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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:
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.
- 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).
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:
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Adventuring Gear & Currency:
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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:
Choose one:
Level 4 Choose one:
Choose one
Choose one:
Choose one:
Choose one:
Choose one:
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Choose one:
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Level 13 Choose one:
Choose one:
Choose one:
Choose one:
Choose one:
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:
Level 19
Choose two:
Choose two. You may select the same option twice:
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