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arguskos
2010-01-27, 01:13 AM
The Magister
http://i170.photobucket.com/albums/u250/bloodydoves/mage.jpg
A magister provoked.

Some mages walk the long and lonely path that no others will walk. Wizards sit in high cold towers, asking questions of the stars. Sorcerers live vicariously through themselves. Magisters walk the path of variability, shifting as often as the seasons, and with as much force.

The life of a Magister is one that is difficult. Other arcane spell casters will frown upon your arts as undisciplined or unrefined, but you know the truth: that only a magister truly knows magic. Sorcerers throw it around like children, Wizards probe and prod it, you, you speak magic, it flows through you, and you can shape it with but a thought.

Inspiration: This class has much stolen and adapted from Monte Cook's Arcana Unearthed Magister class. Credit for the idea, and many concepts below go to him. I've just made it 3.5 friendly, added some ideas, and expanded on where he began in places.

Game Rule Information

Alignment: Any. Magisters strongly favor chaos over law, but anyone can in theory become a magister.
Hit Die: d6. The link between a magister and magic strengthens them.
Starting Gold: As Wizard.

Class Skills:
The class skills for a magister (and the key ability for each skill) are Concentration (Con), Craft (Int, each taken individually), Decipher Script (Int), Knowledge (Int, each taken individually), Profession (Wis, each taken individually), and Spellcraft (Int).
Skill Points at 1st Level: (4+Int Mod) x4
Skill Points at Each Additional Level: (4+Int Mod)

The Magister
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Magister's Staff, Magister's Shield, Flare of Power, Spellcasting

2nd|
+1|
+0|
+0|
+3|Bonus Feat

3rd|
+1|
+1|
+1|
+3|Aspect of Power

4th|
+2|
+1|
+1|
+4|Spell Weaving

5th|
+2|
+1|
+1|
+4|Bonus Feat

6th|
+3|
+2|
+2|
+5|Improved Magister's Staff

7th|
+3|
+2|
+2|
+5|Aspect of Power

8th|
+4|
+2|
+2|
+6|Bonus Feat

9th|
+4|
+3|
+3|
+6|Magical Wellspring

10th|
+5|
+3|
+3|
+7|Superior Focus

11th|
+5|
+3|
+3|
+7|Bonus Feat, Aspect of Power, Superior Magister's Staff

12th|
+6/1|
+4|
+4|
+8|Arcane Beyond Material

13th|
+6/1|
+4|
+4|
+8|Overcome

14th|
+7/2|
+4|
+4|
+9|Bonus Feat

15th|
+7/2|
+5|
+5|
+9|Aspect of Power

16th|
+8/3|
+5|
+5|
+10|Ultimate Magister's Staff

17th|
+8/3|
+5|
+5|
+10|Bonus Feat

18th|
+9/4|
+6|
+6|
+11|Magic Endures

19th|
+9/4|
+6|
+6|
+11|Aspect of Power

20th|
+10/5|
+6|
+6|
+12|Bonus Feat, Prime Magister[/table]

Class Features:

Weapon and Armor Proficiency: Magisters are proficient in the use of quarterstaffs, and all quarterstaff derivatives (such as longstaffs, staffspears, staffswords, etc). They are proficient in no types of armor, nor shields or any other weapons, trusting to their mighty magics to do the job for them.

Magister's Staff (Ex): A magister is intimately connected to a single staff, and uses it to fuel his magical abilities. This staff is gained at first level, free of charge, and can be any staff or staff derivative (as listed above). Due to it's unique link to the magister, this staff (no matter it's composition) has a hardness of 12, 50 hitpoints, and a break DC of 30. It gains 2 hitpoints for each magister level the magister has, and gains 1 hardness and +1 to the break DC for each two magister levels the magister has.

Should the magister's staff be lost or destroyed, the magister is dazed for 1d4 rounds. The magister can gain a new staff, but it requires one week of uninterrupted work and expenditure of 100 gp per magister level.

Magister's Shield (Su): The rituals required to become a magister have some left over potency, which coalesces into an intangible field of force about the magister himself. This shield of force grants the magister +1 deflection to his AC for every three magister levels he has.

Flare of Power (Su): The first true taste of power, the magister gains the ability to shoot a bolt of pure magical energy at-will. This bolt deals 1d4 damage, +1 damage per 2 magister levels, and has a range of 50 ft, and requires a ranged touch attack.

Spellcasting: A magister casts arcane spells, but not as other spellcasters do. A magister has a certain number of spell slots each day, and a certain number of readied spells each day. The magister may cast any spell he has readied using an appropriate level spell slot. This does not expend the readied spell. A magister knows all spells of each level he has access to. To ready or cast a spell, a magister must have an Intelligence score of at least 10+the spell's level. The Difficulty Class for a saving throw against a magister's spell is 10+the spell level+the magister's Intelligence modifier. Magister spells always have both somatic and verbal components, and thus incur spell failure chance. Magisters, due to how their spells work, do not require any special timing to apply metamagic effects to their spells, though they will have to expend the correct spell slot to power a metamagic magister spell. Magisters can ready spells in one hour, and may switch readied spells as often as they wish, provided they take one hour to do so. Magister spell slots refresh after 8 hours of uninterrupted rest.

The true difference between magister spells and other arcane spells is the ability to diminish or heighten a spell as it is being cast. All magister spells have diminished and/or heightened effects. To diminish a spell, the magister simply declares he is casting a diminished version of the spell, and expends a spell slot one level lower than the spell's level. To heighten a spell, the magister simply declares he is casting a heightened version of the spell, and expends a spell slot one level higher than the spell's level. Each spell describes it's diminished/heightened effects. If, somehow, another character manages to cast a magister spell, they cannot alter it in any way.

Finally, the magister requires his staff to cast spells. Should the magister lose his staff for any reason, all magister spells take twice as long to cast (standard action becomes a full-round, full-round spells become 2 rounds, etc).

Spell Slots Per Day and Spells Readied Per Day in the Spoiler:

Spell Slots Per Day
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|3|1
2nd|4|2|-
3rd|4|2|1|-
4th|4|3|2|-|-
5th|5|3|2|1|-|-
6th|5|3|3|2|-|-|-
7th|5|4|3|2|1|-|-|-
8th|6|4|3|3|2|-|-|-
9th|6|5|4|3|2|1|-|-|-
10th|6|4|4|3|3|2|-|-|-
11th|6|5|4|4|3|2|1|-|-
12th|6|5|5|4|3|3|2|-|-|-
13th|6|6|5|4|4|3|2|1|-|-
14th|6|6|5|5|4|3|3|2|-|-
15th|6|6|6|5|4|4|3|2|1|-
16th|6|6|6|5|5|4|3|3|2|-
17th|6|6|6|6|5|4|4|3|2|1
18th|6|6|6|6|5|5|4|3|3|2
19th|6|6|6|6|6|5|4|4|3|2
20th|6|6|6|6|6|5|5|4|4|3
[/table]

Spells Readied Per Day
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|5|3
2nd|6|3|-
3rd|6|4|3|-
4th|7|4|3|-|-
5th|7|5|3|3|-|-
6th|8|5|4|3|-|-|-
7th|8|6|5|4|3|-|-|-
8th|9|6|5|4|3|-|-|-
9th|9|7|6|5|4|3|-|-|-
10th|9|7|6|5|4|3|-|-|-
11th|9|8|7|6|5|4|3|-|-
12th|9|8|7|6|5|4|3|-|-|-
13th|9|9|8|7|6|5|4|3|-|-
14th|9|9|8|7|6|5|4|3|-|-
15th|9|9|9|8|7|6|5|4|3|-
16th|9|9|9|8|7|6|5|4|3|-
17th|9|9|9|9|8|7|6|5|4|3
18th|9|9|9|9|8|7|6|5|4|3
19th|9|9|9|9|9|8|7|6|5|4
20th|9|9|9|9|9|8|7|6|5|4
[/table]


Bonus Feats (Ex): At 2nd level, and every 3 levels thereafter, the magister may select a bonus feat from the following list: Hands of the Mage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Hands_of_the_Mage), Eyes of the Mage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Eyes_of_the_Mage), Footsteps of the Mage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Footsteps_of_the_Mage), Ears of the Mage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Ears_of_the_Mage), Countenance of the Mage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Countenance_of_the_Mage), Voice of the Mage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Voice_of_the_Mage), Presence of the Mage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Presence_of_the_Mage), Name of the Mage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Name_of_the_Mage), Improved Initiative, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Enhanced Diminish Spell, Enhanced Heighten Spell, any reserve feat, or any metamagic feat. They must still meet all the prerequisites for any feat they select, save for the caster level requirement on the X of the Mage feats, which magisters ignore. At 5th level, they may add Enhanced Weave Spell to the list of bonus feats they may select.

Aspect of Power (Su): At 3rd level, and every 4 levels thereafter, the magister's connection to the soul of magic grows just that tiny bit deeper. He gains one ability from the following list. The choice cannot be changed once made and no ability may be selected more than once, unless stated otherwise. Aspects of Power are detailed in the spoiler.

Distinct Voice: At the magister's option, anyone within 100 ft of him may always hear his voice, no matter the actual noise level or magical impediments. This does not permit spellcasting in silenced areas, just speech.
Glowing Footsteps: At the magister's option, his footsteps glow in a color of his choice for 1 minute.
Sparkles: The magister may create a flash of sparkles at will.
Special Eyes: The magister's eyes change color, gain a special feature, and otherwise are uniquely distinctive. The exact effect is up to the magister, and cannot be changed. This may be selected more than once. Each time it is taken, it overrides the last effect.
Disdain Need: The magister no longer needs to eat or drink. He still needs to sleep and breathe however.
Magic Touch: The magister can sense the magic aura of any object he touches with but a thought. It only tells him the school and power of the aura, nothing else.
Touch Not the Earth: The magister does not walk like other men, instead floating exactly one inch off the ground. This does not save him from falls nor does it affect his weight in any way. It does mean he is immune to triggering pressure plate traps. If selected when Glowing Footsteps is selected, he still leaves the footsteps.
Spell Thematics: The magister's spells may take on a unique themed appearance, as he wishes when he casts a spell. When he selects Spell Thematics, he selects a theme. He may then leave a spell as normal, or alter it with one of his themes when he casts it. This may be selected more than once. Each time it is selected, the magister gains a new theme. This does not interfere with Spellcraft checks to identify the spell being cast, as the gestures and incantations do not change. Additionally, themes such as "invisibility" and other such obvious attempts at subterfuge may not be chosen. Magister magic resists being hidden.
Fear Not the Mage: The magister gains the ability to use disguise self once per day, with a caster level equal to his magister level.


Spell Weaving: The Magister gains the power to weave and divide spell slots. When he refreshes spell slots, the magister may weave three lower level spell slots into one higher level spell slot (ie. 3 1st level slots become 1 2nd level slot, etc). The magister may also divide 1 higher level slot into 2 lower level slots (ie. 1 2nd level slot becomes 2 1st level slots). This imbalance is because magic resists being divided, and thus magisters cannot divide spells as well as they can weave them.

Improved Magister's Staff (Su): At 6th level, the magister's staff becomes more powerful. It gains a +1 enhancement bonus that scales with the magister's level (+1 enhancement per 3 magister levels past 6th level). It also gains one single spell the magister currently knows as a spell-like ability, usable 1/day.

Magical Wellspring (Ex): At 9th level, the magister reaches the next step in their evolution towards the soul of magic. 1/day, the magister may regain a single spell slot they have expended already. This spell slot may be of any level they wish. In addition, the magister now only needs 30 minutes to ready spells.

Superior Focus (Ex): At 10th level, the magister's focus through his staff is refined. He cast normally without a staff for up to a single day. At that point, he suffers from the lack of a focus as normal, and must acquire a new staff.

Superior Magister's Staff (Su): At 11th level, the magister's connection to his staff increases yet again. The magister's staff now counts as a spell storing weapon, but it can store up to three spells at a time.

Arcane Beyond Material (Ex): At 12th level, the magister's link to the soul of magic deepens. He gains arcane sight permanently. Additionally, the magister now adds his Int modifier to his hitpoints and AC instead of Con and Dex, respectively.

