Welknair
2011-05-02, 11:54 PM
The Magyk-Touched
http://fc05.deviantart.net/fs42/f/2009/064/9/6/Fire_mage_by_Foxz0r.jpg
The Magyk-Touched are an interesting group who for some reason are sympathetic to magic and because of this they become... changed by prolonged exposure. Their primary power is that they can use the very spells that altered them so. It isn't uncommon for Wizard's assistants to suddenly start manifesting these powers. Arcane Touched are often mistaken for Sorcerers, though they lack Draconic Heritage.
Intelligence-focused Touched are even more peculiar, as they wield their magic not with force of will but with, as would be implied, their intellect. The wizard methods of casting are what gave them their powers and it is these methods that are used in their casting. These are effectively Wizard spells that have become ingrained into the very beings of the Touched.
An alternative would be to just call them "Magic Mutants" and leave it at that...
Level
Minor
Intermediate
Major1 Use Magic Device +22 Skill 1 +2 Spell 1 1/day3 Ability 1 +14 Use Magic Device +2 Spell 1 1/day Detect Magic 1/day5 Caster Affinity +26 Ability 1 +1 Spell 2 1/day7 Spellcraft +28 Spell 1 1/day Detect Magic 1/day Spell Saves +19 Ability 2 +110 Caster Affinity +2 Spell 3 1/day, Spell 1 2/day11 Caster Affinity +412 Ability 1 +1 Spell 2 2/day Craft Magic Item13 Knowledge (Arcana/Religion) +214 Spellcraft +2 Spell 4 1/day, Spell 2 2/day15 Ability 3 +116 Detect Magic 1/day Spell Saves +1 Spell Saves +217 Caster Affinity +618 Ability 2 +1 Spell 5 1/day, Spell 3 2/day, Spell 1 3/day19 Concentration +220 Caster Affinity +2 Spell 3 1/day, Spell 1 2/day Magical Resilience
Spells: The Touched all have an affinity to a particular set of related spells. These can be likened to Domains. Each List contains five spells: One first, one second, one third, and so on, all related and drawn from the same larger spell list. As they advance, the Touched gain access to more of their spells and gain the ability to cast them a number of times per day as spell-like abilities. When they choose a list, they must also choose a key casting stat. If their list is Divine, this must be Wisdom. They get to choose between Charisma and Intelligence if their list is Arcane. DCs are based on this stat and Caster Level is 1/4, 1/2, or 1 times the character's level.
Abilities: Depending on their casting stat, Touched gain bonuses to different Ability scores. If they're Intelligence focused, then they get Int, Wis, Cha, in that order. If Wisdom focused, it's Wis, Cha, Int. If Charisma focused, the order is Cha, Int, Wis.
Caster Affinity: This bonus applies to all interaction rolls made with characters and creatures with levels in an Arcane or Divine spellcasting class, depending on whether the Touched has an Arcane or Divine list.
Spell Saves: Touched gain this number as a bonus to all saves against spells and spell-like abilities.
Craft Magic Item: The Touched gains the ability to create any magic item that utilizes only spells to which they have access, as long as they meet the minimum CL requirement. Normal costs and creation time apply. Wands are popular.
Knowledge (Arcana/Religion/Nature): Whichever type the Touched uses.
Magical Resilience: As a being natural possessed to the casting of spells, the Magyk-Touched have always had a certain level of tolerance. However this power does not fully manifest until a very late stage. They gain Spell Resistance 11+Their level and may cast Lesser Globe of Invulnerability once per day as an immediate action. This counts as a spell-like ability and uses the Touched's level as the caster level.
