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Date Created: April 2, 2010
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{{#set:Summary= Electric Mage |Length=10 |Minimum Level=0 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Good |Reflex Save Progression=Good |Will Save Progression=Poor |Class Ability=Alternate Magic |Class Ability Progression=Separate }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Electric MageEdit

Story-tellers whisper of the legendary floating continent that hovers far above the land of Drahkimar. Of the many kingdoms upon the continent, tales of magic abound concerning a particular kingdom - the land of Liridan. Legends speak of individuals born to immeasurable power. They speak of an ice sorcerer who stopped a demonic invasion with a wall of growing ice a mile tall and a mile wide. They speak of a fell mistress of minds, who warped the inhabitants of the entire land to her bidding.

Obviously, legends involve some exaggeration, but some kernel of truth does exist - in the land of Liridan, individuals are born known as the Touched. They possess great abilities, but are almost universally limited to a single form of magic. In the case of the Electric Mage, this form of magic is the power to control electricity.

(This Electric Mage is heavily based off of the powers displayed by Ratharen, from The Liridan Rebellion series [in-progress]. This is written with source author's approval for adaptation and expansion into a proper class {modeled somewhat after the Fire Mage}. The Electric Mage has electricity-based powers, and powers that could possibly be electricity-based.)

Making a Electric MageEdit

Abilities: The majority of Electric Mage abilities key off of any choice of Wis, Int, or Cha, so one of those is probably best left strong, though this is not essential. Constitution is helpful for the Overcharge ability, Dexterity is helpful for ranged touch attacks, Strength is helpful for melee weapons and melee touch attacks.

Races: Canonically, Liridanese sorcery is a genetic ability (recessive) that only appears among the (semi-)human inhabitants of the kingdom of Liridan. However, in other settings, bloodline factors producing strong, yet incredibly focused natural sorcery could happen in any race or population, or even very rarely in all races.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: "Simple".

Table: The Electric Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Lightning Shock, Electrical Resistance, Stronger Shock, Key Ability
2nd +1 +3 +3 +0 Non-lethal Lightning, Charged Body
3rd +2 +3 +3 +1 Charge Object, Conducting Materials
4th +3 +4 +4 +1 Overcharge
5th +3 +4 +4 +1 Magnetism, Anti-resistance
6th +4 +5 +5 +2 Redirect Lightning, Leaping Lightning
7th +5 +5 +5 +2 Thunder, Absorb Electricity
8th +6/+1 +6 +6 +2 Lightning Rod, Burning Lightning
9th +6/+1 +6 +6 +3 Lightning Saturation, Deafening Lightning
10th +7/+2 +7 +7 +3 Blinding Flash, Electromagnetic Sense
11th +8/+3 +7 +7 +3 Magnetize, Improved Lightning Shock
12th +9/+4 +8 +8 +4 Disruptive Energy, Electrical Transmission
13th +9/+4 +8 +8 +4 Brainfry, Improved Conducting Materials
14th +10/+5 +9 +9 +4 Stop Heart
15th +11/+6/+1 +9 +9 +5 Start Heart
16th +12/+7/+2 +10 +10 +5 Improved Electromagnetic Sense
17th +12/+7/+2 +10 +10 +5 Overload
18th +13/+8/+3 +11 +11 +6 Electrical Magic Disruption
19th +14/+9/+4 +11 +11 +6 Electrical Enchantment Disruption
20th +15/+10/+5 +12 +12 +6 Electrical Transmutation

Class Skills (Skill Points: 4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Listen (Wis) Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

Class FeaturesEdit

Class notes:

Saving throws: All saving throws mentioned below have a save DC of 10 + the Electric Mage's chosen ability modifier + their caster level.

Ability expenditure: Whenever an Electric Mage activates an ability with a standard or full-round action, after the ability is used, the Electric Mage's level drops for the purposes of his abilities (and only his abilities). For example, a 5th level Mage (with a modifier in his chosen ability of 3 using Lightning Shock would deal 5d6+5 electricity damage the first time, 4d6+4 damage the second time, 3d6+3 damage the third time, 2d6+3 damage the fourth time, 1d6+3 damage the fifth time, and only 3 damage every time after that.

This is because exuding electrical energy this way is, understandably, tiring - it also drains the Electric Mage's reserves. To recover this lost potency, the Mage can do one of three things: First, any round in which the Mage does not use any electrical ability (standard action or otherwise), the Mage recovers one class level, ability-wise. Second, as a full-round action, the Mage can rest and recharge, returning himself to full potency. Third, at level 5, the Electric Mage gains the Overcharge ability... whenever he uses that ability, his level is treated as twice his actual level, regardless of how much electricity he has expended - this comes at a price, of course.