Overcome (Su): The magister, through his link to the soul of magic, learns the secret of defeating magical defenses with his spells. Whenever a spell the magister casts would affect another creature or object that has an on-going spell effect on it, that effect is suppressed for 1d4+1 rounds. If the target has multiple effects, only one is suppressed, of the target's choice. A creature or object can only be affected by 1 triggering of Overcome at a time.

Ultimate Magister's Staff (Su): At 16th level, the magister's connection to his staff is now complete. The magister's staff grants the magister protection from spells, true seeing, and globe of invulnerability as long as the magister is holding it.

Magic Endures (Ex): At 18th level, the magister is nearing the pinnacle of his abilities. The magister's type changes to outsider (native). He gains darkvision 60 ft, no longer needs to eat, drink, sleep or breathe, and only needs 4 hours of uninterrupted rest each day to regain spell slots.

Prime Magister (Ex): When the magister achieves 20th level, they are literally the incarnation of magic's soul on earth. The magister regains expended one spell slot each hour, starting with the highest spell slot he has expended. Further, the magister can use Spell Weaving to divide spells into three lower level slots. Finally, the magister takes only 10 minutes to ready spells.

New Feats:
Enhanced Diminished Spell
Prereqs: ability to ready spells, caster level 5th
Benefit: 3/day, you may cast a diminished spell using a spell slot two levels lower than normal. If this isn't possible (1st level spells), then that spell cannot be diminished in this way.

Enhanced Heighten Spell
Prereqs: ability to ready spells, caster level 7th
Benefit: 1/day, you may cast a heightened spell using it's normal spell slot.

Enhanced Weave Spell
Prereqs: Spell Weaving ability, caster level 7th
Benefit: 3/day, you may use Spell Weaving during the day, instead of right when you regain spell slots. The Spell Weaving ability otherwise works normally.

Designer Notes:
Whew! Damn, the class itself is finally done. Took me three hours to come up with and type out, but I think it's a good first draft. Credit goes to Monte Cook for the ready spells idea, the diminishing/heightening spells idea, the weave/divide spells idea, the aspect of power idea (though I expanded upon it somewhat) and the magister's staff concept. I just took the idea and ran with it, since I really liked the class and the idea. The bulk of the magister is obviously in the spells, which it's going to take a long while to compile. For the moment, I'll take advice on the class as it stands right now. I'll probably toss an example spell in the next post, the spell post, so folks can kinda get the feeling for what a magister spell might look like.

arguskos
2010-01-27, 01:21 AM
Magister Spells
To come!

Level 0

Bash
Divination
Level: Magister 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged.
Saving Throw: No
Spell Resistance: Yes (harmless)
Diminished: No
Heightened: Yes

Made for the magister who just wants to break faces, bash does a great job of it. Bash grants a +2 insight bonus to the next melee attack and damage the magister makes.

Heightened: The bonus increases to +4.

Seeker
Divination
Level: Magister 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level, or until discharged.
Saving Throw: No
Spell Resistance: Yes (harmless)
Diminished: No
Heightened: Yes

The sister to bash, seeker grants a +2 insight bonus to the next ranged attack and damage the magister makes. This does apply to Flare of Power.

Heightened: The bonus increases to +4

Superb Skill
Divination
Level: Magister 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute, or until discharged
Saving Throw: No
Spell Resistance: Yes (harmless)
Diminished: No
Heightened: Yes

The non-combat application of the magics in bash and seeker, superb skill grants the magister a +2 insight bonus on their next skill check.

Heightened: The bonus increases to +6.

Disrupt Order
Enchantment [Mind-affecting]
Level: Magister 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/2 levels)
Target: 1 living creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes
Diminished: No
Heightened: Yes

A trick developed by the first Magister Council, disrupt order throws the target's mind into chaos just long enough to give an ally a momentary advantage. If the target fails their save, they must reroll their initiative, and become flat-footed until their new initiative comes up. Disrupt order cannot be cast on a flat-footed target.

Heightened: If the target fails its save, in addition to rerolling their initiative and becoming flat-footed, the target takes a -1 on all attacks, saves, and ability checks for 1d4 rounds.

Taint the Voice
Illusion (Negative Energy)
Level: 0
Casting Time: 1 standard action
Range: Touch
Target: One living being
Duration: 1 minute/level
Saving Throw: Will negates (see below)
Spell Resistance: Yes
Diminished: No
Heightened: Yes

Cold air flows around you momentarily as you touch another. Anyone who fails to resist this spell appears to be tainted. Their voice takes on a slight echoing quality, their shadow occasionally writhes and twists, and a faint sulfurous odor clings to their clothes. Until the spell ends, they have the same penalties as if they were tainted. Anyone who converse with the person for more than a round may make a Wisdom check equal to the spell's DC to realize that they are not actually tainted, at which point they see through the illusion.

Heightened Effects: There is no Wisdom check to determine that the spell is an illusion.

Feel the Magic
Divination
Level: Magister 0
Components: V, S
Casting Time: 1 standard action
Range: 60ft
Area: Cone Shaped Emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Diminished: No
Heightened: Yes

This spell functions as Detect Magic.

Heightened: You can chose to discharge the spell and sacrifice a pearl or gem worth 100gp to duplicate the effects of an Identify spell.

Magister's Eye
Divination
Level: Magister 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level.

Diminished: No
Heightened: Yes

By means of Magister's Eye, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of magister's eye. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Magister's Eye can be made permanent with a permanency spell.

Focus: A clear crystal or mineral prism.

Heightened: You can read at a rate of 2 pages (500 words) per minute. In addition, this spell allows you to understand nonmagical writings in any language.


Magister's Tricks
Divination
Level: Magister 0
Components: V, S
Casting Time: 1 standard action
Range: 10ft
Target, Effect, or Area: See Text
Duration: 1 Hour.
Saving Throw: See Text
Spell Resistance: No
Diminished: No
Heightened: Yes

With Magister's Tricks even the most novice Magister can warp the magic around him to create a variety of minor effects. Once cast, the Magister's Tricks spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. The tricks can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Magister's Tricks can create small objects, but they look crude and artificial. The materials created by a Magister's Tricks spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, these tricks lack the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Heightened: You are able to produce these effects for a duration of 1 hour per level. You can lift 1 pound of material per level. You can chill, warm, or flavor up to 1 pound of nonliving material per level. Any changes persist for 1 hour per spell level. In addition, if discharged it can simulate the effects of an Arcane Mark.


Magister's Quill
Divination
Level: Magister 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft / 2 levels)
Target: Object or Objects with writing
Duration: 10 minutes/level
Saving Throw: Will Negates (Object)
Spell Resistance: Yes (Object)
Diminished: No
Heightened: Yes

This spell functions identically to Amaneuensis (SpC page 9) except as noted.

Heightened: The spell can fabricate up to 1 page of parchment for use in the spell per level in exchange for expending one minute of the total duration. Also, duration can be expended in a similar manner to copy illustrations so long as the illustration is not larger than one page on the target parchment, paper, or book. It still cannot copy magical writing.


Level 1

Eldritch Plating
Evocation [Force]
Level: Magister 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: Yes (harmless)
Diminished: Yes
Heightened: Yes

One of the signatures of a magister is this spell, for it's clear and distinctive nature. Eldritch plating conjures plates of force to cloak the caster and defend him from all attack. The plating grants the magister a +4 armor bonus to his AC. This armor has no penalties and has no maximum Dex modifier, and is made of force, so it applies against touch attacks and incorporeal attacks. Eldritch plating has the odd secondary effect of being impossible to hide or alter in any way. The Spell Thematics Aspect of Power cannot affect this spell, and while eldritch plating is in effect, the caster takes a -6 to Hide checks.

Diminished: The armor bonus decreases to +2, and the duration is 1 round/level.
Heightened: The armor bonus increases to +5, and the spell also creates a shield that follows the magister around. This shield grants a +2 shield bonus to AC, and follows all the rules of the armor.

Material Component: A pinch of iron filings.

Azragan's Channeling
Evocation [Acid, Cold, Electricity, Fire, Sonic]
Level: Magister 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/2 levels)
Target: 1 creature or object
Duration: Instantaneous
Saving Throw: Ref negates
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

A creative use of leftover magical energy, azragan's channeling was created when the archmagister Azragan realized that he could use a scrip of parchment and conjure a bolt of energy with no real trouble. His channeling spell takes a scrip of paper, and transmutes it into a randomly determined energy. This bolt strikes its target automatically, and deals 1d6 damage +1 damage/level (max 10). Determine the energy type using the following table:
{table=head]Die Result | Energy Type
1 | Acid
2 | Cold
3 | Electric
4 | Fire
5 | Sonic
6 | Roll twice, the spell deals two kinds of damage, ignore further results of 6.[/table]

Diminished: As normal, but only deals 1d6 damage.
Heightened: As normal, but has rider effects. If the spell deals Acid damage, the target must make a Fort save or be blinded for 1 round. If it deals Cold damage, the target must make a Fort save or be slowed for 1 round. If Electric damage, the target must make a Fort save or be dazed for 1 round. If Fire, the target must make a DC 15 Reflex save or catch on fire. If Sonic, the target must make a Fort save or be deafened.

Material Component: A scrip of paper with the words for acid, cold, electricity, fire, and sound in Draconic written upon it.

Magister's Missiles
Evocation [force]
Level: Magister 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft+40 ft/level)
Target: 1 or more creatures (max 5 creatures)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Diminished: Yes
Heightened: Yes

Highly similar to the famous arcane magic missile spell, magister's missiles adds a magister's twist to things. The spell creates 1 bolt of force at level 1, plus an additional bolt per 2 levels thereafter (max 5 bolts). Each bolt automatically strikes it's target, dealing 1d4+1 force damage.

Diminished: As above, but you get 1 bolt per level (max 5) and each bolt deals 1 force damage.
Heightened: As above, but the cap on bolts is increased to max 10 bolts, you gain 1 bolt per caster level, and each bolt deals 1d4+1 force damage per caster level (ie, at level 5, you get 5 bolts, each of which deals 1d4+5 force damage).

Cloud of Unlife
Evocation [Negative Energy]
Level: 1
Casting Time: Standard action
Range: Close (25 feet +5 feet/2 levels)
Area: 20-foot radius
Duration: One round/level
Saving Throw: None
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

You bring forth a roiling cloud of black smoke and vile green sparks. Any spellcaster within the cloud must make a Concentration check to cast any spell with the positive energy descriptor. They are treated as if in the midst of high winds, but with a +4 increase to the Difficulty Class. Thus the Concentration check is DC 14+spell level.

Diminished Effects: The spell lasts for one round.
Heightened Effects: Any healing spell successfully cast in the area heals -1 point of damage for every 2 caster levels (but still a minimum of 1 hp is healed).

Zadraldur's Lash
Conjuration [Negative Energy]
Level: 1
Casting Time: 1 standard action
Range: Personal
Effect: negative energy lash
Duration: 1 round/level [D]
Saving Throw: None
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

You create a black magical whip out of negative energy. The lash hovers next to you. As a free action, you may command it to attack whenever you would normally gain an attack of opportunity. If it attacks, you may not take an attack of opportunity yourself. It does not draw attacks of opportunity, and may not flank or take regular attacks. The lash attacks with a bonus of half your caster level (minimum of 1) plus your Int bonus (if any), dealing 1d4 +1 point/2 caster levels negative energy damage. Once it attacks, whether it hits or misses, it turns into acrid black smoke, which blows away.

Diminished Effects: The lash only deals 1d4 damage and you must hold it to wield it. The spell grants you proficiency with the lash.
Heightened Effects: The lash deals 2d4+1 point/caster level negative energy damage and does not disappear until the duration ends.



Level 2

Magister's Flameray
Evocation [Fire]
Level: Magister 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/2 levels)
Target: 1 or more creatures
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

Magister's flameray is the magister version of the more common scorching ray. It creates 1 ray of fire, plus one ray for every 4 levels after 3rd level (max 3 rays). Each ray requires a ranged touch attack to hit, and can be directed at the same target or different targets. Each ray deals 4d6 fire damage.

Diminished: As normal, but the damage is 2d6 fire.
Heightened: As normal, but the damage is 4d8 fire, and any target that takes damage must make a Ref save (DC 15) or catch on fire (http://www.d20srd.org/srd/environment.htm#catchingOnFire).