Lists
Flame - Arcane
1-Produce Flame
2-Scorching Ray
3-Fireball
4-Wall of Fire
5-Explosive Cascade (SC)
Force - Arcane
1-Magic Missile
2-Blast of Force (SC)
3-Chain Missile (SC)
4-Otiluke's Resilient Sphere
5-Wall of Force
Ice - Arcane
1-Ice Dagger (SC)
2-Snowball Swarm (SC)
3-Hailstones (SC)
4-Wall of Ice
5-Cone of Cold
Burst - Arcane
1-Sonic Blast (SC)
2-Shatter
3-Sound Lance (SC)
4-Shout
5-Cacophonic Shield (SC)
Light of Celestia - Divine
1-Light of Lunia (SC)
2-Light of Mercuria (SC)
3-Light of Venya (SC)
4-Shadow Blast (SC)
5-Blistering Radiance
Wind - Arcane
1-Feather Fall
2-Gust of Wind
3-Fly
4-Defenestrating Sphere (SC)
5-Cyclonic Blast (SC)
Control - Arcane
1-Charm Person
2-Tasha's Hideous Laughter
3-Suggestion
4-Charm Monster
5-Dominate Person
Healing - Divine
1-Cure Light Wounds
2-Cure Moderate Wounds
3-Cure Serious Wounds
4-Cure Critical Wounds
5-Raise Dead
Hurting - Divine
1-Inflict Light Wounds
2-Inflict Moderate Wounds
3-Inflict Serious Wounds
4-Inflict Critical Wounds
5-Slay Living
Divine Aid - Divine
1-Bless
2-Aid
3-Prayer
4-Divine Power
5-Righteous Might
Holiness - Divine
1-Bless
2-Consecrate
3-Magic Circle against Evil
4-Castigate
5-Hallow
Unholiness - Divine
1-Bane
2-Desecrate
3-Magic Circle Against Good
4-Consumptive Field (SC)
5-Unhallow
Speed - Arcane
1-Expeditious Retreat
2-Cat's Grace
3-Haste
4-Dimension Door
5-Dimension, Greater (SC)
Strength - Arcane
1-Enlarge Person
2-Bull's Strength
3-Heroism
4-Stoneskin
5-Enlarge Person, Greater (SC)
Light - Arcane
1-Dancing Lights
2-Darkness
3-Daylight
4-Rainbow Patterns
5-Prismatic Ray (SC)
Drain - Arcane
1-Ray of Enfeeblement
2-Ghoul Touch
3-Vampiric Touch
4-Enervation
5-Waves of Fatigue
Undead - Divine
1-Detect Undead
2-Shroud of Undeath (SC)
3-Animate Dead
4-Death Ward
5-Circle of Death
Shadow - Arcane
1-Net of Shadows (SC)
2-Wall of Gloom (SC)
3-Claws of Darkness (SC)
4-Shadow Conjuration
5-Shadow Evocation
Foresight - Divine
1-Omen of Peril (SC)
2-Augury
3-Blindsight (SC)
4-Divination
5-Scrying
Stone - Divine
1-Magic Stone
2-Soften Earth and Stone
3-Stone Shape
4-Spike Stones
5-Stoneskin
Bite - Divine
1-Magic Fang
2-Bite of the Wererat (SC)
3-Bite of the Werewolf (SC)
4-Bite of the Wearboar (SC)
5-Bite of the Weretiger (SC)
Deception - Arcane
1-Silent Image
2-Minor Image
3-Major Image
4-Hallucinatory Terrain
5-Persistent Image
Disguise - Arcane
1-Disguise Self
2-Invisibility
3-Invisibility Sphere
4-Invisibility, Greater
5-Seeming
Antimagic - Divine
1-Detect Magic
2-Spell Immunity, Lesser (SC)
3-Dispel Magic
4-Spell Immunity
5-Spell Resistance
Protection - Arcane
1-Shield
2-Protection from Arrows
3-Protection from Energy
4-Stoneskin
5-Indomitability (SC)
Animal - Divine (Nature)
1-Speak with Animals
2-Hold Animal
3-Dominate Animal
4-Giant Vermin
5-Summon Nature's Ally V
Plant - Divine (Nature)
1-Entangle
2-Wood Shape
3-Speak with Plants
4-Command Plants
5-Wall of Thorns
Lightning - Divine (Nature)
1-Thunderhead (SC)
2-Electric Loop (SC)
3-Call Lightning
4-Arc of Lightning (SC)
5-Call Lightning Storm
Disease - Divine (Nature)
1-Delay Disease (SC)
2-Decomposition (SC)
3-Contagion
4-Contagious Touch (SC)
5-Contagion, Mass (SC)
Poison - Divine (Nature)
1-Breath of the Jungle (SC)
2-Healing Sting (SC)
3-Poison/Neutralize Poison
4-Poison Vines (SC)
5-Poison Thorns (SC)
Tree - Divine (Nature)
1-Branch to Branch (SC)
2-Tree Shape
3-Speak with Plants
4-Command Plants
5-Tree Stride
http://fc05.deviantart.net/fs42/f/2009/064/9/6/Fire_mage_by_Foxz0r.jpg
The Magyk-Touched are an interesting group who for some reason are sympathetic to magic and because of this they become... changed by prolonged exposure. Their primary power is that they can use the very spells that altered them so. It isn't uncommon for Wizard's assistants to suddenly start manifesting these powers. Arcane Touched are often mistaken for Sorcerers, though they lack Draconic Heritage.
