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== Sage Spell List ==
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{{:Sage/Spell List}}
The following spells are available to all sages.  The {{inpage|Sage Domain}} you choose at 1st level expands your spell list.  See each domain's respective page for its expanded spell list: {{inpage|Earth}}, {{inpage|Fire}}, {{inpage|Forest}}, {{inpage|Light}}, {{inpage|Shadow}}, {{inpage|Spirit}}, {{inpage|Water}}, and {{inpage|Wind}}.
 
 
 
{{Subclass Spell List|Earth sage|Fire sage|Forest sage|Light sage|Shadow sage|Spirit sage|Water sage|Wind sage}}
 
 
</tab><tab name="Earth">
 
</tab><tab name="Earth">
 
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Revision as of 07:43, 30 April 2020

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This page or section is incomplete, and will eventually be expanded with more information.

Sage is a class that specializes in defensive spellcasting.

In ancient times, the gods blessed a small handful of humanoids with sacred magical power. Although these chosen few had little else in common, they all had sound judgment and uncanny wisdom. Due to these similarities, the chosen few have historically become known as the Seven Sages. It is believed by many that these few were granted such immense magical power that they became immortal and now dwell eternally in the Sacred Realm.

In the countless generations that have passed, few if any beings have been granted the immense and distinct power of these legendary Seven Sages. Nonetheless, there have been a few who have manifested similar magical capabilities of a mysterious, seemingly divine origin. Usually but not always, these magical capabilities originate when the individual completes a great task of faith or willpower, such as a pilgrimage or an act of self-sacrifice. From the point this supernatural power manifests, that individual is known as a sage. It is believed by some that all sages can somehow trace their lineage back to the Seven Sages of legend.

It is not always inherently obvious from looking at a sage, but each one embodies a different essence or domain that shapes that particular sage’s supernatural gifts. The most renowned of these elements include Earth, Fire, Forest, Light, Shadow, Spirit, Water, and Wind, though others may exist.

A sage is usually of a good alignment.

Table: The Sage

Level Proficiency
Bonus
Features Spells
Prepared
Magic
Limit
Magic
Points
1st +2 Sage Domain, Magic Meter, Spellcasting Wis 2 Wis
2nd +2 Domain feature Wis 2 Wis + 5
3rd +2 Sacrifice Wis + 1 3 Wis + 10
4th +2 Improvement Wis + 1 4 Wis + 15
5th +3 Bless or Bane Wis + 1 5 Wis + 20
6th +3 Domain feature, extra cantrip Wis + 2 5 Wis + 25
7th +3 Divine Body Wis + 2 6 Wis + 30
8th +3 Improvement Wis + 2 6 Wis + 35
9th +4 Bless or Bane (2 uses) Wis + 3 7 Wis + 40
10th +4 Domain feature Wis + 3 8 Wis + 45
11th +4 Extra cantrip Wis + 3 9 Wis + 50
12th +4 Improvement Wis + 4 9 Wis + 55
13th +5 Bless or Bane (3 uses) Wis + 4 10 Wis + 60
14th +5 Domain feature Wis + 4 11 Wis + 65
15th +5 Wis + 5 12 Wis + 70
16th +5 Improvement Wis + 5 12 Wis + 75
17th +6 Wis + 5 13 Wis + 80
18th +6 Immortal Body Wis + 6 13 Wis + 85
19th +6 Improvement Wis + 6 14 Wis + 90
20th +6 Miracle Wis + 6 14 Wis + 95

Starting Equipment

This page or section is incomplete, and will eventually be expanded with more information.


Hearts

Heart Containers: 1d8 per sage level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per sage level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

If sage is your first class, you have proficiency with the following. These proficiencies are in addition to any from your Sage Domain and proficiency points.

Armor: Light armor
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Tools: One musical instrument of your choice

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in two skills of your choice from Animal Handling, History, Insight, Medicine, Nature, Performance, Persuasion, and Religion. You are also proficient with one musical instrument of your choice. These proficiencies are in addition to any from your Background.

If this is your first class, you have a number of proficiency points equal to 5 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new insights.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Magic Meter

As a sage, you are imbued with innate magical energy represented by magic points. At 1st level, you have a number of magic points equal to your Wisdom modifier (minimum 0). If your Wisdom later increases, so too does your number of magic points. Each level you gain in this class after the first, you gain 4 more magic points as shown in the Sage table.

Your magic points are expended primarily in spellcasting. Normally any magic points you've expended are fully replenished when you finish a long rest.