Thunderclap
Evocation [Sonic]
Level: Magister 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/2 levels)
Area: 20-ft radius, centered on caster
Duration: 1 round/level
Saving Throw: Fort partial
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

Thunderclap is an interesting spell. Originally developed to give a magister a bit of space to breathe, it's since become a unique way to hinder opponents. When cast, all creatures in the area of effect must make a Fortitude save. If they fail, they are subject to a bull rush attempt, as made by a Large creature with Strength 18+your caster level. If they succeed, they auto-succeed on the bull rush. Regardless of their saving throw, all creatures, including the caster, are deafened for 1 round/level. The caster does not have to make a save against the bull rush. Thunderclap cannot be cast in an area of magical silence.

Diminished: As normal, but without the deafened effect, and the bull rush is by a medium creature.
Heightened: As normal, but the caster is not subject to the deafened effect.

Glueball
Conjuration
Level: Magister 2
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft+5 ft/2 levels)
Area: 10-ft radius burst
Duration: 1 minute/level
Saving Throw: Ref negates (see web)
Spell Resistance: No
Diminished: Yes
Heightened: Yes

Developed by a magister with a bit too much of an attachment to tanglefoot bags, glueball functions exactly like the web spell, except as noted above, and that the strands of a glueball are highly resistant to fire, and cannot be burned.

Diminished: As above, but the spell only lasts for 1 round/level (max 5) and can be destroyed by fire as per a web spell.
Heightened: As above, but the strands of the spell are thorny, akin to a briar patch. Each round a creature remains in the area of the heightened glueball, it takes 1 point of piercing damage per caster level (no save).

Arunhor's Bouncing Lightning
Evocation [Electricity]
Level: 2
Casting Time: Standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude halves
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

You fire a blue ball of lightning, hopping from one creature to another.
You fire the lightning onto a creature within range. The creatures takes 2d4 points of electricity damage. On the target's next turn the target suffers 2d4 points of electricity, as a new lightning erupts from his body, hitting the nearest creature (up to 100 ft. away), dealing 2d4 points of electricity damage to the new creature. This process repeats every round, until the duration ends.
The spell can effect a creature twice, and does not differentiate between allies and enemies.
Diminished Effects: The damage is reduced to 1d4 points of electricity damage.
Heightened Effects: The duration increases to 3 rounds + 1 round/4 levels.

Bend Perspective
Divination (Scrying)
Level: Magister 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: No
Diminished: Yes
Heightened: Yes

With a single command you guide your vision through the essence of magic and planar reflections, altering your point of view

You view the world as though you were standing in a different spot, up to a maximum distance of 25 feet plus 5 feet per two caster levels. You cannot see through solid objects. You can, however, look around corners or over barriers, obtain a bird’s-eye view of your area, and the like. Essentially, you shift your perspective as though you were located at any spot in range to which you have line of effect.
You can switch back and forth between your own eyes and your alternate viewpoint as a swift action. You can move your alternate perspective, as in the spell arcane eye. Its speed is only 10 feet per round, however, and every round of such movement decreases the mystery’s duration by 1 minute (if you move the perspective in the last minute of the duration, you gain a few seconds of vision at the new position before the effect expires).

Diminished: As normal, but the altered point of view cannot move.
Heightened: As normal, but the altered point of view can move freely for the duration.

Burning Beam
Evocation [Light]
Level: 2
Casting Time: standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: one ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

Light flashes forth from a source of illumination that must be within the spell’s range of you. The beam focuses into a slender, white-hot ray that deals 1d6 hp +1 hp/caster level (max 1d6+10). To hit an opponent you must make a ranged touch attack. You may redirect the ray to a new target while the spell lasts, or attack the same quarry, but you must make a new attack roll every following round as a move-equivalent. Redirecting the ray is a free action.
Diminished Effects: The duration becomes instantaneous, so only one target is affected.
Heightened Effects: The spell ignores spell resistance and deals 2d6 +1 hp/caster level (max 2d6+20).

Carrion Murk
Necromancy [Negative Energy]
Level: 2
Casting Time: Standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One recently dead creature that had a circulatory system
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No
Diminished: Yes
Heightened: Yes

You cause a cloud of black, putrid blood to burst forth from the target. It flies at a target of your choice. You must make a successful ranged touch attack to strike the target with this spell. If you hit, they are spattered with rancid blood, and become sickened.

Diminished Effects: The range becomes Close (25 ft. + 5 ft/level) and the target gains a Fortitude save to avoid the sickening effects.
Heightened Effects: The target also suffers 1d4 temporary Charisma damage until they clean the blood off or the spell ends.

Mind Scramble
Enchantment (Compulsion) [Mind-Affecting, Psionic]
Level: 2
Casting Time: Standard action
Range: Close (25 feet + 5 feet / two levels)
Target: One creature
Duration: 1 round / level (see text)
Saving Throw: Will negates
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

You reach into a target's mind and scramble his thoughts, making him unable to determine what he will do. A failed save means the target makes a roll on the following table at the beginning of each of his turns to determine his behavior for that turn. A new saving throw is allowed each round, and once the target makes a successful save, the spell ends.
A character who can’t carry out the indicated action is dazed instead. A mind-scrambled character will not make attacks of opportunity against any creature that it is not devoted to attacking. If the target is attacked, he automatically attacks his attacker the next round (if still under the influence of this spell).
1d10 - Target's Behavior
1 - Attack self (succeeding on any attack roll other than a natural 1).
2 - Stand motionless, stunned.
3 - Flee away from caster at top possible speed.
4 - Move in random direction (double move). The target won't move into obvious danger, like a pit or through an enemy's threatened area, and will instead move in another random direction.
5 - Do nothing but babble incoherently.
6 - Do nothing (dazed).
7 - Attack nearest creature.
8 - Do nothing but defend (total defense).
9 - Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
10 - Act normally.

Diminished Effects: The spell lasts 1 round. Re-roll a result of 1.
Heightened Effects: Once the target fails the first save, he cannot act effectively for the duration.

Ring of Screaming Shadows
Illusion [Darkness, Negative Energy]
Level: 2
Casting Time: 1 standard action
Range: Touch
Area: 10-foot radius/2 levels (max 100 feet)
Duration: Until triggered
Saving Throw: None (See text)
Spell Resistance: No (See text)
Diminished: Yes
Heightened: Yes

You call up indistinct, shadowy forms that appear to be creatures. They form a 10 foot high ring around the area that you designate. They are nothing more than shadows until something living walks through the ring. When that happens, they beginning shrieking and screaming, alerting anyone nearby or within the area. After delivering the warning, the shadows swarm the person who crossed the ring, dealing 1 point of temporary Strength damage (Fortitude save negates).

Diminished Effects: The duration is one hour/level and the shadows do not deal damage.
Heightened Effects: The shadows deal 1 point of Strength plus 1 point/5 levels. The caster, if they are within the area, gains half of this Strength for one round per level.

Thuvantolainen's Magefire
Evocation [Force]
Level: 2
Casting Time: Standard action
Range: Touch
Target: Touched staff
Duration: 1 round/level (D)
Diminished: Yes
Heightened: Yes

The touched staff burns with magical fire, burning out its magical energies.
Your staff deals force damage instead of normal damage and an additional +1d6 of force damage.

Diminished Effects: The staff deals no additional damage, but all damage is force damage.
Heightened Effects: The bonus damage increases to +1d8.



Level 3

See The Sky
Transmutation
Level: Magister 3
Components: V, S
Casting Time: 1 standard action (see below)
Range: Touch
Target: 1 creature
Duration: 1 round/level
Saving Throw: Yes (harmless)
Spell Resistance: No
Diminished: Yes
Heightened: Yes

See the sky is the magister answer to fly. The touched creature gains a fly speed equal to their land speed.

Diminished: The casting time changes to 1 swift action, and the duration changes to 1 round. The effect is the same.
Heightened: The duration changes to 10 minutes/level. Everything else is the same.

Adrenaline Burst
Transmutation
Level: Magister 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10-ft radius, centered on caster
Duration: 1 round/2 levels
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
Diminished: Yes
Heightened: Yes

One of the magister's most potent buffs at lower levels, adrenaline burst has two modes, one of which is chosen when cast.

First, it can function as a speed booster. When cast as a speed booster, adrenaline burst adds +30 ft to the move speed of all creatures affected by it, as well as giving them +1 attack and +1 AC.

Second, adrenaline burst can function as a strength increaser. This mode of the spell grants all subjects a +4 enhancement bonus to Strength, as well as a +2 enhancement bonus to Constitution. However, this increased muscle mass and density slows all affected creatures by 5 ft.

Diminished: The speed booster only adds +15 ft to their move speed. It still grants +1 attack/AC. The strength increaser grants a +2 enhancement bonus to Strength instead of +4 and slows creatures by 10 ft, but is otherwise as normal.
Heightened: The speed booster adds +2 to attacks, damage, and AC, in addition to the +30 ft move. It also makes all creatures fatigued for 1 round/2 levels when it ends. The strength enhancer adds +6 Strength and +4 Constitution, but saps the mind by giving a -2 penalty to Intelligence, Wisdom and Charisma.

Stroke of Genius
Evocation [electricity]
Level: Magister 3
Components: V, S
Casting Time: 1 standard action
Range: 100 ft
Area: 100 ft line
Duration: Instantaneous; 3 rounds
Saving Throw: Ref half; Fort negates (see below)
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

A bit of a misnomer, stroke of genius was named when the magister who created it was bit with a bolt of lightning. He lived, and created a spell that he said came to him while he was struck by the bolt. Stroke of genius creates a bolt of lightning that fries everything in it's path, dealing 1d4 electricity damage per level (max 15d4) and forcing any creature damaged by the bolt to make a Fortitude save or be stunned for three rounds. Stroke of genius ends if it connects with a solid surface, such as a wall, door, tree, or similar object.

Diminished: As above, but the bolt of lightning does not force a Fortitude save.
Heightened: As above, but with the ability to rebound off walls. If the spell would strike a wall or other solid surface, it instead reflects off of it at a 45-degree angle and continues for the rest of it's length. This use of the spell can be dangerous, as it can hit allies or the caster with poor placement. Finally, a heightened stroke of genius grants the caster a lingering +2 insight bonus to their Intelligence for 3 rounds after it is cast. This effect does not occur if the spell is cast from an item, nor does it affect anyone but a magister.

Caustic Arrow
Conjuration [Acid]
Level: Magister 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Effect: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: No
Diminished: Yes
Heightened: Yes

A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Diminished: The acid damage does not last for additional rounds.
Heightened: The acid damage deals 2d6 damage and lasts for one additional round per every 2 caster levels to a maximum of 9 additional rounds.

Material Component
Powdered rhubarb leaf and an adder’s stomach.

Devouring Blow
Necromancy (Negative Energy)
Level: 3
Casting Time: 1 standard action
Range: Touch
Target: One natural weapon
Duration: Instantaneous; and 1 round/level
Saving Throw: Yes (object; harmless)
Spell Resistance: Yes

A natural weapon, such as a claw, that you touch seethes with shadowy energy. If it strikes a target, the dark energy deals 2d6 cold damage and 1 point of temporary Con damage +1 point/5 caster levels in addition to the normal damage (this ability damage lasts for 1 round/level). The damage from the spell is doubled if the attack is a confirmed critical.

Diminished Effects: The spell deals 1d6 cold and 1 point of Constitution damage.
Heightened Effects: The subject loses half of any temporary hit points or hit points from magical sources if this spell deals Con damage.

Forceblade
Evocation [Force]
Level: 3
Casting Time: 1 Standard action
Range: Touch
Target: Weapon(s) touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Diminished: Yes
Heightened: Yes

An aura of pure magical force erupts from one of your hands which is holding a weapon and quickly surrounds the weapon's damaging surface in a magical field of force. The weapon now deals an additional 1d6 force damage per two caster levels (maximum 5d6), for the duration of the spell. Corporeal creatures of size Large or smaller who are struck by this weapon must make a Fortitude save or be knocked prone. Because magical force harms incorporeal creatures and objects, some casters refer to this spell as spiritblade.
Diminished Effects: The weapon deals an additional 1d6 force damage. It does not possess the strength to knock foes down.
Heightened Effects: The forceblade deals 1d8 points of damage per two caster levels (maximum 5d8).