All of the following are class features of the Electric Mage.

Weapon and Armor Proficiency: All simple weapons, light armour, and light shields (except tower shield). The Electric Mage is physically competent, though his ability to produce and control electricity tends to overshadow his martial abilities.

Lightning Shock (Su): The Electric Mage is able to both generate and control electricity, and can use it offensively, channeling it out of the mage's hands and towards an opponent. The Electric Mage can use this ability either as a ranged touch attack (medium range), or as melee touch attack.

Upon hitting a target with this ability, the Electric Mage channels electricity into the victim, and can cause lightning to arc from the victim to other nearby foes. On a hit, the Electric Mage can deal a total of 1d6 electricity damage per caster level. This can all be dealt to the original target, or the Electric Mage can choose to deal only some of the total damage, and make a ranged touch attack (close range from the original target) to hit a second unique target with the remaining damage. This can be done multiple times, so long as there is at least a 1d6 of electricity damage for the new victim. Each victim can only be shocked once. (Level 1)

Electrical Resistance (Ex): The body of the Electric Mage is attuned to channeling a large amount of electricity, providing a resistance to electrical damage proportional to the offensive electrical capacity of the Mage: The Electric Mage has a resistance to electricity equal to five times her current caster level. (Level 1)

Key Ability (Su): The Electric Mage's powers are affected by his aptitude in certain mental areas - however, this varies from person to person. Upon taking the first level of Electric Mage, the player must permanently choose Wisdom, Intelligence, or Charisma. This is referred to elsewhere as "chosen ability," as seen below. Also, for the purpose of the Electric Mage's class abilities, its effective caster level is equal to its caster level combined with half the class levels it possesses other than Electric Mage. (For example, an Electric Mage 10 / Psychic Warrior 5 is considered to be a level 12 Electric Mage for its class abilities.) This does not get the Electric Mage new class abilities; it simply applies to the power of his current ones.

Stronger Shock (Su): The Electrical Mage is so attuned to Electricty, he can impress his will and skill upon the current to strengthen it. Whenever the Electric Mage deals electricity damage, the Electric Mage may add his chosen ability modifier or caster level to the electrical damage, whichever is higher. (Level 1)

Non-lethal Lightning (Su): By controlling the electricity to avoid vital organs, the Electric Mage can subdue a foe without causing lethal damage: Whenever the Electric Mage would deal electricity damage, the Mage may instead choose to deal half as much non-lethal damage. (Level 2)

Charged Body (Su): By saturating his or her body with electrical energy, the Electric Mage can electrocute anyone who comes into contact with his body. The Electric Mage can activate Charged Body as an immediate action. Until the beginning of his next turn, any creature who hits the Mage with a melee attack suffers 1d6 electricity damage per even-numbered caster level the Electric Mage possesses (1d6 at level 2, 5d6 at level 11, etc.). Additionally, if the Electric Mage strikes any creature with a melee attack, he can add one-half this electrical damage (rounded up) to the damage of his attack. Maintaining this charge for more than 5 consecutive rounds is physically taxing, and causes the Mage to become fatigued. (Level 2)

Charge Object (Su): By creating and maintaining a circular current within an object, an Electric Mage can store a potent shock for whoever touches the object. By touching an object as a move action, the Electric Mage invests it with a charge of 1d6 electrical damage per caster level. To maintain the charge, the Electric Mage must keep the energy moving circularly - a swift action each turn to maintain, and a free action to stop maintenance. Unless maintained this way, the object dissipates the charge at the end of the Electric Mage's turn, dealing its damage to everything in contact with it. If the object is disturbed, the Mage immediately knows that it has been disturbed, and can use a free action to release the charge, dealing the stored electricity damage to whatever is in contact with the object. (Level 3)

Conducting Materials (Su): As the Electric Mage comes to better control electricity, the Mage learns to send electricity into a suitable object, have it travel through the object, and then reemerge in the form of his or her choosing. When using an electrical ability, any conducting material counts as neither cover (for protection) nor distance (for range purposes). A Mage can shoot, say, a Lightning Shock into a metal chain lying on the ground, and then have the lightning re-emerge from any part of the chain with the rest of its range intact. Or an enterprising Mage could pour water under a door to start blindly shooting lightning at the people on the other side (or less blindly with {improved} Electromagnetic Sense). (Level 3)

