Magi-Nation: Classes
This is an unofficial version of d20 character classes for
Magi-Nation. These classes have not necessarily been playtested or
properly balanced against each other. However, hopefully this will give
interested players a chance to both experiment with, and introduce,
Magi-Nation characters into their campaigns, or run a campaign set in
the moonlands.
The following are the basic classes for MN:
- Adept: Specializes in magics for their region
- Artificer: Maker of Relics
- Corrupter (Core only): Skilled at corrupting creatures
- Defender: In charge of defending against incursions from other
regions
- Healer: Heals the wounded
- Scout: General traveller, exploring other regions.
- Summoner: Specialize in summoning different creatures
- Warden: Attuned to a few specific types of creatures
- Warrior: Ready to take the fight to anyone necessary.
Prestige
- Keeper: Overall defender/coordinator/strategist of region
- Ringsmith: Makes the animite rings needed for summons
- Sage : Lorekeepers, resources of knowledge
- Shadow: Corrupted magi
- Tracker: Aggressively pursues problems into other regions.
General Class Notes
All characters have an amount of dream energy they can control.
This energy allows them to cast spells or summon Dream Creatures. The
amount of energy gained at each level varies by class. Dream Energy is
regained by nightly rest.
All classes listed are considered Magi classes. The magi's total
level is used to figure the spells he learns at each level. For
instance, Cumula, a 6th level Arderial Adept, decides to take a level of
Warrior when reaching 7th level. While the Dream Energy gained at 7th
level will be based on the Warrior class, the new spells learned are
based on the general table. In the descriptions of the classes, Magi
Level refers to the character's total level, while Class Level (e.g.,
Adept Level) refers to the levels in the specific class. All class-based
abilities are based upon the Class Level. Magi learn spells at the same
rate as a Sorceror (see Player's Handbook, p.45, table 3-17),
using the total Magi level for number of spells known.
Dream Energy is used for both summoning Dream Creatures and
casting Spells. Spells cost Dream Energy equal to 3 times the Spell
level (0-level spells cost 1 point). Likewise, summoning Dream Creatures
cost 3x the CR of the Dream Creature., and requires an Animite Ring for
that creature. See the Spells section for more details on casting
spells, and the Summoning section for rules on summoning.
Adept
Adepts are specialists in the magics of their region. They delve
into the magical lore and mysteries of the Moonlands, and are able to
learn and cast spells more skillfully than any other class.
- Die Type: d4
- To Hit: as sorceror
- Ability Score: Intelligence
- Dream Energy: Upon gaining a level as an Adept, the character
gains Dream Energy equal to their total Magi level.
- Saves: as sorceror
- Class Skills: Alchemy, Concentration, Craft, Knowledge
(Ancients), Knowledge(Arcana), Knowledge (Region), Knowledge (other),
Perform, Profession, Ride, Scry, Spellcraft
- Skill Points: 4
- Defense Bonus: +1/3 levels
- Examples: Shimmer, Valkan, Amanax, Quilla, Kesia
Abilities Gained:
- Efficiency
- The Adept can attempt to reduce the cost of a spell cast by 1
point per level of spell. The Adept can do this a number of times per
day equal to their Adept Level. The Adept must make a Spellcraft check
at difficulty (10 + 2*Spell level) to succeed. The Adept may only use
this ability when casting spells of their own region.
- MetaMagic
- At 3rd level, and every 3 levels afterward, the Adept may gain
one Metamagic feat.
- Spellcraft
- At 5th Level, Adepts get a +2 Class Bonus on Spellcraft. This
rises to +4 at 10th level, +6 at 15th level, and +8 at 20th level.
- Favored Spell
- At 7th level, the Adept may choose one spell he or she knows.
This spell becomes a Favored Spell, and the magi can cast it as a
Move-Equivalent action. They still must pay Dream Energy to cast it,
and the spell must be the same region as the magi. The magi can delay
choosing a Favored Spell until a higher level (in order to have a
higher-level Favored Spell), but once chosen, the spell is fixed. The
magi will likely become known for that particular spell (Example: Grega
with Thermal Blast).
Artificer
The relics of the Moonlands are quite varied. The Artificer is
devoted to crafting and caring for the relics, and has skill in creating
them. They are talented at building and crafting items, and can work
wonders with their native materials.
- Die Type: d4
- To Hit: as sorceror
- Ability Score: Intelligence
- Dream Energy: Upon gaining a level as an Artificer, the
character gains Dream Energy equal to their total Magi level.