Gardan's Earthen Column
Conjuration (Creation) [Earth]
Level: 3
Casting Time: Standard action
Range: Close (25 ft. + 5 ft./level)
Target: One creature, Large or smaller
Duration: 1 round
Saving Throw: Reflex negates; see text
Spell Resistance: No
Diminished: Yes
Heightened: Yes

This spell raises a column of earth high into the sky, then it crumbles, dealing falling damage to the creature on the top of the column, and dealing damage to all nearby creatures by a hail of earth.
You target an object or creature, not larger than Large, standing on solid soil. A earthen column with 5 feet-diameter raises directly under the target, 5 feet/caster level high, a successful Reflex save ejects the creature to the out of the affected area.
If a ceiling blocks the column's way, the column stops and the creature does not take damage. At the beginning of the next round, the column crumbles into sand and pebbles. All creatures within 20 feet of the column take 1d6 points of bludgeoning damage per four caster levels (Reflex halves) by the barrage of sand, the creature on the top of the column takes normal falling damage. This damage is subject to DR, if appropriate.

Diminished Effects: The column only raises to a height of 20 ft. and deals only 1d6 points of bludgeoning damage to nearby creatures.
Heightened Effects: The column raises additional 20 ft. and deals +1d6 points of bludgeoning damage to nearby creatures.

Magister's Reflection
Illusion (Mind-Affecting, Shadow)
Level: Magister 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

A vague reflection of your foe cast in the terrifying hues of raw magic appears before him and reaches out to clutch him before vanishing.
You draw forth a twisted reflection of your foe from the Aether. The image unerringly touches the subject, causing Wisdom damage equal to 1d6 points +1 point per four caster levels (maximum +5). A Will saving throw halves the Wisdom damage.

Diminished: As normal, but the spell requires a touch attack using your caster level plus relevant ability modifer as the attack bonus and deals only 1d6 damage.
Heightened: As normal, but the spell affects 1 creature per three caster levels and deals 1d6 damage plus 1 per 2 caster levels.

Magister's Tower
Abjuration [Force]
Level: Magister 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute
Saving Throw: No
Spell Resistance: No
Diminished: Yes
Heightened: Yes

With a flick of the wrist and a simple incantation, you manage to forge your shield anew, granting it increased defensive power.

Magister's tower is a powerful defensive effect. When cast, it doubles the enhancement bonus of the caster's Magister's Shield ability, if they have one. If they do not, the spell is wasted and does nothing.

Diminished: As normal, but the spell instead of doubling the enhancement bonus, increases it by 1.
Heightened: As normal, but the spell triples the enhancement bonus instead of doubling it.

Magister's Unravelling
Abjuration
Level: Magister 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Target: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Diminished: Yes
Heightened: Yes

With a grin and a wink, he snapped his fingers, and I felt my protections disintegrating around me.

This spell works exactly like dispel magic

Diminished: As normal, but can only affect a single creature or object, and cannot be used to counterspell.
Heightened: As normal, but can affect up to CL creatures or objects, and has a maximum dispel bonus of +15.

Mindlink
Transmutation [Mind-Affecting, Psionic]
Level: 3
Casting Time: Standard action
Range: Close (25 feet + 5 feet / two levels) (see text)
Target: Up to 2 + 1/4 levels willing creatures (minimum 2)
Duration: 10 minutes / level
Saving Throw: None
Spell Resistance: Yes (harmless)
Diminished: Yes
Heightened: Yes

You forge a telepathic bond between two or more creatures, each of which must have an Intelligence of 6 or higher and must be within range. The bond can only be established between willing subjects. You can communicate telepathically through the bond even if you do not share a common language. Once the bond is formed, it works over any distance on the same plane. No special power or influence is established as a result of the bond.

Diminished Effects: The bond can only be established between you and one other willing creature. The bond only works up to a maximum distance of long range (400 feet + 40 feet / level).
Heightened Effects: Affects up to 1 willing creature / level, or affects only you and one other willing creature, but the bond works between adjacent planes.



Level 4

Obelisk
Conjuration (Creation)
Level: Magister 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Target: 1 creature
Duration: 3 rounds
Saving Throw: Fort negates; Ref half (see below)
Spell Resistance: No
Diminished: Yes
Heightened: Yes

Obelisk is one of the most famed and feared spells magisters are known for. When cast, the target must make a Fort save or be trapped inside a granite obelisk. This obelisk lasts for three rounds, and deals the trapped creature 5d6 bludgeoning and piercing damage each round. At the end of three rounds, the obelisk explodes in a 30-ft radius, dealing 5d6 piercing damage to everything in the area. A Ref save halves this damage.

The trapped creature can do nothing, save for take purely mental actions and attempt a DC 25 Strength check to burst the obelisk early. If the Strength check succeeds, the obelisk explodes as above.

Diminished: A diminished obelisk summons a granite obelisk, which immediately explodes in a 30-ft radius, dealing everything 5d6 piercing damage +1 piercing damage per level (max +10). A Ref save halves this damage.
Heightened: A heightened obelisk functions as the normal spell, but targets one creature per two levels (max 10).

Lich Door
Transmutation/Illusion
Level: Magister 4
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft+5 ft/2 levels)
Target: You
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No
Diminished: Yes
Heightened: Yes

The spell of choice for magisters who need to escape in style, lich door is similar to the dimension door spells of other arcane spellcasters. However, lich door has two key differences. First, it can only teleport the caster within the range AND within line of sight. The caster must be able to see where they are going. Second, during the second of transit, the magister is made invisible. This invisibility works as per the invisibility spell, and lasts for 1 round/level.

Diminished: As normal, but without the invisibility effect.
Heightened: As normal, but the invisibility effect is upgraded to function as greater invisibility.

Swordbreaker
Transmutation [earth]
Level: Magister 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
Diminished: Yes
Heightened: Yes

A distant cousin to the more typical stoneskin spell, swordbreaker takes things to the next level. The target of the spell has their skin transformed into an absurdly hard substance, causing weapons to deal less damage, and even break themselves. The subject gains DR 3/- for the duration of the spell. Any time a weapon's damage would be reduced by swordbreaker, that damage is applied directly to the weapon's hit points, bypassing it's hardness. For example, Azragan the Magister has a swordbreaker spell active, and is attacked by an orc with a greataxe. The orc hits Azragan for 5 damage, which is reduced to 2 by the spell. The orc's greataxe takes 3 damage, and could break.

Diminished: As above, but the duration is 1 round/level, and the weapons only take 1 damage, no matter how much the DR reduces the damage roll by.
Heightened: As above, but the duration is 10 minutes/level, and the DR is 5/-.

Material Component: A handful of powdered steel, worth 5 gp.

Arcane Over Material
Transmutation
Level: Magister 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 10 minutes per level or until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Diminished: Yes
Heightened: Yes

By linking the creature touched and the raw power of magic, you temporarily enhance many of its traits withthe infinite power of raw magic.

You grant the subject 5 temporary hit points for each of its Hit Dice (maximum 75). For the duration of the effect, the subject’s eyes take on a strange appearance such as being two different colors or glowing dimly. An observer can notice this characteristic by making a DC 20 Spot check.

Diminished: As normal, but the spell grants temporary hit points equal to the creature's Hit Dice (maximum 15)
Heightened: As normal, but the spell also grants a +2 Enhancement to Strength, Dexterity, and Constitution for the same duration.

Mind Wipe
Transmutation [Mind-Affecting]
Level: 4
Casting Time: Standard action
Range: Close (25 feet + 5 feet / two levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

You partially wipe your victim's mind of past experiences, bestowing 1 negative level per 3 caster levels (maximum 4). Negative levels stack. The victim regains lost levels after a number of hours equal to your caster level (maximum 20).

Diminished Effects: Inflicts 1 negative level per 4 caster levels (maximum 3).
Heightened Effects: Inflicts 1 negative level per 2 caster levels (maximum 7). On a successful save, the victim still gains 1 negative level.

arguskos
2010-01-27, 01:25 AM
Magister Spells, Continued!

Level 5

Kinetic Absorption
Abjuration
Level: Magister 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 round/level, or until discharged
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
Diminished: Yes
Heightened: Yes

A great defense, and thematic to boot, kinetic absorption is what laypeople think of when someone mentions the magister. Mages walking through armies unscathed, withstanding avalanches untouched, and enduring when all else is laid to waste, kinetic absorption is the spell that makes it all happen. This spell generates a golden globe about the target that follows them as they move. This field can absorb up to 5 hitpoints/caster level worth of damage before being expended. Anything that would deal the target hit point damage is first absorbed by the barrier, until the hp reserves of the barrier are expended. If the barrier stops an attack that would deal more damage than the barrier has hp remaining, the attack is negated, and the barrier is destroyed.

Spells of 7th level or greater and damage from an artifact source both bypass the barrier completely.

Diminished: The barrier only has 3 hitpoints/caster level.
Heightened: The barrier gains SR equal to 8 plus your caster level. Any spell that would target the subject of kinetic absorption and deal hit point damage must first defeat the barrier's SR, and then deal it's damage to the barrier. If the spell does not defeat the barrier's SR, then it is simply dissipated.

Holdfast
Transmutation
Level: Magister 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 40 ft radius
Duration: 1 round/level
Saving Throw: Fort negates, see below
Spell Resistance: No
Diminished: Yes
Heightened: Yes

Holfast does just what it says on the tin: holds people. When cast, the surface of the area encompassed by the spell becomes magically altered to be incredibly difficult to move out of. Each round a creature remains in the area, they must make a Fortitude save. If they fail, they are immobilized, and take an additional -2 on attacks and saves. If they succeed, they can move through the area of the holdfast at half speed but still take the -2 on attacks and saves.

Diminished: As normal, but on a failed save creatures are just immobilized with no penalties.
Heightened: As normal, but instead of immobilized on a failed save, creatures are stunned. The penalties do not apply.


The Immobilized Condition:
This was introduced in Tome of Magic and has a sidebar in MM5. Basically, all it means is you can't move. You can still attack, cast spells, and retain your Dex bonus to AC.


Forcefield
Evocation [force]
Level: Magister 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: A 20 ft by 20 ft plane of force or a 15 ft high, 10 ft radius hemisphere
Duration: 1 round/level
Saving Throw: Ref negates (see below)
Spell Resistance: No
Diminished: Yes
Heightened: Yes

Similar in some ways to the more traditional wall of force, forcefield is at once more and less versatile. When forcefield is cast, it takes one of two shapes: a 20 ft by 20 ft sheet of force, or a 15 ft high in the center, 10 ft radius hemispherical dome. The force created by the spell is unbreakable, though the caster may designate up to 1 creature per 2 caster levels that can walk through the sheet with no issues (the caster always ignores his own forcefield). A forcefield is highly resistant to magic, and is unaffected by dispel magic or related spells, and can only be destroyed by a disintegrate, annihilation, or sphere of annihilation. An antimagic field suppresses, but does not destroy, a forcefield.

Diminished: As above, but only the caster can ignore the sheet.
Heightened: As above, but the duration is 1 minute/level.

Dark Coils
Evocation [Darkness, Negative Energy]
Level: 5
Casting Time: Standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: Concentration (1 minute/level) [D]
Saving Throw: Reflex negates
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

Upon uttering a name that should have been forgotten, you call forth twisting, turning coils of blackness that wrap around the target. Every time that the target takes damage or is healed, the coils constrict a split second later, causing 1d6/2 levels (max 10d6) negative energy damage.

Diminished Effects: The spell loses the negative energy descriptor and the damage dealt is 2d6 cold.
Heightened Effects: Concentration is no longer required. The subject takes damage automatically.

Eanora's Illusory Annihilation
Illusion [Mind-affecting, Teleportation]
Level: 5
Casting Time: Standard action
Range: Close (25 ft.+5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

You disable a creature and render it invisible, while a illusory corpse simulates its death.
You choose one creature in range. It must make a Will save or it take 1d6 points of subdual damage per level (max. 15d6). If the target becomes unconscious, it will be teleported 1d4 x 5 feet into a random direction (if the new location is not save, repeat the process), and an invisibility effects the creature. At the creatures original place a illusory corpse (as if greater illusory object were cast).
At the end of the duration the illusory corpse disappears, the creature becomes visible again, and the subdual damage is healed instantly.

