Luminar

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church all have the ability to train luminar. Though their base stats may be shared, their choices of spells and Talents should reflect their path of learning.

SagaBorn 1.5 Stats

Hit Die: d6

Class Abilities: INT

A luminar is a formally trained spellcaster. They have typically received their education from one of the magical institutions in Atheles, like the Wizard Tower, the Druid Council, or one of the many established churches. Though their base stats might be shared, their spell choices and Talents should reflect their specific path of learning.

 

Starting Spells known at level 1
Spells 6+1/2 INT

 

Mana Pool Table 1: Base Mana per Day

Caster Level Mana per Day
1st 2
2nd 4
3rd 7
4th 11
5th 16
6th 24
7th 33
8th 44

 

Mana Pool Table 2: Mana Bonus (Based on INT Score vs. Spellcaster Level)

INT Score Level of Spellcaster  
1-2 3-4 5-6 7-8
+1 1 1 1 1
+2 1 4 4 4
+3 1 4 9 9
+4 1 4 9 16
+5 2 5 10 17
+6 2 8 13 20

For more on Mana and Magic, please see the chapter on Magic.

 

Level Base Attack Bonus (BAB) Class Bonus Luminar Base Mana Level Bonus*
1st +1 Elemental Type, Elemental Focus, Energy Burst, Spell Book, Starting Spells, Spell Sight 2 Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 to Touch AC vs Spells, Mage Lore 4 +1 HD, +1 HP, +1 Skill
3rd +3 1 Talent Point 7 +1 HD, +1 Skill, 1 Talent
4th +4 +1 to Touch AC vs Spells,Survival +2, Energy Blast 11 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 1 Talent Point 16 +1 HD, +1 Skill
6th +6 +1 to Touch AC vs Spells, Energy Wall 24 +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point 33 +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 to Touch AC vs Spells, Call of the Elements 44 +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Level 1

Elemental Type: A luminar chooses the types of energy that they can infuse into elemental spells. They choose from: Fire, Water, Earth, Air, Ice, Electricity. They gain 2 elemental types at level one and gain another at 2nd, 4th, 6th, and 8th levels.

Elemental Focus: Elemental focus is a magical ability that targets an object to become a bonded focus between the spellcaster and the element. It takes a free action to cast, and the target must be an object touched. Element focus counts as a spell for detection, dispels, and other abilities; but does not count against a bard or wylder’s spell memory.

The spellcaster pulls energy from themselves to create a focus for elemental magic. While natural elements may be available, elemental focuses allow for a spellcaster to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment to the spellcasters, instead just describing how it feels to create them. A spellcaster can only have 1 focus active per 2 spellcaster levels.

Fire

Focus: a burnable item or a piece of metal

The spellcasters body cools as they transfer heat into the focus item, their body dropping a few degrees for 10 minutes. Flammable items burst into flame while metal becomes hot for the duration of the spell. Flammable objects burn the standard amount of time and metal stays hot for 1 hour per spellcaster level.

Water

Focus: A jar or small container

The spellcaster fills a vessel with spit, sweat, or blood to create a focus causing them to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.

Water (Ice)

Focus A metal bar

The spellcaster’s body warms as they transfer heat from the focus item, their body rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.

Air

Focus: A jar or container

The spellcaster exhales air into a vessel as a focus. This causes them to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.

Electricity

Focus: A copper wire bound upon itself creating a twisted loop

The spellcaster imbues the wire with electricity from their body causing their heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.

Earth 

Focus: A jar or container filled with soil, or a rock, stone, or gem.

The spellcaster imbues the earth with part of themselves, which may be saliva, breath, blood, or spirit. The spellcaster feels numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.

Energy Burst: The luminar fires a small orb of energy (caster’s focus) at the target. They must succeed on a magic attack to hit the target. The orb deals 1d4 +1 points of chosen energy damage (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus). This ability gains in power and adds 1d4 +1 damage per 2 caster levels. Range 40 ft.

Spell Book: A luminar uses a “spell book” to keep track of their spells. This doesn’t have to be an actual book—it could be a staff inscribed with runes, detailed tattoos, or even pieces of leather inscribed with small text.

Spell Sight: A luminar can use Spell Sight to memorize a spell that they witness being cast. This ability is detailed further in the chapter on Magic.

Starting Spells: A luminar gets starting spells according to the Starting Spell Chart.

Level 2

Mage Lore: Roll 2d20 when making a Knowledge or Spellcraft check to know about magical history, lore, or effects.

Level 4

Energy Blast: Up to three times per day, the luminar can cast a small orb that explodes in a chosen energy (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus) up to 40’ away from the caster, doing 4d4 damage to all within a 15’ radius. The luminar can also cause the energy blast to instead heal 4d4 hit points to all within a 15’ radius.

Level 6

Energy Wall: Once per day, a luminar can summon a 15’x 15’ x 2’ wall of energy that does 6d4 damage of chosen energy damage (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus) to any who cross through it. The effect lasts for 2d4 rounds. 60’ range.

Level 8

Call of the Elements: Once per day, a luminar can summon a raging storm of chosen energy (fire, ice, acid, stone or air) to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC (Difficulty Class) 18, Reflex save for half damage. The luminar can also use this ability to instead Stun all creatures in a 40’ radius. A DC 18 Will save to negate.

SagaBorn 1.0 Stats

Hit Die: d6

Class Abilities: Primary Spellcaster Ability (INT,WIS, CHA)

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church all have the ability to train luminar. Though their base stats may be shared, their choices of spells and Talents should reflect their path of learning.

Starting Spells known at level 1
0 Mana Spells 4
1 Mana Spells 2+1/2 Spellcaster Primary Ability Bonus*

*The Spellcaster Primary Ability Bonus is the ability bonus listed in Ability Bonus chart __. The Spellcaster chosens their primary Spellcaster Ability when they choose a spellcaster class (INT,WIS, or CHA).

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +1 +0 +2 Energy Burst, Spell Book, Spell Sight 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +1 +1 +0 +3   Bonus Hit Point, +1 Skill Point
3rd +1 +2 +1 +3 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +2 +2 +1 +4 Energy Blast +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +2 +2 +1 +4   +1 Deflection Bonus to AC, +1 Skill Point
6th +3 +3 +2 +5 Energy Wall, 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +3 +3 +2 +5   Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +4 +3 +2 +6 Call of the Elements +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Energy Burst: You fire a small orb of energy (caster’s focus) at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d4 +1 points of chosen energy damage. Energy: Fire, Ice, Acid, Stone, Air . This ability gains in power and adds 1d4 +1 damage for each 2 caster levels. Range 40 ft.

Spell Book: A luminar uses a spell book to keep track of their spells. This doesn’t have to be a book, it could be a staff inscribed with runes, or detailed tattoos, or pieces of leather inscribed with small text.

Energy Blast:  You cast a small orb that explodes in a chosen energy up to 40’ away from the caster, doing 4d4 damage to all within a 15’ radius. The Luminar can also cause the energy blast to instead heal 4d4 hit points to all within a 15’ radius.

Energy Wall: Once per day, you summon a 15’x2’ wall of energy that does 6d4 damage of chosen energy damage to any who cross.

Call of the Elements: Once per day, you can summon a raging storm of chosen energy to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC 18 Reflex for half damage. The Luminar can also use this ability to instead Stun all creatures in a 40’ radius. A DC 18 Will save to negate.

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