- Saves: as bard
- Class Skills: Alchemy, Appraise, Concentration, Craft, Disable
Device, Knowledge (Ancients), Knowledge(Arcana), Knowledge (Region),
Open Lock, Profession, Scry, Spellcraft, Use Rope
- Skill Points: 6
- Defense Bonus: +1/4 levels
- Examples: Blu, Borse, Emec, Prej
Abilities Gained:
- Preserve
- At First Level, the Artificer learns how to preserve natural
elements from their region to use for constructing relics. This
prevents decay (for vegetable matter) or erosion from affecting the
object, and the object does not lose its shape or properties. For
instance, this can be used by an Orothean to preserve a bit of nice
coral which she later turns into a decorative necklace. The coral won't
crumble or suffer adverse effects if it is taken into the Cald, for
instance (although it still could catch fire).
- Crafting
- Each Artificer level is counted as two levels for the purpose
of learning the following Item Creation Feats: Forge Ring, Craft
Wondrous , Brew Potion,
- Durable
- At 3rd level, the Artificer may strengthen an item to make it
more durable. This allows shells to become strong enough to withstand
blows from a Dream Creature, or garments made from leaves to provide
protection from briars. The item will not break or wear out from normal
use, and it gains +3 hardness (minimum 5). Arderian Artificers at this
point can strengthen cloudstuff to be strong enough to bear the weight
of a non-flyer. Strengthening an item takes an hour for a medium
object; add one hour per size modifier (eg, a wagon-sized object, which
is Huge, takes 3 hours); smaller objects do not reduce the
strengthening time. The process also requires spending 5 Dream Energy
per hour to harden the object.
- Salvage
- At 7th Level, an Artificer may preserve parts of a wild Dream
Creature so that it will not disappear when the creature is returned to
the dream plane. This would allow an Artificer to preserve the fangs of
a Bagala for later use in constructing a relic. Artificers find that it
is generally easier to construct relics which mimic creature properties
by using components from the creature. Creatures who have components
salvaged do not leave behind any Animite when they are defeated (the
magical energy is infused into the salvaged part) . This ability only
works on wild creatures of the same region as the Artificer, and does
NOT work on Hyrens.
- Essence
- an 11th Level Artificer can enchant an item of another magi so
that it absorbs some of the skills, feats and knowledge of the magi.
This relic may then be passed onto other magi that can temporarily
borrow some of the talents of the other magi. (example: Yaki's
Gauntlets, Bo'Ahsa's Shield).
- Additional Regions
- At 15th Level, an Artificer may use relics from any region, as
long as he has at least 6 ranks in Knowledge for that region.
Corrupter
The Corrupter is a class restricted to Core characters; as such
its ideally suited as an NPC class. Characters who have taken the Shadow
prestige class may also take this class. The Corrupter is skilled at
corrupting dream creatures. At higher levels, they are also able to
taint, and eventually corrupt, magi of other regions. The corrupter
manipulates the dark energies of the Core to infuse dream creatures with
the evil energy, tainting the creature.
- Die Type: d6
- To Hit: as rogue
- Ability Score: Wisdom
- Dream Energy: Upon gaining a level as a Corrupter, the
character gains Dream Energy equal to their total Magi level.
- Saves: as priest
- Class Skills: Bluff, Concentration, Craft, Diplomacy,
Disguise, Escape Artist, Hide, Innuendo, Knowledge(Arcana), Knowledge
(Region), Listen, Pick Pocket, Scry, Search, Spot
- Skill Points: 6
- Defense Bonus: +1/3 levels
- Examples: Nagsis, Hrada, Agram
Abilities Gained: Tainting/corrupting DCs, magi magical snares?
Note: Under VERY specific circumstances, a GM may allow a
non-Core, non-Shadow character to learn levels as a Corrupter. This
would represent a character who is learning to extend their region's
influence/abilities. Scyalla is an example of a Weave Corrupter (she's
learning to make non-Weave creatures part of the Weave), but she is only
able to learn the class because Nagsis (a very high-level Corrupter) is
teaching her (disguised as Gia, of course).
Defender
Charged with the defense of their homeland, Defenders stand ready
to repel an invasion from a hostile region. They may also be charged
with defending particular sites, or defending the people of a city. Town
Watches are usually Defenders.
- Die Type: d6
- To Hit: as rogue
- Ability Score: Wisdom
- Dream Energy: Upon gaining a level as a Defender, the
character gains Dream Energy equal to half their total Magi level,
round up.