Overcharge (Su): While the Electric Mage is generally constrained by his body and skill as to how much energy he can use, the Mage can learn to overcome these bounds, using far more power than his body can provide - at the cost of damaging his own body. As a free action, the Electric Mage can ignore some of his innate limits: His class level is treated as double his (non-expended) actual level for the purposes of his next class ability this round (Lightning Shock, Charged Body, Etc.). If he uses a class ability this way, he takes 1 Constitution burn after the ability is finished. (Level 4)

Magnetism (Su): An experienced Electric Mage can control electricity to such an extent as to induce magnetic fields. The Mage can use Telekinesis (as the spell) on any metal object (including metal or metal-armored creatures). Other differences include that it lasts only a single round, a limitation to medium range, the usage of your chosen ability modifier instead of Int or Cha (as described on the page), and an immunity to Spell Resistance. The Mage's caster level is equal to one-half his or her caster level. Using this ability charges the targets slightly, and the Mage requires 1d4 rounds from the end of the effect to reverse the polarity, make a few adjustments, and affect the same targets. (Level 5)

Anti-resistance (Su): Through finessing his electricity, the electrical mage can reduce and neutralize the ability of some creatures to resist electricity. Whenever the the Electric Mage hits a target with an electric attack, in addition to dealing damage, the Electric Mage reduces the creature's electricity resistance by 1 point per caster level (or per 1d6 electricity damage, the case of Lightning Shock). Creatures who are immune to electricity are considered to instead have a resistance of 5x their hit die, and are no longer immune after the first time their immunity is damaged. This effect lasts one minute per class level, and decreases resistance to all forms of electricity damage, not just the Electric Mage's electricity. (Level 5)

Redirect Lightning (Su): Through their control of electricity, Electric Mages can redirect Electrical attacks that target them. Whenever the Electric Mage is hit by an electrical effect, he may choose to harmlessly convey it through his body and release it as if he were casting the spell himself, or as a medium-range touch attack if it is electrical damage. This is an immediate action. (Level 6)

Leaping Lightning (Su): As a Electric Mage understands more of the nuances of Electricity, he or she may come to understand how to create a self-sustaining form of electricity, almost alive, in a way. When a Mage uses Leaping Lightning, he creates an electrical creature that leaps to the target of his choice. This is a targeted effect with medium range. The target makes a reflex save for half damage - if the target fails his save, he takes 1d6 electricity damage per two Electric Mage caster levels he possesses, and the Lightning Mage chooses a new target for the Leaping Lightning, who suffers the same effect, and so forth. A single Leaping Lightning cannot re-target a target which it has already hit, and may bounce to up to one additional target for every 5 class levels (maximum 4 additional targets at level 20). (Level 6)

Thunder (Su): By creating an intense burst of electricity between her hands, the Electric Mage can produce an extremely loud sound wave. All creatures within medium range must make a Reflex save or be deafened for one minute, and dealt 1d4 sonic damage. A successful save halves the duration and the damage. Deafened creatures can make a Will save as a move action to end this effect. This provokes an attack of opportunity. (Level 7)

Absorb Electricity (Su): While the Electric Mage normally converts his life-energy into electrical energy, with skill, he can manage the reverse. As an immediate action, the Mage can absorb energy from electricity the next time he would be dealt electrical damage - in addition to the electrical damage, the Mage recharges, returning him to his full potency (effective class level returned to normal). The electrical damage to the mage must overcome his electricity resistance, although the mage can negate all resistance as part of this action if he so chooses. Note that the Electric Mage's electrical resistance is 5 x his current level, and thus is often relatively low. The source of the electricity damage cannot be from the mage himself when activating this effect, and he can't be affected by any one creature more than five times per day. (Level 7)

Lightning Rod (Su): By controlling electricity around her, the Electric Mage can redirect any electricity effect to be re-targeted to hit her and only her. This is an immediate action that may be taken whenever any part of an electric effect is within close range. (Level 8)

Burning Lightning (Su): By adjusting the properties of the electricity she uses, the Electric Mage can deal both fire and electricity damage whenever she would normally deal just electricity damage. Both types of damage must be resisted, etc. to ignore the damage. This form of electricity sets combustibles on fire, and cannot be used in conjunction with Nonlethal Lightning. (Level 8)

