In my last post, I gave an overview of the changes I was planning to make to Dragon Age’s magic system in order to make it a better fit for Diablo’s setting. This post is meant to give more of the mechanics to support those changes: talents for the new schools of magic and a background for Diablo 2’s Sorceress character.

New Talents

Arcane Magic

Classes: Mage.

Requirement: You must have the Magic (Arcane) focus.

You have mastered the manipulation of raw arcane energy.

Novice: You can sense the presence of magic, such as lingering enchantments and magical items, within 3 yards of you as a minor action. This sense generally does not allow you to know the effects of the magical aura.

Journeyman: When you cast an Arcane spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Arcane spell.

Master: Your mastery of raw arcane energy allows you to regenerate mana much faster than other mages. When you roll to regain mana points, you can choose to re-roll the dice but must keep the results of the second roll. You also gain one new Arcane spell.

Death Magic

Classes: Mage.

Requirement: You must have the Magic (Death) focus.

You have learned to harness the power of death, decay, and poison.

Novice: You may channel latent necromantic energy into an armor of phantasmal bone without spending mana points. This requires a minor action and gives you an armor rating of 2 until the beginning of your next turn.

Journeyman: When you cast a Death spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Death spell.

Master: The miasma of death and decay surrounding you weakens those who would attack you. Opponents making a melee attack against you suffer a -1 penalty to Strength. You also gain one new Death spell.

Elemental Magic

Classes: Mage.

Requirement: You must have the Magic (Elemental) focus.

You have studied the manipulation of the raw elemental forces of fire, cold, and lightning.

Novice: You can channel elemental energy into your arcane lance without spending mana points. This does not increase the damage dealt, but may provide a benefit against targets vulnerable to a particular type of elemental energy.

Journeyman: When you cast an Elemental spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Elemental spell.

Master: You gain one new Elemental spell and also gain access to three special spell stunts that may be used when casting Elemental spells:

  • Freezing Spell (2 SP): Your spell freezes one of its targets in place. The target must spend a minor action to break the ice away before being able to move again. While frozen, the target takes a -2 penalty to Defense. You may only use this stunt when casting a spell that deals cold damage.
  • Immolating Spell (4 SP): One target is lit on fire by the flames of your spell. The target takes 1d6 damage at the beginning of its turn until it spends a major action to put out the flames (or otherwise extinguish them). You may only use this stunt when casting a spell that deals fire damage.
  • Shocking Spell (3 SP): The lightning summoned by your spell stuns one of its targets. The target is only able to use a single minor action on its next turn. You may only use this stunt when casting a spell that deals lightning damage.

Hex Magic

Classes: Mage.

Requirement: You must have the Magic (Hex) focus.

Your hexes and curses are more potent than for other mages.

Novice: If you possess a focus taken from another being, such as a piece of hair or drop of blood, you can sense the general direction and distance to them if they are within 1 mile of your location and not magically warded.

Journeyman: When you cast a Hex spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Hex spell.

Master: You are able to increase the power of your spells by using a focus. If you possess a focus taken from the target, such as a piece of hair or a drop of blood, increase the spellpower of your Hex spells against that target by 2. You also gain one new Hex spell.

Holy Magic

Classes: Mage.

Requirement: You must have the Magic (Holy) focus.

Your faith and magical skill have allowed you to master holy magic.

Novice: You can sense the presence of demons and undead within 10 yards of you as a minor action. This sense is able to penetrate all but the most powerful magical disguises.

Journeyman: When you cast a Holy spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Holy spell.

Master: You are protected by a nimbus of holy magic that grants you a +1 bonus to Defense. You also gain one new Holy spell.

Nature Magic

Classes: Mage.

Requirement: You must have the Magic (Nature) focus.

You have become more attuned with the spirits of nature through long hours of study.

Novice: You are able to magically commune with animals. You may use Magic (Nature) for any Communication (Animal Handling) ability test.

Journeyman: When you cast a Nature spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Nature spell.

Master: Your bond with nature allows your body to heal more quickly than normal. When you take a breather, you regain extra health equal to your Magic ability. You also gain one new Nature spell.

Zann Esu Sorceress

The reclusive Zann Esu mage clan of Kehjistan is devoted to the study of elemental magic. The sorceresses believe that elemental energy is the purest form of magic and that by focusing solely on it they will be able to become the most powerful of the mage clans. The Zann Esu are also notable for restricting membership to only women.

Playing a Zann Esu Sorceress

If you choose to play a Zann Esu Sorceress, modify your character as follows:

  • Add 1 to your Magic ability. The Zann Esu mage-clan only accepts apprentices with the most potential for magical power.
  • You are most likely female. The Zann Esu refuse to train males except under the most unusual circumstances.
  • Pick one of the following ability focuses: Cunning (Arcane Lore) or Willpower (Self-Discipline).
  • You can speak and read Kehjistani as well as one of the following languages: Barbarian Tongue, Druidic, Umbaru, Western Tongue, Xiansaian.
  • Take the mage class. You may learn and cast spells from the elemental and arcane schools.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

2d6 Benefit
2 +1 Dexterity
3-4 Focus: Cunning (Historical Lore)
5 Focus: Dexterity (Staves)
6 Focus: Magic (Elemental)
7-8 +1 Cunning
9 Focus: Cunning (Cultural Lore)
10-11 Focus: Communication (Etiquette)
12 +1 Communication
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