- Saves: as paladin
- Class Skills: Balance, Concentration, Craft, Diplomacy, Hide,
Listen, Profession, Ride, Search, Sense Motive, Spot , Tumble, Use Rope
- Skill Points: 6
- Defense Bonus: +1/2 levels
- Examples: Ora, Blu, Bronk, Strag, Bo'Ahsa,
Abilities Gained:
- Tactics
- The Defender not only links empathically with his Dream
Creatures, he also knows where they are. As long as the Dream Creature
is within 60 feet of the Defender, the Defender knows where they are.
This only operates in the Defender's native region.
- Alertness
- The Defender automatically gains the Alertness feat, gaining a
+2 bonus to Spot and Listen checks.
- Far-Seeing
- The Defender can perceive whatever one of his Dream Creatures
is perceiving at 7th level. This lets him look through the creature's
eyes, hear what it hears, etc.
- Group Empathy
- At 12th level, all of the Defender's Dream Creatures are aware
of each other, and can empathically communicate among themselves.
Healer
Healers care for the creatures and people of their home. Healers
frequently aid creatures who are wounded, and are usually welcome even
by other regions. Their power can be quite potent, for they can also
augment their creatures.
- Die Type: d6
- To Hit: as rogue
- Ability Score: Wisdom
- Dream Energy: Upon gaining a level as a Defender, the
character gains Dream Energy equal to half their total Magi level,
round up.
- Saves: as cleric
- Class Skills: Alchemy, Animal Empathy, Concentration, Craft,
Diplomacy, Gather Information, Handle Animal, Heal, Knowledge(Arcana),
Knowledge (Region), Perform, Profession, Spellcraft, Swim
- Skill Points: 6
- Defense Bonus: +1/3 levels
- Examples: Gar, Magam, Sinder, Ven, Pruitt, Tryn, Fossik,
Artyva,
Abilities Gained:
- Lifesense
- This ability allows the Healer to sense the general health and
energy level of a Dream Creature. At first level, a healer may only
perceive the health/energy of Dream Creatures from her own region.
- Strengthen
- The Healer may heal a Dream Creature by giving it some of her
own Dream Energy.
Scout
Wanderers, explorers, and jacks-of-all-trades, the scout learns a
bit about many different regions as they travel. Wanderlust and
curiousity characterize this adventurer, and they are the most likely to
be found in regions outside their own.
- Die Type: d6
- To Hit: as rogue
- Ability Score: Intelligence
- Dream Energy: Upon gaining a level as a Scout, the character
gains Dream Energy equal to half their total Magi level, round up.
- Saves: as
- Class Skills: Climb, Concentration, Craft, Diplomacy, Escape
Artist, Gather Information, Hide, Intuit Direction, Jump, Knowledge
(Region), Listen, Move Silently, Spot, Swim, Wilderness Lore
- Skill Points: 8
- Defense Bonus: +1/2 levels
- Examples: Sorreah, Wence, Kazm
Summoner
Summoners are specialists in the art of summoning Dream
Creatures. Summoners can control the summons more effectively, and can
even summon DCs without need of a special ring at higher levels
(comment: sorceror as base, with ability to summon DCs without ring
increasing by level)
- Die Type: d4
- To Hit: as sorceror
- Ability Score: Charisma
- Dream Energy: Upon gaining a level as a Summoner, the
character gains Dream Energy equal to their total Magi level.
- Saves: as sorceror
- Class Skills: Animal Empathy, Concentration, Craft, Diplomacy,
Handle Animal, Knowledge(Arcana), Profession, Scry, Spellcraft, Swim
- Skill Points: 6
- Defense Bonus: +1/4 levels
- Examples: Kalius, Oqua, Whall, Koll,
- Abilities gained:
- Summons
- A summoner can attempt to summon a Dream Creature without the
use of an Animite Ring. The creature summoned is under the Summoner's
control, but it is not linked empathically with the magi. The cost is
4x the creature's CR. The Summoner can try for a specfic creature type
or grab whatever creature is nearest. This ability only summons
creatures from the Summoner's region.
- Dream Plane Perception
- At 4th level, the Summoner may perceive the surroundings in
the Dream Plane. This allows the Summoner to see what creatures are
nearby and available for summoning.
- Summoning Talent
- A 5th level Summoner may select a particular talents from the
following list. The summoner may select another at 10th level, another
at 15th level, and one more at 20th level. These are Summoner-specific
talents.