Lightning Saturation (Su): Instead of controlling electricity to move as a projectile, the Electric Mage can saturate an area with electricity. The Mage can create a line up to medium range, a cone with close range, or a self-centered burst with up to close range. All creatures in the area take 1d6 electricity damage per caster level, reflex save to take half damage. (Level 9)

Deafening Lightning (Su): Through adjusting his electricity, the Electricity Mage can cause his electrical effects to be rather loud. This creates a loud thunder-ish sound with each effect, and deafens for one round anyone hit directly with an electrical effect. (Level 9)

Blinding Flash (Su): By using his body as a capacitor, an Electric Mage is capable of creating a very strong, very short arc of electricity between her hands to potentially blind people. The Electric Mage can produce this in a close cone or close burst, depending on whether she keeps her hand in front of her, or above her head. All seeing creatures within the effect can make a Reflex save to negate. On a failed Reflex save, each affected creature can make a fortitude save - a failed fortitude save results in a single round of being blinded, while a success results in a single round of being dazzled. Since the movements to set up the burst are relatively specific, as creatures become increasingly familiar with the action they can prepare for the flash: Each time a creature is exposed to this effect, they gain a cumulative +2 insight bonus to subsequent reflex saves against this ability. This is a full-round action, and provokes attacks of opportunity. (Level 10)

Electromagnetic Sense (Su): As the Electric Mage continues to become increasingly familiar with Electricity, the Mage can learn to sense electrical interactions all around him. As a standard action, the Mage can make a Charisma check (DC 20) to sense the general location of any magical activity or electrical activity within 5' per class level. As a full-round action, he can sense the general location and size of any living creatures within 5' per class level. This ignores cover and total cover, but generally does not provide identifying information beyond location and size. (Level 10)

Magnetize (Su): Instead of creating magnetic fields with electricity, the Electric Mage can learn to induce magnetism in certain objects, including ferrous metals. As a ranged touch attack, the Electric Mage can magnetize a metal object. This creates 25 pounds of force per caster level of attraction between the object and other metal objects within 5 feet, half of that for objects 10 feet away, a quarter of that for objects 15 feets away, and so forth. This effect lasts for one round. (Level 11)

Improved Lightning Shock (Su): As the Mage improves his production and control of Electricity, he can learn to send his basic attacks further. The range on his Lightning Shock ability is now long. (Level 11)

Disruptive Energy (Su): The Electric Mage can learn to electrically charge casters in such a way as to cause a backlash the next time they use a supernatural ability. The Electric Mage can make a long range touch attack to set up a charge on a target. The DM rolls a hidden 1d4 to see how long the effect lasts. The next time within the 1d4 rounds the target uses a spell, spell-like, or supernatural ability, he or she takes 1d6 damage per caster level, Will save halves. This damage occurs during the process of spell-casting. Alternatively, the target can take a standard action to ground himself. This requires a will save - on a success, the effect ends, on a failure, the target triggers the damage effect as if he or she had cast a spell or used a spell-like or supernatural ability. (Level 12)

Electrical Transmission (Su): One of the more impressive abilities of the Electric Mage is the ability of master Mages to briefly turn into an electrical pattern, and transmit themselves as electricity. As a standard action once a minute, the Electric Mage can turn into electricity, move in a straight line of medium range, and then reconstitute themselves. This requires line of sight and line of effect. Range can be extended through usage of Conducting Materials, though Line of Sight is still necessary. (Level 12)

Brainfry (Su): Lightning can wreak havoc on the nervous system, and as the abilities of the Electric Mage increase, he can manipulate the nervous system. If the Electric Mage can electrocute a target multiple times within a round, he can cause the nervous system to fluctuate. If a target is affected by the Mage's electricity twice in a round, the target must make a fortitude save or become confused for one round. If a target is affected by the Mage's electricity three times, the target must make a fortitude save or become dazed for one round. (Level 13)

Improved Conducting Materials (Su): As the Electric Mage learns to better control her abilities, she can use Conducting Materials to extend the range of her (Improved) Electromagnetic Sense. As with spells, the conducting materials reduces distance, so if the Mage has a range of 140 feet with his Electromagnetic Sense, and it is 30 feet to the material in question, then the mage has a Sense of 110 feet from any part of the conducting material. With this sensitivity, the Electric Mage can also identify a spot next to a conducting material that they can safely use Electrical Transmission to reconstitute themselves at - this only needs the usage of Electromagnetic Sense on the conducting material, and Line of Sight and Line of Effect to the conducting material in question, not the end position of the transmission. (Level 13)