Diminished Effects: The spell range becomes Touch.
Heightened Effects: The duration increases to 1 minute/level.



Level 6

Reaping the Graves
Necromancy/Conjuration
Level: Magister 6
Components: V, S, XP
Casting Time: 1 full-round action
Range: Medium (100 ft+10 ft/level)
Target: 1 or more graves
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Diminished: Yes
Heightened: Yes

The quintessential necromantic spell for magisters, reaping the graves does exactly what it sounds like: creates undead. When cast, reaping the graves creates one minotaur skeleton and/or bugbear zombie for each grave in range of the spell, up to 1 grave/caster level. These undead are formed from a combination of the spell's energies and the bones in the grave. The remains need not be of appropriate amounts, though they do need to be at least humanoid in nature. There are two advantages to reaping the graves. First, the undead from this spell never count against your limit of undead controlled (though you may only have one batch of reaping the grave created undead at any time). Second, the undead from this spell can be commanded over any distance with a mental thought (a move-equivalent action).

Diminished: As normal, but creates two human warrior 1 skeletons and/or human warrior 1 zombies. A diminished reaping the graves does not cost XP.
Heightened: As normal, but creates one ghast and/or wight. A heightened reaping the graves costs 500 xp.

XP: 250

Mantle
Abjuration
Level: Magister 6
Components: V, S, F
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
Diminished: Yes
Heightened: Yes

Meant for the battle-wise magister, mantle grants the magister complete immunity to all magic weapons of less than +4 total enchantment (including special abilities such as flaming) for the duration of the spell.

Diminished: As normal, but the spell lasts for only 1 round.
Heightened: As normal, but the spell grants immunity to weapons of less than +6 total enchantment, and lasts for 1 round/level.

Focus: A ring of protection +1. This need not be worn.

Distance Shift
Universal (teleportation)
Level: Magister 6
Components: V, S
Casting Time: 1 standard action
Range: Personal and Touch
Target: Self plus 1 touched creature or object/2 caster levels
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

Created by magisters as an answer to the mocking of wizardly compatriots, distance shift functions as teleport, except as noted above. In addition, you may bring along unwilling creatures, provided you can touch them when the spell is cast. Such creatures get a save to resist the effects of the spell.

Diminished: As above, but you can only bring willing creatures/objects.
Heightened: As above, but you personally are always on target, and can send multiple creatures to different destinations with one casting of the spell (ie. you go somewhere, Bob goes somewhere else, and Bill goes somewhere different from you and Bob).



Level 7

Annihilation
Evocation [Force]
Level: Magister 7
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft+40 ft/level)
Target: 1 creature or object
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

A brutal and feared spell, annihilation does exactly what it says on the tin: annihilates something utterly. Annihilation creates a coruscating brilliant blue ray that springs forth at the target, requiring a ranged touch attack. If the target is a creature, annihilation deals them 15 untyped damage per caster level (max 300 damage). If the target is an object, it is utterly annihilated, leaving nothing behind but empty space.

Diminished: A diminished annihilation deals 2d6 damage per caster level instead, to a max of 40d6.
Heightened: A heightened annihilation occupies a 5-ft cube. Anything that passes through the cube is treated as being targeted by a normal annihilation ray. This cube persists for 1 round/caster level.

Globe of Purest Night
Illusion (Shadow)
Level: Magister 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Diminished: Yes
Heightened: Yes

Globe of purest night surrounds the target with an inky black sphere. This sphere is completely impenetrable, and lets through no effect. Inside the sphere there is no sound, no sensation, nothing disturbs the darkness. The effect of being totally removed from the real world causes most targets to go irrevocably insane. Each round the target remains in the globe, they must make a Will save or suffer 1d6 Wisdom damage. If their Wisdom reaches zero, they become catatonic and the spell ends. If they succeed on their save three times, they are released from the darkness of the globe. These saves need not be consecutive.

Diminished: As normal, but the spell lasts for 1 round/level, deals 1d3 Wisdom damage, and ends with one save.
Heightened: As normal, but the spell deals 1d6 Wisdom damage and 1d3 Constitution damage. This version of the spell is often called globe of purest nightmare.

Soulshredder
Necromancy [evil]
Level: Magister 7
Components: V, S, XP, Corrupt
Casting Time: 1 standard action
Range: Long (400 ft+40 ft/level)
Target: 1 living creature
Duration: Instantaneous; Permanent (see below)
Saving Throw: Fort partial
Spell Resistance: No
Diminished: Yes
Heightened: Yes

A spell of the vilest evil, soulshredder rips a target's body and soul to tiny pieces in order to ruin them forever. If the target fails their save, they lose 5d10 hp permanently, they suffer 4 points of ability drain to all their ability scores, and are affected as per bestow curse three times (the caster's choice of effects, cannot duplicate effects). If the target makes their save, they instead lose 3d10 hp permanently, suffer 1 point of ability drain to all their ability scores, and are affected as per bestow curse.

Diminished: As above, but if the target fails their save they suffer the partial effects, and if they make it, they are unaffected. A diminished soulshredder costs 600 XP and has a Corrupt component of 2 points of Constitution drain and 2 points of Intelligence damage.
Heightened: As above, but if the target fails their save they are utterly annihilated, their soul torn to such tiny shreds that they can not be resurrected by any means short of direct divine intervention. If they make their save, they suffer the full effects as above. A heightened soulshredder costs 1200 XP and has a Corrupt component of 2 points of Constitution drain and 6 points of Intelligence damage.

XP Cost: 900
Corrupt: 2 points of Constitution drain and 4 points of Intelligence damage.



Level 8

Boneshatter
Necromancy
Level: Magister 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 30-ft radius burst
Duration: 1 round/level
Saving Throw: Fort partial
Spell Resistance: No
Diminished: Yes
Heightened: Yes

The fearsome boneshatter spell is known through out the lands. By way of a boneshatter, the magister destroys the internal structure of any creature in the area of the spell. Boneshatter can only affect a creature that HAS a structure of some kind (oozes and incorporeal creatures are therefore immune; not much else is). All creatures in the area must make a Fortitude save. If they fail, they take 10d10 piercing damage as their structure ruptures, have their speed halved, and take a -4 penalty on attacks, Reflex saves, and skill checks. If they succeed, they take half damage, take a -2 on attacks, Reflex saves, and skill checks, and their speed is unaffected.

Diminished: A diminished boneshatter is somewhat less scary. It only affects humanoid creatures, or creatures that obviously have a skeleton (so a dragon would be affected, but a golem would not), though the effects are the same as above.
Heightened: A heightened boneshatter is brutally powerful, and can affect any creature, regardless of composition, even incorporeal creatures can have their essence scattered by the spell. In addition, the penalties increase to -6 and -3, respectively, and the damage increases to 15d10 and 8d10, respectively.

Soul of Kalan-Zhar
Enchantment
Level: Magister 8
Components: V, S, XP
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Diminished: Yes
Heightened: Yes

By way of this spell, the magister draws a tiny fraction of the legendary archer, Kalan-Zhar, to the target, imparting them with Kalan-Zhar's skill and power. The subject of soul of Kalan-Zhar gains a +10 insight bonus on attacks and damage with ranged weaponry. Additionally, the target gains the Manyshot, Far Shot, Rapid Shot, Point Blank Shot, and Precise Shot feats for the duration of the spell. Finally, the target may, once during the duration of the spell, end the spell early in order to channel more of Kalan-Zhar's essence. Doing this increases the target's BAB to 20 (with full iterative attacks) and transmutes their weapon into a +1 distance force holy bane composite longbow with no upper Strength limit. The bane property is against whatever the target declares it as. These increased effects last for a single round, and then the spell ends.

Diminished: As normal, but the target cannot end the spell early to gain the increased effects. A diminished soul of kalan-zhar costs 200 xp.
Heightened: As normal, but the target also gains the Improved Manyshot feat, channeling Kalan-Zhar grants a +5 weapon in addition to the special abilities, and the spell lasts for 1 minute/level. A heightened soul of kalan-zhar costs 800 xp.

XP: 500

Mental Shield
Enchantment
Level: Magister 8
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Diminished: Yes
Heightened: Yes

A spell similar to the famed mind blank, mental shield grants the caster a list of unique effect. First and foremost, the caster gains SR equal to 10+caster level. Second, should the caster fail a save against a mind-affecting spell, they make make a second saving throw immediately, and may make a saving throw each round they are affected by the spell. Finally, the mental shield makes the caster immune to any illusion that would directly affect them.

Diminished: As above, but the caster only gains the first two effects.
Heightened: As above, but the SR is 15+caster level.

Focus: A polished 3 inch diameter sphere of the purest planar crystal, costing 10,000 gp.



Level 9

Wildest Dreams
Conjuration (creation)
Level: Magister 9
Components: V, S, F, XP
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Diminished: Yes
Heightened: No

The height of the magister's craft, magic beyond your wildest dreams, this spell is to the magister what wish is to a wizard. Wildest dreams has a laundry list of possible effects. Unlike it's normal arcane and divine counterparts however, wildest dreams is somewhat more restrained in it's blanket effects. The list of possible effects follows:
-Regain 6 levels of spell slots, divided as you wish among your spell levels.
-Change out your readied spells for a different set of readied spells.
-Create up to 50,000 gp worth of non-magical items.
-Create up to 100,000 gp worth of magical items. These last for 1 day per caster level, then vanish.
-Affect up to 1 creature/caster level with a Greater Restoration spell.
-Restore one dead creature to life, as per a True Resurrection spell.
-Rewind time by exactly one round. Wildest dreams remains expended. The Magister remembers the contents of the lost round, though no one else does.

Diminished: A diminished wildest dreams has the following effects instead:
-Regain 4 levels of spell slots, divided as you wish among your spell levels.
-Create up to 10,000 gp worth of non-magical items.
-Teleport up to one creature per caster level any distance on the same plane.
-Plane shift up to one creature per caster level.
A diminished wildest dreams does not require a focus, and only costs 1,000 XP to cast.

Focus: A 10,000 gp, 1-ft wide mirror, created by master artisans, with which to focus the spell.
XP: 5,000

Molecular Disjoinment
Transmutation
Level: Magister 9
Components: V, S
Casting Time: 1 full round
Range: Personal
Target: You
Duration: Special, see below
Saving Throw: Fort negates (harmless, see below)
Spell Resistance: No
Diminished: Yes
Heightened: No

A spell unlike any other, molecular disjoinment allows the magister to break him component parts into an incorporeal cloud of particles. In this disjoined form, the magister gains the incorporeal subtype. He cannot attack or handle physical objects and the magister's gear subsumes and becomes non-functional while in this state, save for his staff, but he can cast spells as though he were not incorporeal. The magister is supremely difficult to hurt in this form and gains DR 20/- and SR 35. He may remain disjoined as long as he wishes, though if he goes too long, he will begin to suffer from dehydration and starvation, since he cannot eat or drink while disjoined. Further, returning from disjoinment is difficult. When the magister chooses to end the spell, he must make a Fortitude save against his own spell DC. If he fails, he takes 1d4 Constitution drain, as the out of body experience is draining on his very essence. If he succeeds, he still takes 1d4 Constitution damage, but avoids a permanent drain.

Diminished: The magister simply becomes incorporeal for as long as he wishes. He is treated as a ghost for all intents and purposes. All of his gear becomes incorporeal and non-functional, he cannot attack or cast spells, and runs the risk of starvation should he remain incorporeal for too long. However, returning from a diminished molecular disjoinment is not dangerous in any way.

Screams of the Damned
Necromancy [death, sonic]
Level: Magister 9
Components: V
Casting Time: 1 full round action
Range: Personal
Area: 60 ft radius centered on caster
Duration: Concentration (max 1 round/level)
Saving Throw: Fort negates
Spell Resistance: Yes
Diminished: Yes
Heightened: No

A spell with a great deal of danger inherent in it, screams of the damned permits the caster to open a portal to the Hells in his own gullet, and let the screams of the damned souls from Hell issue forth from his mouth. While screams of the damned is active, the caster can take no actions other than movement. Any creature hearing the screaming must make a Fortitude save each round or die, their souls shattered from the awful wailing (the caster is immune to this effect). However, maintaining this portal is difficult, and deals the caster 3d6 vile damage each round (no save) the caster maintains the spell.