- Far Summons: The summoner's Dream Plane perception increases
to a half-mile in the Dream Plane, and he can attempt to summon any
creature from his region within that range.
- Dream Twist: This talent uses an existing Dream Creature as
"fuel" to help power a summons. The new creature appears in place of
the old, and must be from the same region as the summoner. The original
creature must also be one controlled by the summoner.
- Multi-Summon: The Summoner may attempt to summon multiple
Dream Creatures with a single action.
- Ghost Summon: Summon a creature who is only around for the
following round.
- Fast Summons: Summoning is a Move-equivalent action rather
than a full-round action. May not be taken before 15th level.
Warden
While all classes learn how to summon Dream Creatures, and about
the creatures of their lands, the Wardens become very familiar with a
few particular creature types (such as Jiles, Xyxes, etc.). The Warden
can actually gift their favored creatures with additional abilities.
- Die Type: d6
- To Hit: as rogue
- Ability Score: Charisma
- Dream Energy: Upon gaining a level as a Warden, the character
gains Dream Energy equal to half their total Magi level, round up.
- Saves: as druid
- Class Skills: Animal Empathy, Balance, Climb, Concentration,
Craft, Hide, Jump, Knowledge (Region), Listen, Move Silently, Ride,
Spot, Swim
- Skill Points: 6
- Defense Bonus: +1/3 levels
- Examples: Delia, Liriel, Nara, Sperri, Orlon, Ulk, Radget
Abilities Gained:
- Favored Creature
- At first level, a Warden selects a creature type (Balamants,
Parmalags, etc.). The creature type selected must have at least one
representative creature native to the region of the Warden .
- Empathy
- The Warden gains a +2 class bonus to Animal Empathy checks
dealing with her chosen creature type; this bonus rises to +4 at 6th
level, +6 at 11th level, and +8 at 16th level.
- Gifted Creature
- At 5th level, and every 5 Warden levels afterward, the warden
may select one Warden Gift his selected creature:
- Regional Acceptance
- At 7th level, the warden may interact with creatures of his
chosen type from any region (except Core), with no penalty.
- Second Creature Type
- At 11th level, the Warden may select a second creature type as
a favored creature. The warden must already own at least two Animite
Rings with different breeds of creature of the new type.
- Core Acceptance
- At 13th level, the Warden can even interact with Core
creatures of his chosen types, with no penalty. The taint of the
creatures summonedby the warden is eliminated. For Core wardens at this
level, the Dream Creatures from other regions become totally at ease
with their corruption, and are considered Core creatures.
The following is a list of Warden Gifts. A warden may select one
of these gifts for his selected creatures (only) at every fifth Warden
level.
- Spell Resistance 5.
- Fast Healing
- +2 on any stat, chosen when this gift is selected. Bonuses to
Strength increase the melee damage inflicted by the creature, bonuses
to Intelligence provide more Skill points, bonuses to Con give more Hit
Points, etc.
Warrior
Aggression characterizes the warrior. While the defenders
protects their homelands, the warrior engages in attacks on other
regions when necessary. The warrior fights with both weapons and spells.
- Die Type: d6
- To Hit: as rogue
- Ability Score: Charisma
- Dream Energy: Upon gaining a level as a Warrior, the character
gains Dream Energy equal to half their total Magi level, round up.
- Saves: as fighter
- Class Skills: Climb, Concentration, Craft, Diplomacy,
Intimidate, Jump, Knowledge (Region), Profession, Ride, Spot, Swim
- Skill Points: 6
- Defense Bonus: +1/3 levels
- Examples: Stradus, Barak, Korg, Yaki, Kolte,
Abilities gained:
- Combat Casting
- The Warrior excels at being able to cast spells or utilize
Dream Energy while under attack. The warrior automatically gains the
Combat Casting feat. Furthermore, the Warrior gains a class bonus of
+1/2 levels (round down) as a warrior to all Concentration checks while
in combat.
- Tactics
- Like the Defender, the Warrior not only links empathically
with his Dream Creatures, he also knows where they are. As long as the
Dream Creature is within 20 feet +10 feet/level of the Warrior, the
Warrior senses where the creature is.
- Combat Hunch
- The Warrior naturally gets hunches while in combat. Any time
the Warrior enters combat with another magi or Dream Creature (or has
his creatures enter combat), the Warrior may roll a XXX check. The
warrior gains one piece of hidden information about the opposition.