Your Improvement and other game features can be used to further increase your magic points.

Spellcasting

This page or section is incomplete, and will eventually be expanded with more information.


Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, consider finishing this stub.

You draw your powers from vague forces derived from the land and the gods, and even you do not completely understand them. You cast spells through instinct and faith.

Magic Limit

To cast a spell, you must expend a number of magic points as determined by the spell.

You can cast a spell up to but not exceeding your "magic limit." Your magic limit defines the most many magic points you can expend when you cast a spell. Your magic limit is initially 2. This limit increases by 1 at every odd-numbered sage level thereafter, at 4th level, at 10th level, and at 18th level. See the sage table.

If you have levels in multiple spellcasting classes, your magic limit may be different, as described under multiclassing.

Sage spells of 10-points or higher to be particularly taxing to prepare and cast. After you cast one of these powerful spells, you must finish a short rest before you cast another spell of 10-points or higher.

Spellcasting Ability

Wisdom is your casting ability for sage spells, since you learn your spells through instinct, and exert them through willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Wisdom modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Wisdom modifier.

Cantrips

You initially know two cantrips of your choice from the sage spell list as listed on the page for your sage domain. You learn an additional cantrip from this list at 6th level and 11th level. You can use your Improvement feature to learn even more cantrips, or replace cantrips you know with new ones.

Preparing Spells

You prepare the list of powered sage spells that are available for you to cast, choosing from the sage spell list as listed on the page for your sage domain. When you do so, choose a number of spells equal to your Wisdom modifier, plus 1 extra spell for every three levels you have in this class (3rd, 6th, 9th, 12th, 15th, and 18th levels) as shown in the sage table. You can prepare at least one sage spell regardless of your level and even if your Wisdom modifier is negative.

You cannot prepare a spell that exceeds your sage magic limit. If you are multiclassing, you can only prepare spells up to your sage magic limit, not your combined magic limit.

You can change your list of prepared spells whenever you finish a long rest.

Sage spells of 10-points are higher are particularly difficult to prepare and cast, as described under your 13th-level feature, Mythic Spells.

Overpowering a Spell

You can cast a spell with more magic points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend magic points in excess of your Magic Limit. A sage spell can never be overpowered past 9-points.

For example, consider life, a 2-point spell that recovers heart points. If your Magic Limit is high enough, you can cast it using 3 magic points or more, overpowering it to recover even more heart points.

Overpowering a sage spell to 10-points or higher is particularly taxing, as described under your Magic Limit feature.

Sage Damage

Some spells deal or affect "sage damage." The damage type for these spells depends on your Sage Domain, as noted on the tab for each domain:

If you are not a sage or otherwise don't have a domain, Sage Damage is poison damage. Such is the toxic result of certain divine powers used by the unsanctified.

Sage Domain

At 1st level, you choose a sage domain. This domain generally describes the landscape or aspect of nature from which your powers are drawn. Your domain usually correlates to your upbringing, background, or species. A sage who grew up near an active volcano, for instance, is most often a Sage of Fire. You usually discover your domain and your supernatural powers when you complete a great task of will or faith, or endure a personal trauma.

Your sage domain grants extra proficiencies ("domain proficiencies") at 1st level. Your choice greatly impacts what sage spells you can cast. Your domain grants you more features at 2nd, 7th, and 14th levels.

Each domain below is covered in full detail on its own, separate page.

  • As a Sage of Earth, you are more resilient than most sages. The magic you wield deals in large amount with ground, caves, tremors, stone, gems, and to some extent the afterlife.
  • As a Sage of Fire, you can wield fire rods and bombs. The magic you wield often deals with flame and heat.
  • As a Sage of Forest, you are attuned to fauna-laden wilderness and the animal life that dwells within. Your magic often is related to these subjects.
  • As a Sage of Light, your magic often both smite your enemies and protect your allies. Light sages are prolific and renowned for their historical battles against Ganon.
  • As a Sage of Shadow, you likely have a strong belief that unfortunate sacrifices must be made for the greater good. Your spells often manipulate others, set traps, or create illusions.
  • As a Sage of Spirit, your magic often encourages physical vigor and tenacity. Your spells often invoke lightning, sand, and dry desert terrain.
  • As a Sage of Water, your spells often invoke cold, water, and moisture in one of various forms. You are a much more adept swimmer than others of your species, and may even be able to breathe underwater.
  • As a Sage of Wind, you are attuned to air and its flow. Your spells often invoke gas, wind, and the elements of weather. You can even learn to levitate and fly at will.

Sacrifice

Starting from 3rd level, you can sacrifice some of your own health to heal or harm others.

As an action, you can expend one Heart Container (or "Hit Die") from this class to cast life or death without expending magic points, but cannot target yourself with these spells. You can only overpower the spell if you expend extra magic points, as normal.

Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.

Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your divine capabilities ascend. You gain one of the following improvements of your choice:

Each time you gain this feature, you can also replace one cantrip, one Domain Path, one Domain Legacy, or one Domain Divinity you've gained from this class. The replacement must be of the same type and belong to your chosen domain.

Bless or Bane

Beginning at 5th level, you can channel your supernatural gifts into a powerful blessing or a debilitating curse. A creature with a blessing or a bane gives off a faint magical aura that can instantly be detected by any sage that can otherwise notice the creature. Any supernatural sense like detect magic can also detect the presence of a bane or blessing.

Regardless of whether you bless or bane, you can only use this feature once and regain the capability to use it when you finish a long rest. You become able to use this feature once more between rests when you reach 10th level (two uses), and 15th level (three uses).

You can only maintain one bless or bane at a time. Starting a new one ends the previous instance.

Any blessing or bane you make otherwise ends when you either fall unconscious or finish a long rest.

Bless

As an action, you bless a creature within 5 feet of you, causing it to feel resolute and warding it from harm. This removes any bless or bane already on the creature. You cannot bless yourself. While blessed, the creature adds a d4 bonus die to all attack rolls and saving throws. If different features add bonus dice to your roll, they don't combine. Add only the highest.

If the blessed creature:

  • ...is hit by an attack, you can use your reaction to force the attack to miss instead. Afterward, the blessing ends.
  • ...fails a saving throw, you can use your reaction to allow the creature to re-roll the save and use the new result if it is higher. Afterward, the blessing ends.
  • ...would fail its last death saving throw, the save succeeds instead, and the blessing ends.

Bane

As an action, you can curse a creature within 5 feet of you with a bane, causing it to feel weak and unfocused. This removes any bane or blessing already on the creature. While baned, whenever the creature makes an attack roll, ability check, or saving throw it rolls a d4 and subtracts the number rolled from the result.

When a creature you have baned succeeds on a attack roll, you can use your reaction to end the bane and force that roll to fail instead.

A creature's bane ends if it is targeted by an effect like remove curse or if it completes a long rest. A creature with the Legendary Resistance feature can apply one use of this feature to end a bane on itself at any time (no action required).

Sanctified Body

At 9th level, the divine magic that flows from you has begun to enhance your body. You have advantage on any Constitution saving throw made to avoid exhaustion.

Great Sacrifice

Starting from 10th level, when you use your Sacrifice feature you can expend multiple Heart Containers at once. For each expended after the first, overpower the spell by 2 points. For example sacrificing 3 Heart Containers to cast life would cast it as a 5-point spell.

Sacrificing many Heart Containers at once enables you to cast these spells at a higher power than you otherwise could with spell slots.

Immortal Body

At 18th level, the divine magic surges and protects your body so strongly that you do not need to eat or drink, you are immune to disease, and you no longer age.

Miracle

Spell Slot Alternative
Some players may prefer traditional spell slot levels over Hyrulean magic points. If this is the case for you, this feature merely allows you to cast the wish spell as a 9th-level spell. You always have it prepared, and it doesn't count against the number of spells you can otherwise prepare.
     If you lose the ability to cast wish, you can still use this feature to cast a spell of 8th level or lower.

When you reach 20th level, you can call upon the gods and the forces that be to reshape the world in a dramatic fashion. As an action, you can expend 15 magic points to cast the wish spell.

If you lose the ability to cast wish ever again (as a result of casting wish yourself), you can still use this feature to cast any spell of 12 points or fewer as described under the "basic use" of wish.

Once you use this feature, you must complete a long rest before you can do so again.

Sage Spell List

The following spells are available to all sages. The Sage Domain you choose at 1st level expands your spell list, as detailed in the domain's page.


Cantrips (0-point)

Aegis A creature within 60 feet of you that you can see gains resistance to all damage other than bludgeoning, piercing, and slashing until the start of your next turn.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Jump A creature's jump distance is tripled until the spell ends.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage For the duration, you and any friendly creatures within 30 feet of you have advantage on every saving throw against being charmed or frightened.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.


4-point

Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Tiny Hut


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.


9-point

True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years.


14-point


15-point


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The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]