Diminished: As above, but instead affected creatures take 15d6 vile damage a round on a failed save, and take half damage on a successful save. The caster suffers 2d6 vile damage a round.

Dante & Vergil
2010-01-27, 02:06 AM
I remember Arcana Unearthed and thought it was ok, but I would use 3.5 spells, since that seems to be the direction you're going anyway. I'd also stick with the original spells names, at least for most of them, so it's easier to reference.
I'll finish with saying it's good and wishing you well in your endeavor.

arguskos
2010-01-27, 02:27 AM
I remember Arcana Unearthed and thought it was ok, but I would use 3.5 spells, since that seems to be the direction you're going anyway. I'd also stick with the original spells names, at least for most of them, so it's easier to reference.
I'll finish with saying it's good and wishing you well in your endeavor.
Well, there will be some direct ports (such as magister's flameray), but many new spells (such as obelisk, a spell yet to be written). The idea is that many magister spells will be heavily modal, giving the magister supreme versatility.

My design intent was to make the most versatile possible spellcaster. Each spell comes in at least 3 modes, possibly more depending on if some spells have options (like how Ruin Delver's Fortune has choices when cast). Spell Weaving gives more options when it comes to spells per day, and I'll probably be including some new feats to increase options further (such as several mentioned under the bonus feats section). I am really going to have some issues with the spells though. I think I'll probably err on the side of "make the spells somewhat weaker than vanilla counterparts" and trust to the ability to basically do anything whenever to make up the gap.

Also, I thank you for the vote of confidence. It means quite a bit. :smallsmile:

peacenlove
2010-01-27, 05:23 AM
Flare of Power: The first true taste of power, the magister gains the ability to shoot a bolt of pure magical energy at-will. This bolt deals 1d2 damage, +1 damage per 2 magister levels.

Why not 1d6? this ability is worse than crossbow bolts at any level.

Also which abilities are supernatural, extraordinary and spell like?

Roderick_BR
2010-01-27, 05:50 AM
The concept and a lot of the effects makes me think of Gandalf. Yes, that's a good thing.
The spell slots/spells readied thing fells like a mix of Spell Points variants and a Sorcerer's spells known. I've been working on something similar, and approve of this :)

If you think that coming up with a spell list may be too troublesome, you could just allow him to use the wizard/sorcerer spell list, but require him to find and learn the spells. He just adds the spells to his spells known list rather than a spellbook.

DragoonWraith
2010-01-27, 08:40 AM
I don't have time to read this thoroughly, though I will when I get a chance. However, I think the name "Magister" is very odd for a chaotic class like this. "Magister" is Latin for "teacher", which is not, to my mind, a particularly chaotic profession. But I like the idea and look forward to seeing what you've done with it.

arguskos
2010-01-27, 12:06 PM
Why not 1d6? this ability is worse than crossbow bolts at any level.

Also which abilities are supernatural, extraordinary and spell like?
I made it low damage to show that the magister prefers to rely on his real spells. He has Flare of Power as a backup for ranged combat (and I totally forgot the range on it >_<), but it's just that: a subpar backup. I will make it 1d4 though. Not sure why it's 1d2.

Also... /headdesk. Good catch, I'll go fix that now.


The concept and a lot of the effects makes me think of Gandalf. Yes, that's a good thing.
The spell slots/spells readied thing fells like a mix of Spell Points variants and a Sorcerer's spells known. I've been working on something similar, and approve of this :)

If you think that coming up with a spell list may be too troublesome, you could just allow him to use the wizard/sorcerer spell list, but require him to find and learn the spells. He just adds the spells to his spells known list rather than a spellbook.
I wish I could take credit for the slots/readied, but I really can't. That credit belongs to Mr. Cook. It's a great idea though, which is why I introduced it here.

As for spells... well, I'll have to edit them all anyways (for diminished and heightened effects), so I might as well just make some new ones along the way.


I don't have time to read this thoroughly, though I will when I get a chance. However, I think the name "Magister" is very odd for a chaotic class like this. "Magister" is Latin for "teacher", which is not, to my mind, a particularly chaotic profession. But I like the idea and look forward to seeing what you've done with it.
I just liked the name. :smallbiggrin: It's always been my favorite mystical sounding profession name. Thanks for the vote of confidence though. I hope you like what you see. :smallredface:

DragoonWraith
2010-01-27, 01:06 PM
I like the "readying" concept; the Spirit Shaman (CDiv) uses a similar thing, and I was actually planning on making a class that used it (still considering changing how the Arcanist works to incorporate it). If you hadn't used that, I was going to suggest, as it seems exceedingly fitting.

That said, I think it seems likely that you have a bit too many a day. The Spirit Shaman has many fewer, and a weak spell list (Druid), compared to this which I assume will be close to the Sor/Wiz list.

Also, Ultimate Magister's Staff and Arcane Beyond Material seem a bit too overpowered. Even DMM Clerics have to do something to persist things. Some (all?) of those are Permanancy targets, but that's also saving the Magister an awful lot of XP, methinks.

arguskos
2010-01-27, 02:46 PM
I like the "readying" concept; the Spirit Shaman (CDiv) uses a similar thing, and I was actually planning on making a class that used it (still considering changing how the Arcanist works to incorporate it). If you hadn't used that, I was going to suggest, as it seems exceedingly fitting.

That said, I think it seems likely that you have a bit too many a day. The Spirit Shaman has many fewer, and a weak spell list (Druid), compared to this which I assume will be close to the Sor/Wiz list.
Two thoughts. First, the Druid list? Weak? I definitely disagree on this one. Second, this list will bear some similarities to the Sor/Wiz list, yes, but much will be custom. I'm shooting for their spells being somewhat weaker on the whole, save the rare direct port like magister's flameray or see the sky (which I am about to post). Things like obelisk aren't as powerful as their standard Sor/Wiz options. Magister's get obelisk. Sor/Wiz gets black tentacles and solid fog.


Also, Ultimate Magister's Staff and Arcane Beyond Material seem a bit too overpowered. Even DMM Clerics have to do something to persist things. Some (all?) of those are Permanancy targets, but that's also saving the Magister an awful lot of XP, methinks.
Arcane Beyond Material should be normal arcane sight That was me writing it at 1 AM showing. Ultimate Magister's Staff comes at level 16, and really isn't that amazing. True seeing is nice, yes, but the other two are sorta meh. Protection from spells is a resistance bonus, and probably will amount to a +3 bonus on saves at this level (since everyone has a cloak of resistance +5 at this point) and globe of invulnerability just means the magister, as a vessel for the soul of magic, can finally ignore weaker effects like magic missile and whatnot. Seems fair, given what else is flying around at these levels.

Good catch on Arcane Beyond Material though. :smallsigh:


On the topic of magister spells: I have given it some thought, and here's why I will not be giving them access to the Sor/Wiz list wholesale.
1). I would have to add diminished/heightened effects to every spell anyways.
2). I want the "signature" magister spells to be very unique and iconic. Just like how fireball is an iconic sor/wiz spell, so will certain magister spells be unique and iconic as well.
3). The Sor/Wiz list has tons of broken crap. I mean, TONS OF IT. I want to just skip right past the broken stuff and build from the ground up, making a more reasonable list. That means you won't be seeing anything like Gate, Time Stop, Solid Fog, Streamers, or anything like that on the magister list. You may see a fixed wish though. :smallwink:
4). The Sor/Wiz list has a large amount of redundancy. The magister's diminished/heightened mechanic helps to turn that redundancy into flexibility instead. For a good example, see the soon to be posted see the sky spell.

However, when you start getting the feel for what I'm going for, please, I welcome magister spells. Also, I further welcome Aspect of Power additions. That was an attempt to give the magister some minor magical flavor, with reaaaaally minor mechanical effects (if any at all), and I could probably do with more of them.

Thanks to all who are taking the time to respond. Please, let's keep it up. ^_^

Dante & Vergil
2010-01-27, 02:59 PM
With the flavor of the Magister comparing to Wizards and Sorcerers, I thought it would be cool to bring the Wizard and Sorcerer around like this. Not with how the spells are done but with a lot of awsome and flavorful class abilities.

arguskos
2010-01-27, 03:06 PM
With the flavor of the Magister comparing to Wizards and Sorcerers, I thought it would be cool to bring the Wizard and Sorcerer around like this. Not with how the spells are done but with a lot of awsome and flavorful class abilities.
That would be pretty sweet. I might do that after I finish this project, and my next base class (a variant gish for people who want something other than the Duskblade to think about).

EDIT: See the Sky and Obelisk are posted. I'll probably post some Cantrips later as well.

Strudel110
2010-01-27, 08:13 PM
Obelisk seems a bit powerful, can immobilize an enemy for three rounds and deal up to 120 dmg thats like instant death to half the stuff in Monster Manual I, but I like the Idea of this class, it's strong but not gamebreaker strong.

Temotei
2010-01-27, 08:18 PM
Obelisk seems a bit powerful, can immobilize an enemy for three rounds and deal up to 120 dmg thats like instant death to half the stuff in Monster Manual I, but I like the Idea of this class, it's strong but not gamebreaker strong.

On average, it does 70 (not counting Reflex saves, which would modify the average slightly...making it lower--probably around 64 or so).

I look forward to more spells. :smallcool:

Although, I must say, heightening obelisk is way better than just the normal spell. At 9th level, you're able to get four enemies instead of one, for one higher-level spell slot. I like it though. :smallbiggrin:

arguskos
2010-01-27, 08:22 PM
On average, it does 70 (not counting Reflex saves, which would modify the average slightly...making it lower--probably around 64 or so).

I look forward to more spells. :smallcool:

Although, I must say, heightening obelisk is way better than just the normal spell. At 9th level, you're able to get four enemies instead of one, for one higher-level spell slot. I like it though. :smallbiggrin:
That's the idea. But then again, 5th level has good effects too. :smallamused:

Also, glad ya'll liked Obelisk. I really enjoyed writing that one. What about the other spells up so far? Or the class itself?

I'm kinda impressed there's only been one real comment on the class itself. :smalleek: Is that a good thing?

Temotei
2010-01-27, 08:25 PM
That's the idea. But then again, 5th level has good effects too. :smallamused:

Also, glad ya'll liked Obelisk. I really enjoyed writing that one. What about the other spells up so far? Or the class itself?

I'm kinda impressed there's only been one real comment on the class itself. :smalleek: Is that a good thing?

The class's power is largely based off its spells, so I imagine most people are waiting to comment until more are up.

arguskos
2010-01-27, 08:27 PM
The class's power is largely based off its spells, so I imagine most people are waiting to comment until more are up.
While true, I was still curious what folks thought about the class features currently in residence. I mean, I made damn sure to have something every level, just because getting nothing is boooooring.

I will get a 1st, 5th, 6th, and 8th level spell up tonight, just so folks can really take a look at some examples of the mechanics.

I also welcome more Aspects of Power and perhaps spells.

Temotei
2010-01-27, 08:28 PM
While true, I was still curious what folks thought about the class features currently in residence. I mean, I made damn sure to have something every level, just because getting nothing is boooooring.

What about the bonus feats? There's Enhanced Diminish Spell and Enhanced Heighten Spell, as well as Enhanced Weave Spell. What are those?

arguskos
2010-01-27, 08:32 PM
What about the bonus feats? There's Enhanced Diminish Spell and Enhanced Heighten Spell, as well as Enhanced Weave Spell. What are those?
...right. TOTALLY FORGOT about those. The first two are simple "x/day, you can enhance/diminish easier" feats. Enhanced Weave Spell was a "1/day, you can use Spell Weaving on the fly, rather than when you regain slots". I'll probably add those to a post somewhere in a bit (off to go hunt for food).

Strudel110
2010-01-27, 09:14 PM
Spell Thematics: The magister's spells may take on a unique themed appearance, as he wishes when he casts a spell. When he selects Spell Thematics, he selects a theme. He may then leave a spell as normal, or alter it with one of his themes when he casts it. This may be selected more than once. Each time it is selected, the magister gains a new theme. This does not interfere with Spellcraft checks to identify the spell being cast, as the gestures and incantations do not change. Additionally, themes such as "invisibility" and other such obvious attempts at subterfuge may not be chosen. Magister magic resists being hidden.
I'd like more info on this, I may get some ideas for you...