Stop Heart (Su): By sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to seize up, stopping the heart. This requires hands to be placed on either side of the heart, so a direct, uncontrolled current can pass through the completed circuit. The Electric Mage makes two melee touch attacks - if both hit, the target takes 1d6 damage and must make a fortitude save or die. This only works on creatures with a single heart, and provokes an attack of opportunity. (Level 14)

Start Heart (Su): By carefully sending a direct current through the heart of a target, the Electric Mage can cause the heart muscles to activate, restarting the heart, and bringing a dead creature back to life. As a full-round action, the Electric Mage can place his hands on either side of a creature's heart, and make a heal check with a DC equal to 10 + number of HP under 0. (Thus, a creature with -12 HP would require a DC 22 check, while a creature with -17 would require a DC 27 check.) On a success, the creature takes 1d6 damage, and is no longer dead. On a failure, the Electric Mage simply deals 1d6 damage to the creature. Note that this does not actually heal a creature - creatures with more than 10 negative hit-points will simply die again on their initiative - other forms of healing must be utilized either before or after the creature's heart is restarted. Creatures who die without taking damage (as per death effects, etc.) do not suffer this problem.

If this ability is used less than 2 minutes after death, the creature does not suffer any ill effects. If the ability is used between 2 and 4 minutes after death, the target suffers one negative level, or constitution drain. Magical preservation of the corpse can delay this limitation, as can a DC 20 heal check (from anyone) once per round. (Level 15)

Improved Electromagnetic Sense (Su): As the Electrical Mage continues to refine her abilities, she continues to refine her ability to sense electricity. The Electric Mage's ability to sense electricity, magic, and life now can be used to identify magic (with a spellcraft check); sense features of living things, including physical motions and personal features; and exactly describes any electricity in the area. These improved abilities require the same time and concentration as their predecessors in Electromagnetic Sense, and Electromagnetic Sense itself no longer takes actions. As with the original Electromagnetic Sense, this ignores cover and total cover. Note that while the original Electromagnetic Sense only allowed the Mage to ascertain the location of living things, Improved Electromagnetic Sense allows you to see them with electricity - instead of a 50% miss chance from total concealment from attacking creature with only this sight, you now can see them well enough to attack normally. (Level 16)

Overload (Su): By channeling energy in and around his body, and adding more and more energy until the Electric Mage can no longer control it, the Electric Mage can unleash a devastating burst of electricity. This ability takes a full 1 round to charge up, and can be interrupted by attacks (concentration checks necessary). Upon completion of the charge, the Electric Mage releases the built-up energy, dealing 1d6 damage per caster level to everything within a long range, plus 1d6 per caster level to everything within a medium range, plus 1d6 per caster level to everything within a close range. The strain of unleashing that much electricity through the Electric Mage's body also takes its toll, dealing non-lethal damage to the Mage equal to her current hitpoints, leaving her staggered. (Level 17)

Electrical Magic Disruption (Su): As the Electric Mage explores the way his control of electrical energy intersects with magical energy, he can learn to disrupt spells cast upon him: Whenever a spell with an instantaneous duration would target the Electric Mage specifically, the Mage can use an immediate action to try and use electricity to disrupt the spell. The caster must make a caster level check against 10 + your caster level or your chosen ability modifier. (Level 18)

Electrical Enchantment Disruption (Su): Similar to disrupting cast magic with electricity, a skilled Electric Mage can learn to disrupt enchantments with his electricity. As a full round action, the Electrical Mage can use electricity to replicate the targeted dispel effect of Dispel Magic, save that he deals 1d6 electrical damage per caster level on the target. A living target, whether it is a living spell or an enchanted creature, can make a reflex save to avoid the dispel effect, and half the damage. (Level 19)

Electrical Transmutation (Su): Eventually, the Electric Mage comes to a full understanding of what he is. At level 20, the Electric Mage can transmute himself into a being composed of pure electrical energy for two rounds. As a free action, the Electric Mage gains the creature type elemental, gains a fly speed equal to his land speed (perfect maneuverability), and is incorporeal. Unlike most incorporeal creatures, the Mage remains a crackling being of electrical energy when incorporeal, and thus smells like ozone, buzzes and crackles as loud as people talking, and deals 1d6 damage per caster level to any object he touches or passes through. Additionally, his Improved Electromagnetic Sense is now a continuous ability. This ability involuntarily ends on unconsciousness or death, and can only be used once per minute. (Level 20)

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