This information must be relevant to the combat
Prestige Classes
Keeper
Keepers are the overall defenders for their region, responsible
for the region as a whole. Each region (except for the Core) has a
single keeper. In each region, there is a single Magi who assures the
safety and peace of the Moonlands, protecting his fellow Magi from the
dangers of wild Dream Creatures and the endless threat of the nefarious
Core Magi. This Magi is known as a Keeper, and is trusted and respected
throughout the Moonlands.
To assure the strength and quality of character the Keepers must
possess, the ancients of each region constructed mazes and puzzles to
challenge those who would attempt to earn this prestigious title. Known
as the Keeper's Trials, they are kept as a closely guarded secret
amongst the Keepers of the Moonlands.
- Die Type:
- To Hit: as
- dream energy:
- Saves: as
- Skill Points:
- Examples: Delia, Ashgar, Groll, Eidon, Salafy, Arosa, Fossik
Ringsmith
Ringsmiths are the makers of the Animite rings which all magi
need to summon Dream Creatures.
- Die Type: d6
- To Hit: as
- dream energy:
- Saves: as
- Skill Points:
- Examples: Magam, Pruitt, Fossik
Sage
Sages are trusted with the lore and wisdom of their region. Sages
are expected to have excellent memory, and their knowledge frequently
gives them an unexpected edge. They also gain some divinatory abilities.
- Die Type: d4
- To Hit: as wizard
- dream energy:
- Saves: as sorceror
- Skill Points: 6 + 4 points of Lore/level
- Examples: Nimbulo, Evu, Orwin, Gia,
Shadow
Shadow magi have turned to the Core. They usually become outcasts
from their region, and lose touch with a great deal of the original
magics of their homeland. At the same time, they gain power from the
Core.
- Die Type:
- To Hit: as
- dream energy:
- Saves: as
- Skill Points:
- Examples: Harror, Lanyx, Qwade, Hrada, Warrada, Ashio, Chur
- Prerequisites: Must have been tainted by a Corrupter, level 7+
Falling into the Shadow: Characters who take the Shadow prestige
class have irrevocably tainted themselves. They are able to command the
dark energies of the core, but this will change them over time. To cast
spells of their original region, they must make a Will save (DC depends
on the level of spell and #of levels as Shadow) Their Dream Creatures
become uneasy around them (except for any Core creatures, of course).
While normally a magi has little problems controlling or befriending a
creature, a Shadow magi may have difficulties. There are some exceptions
- a few dream creatures are not as sensitive to the Core energies, and
thus will continue to serve the magi. Shadow magi also show some
physical changes. These changes happen immediately upon the magi taking
the Shadow class.
Resisting the Core: A character may take levels as a Shadow and
still be able to resist its corruption. As long as the character has
less levels as a Shadow than his Wisdom bonus (if any), he may withstand
the taint of the shadow (need some effects here)
Tracker
Trackers are devoted to determining threats to their region from
other regions. They are adept at hunting and dealing with any problems
from other regions, and pursuing those responsible into the other
regions.
- Requirements: Tracking Feat, Base to hit of +6, Knowledge:
Region 6+ from at least 3 bordering regions (see chart below for
bordering regions)
- Die Type: d6
- To Hit: as rogue
- Ability Score: Constitution
- Dream Energy: Upon gaining a level as a Tracker, the character
gains Dream Energy equal to half their total Magi level, round up.
- Saves: as fighter
- Class Skills: Climb, Concentration, Craft, Diplomacy, Hide,
Intimidation, Intuit Direction, Jump, Knowledge (Region), Listen, Move
Silently, Spot, Swim, Wilderness Lore
- Skill Points: 6
- Defense Bonus: +1/4 levels
- Examples:Yaki
Region |
Regions considered Adjacent for Requirements purposes |
Arderial |
Any except Underneath, Core |
Bograth |
Paradwyn, Kybar's Teeth, Orothe, Core |
Cald |
Kybar's Teeth, D'Resh, Orothe or Underneath |
Core |
Any |
D'Resh |
Weave, Arderial, Cald |
Kybar's Teeth |
Cald, Underneath, Arderial or Bograth |
Nar |
Orothe, Arderial, Naroom |
Naroom |
Paradwyn, Weave, Orothe, Core* |
Orothe |
Cald, Bograth, Nar, Naroom, Paradwyn |
Paradwyn |
Bograth, Weave, Naroom |
Underneath |
Kybar's Teeth, Core, one of the following: Cald, Weave,
Bograth, D'Resh |
Weave |
Paradwyn, D'Resh, Naroom |
* Only after Fall of Naroom (in the Storyline)
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