Temotei
2010-01-27, 09:25 PM
Spell Thematics: The magister's spells may take on a unique themed appearance, as he wishes when he casts a spell. When he selects Spell Thematics, he selects a theme. He may then leave a spell as normal, or alter it with one of his themes when he casts it. This may be selected more than once. Each time it is selected, the magister gains a new theme. This does not interfere with Spellcraft checks to identify the spell being cast, as the gestures and incantations do not change. Additionally, themes such as "invisibility" and other such obvious attempts at subterfuge may not be chosen. Magister magic resists being hidden.
I'd like more info on this, I may get some ideas for you...

I think it's a feat in Complete Arcane (or Complete Mage).

arguskos
2010-01-27, 09:53 PM
I think it's a feat in Complete Arcane (or Complete Mage).
It was based on the feat, Spell Thematics, from several places. However, I changed the mechanics somewhat from the actual feat (namely, that the Aspect of Power Spell Thematics doesn't give you anything mechanically, is exists as pure flavor). The actual feat makes your spells harder to identify and lets you designate certain spells as "thematic" and cast them at +1 CL.

I wanted the Aspects of Power to be all flavor, almost no mechanics, since that way diversity is encouraged instead of number crunching.

Strudel110
2010-01-27, 09:55 PM
Cool so it displays strange visual effects to mask the type of spell being cast, or what?

Temotei
2010-01-27, 09:56 PM
Cool so it displays strange visual effects to mask the type of spell being cast, or what?

You pick a theme for your spells, like skulls, flaming, light, dark, etc.

Your spells gain aspects of your theme.

arguskos
2010-01-27, 10:00 PM
You pick a theme for your spells, like skulls, flaming, light, dark, etc.

Your spells gain aspects of your theme.
At your whim, to be super technical. Basically, let's say a level 3 Magister selects Spell Thematics. He then picks a theme (lets use "lightning"). Anytime he casts any spell at all, he can replace it's normal visual effects with something lightning-y. If it was obelisk, the obelisks might be made of solid sheets of lightning. If it was bash, his melee weapon might be wreathed in lightning bolts. These visuals don't mechanically DO anything, but look sweet.

Strudel110
2010-01-27, 10:13 PM
Hmm mechanics wise... useless, roleplay wise... Awesome! It would add character to you spellcaster and the theme chosen could say things about a person. (Crushing Obelisk of skulls doesn't scream friendly merlin-type wizard)

arguskos
2010-01-27, 10:21 PM
Hmm mechanics wise... useless, roleplay wise... Awesome! It would add character to you spellcaster and the theme chosen could say things about a person. (Crushing Obelisk of skulls doesn't scream friendly merlin-type wizard)
That's the idea. ^_^

Also, I have spells of every level except 6th and 8th up, and I edited those feats into the first post. :smallamused:

Milskidasith
2010-01-27, 10:27 PM
Why would you ever want to cast a Diminished Wildest Dreams? It still costs a crapload, so I see no point to casting the weaker version.

Strudel110
2010-01-27, 10:31 PM
Why would you ever want to cast a Diminished Wildest Dreams? It still costs a crapload, so I see no point to casting the weaker version.

I don't think I've ever seen you post a positive thing ever, but most of time you have some good advice.

Temotei
2010-01-27, 10:32 PM
I don't think I've ever seen you post a positive thing ever, but most of time you have some good advice.

I'd say all the time.

arguskos
2010-01-27, 10:34 PM
Why would you ever want to cast a Diminished Wildest Dreams? It still costs a crapload, so I see no point to casting the weaker version.
....cause I'm frikkin' stupid and failed to alter the costs of the spell like I meant to? :smallsigh:

Thanks for the catch. The diminished version isn't supposed to have the focus, and only costs 1,000 xp.

EDIT: Also, the level 6 spell is up. I'll get started on something at level 8. Still happy for suggestions, btw. :smallwink:

Milskidasith
2010-01-27, 10:40 PM
I don't think I've ever seen you post a positive thing ever, but most of time you have some good advice.

I have posted that I liked things, and that I liked changes made to a class. However, I don't tend to gush about things I like, because everything can be improved and made more balanced, although simple things like spells tend to be easy enough to balance (change the spell level, and you're golden.)

Classes tend to require a lot more analysis to figure out where they are on the power scale, and what the design intention was (for instance, if it's T1, but designed to be T1, it's cool, but if it's T1 designed to be T3, it's bad), so there tends to be a lot more for me to point out, and a simple post of "I like this" tends to be rather wasteful.

Also, you haven't been here all that long, so I'd like to officially say that I'm not scary (I don't think so), and I criticize the homebrew, not the people behind them, so good luck with your homebrew, and if I didn't post, it's probably a good thing. :smallwink:


....cause I'm frikkin' stupid and failed to alter the costs of the spell like I meant to?

Thanks for the catch. The diminished version isn't supposed to have the focus, and only costs 1,000 xp.

Much better. Keep track of that for other spells, as well. :smallwink:

peacenlove
2010-01-27, 10:43 PM
A versatile summon monster style spell would fit well for an 8th level slot (with strong summons obviously, like huge elementals of a type of your choosing). Alternatively a solid area debuff spell (think Greater flesh fails from shadowcaster, or stygian field (like enervation but with an area) from complete psionics).

arguskos
2010-01-27, 10:47 PM
Much better. Keep track of that for other spells, as well. :smallwink:
Yeaaaaaah, sorry, kinda tired recently. Any thoughts on the rest of the class/spells/whatnot?


A versatile summon monster style spell would fit well (with strong summons obviously, like elementals of a type of your choosing). Alternatively a solid area debuff spell (think Greater flesh fails from shadowcaster, or stygian field (like enervation but with an area) from complete psionics).
Yeah, I've been thinking about a few area debuffs and summons. I just posted an undead creator above along those lines. Maybe the level 8 will be a high-end area debuff.

peacenlove
2010-01-27, 10:54 PM
Yeah, I've been thinking about a few area debuffs and summons. I just posted an undead creator above along those lines. Maybe the level 8 will be a high-end area debuff.

Well its just me but i tend to see unintelligent undead only as a living (well kinda...) wall. I mean at lvl 11-12 they ain't gonna hit a thing, they are fooled by an illusion of a wall, and due to their non intelligence they require constant supervision to even follow basic orders. Maybe create less but stronger undead such as ghasts or even templated undead?

Temotei
2010-01-27, 10:58 PM
if I didn't post, it's probably a good thing.

Holy crap. I don't think you've ever commented on my homebrew. Is that good? :smalleek:

arguskos
2010-01-27, 10:59 PM
Well its just me but i tend to see unintelligent undead only as a living (well kinda...) wall. I mean at lvl 11-12 they ain't gonna hit a thing, they are fooled by an illusion of a wall, and due to their non intelligence they require constant supervision to even follow basic orders. Maybe create less but stronger undead such as ghasts or even templated undead?
Well, Reaping the Graves is meant to form the backbone of a stronger undead force. I mean, everyone needs dudes to move their supplies, army, whatever. I might shuffle the types around though. Still thinking about it.

Also, I am currently writing up boneshatter, a level 8 debuff. :smallamused:

Temotei
2010-01-27, 11:04 PM
Well, Reaping the Graves is meant to form the backbone of a stronger undead force. I mean, everyone needs dudes to move their supplies, army, whatever. I might shuffle the types around though. Still thinking about it.

Also, I am currently writing up boneshatter, a level 8 debuff. :smallamused:

Yum. Maybe I can use it with the debaser. :smalltongue:

Still have to make fluff for that...

arguskos
2010-01-27, 11:08 PM
Yum. Maybe I can use it with the debaser. :smalltongue:

Still have to make fluff for that...
Yes, yes you do.

Also, boneshatter is posted, and I changed the undead around on reaping the graves.

peacenlove
2010-01-27, 11:19 PM
Yes, yes you do.

Also, boneshatter is posted, and I changed the undead around on reaping the graves.

reaping the graves feels now more in line with 6th level spells.
Also boneshatter... WOW this is what horrid wilting should be! Its a very potent spell, triple threat, and very metamagic friendly with its high die damage.
I need to stop posting cause i need to study algebra. Curse you good quality homebrew!!
On an unrelated note consider this class as a source of inspiration for many of my new (yet to be created) mysteries and path masteries for my shadowcaster. I will print and study this when i have time.

arguskos
2010-01-27, 11:26 PM
Yeah, I like reaping the grave more now. Thanks for the suggestion to improve the summons.

Boneshatter is... powerful. Almost too powerful I think. Then again, it'd be used, so perhaps that's a good thing?

EDIT: Ah, well, glad to be an inspiration! :smallredface: I'm working on more spells atm, hopefully, I'll have at least two of each level up sooner than later.

Strudel110
2010-01-27, 11:33 PM
I have posted that I liked things, and that I liked changes made to a class. However, I don't tend to gush about things I like, because everything can be improved and made more balanced, although simple things like spells tend to be easy enough to balance (change the spell level, and you're golden.)

Classes tend to require a lot more analysis to figure out where they are on the power scale, and what the design intention was (for instance, if it's T1, but designed to be T1, it's cool, but if it's T1 designed to be T3, it's bad), so there tends to be a lot more for me to point out, and a simple post of "I like this" tends to be rather wasteful.

Also, you haven't been here all that long, so I'd like to officially say that I'm not scary (I don't think so), and I criticize the homebrew, not the people behind them, so good luck with your homebrew, and if I didn't post, it's probably a good thing. :smallwink:



Much better. Keep track of that for other spells, as well. :smallwink:

No offense, I haven't been here long, but I honestly appreciate it, if everything was happiness and unicorns I'd never get anything fixed.

Boneshatter even sounds powerful I'll need to check that out.

peacenlove
2010-01-27, 11:40 PM
No offense, I haven't been here long, but I honestly appreciate it, if everything was happiness and unicorns I'd never get anything fixed.

Boneshatter even sounds powerful I'll need to check that out.

A Horrid wilting deals more damage (and is a sucky spell on top of that) and a chained enervation imposes penalties on more statistics (and its 7th level). So its a reasonable hybrid of these 2 spells. If boneshatter still worries you just decrease the area to 20 feet radius rather than 30. It's a handy triple threat spell, will be chosen often, but its effects are in line with other strong 8th level spells, not higher, not lower.

JoshuaZ
2010-01-27, 11:45 PM
I'm a bit confused by Reaping the Graves. Why is it creating minotaur and bugbear skeletons from random graves? Or humans? This seems a bit odd.

For Wildest Dream you may want to explicitly specify that if it is used to rewind time that The Magister remembers what has transpired. I don't think it would actually hurt if Wildest Dream was slightly more flexible. Maybe allow it to also duplicate any Magister spell below a certain level?


The spell list so far is very short. I'm looking forward to seeing more (and if have time might suggest a few).

arguskos
2010-01-27, 11:54 PM
I'm a bit confused by Reaping the Graves. Why is it creating minotaur and bugbear skeletons from random graves? Or humans? This seems a bit odd.
Reaping creates the skeletons from thin air (well, dirt in this case). Should I change it to a dual school Necromancy/Conjuration (creation) to reflect this? I'll add a line in there about it as well.


For Wildest Dream you may want to explicitly specify that if it is used to rewind time that The Magister remembers what has transpired. I don't think it would actually hurt if Wildest Dream was slightly more flexible. Maybe allow it to also duplicate any Magister spell below a certain level?
I will make that alteration to the rewind power though, thanks. The idea that Wildest Dream can give you back spell slots IS its version of spell duplication, since readied spells never go away.


The spell list so far is very short. I'm looking forward to seeing more (and if have time might suggest a few).
Well, I'm working on it as we type. :smallamused: Currently just finished thunderclap and azragan's channeling. Will try and get at least another level 3 and level 4 done tonight, maybe more if possible.

EDIT: Adrenaline burst is done as well. I might push and try to get lich door done as well, but no promises, I'm dead tired.

