Kinetomancy. 
    • The base Radius of your Attract and Repel spells doubles, and creatures affected by them are moved an additional 10ft.
    • You create an additional 2 cubes of force when you use the Force Field spell. 
  • Careful Kinetomancy. 
    • ​Whenever you use a Force Mage spell or ability that would affect an area, you may designate any number of creatures within that area to be unaffected by it. 
Level 16
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
  • Choose a Perk.
Level 17 
Choose one:
  • Increase your Mana Capacity by 3.
  • Choose a Perk.
Level 18 
Upon reaching Level 18, you gain access to the following spell:
Herald of Force (16/8)
Range: Self
Use: Action
Activation Cost: 16 Mana
Sustaining Cost: 8 Mana
Tags: Avatar, Buff, Kinetic
You become an embodiment of force and kinetic energy. You can cast no other spells while under the effects of this one, and gain all of the following features:
  • Immediately when you cast this spell, all creatures  you designate within 30ft. of you must succeed on a Fortitude Check against twice your Spell Check Target. They take 10d10 Kinetic Damage on a failure, or half as much on a success, and are pushed back 15ft. Creatures that failed the Check are Knocked Down. Creatures that cannot be Knocked Down instead take an additional 2d10 Kinetic Damage. 
  • Your Mana Regeneration is reduced to 0.
  • Your Stamina Capacity and Stamina Regeneration both increase by 10.
  • You cannot dismiss this spell until you run out of Mana. 
  • This spell continues to affect you even within an anti-magic aura, but the Sustaining Cost triples if you start your turn there.
  • Your Speed increases by 5ft. x your maximum Mana Capacity.
  • You gain on additional Action on your Turn.
  • You add twice your Fortitude score to all weapon attack rolls. 
  • You add your Character Level in Kinetic Damage to all weapon damage rolls.
  • You halve all Damage you receive.
  • You cannot become Ignited, Frozen, Stunned, Melted, Poisoned, or Knocked Down. 
  • If you would suffer an Affliction while in this form, you do not suffer it until this spell ends. 
Once you cast this spell, you cannot do so again until you complete a Full Rest. ​
Level 19 
Choose two:
  • Increase your Fortitude ​by 3.
  • Increase your Precision ​by 2.
  • Choose a Perk.
Level 20 
​Choose two. You may select the same option twice:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Choose a Perk.
  • Increase the Core Stat of your choice by 1.
  • Pick any unchosen specialization option from Levels 2, 4, 5, 7, 8, 10, 13, 14 16, 17, or 19.
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