Intelligence-focused Touched are even more peculiar, as they wield their magic not with force of will but with, as would be implied, their intellect. The wizard methods of casting are what gave them their powers and it is these methods that are used in their casting. These are effectively Wizard spells that have become ingrained into the very beings of the Touched.
An alternative would be to just call them "Magic Mutants" and leave it at that...
Level
Minor
Intermediate
Major1 Use Magic Device +22 Skill 1 +2 Spell 1 1/day3 Ability 1 +14 Use Magic Device +2 Spell 1 1/day Detect Magic 1/day5 Caster Affinity +26 Ability 1 +1 Spell 2 1/day7 Spellcraft +28 Spell 1 1/day Detect Magic 1/day Spell Saves +19 Ability 2 +110 Caster Affinity +2 Spell 3 1/day, Spell 1 2/day11 Caster Affinity +412 Ability 1 +1 Spell 2 2/day Craft Magic Item13 Knowledge (Arcana/Religion) +214 Spellcraft +2 Spell 4 1/day, Spell 2 2/day15 Ability 3 +116 Detect Magic 1/day Spell Saves +1 Spell Saves +217 Caster Affinity +618 Ability 2 +1 Spell 5 1/day, Spell 3 2/day, Spell 1 3/day19 Concentration +220 Caster Affinity +2 Spell 3 1/day, Spell 1 2/day Magical Resilience
Spells: The Touched all have an affinity to a particular set of related spells. These can be likened to Domains. Each List contains five spells: One first, one second, one third, and so on, all related and drawn from the same larger spell list. As they advance, the Touched gain access to more of their spells and gain the ability to cast them a number of times per day as spell-like abilities. When they choose a list, they must also choose a key casting stat. If their list is Divine, this must be Wisdom. They get to choose between Charisma and Intelligence if their list is Arcane. DCs are based on this stat and Caster Level is 1/4, 1/2, or 1 times the character's level.
Abilities: Depending on their casting stat, Touched gain bonuses to different Ability scores. If they're Intelligence focused, then they get Int, Wis, Cha, in that order. If Wisdom focused, it's Wis, Cha, Int. If Charisma focused, the order is Cha, Int, Wis.
Caster Affinity: This bonus applies to all interaction rolls made with characters and creatures with levels in an Arcane or Divine spellcasting class, depending on whether the Touched has an Arcane or Divine list.
Spell Saves: Touched gain this number as a bonus to all saves against spells and spell-like abilities.
Craft Magic Item: The Touched gains the ability to create any magic item that utilizes only spells to which they have access, as long as they meet the minimum CL requirement. Normal costs and creation time apply. Wands are popular.
Knowledge (Arcana/Religion/Nature): Whichever type the Touched uses.
Magical Resilience: As a being natural possessed to the casting of spells, the Magyk-Touched have always had a certain level of tolerance. However this power does not fully manifest until a very late stage. They gain Spell Resistance 11+Their level and may cast Lesser Globe of Invulnerability once per day as an immediate action. This counts as a spell-like ability and uses the Touched's level as the caster level.
Lists
Flame - Arcane
1-Produce Flame
2-Scorching Ray
3-Fireball
4-Wall of Fire
5-Explosive Cascade (SC)
Force - Arcane
1-Magic Missile
2-Blast of Force (SC)
3-Chain Missile (SC)
4-Otiluke's Resilient Sphere
5-Wall of Force
Ice - Arcane
1-Ice Dagger (SC)
2-Snowball Swarm (SC)
3-Hailstones (SC)
4-Wall of Ice
5-Cone of Cold
Burst - Arcane
1-Sonic Blast (SC)
2-Shatter
3-Sound Lance (SC)
4-Shout
5-Cacophonic Shield (SC)
Light of Celestia - Divine
1-Light of Lunia (SC)
2-Light of Mercuria (SC)
3-Light of Venya (SC)
4-Shadow Blast (SC)
5-Blistering Radiance
Wind - Arcane
1-Feather Fall
2-Gust of Wind
3-Fly
4-Defenestrating Sphere (SC)
5-Cyclonic Blast (SC)
Control - Arcane
1-Charm Person
2-Tasha's Hideous Laughter
3-Suggestion
4-Charm Monster
5-Dominate Person
Healing - Divine
1-Cure Light Wounds
2-Cure Moderate Wounds
3-Cure Serious Wounds
4-Cure Critical Wounds
5-Raise Dead
Hurting - Divine
1-Inflict Light Wounds
2-Inflict Moderate Wounds
3-Inflict Serious Wounds
4-Inflict Critical Wounds
5-Slay Living
Divine Aid - Divine
1-Bless
2-Aid
3-Prayer
4-Divine Power
5-Righteous Might
Holiness - Divine
1-Bless
2-Consecrate
3-Magic Circle against Evil
4-Castigate
5-Hallow
Unholiness - Divine
1-Bane
2-Desecrate
3-Magic Circle Against Good
4-Consumptive Field (SC)
5-Unhallow
Speed - Arcane
1-Expeditious Retreat
2-Cat's Grace
3-Haste
4-Dimension Door
5-Dimension, Greater (SC)
Strength - Arcane
1-Enlarge Person
2-Bull's Strength
3-Heroism
4-Stoneskin
5-Enlarge Person, Greater (SC)
Light - Arcane
1-Dancing Lights
2-Darkness
3-Daylight
4-Rainbow Patterns
5-Prismatic Ray (SC)
Drain - Arcane
1-Ray of Enfeeblement
2-Ghoul Touch
3-Vampiric Touch
4-Enervation
5-Waves of Fatigue
Undead - Divine
1-Detect Undead
2-Shroud of Undeath (SC)
3-Animate Dead
4-Death Ward
5-Circle of Death
Shadow - Arcane
1-Net of Shadows (SC)
2-Wall of Gloom (SC)
3-Claws of Darkness (SC)
4-Shadow Conjuration
5-Shadow Evocation
Foresight - Divine
1-Omen of Peril (SC)
2-Augury
3-Blindsight (SC)
4-Divination
5-Scrying
Stone - Divine
1-Magic Stone
2-Soften Earth and Stone
3-Stone Shape
4-Spike Stones
5-Stoneskin
Bite - Divine
1-Magic Fang
2-Bite of the Wererat (SC)
3-Bite of the Werewolf (SC)
4-Bite of the Wearboar (SC)
5-Bite of the Weretiger (SC)
Deception - Arcane
1-Silent Image
2-Minor Image
3-Major Image
4-Hallucinatory Terrain
5-Persistent Image
Disguise - Arcane
1-Disguise Self
2-Invisibility
3-Invisibility Sphere
4-Invisibility, Greater
5-Seeming
Antimagic - Divine
1-Detect Magic
2-Spell Immunity, Lesser (SC)
3-Dispel Magic
4-Spell Immunity
5-Spell Resistance
Protection - Arcane
1-Shield
2-Protection from Arrows
3-Protection from Energy
4-Stoneskin
5-Indomitability (SC)
Animal - Divine (Nature)
1-Speak with Animals
2-Hold Animal
3-Dominate Animal
4-Giant Vermin
5-Summon Nature's Ally V
Plant - Divine (Nature)
1-Entangle
2-Wood Shape
3-Speak with Plants
4-Command Plants
5-Wall of Thorns
Lightning - Divine (Nature)
1-Thunderhead (SC)
2-Electric Loop (SC)
3-Call Lightning
4-Arc of Lightning (SC)
5-Call Lightning Storm
Disease - Divine (Nature)
1-Delay Disease (SC)
2-Decomposition (SC)
3-Contagion
4-Contagious Touch (SC)
5-Contagion, Mass (SC)
Poison - Divine (Nature)
1-Breath of the Jungle (SC)
2-Healing Sting (SC)
3-Poison/Neutralize Poison
4-Poison Vines (SC)
5-Poison Thorns (SC)
Tree - Divine (Nature)
1-Branch to Branch (SC)
2-Tree Shape
3-Speak with Plants
4-Command Plants
5-Tree Stride