Thunder Mystery

A Thunder Mage is the most unpredictable of the Black Mages, and learns spells from the Black list. She uses her Intelligence as her primary casting attribute.

Class Skills: A mage with a Thunder mystery adds Bluff, Intimidate, Perception, and Sleight of Hand to her list of class skills.

Bonus Spells: Shock Shield (2nd), Resist Energy (4th), Lightning Bolt (6th), Ball Lightning (8th), Call Lightning storm (10th), forceful hand (12th), forcecage (14th), stormbolts (16th), ride the lightning (18th).

Revelations: A mage with the Thunder mystery can choose from any of the following revelations.

Bridge of Force (Su): You summon a bridge of force. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per mage level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

Lightning Breath (Su): As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity damage per mage level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your mage level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning. You must be 7th level to choose this revelation.

Magnetic Chains (Su): As a standard action you can cause a 20-ft. radius of iron chains to burst from the floor and wrap around any creature in the area. This acts as black tentacles except the chains are made of iron, have a +3 bonus if the creatures are wearing metal armor or carrying metal weapons. They have a hardness of 10, 10 hit points, and a break DC equal to 10 + the chain’s CMB. You can use this ability once per day at 7th level and an additional time per day for every 4 levels thereafter. You must be at least 7th level to select this revelation

Quick as Lightning (Ex): Your senses become more acute, and you begin to feel more agile. You gain +2 bonus to Acrobatics, Escape Artist and Sleight of Hand checks. This bonus increases to +4 at 11th level. At 7th level you also gain Lightning Reflexes as the feat.

Ride the Lightning (Sp): As a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are dealt 1d6 points of electricty damage per mage level. A Reflex save (DC 10 + 1/2 your mage level + your Charisma modifier) halves this damage. Creatures failing their saves are paralyzed for 1 round.. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day plus an extra time per day for every five levels of Mage you attain.

Spark Skin (Ex): You gain resist electricity 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to electricity.

Static Cling (Su): As a swift action and part of an attack action, you can use your electrical powers to give a metal weapon a +3 circumstance bonus to an attack you make this round. You may do this once a day, plus once more for every 5 mage levels. This power requires that the target of your attack be wearing metal- armor, gauntlets, helmet, even a gold chain will serve to attract your statically charged weapon. This ability is similar to, and does not stack with, the bonus from casting Shocking Grasp.

Touch of Electricity (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of electricity damage +1 point for every mage level you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a shock weapon.

War Magnet (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a magnetic shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.

Final Revelation

Upon reaching 20th level, you become a master of force and electricity. You can apply any one of the following feats to any force or electricity spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.


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