EDITEDIT: Nevermind, lich door is done, and I'm calling this a night.

Milskidasith
2010-01-28, 02:12 AM
Holy crap. I don't think you've ever commented on my homebrew. Is that good? :smalleek:

Well, OK, that was an exaggeration. If I don't post, it's either good, or I didn't read it.

I don't know if I've ever read any of yours. :smalleek:

Temotei
2010-01-28, 02:14 AM
Well, OK, that was an exaggeration. If I don't post, it's either good, or I didn't read it.

I don't know if I've ever read any of yours. :smalleek:

Unfortunate. I would have appreciated your scrutinizing gaze.

My homebrew is in my sig if you want to take a look. The half-tainted races were finished, but I took most off because of the tainted template. :smallsigh:

:smallamused: Seriously. I'd appreciate it.

arguskos
2010-01-28, 01:40 PM
Posted holdfast, mantle, globe of purest night, soul of Kalan-Zhar, and molecular disjoinment. Will try and get up to three spells/level done today.

Dante & Vergil
2010-01-28, 02:12 PM
How many spells do you plan on posting, total? And where are you getting the ideas for some of these? It would seem to take a lot longer than to come up with something like this than you are posting them at.

arguskos
2010-01-28, 02:14 PM
How many spells do you plan on posting, total? And where are you getting the ideas for some of these? It would seem to take a lot longer than to come up with something like this than you are posting them at.
Eh, about 5 spells/level or so. At that point, there should exist enough examples that other folks can build from my examples should they wish to (also, I might be able to finish that by next Wednesday, when I'll be away from my laptop for a week or so).

As for idea generation, uh... I have a list of names of spells laying around? I think I got most of them from an obscure BG2 mod back in the day, though I honestly forget. :smallbiggrin: At this point, I'm just taking the name, and writing a spell for it.

JoshuaZ
2010-01-28, 08:15 PM
It might also make sense to maybe include some spells from the SRD and make the lessened and heightened versions be modified versions of those. Then you could just say "As blank" or "As blank but for X."

Temotei
2010-01-28, 08:57 PM
It might also make sense to maybe include some spells from the SRD and make the lessened and heightened versions be modified versions of those. Then you could just say "As blank" or "As blank but for X."

Yeah, but he doesn't want to. :smalltongue:

It's somewhere in the first post, I think.

arguskos
2010-01-28, 10:09 PM
Yeah, but he doesn't want to. :smalltongue:

It's somewhere in the first post, I think.
No, I don't want to blanket copy the Sor/Wiz list. I have been including some basic staples (see the sky and flameray are ports of classic wizard spells fly and scorching ray, respectively). I will be porting other classics, but I do want the Magister's list to stand on it's own, with it's own tricks and feel, not just ports.

Zeru the Dark
2010-01-29, 04:39 AM
With a d6 hit die, more skill points than a wizard or sorcerer, excellent casting, and eventual more-or-less permanent buffs from their staff, I'd say Magisters are pretty dang powerful when compared to other arcane spellcasting class. Granted, if their class list of spells is limited enough, that could be an excellent balancing factor, though it would seem contrary to the idea of the class.
I think maybe the Magister's staff ought to be powered down, granting fewer bonuses, and should remain a requirement for casting Magister spells in the normal amount of actions.

Really, though, I love the concept of this class. It strikes me, in many ways, as what a Wizard of mythology rather than a Wizard of Dungeons and Dragons; more a Merlin than a Mialee, if you will.

arguskos
2010-01-29, 12:05 PM
That's a good point you make Zeru. However, I'm one of those folks who is of the opinion that spellcasters should get class features too, and who thinks it's shameful that Wizards/Clerics/Sorcerers don't have any class features other than spellcasting and maybe a familiar.

I might remove the bit about no longer needing the staff to cast though. That seems a bit counter intuitive, in retrospect. However, I'll need a new class feature in place of it. Any ideas?

EDIT: I altered Superior Focus to the following. Is this acceptable?
Superior Focus (Ex): At 10th level, the magister's focus through his staff is refined. He cast normally without a staff for up to a single day. At that point, he suffers from the lack of a focus as normal, and must acquire a new staff.

Zeru the Dark
2010-01-31, 03:07 PM
That version of Superior Focus seems much more balanced to me, yes.

I definitely don't disagree with giving a casting class an interesting array of class features, I just think that perhaps the Magister's array is slightly too powerful. They probably don't need another class feature to replace the loss of their ability to cast normally without the staff...or, at least I don't think they do.

arguskos
2010-01-31, 05:15 PM
That version of Superior Focus seems much more balanced to me, yes.

I definitely don't disagree with giving a casting class an interesting array of class features, I just think that perhaps the Magister's array is slightly too powerful. They probably don't need another class feature to replace the loss of their ability to cast normally without the staff...or, at least I don't think they do.
Well, I was more wondering what to replace Superior Focus with. I think what I figured out works though, at least, I like it. :smallamused:

I swear, I'll get back to work on some spell conversions here pretty soon. I think I'm gonna convert magic missile, web, lightning bolt, stoneskin, wall of force, something at 6th, avasculate, something from 8th, and probably wail of the banshee. Those all are good spells that are widely known and could stand to be converted. I've got a few good plans for lightning bolt in particular. :smallamused:

Temotei
2010-01-31, 05:20 PM
I'm thinking of making a mid-level magister for a game. Not as a PC, but as a lackey villainous type. :smallbiggrin:

He/she'll probably cast 3rd-4th level spells, tops, so I'll get back to you on that.


Profession (Wis, each taken individually)

Unnecessary addendum.

peacenlove
2010-01-31, 05:25 PM
Well, I was more wondering what to replace Superior Focus with. I think what I figured out works though, at least, I like it. :smallamused:

I swear, I'll get back to work on some spell conversions here pretty soon. I think I'm gonna convert magic missile, web, lightning bolt, stoneskin, wall of force, something at 6th, avasculate, something from 8th, and probably wail of the banshee. Those all are good spells that are widely known and could stand to be converted. I've got a few good plans for lightning bolt in particular. :smallamused:

Ideas for new Spells
6th level: Teleport (reduced might offer a chance to fumble or work like greater dimension door, heightened might work as plane shift)
8th level: Dominate Monster (Heightened might give the creature some hefty bonuses like rage or a template, dunno about lesser though)

For 9th level the Shadowcaster mystery Consume essence would be cool to be tinkered with and replicated should you run out of ideas for 9th level spells :smallbiggrin:

arguskos
2010-01-31, 06:01 PM
Ideas for new Spells
6th level: Teleport (reduced might offer a chance to fumble or work like greater dimension door, heightened might work as plane shift)
8th level: Dominate Monster (Heightened might give the creature some hefty bonuses like rage or a template, dunno about lesser though)

For 9th level the Shadowcaster mystery Consume essence would be cool to be tinkered with and replicated should you run out of ideas for 9th level spells :smallbiggrin:
Damn, that's actually something I might really enjoy doing: transliterating mysteries into Magister spells. Great thought! :smallbiggrin:

Also, Teleport/Dominate seem like decent thoughts, but I have a better 8th level one: a Magister Mind Blank-style effect. Not the total blanket immunity of true Mind Blank, but something similar-ish.

Dante & Vergil
2010-02-20, 02:39 PM
There's going to be a bump here as well.:smallwink:

arguskos
2010-02-20, 04:38 PM
There's going to be a bump here as well.:smallwink:
Ohshi- I totally let this fall off my radar. :smallsigh: Sorry folks, life was all "rawrdealwithmerawr" and I was all "aughbusyaugh". I'll actually post another round of spells sooner than later. My current list of Magister Spells to be competed stands at:


magic missile
web
lightning bolt
stoneskin
wall of force
teleport
avasculate
mind blank
wail of the banshee


Obviously, not with those names, but with similarish effects. Gimme a few days, I'll see what I can come up with.

Realms of Chaos
2010-02-20, 06:29 PM
If I remember the magister correctly, there are some feats that should be added to the bonus feat list.
Those feats are countenance of the mage, ears of the mage, eyes of the mage, footsteps of the mage, hands of the mage, name of the mage, presence of the mage, and voice of the mage.
All of these are found in dragon 359 if anybody wants to look them up. :smallbiggrin:

arguskos
2010-02-20, 06:49 PM
If I remember the magister correctly, there are some feats that should be added to the bonus feat list.
Those feats are countenance of the mage, ears of the mage, eyes of the mage, footsteps of the mage, hands of the mage, name of the mage, presence of the mage, and voice of the mage.
All of these are found in dragon 359 if anybody wants to look them up. :smallbiggrin:
Now, I love Dragon content, but I don't have that one. Care to let me know what said feats actually do?

Realms of Chaos
2010-02-21, 12:00 AM
Do you remember the random miscillaneous abilities that a Magister would get as you level?

The feats I mention basically have similar effects, except a bit more powerful.

If you check realmshelps, you could probably find them.

arguskos
2010-02-21, 01:25 AM
Do you remember the random miscillaneous abilities that a Magister would get as you level?

The feats I mention basically have similar effects, except a bit more powerful.

If you check realmshelps, you could probably find them.
Considering I wrote them, yes, yes I do. :smalltongue:

Hmm, sound interesting and very much in line with the class itself. *checks Realmshelps* Indeed! I like them though they're all very late-game kinda feats (why is the caster level requirement so high on them :smallfrown:). I might add those to the Magister's bonus feat list. Thanks for the pointer, RoC.

Realms of Chaos
2010-02-21, 05:17 AM
Oops.

I didn't see the aspects of power, spoilered up as they were.

That said, nice work with this thing.

arguskos
2010-02-21, 11:57 AM
Oops.

I didn't see the aspects of power, spoilered up as they were.

That said, nice work with this thing.
Thanks! Coming from you is like if Zeta, afro, Vorpal, or one of the other luminaries on these forums gave me their endorsement (ie. means a lot). I will add those feats to the Magister bonus feat list though, since they fit well.

arguskos
2010-02-23, 05:27 PM
Ta-da! The Magister lives again! Sorry for the lateness of this spell set, but it took some heavy thought for a few of them.


magic missile became magister's missiles
web became glueball
lightning bolt became stoke of genius
stoneskin became swordbreaker
wall of force became forcefield
teleport became distance shift
avasculate became soulshatter (only really related by flavor, not much else)
mind blank became mental shield
wail of the banshee became screams of the damned


Some of these (specifically, soulshatter) feel a little bit OP right now, but I tried to make them all unique, powerful enough to be useable, and with enough drawbacks to not totally outshine everything else ever. Did I succeed?

Dante & Vergil
2010-02-24, 02:33 PM
It looks fantastic! The hard work you put into it is very well worth it, personally.:smallcool:

arguskos
2010-02-24, 02:35 PM
It looks fantastic! The hard work you put into it is very well worth it, personally.:smallcool:
Yay somebody noticed I added more stuff! :smallbiggrin:

I think this is about as far as I'm going to take this project. There now exist enough spells to give anyone a good feel for how to make their own, the class is pretty well and truly finished, and I feel good about it. Unless there are any further "you should do X" suggestions, I think I'm done here.

Anyone who wishes to use this may, simply let me know how it plays if you do.

Roy III
2010-06-12, 12:50 PM
I'm not pretending to be anywhere near competent at D&D (I am actually a rather novice player), but the standard affect of Annihilation seems quite a bit overpowered damage-wise and range-wise.

Then again, the only high-powered spellcasting character I've ever played was a Cleric, so the only comparison I can really draw would be Harm. Chances are the Sorcerer/Wizard set has a spell that compares in damage and my comment is completely irrelevant.

arguskos
2010-06-12, 12:53 PM
I'm not pretending to be anywhere near competent at D&D (I am actually a rather novice player), but the standard affect of Annihilation seems quite a bit overpowered damage-wise and range-wise.

Then again, the only high-powered spellcasting character I've ever played was a Cleric, so the only comparison I can really draw would be Harm. Chances are the Sorcerer/Wizard set has a spell that compares in damage and my comment is completely irrelevant.
Annihilation was balanced as a higher level Disintegrate. It also was balanced against the spell Avasculate (Spell Compendium, cuts the target's hp in half). Compared to these, it's about right I think.

Also, while I appreciate the comment, this thread was 4 months old. :smallwink: