Phosphate
2011-11-26, 11:23 AM
This is a class that uses a pretty intricate casting system. You will see that it is both more restrictive and allows more freedom at the same time, to make up a spellcaster who is both far from overpowered and remains relevant for most of the day.
The Magician
http://www.magicianhire.com.au/images/magician_hire.jpg
"Treat your public well, Jason. For your power stems from their amazement and credulity." ~ Huber, Magician
Magicians do not study the arcane. They don't even think about arcane energies as an actual thing in itself, but merely an enhancement of their sleight of hand techniques. For them, spellcasting is but an accessory, which a master doesn't even need.
Adventures: Magicians adventure to advertise and popularize their craft, learn new techniques from masters and, as any other adventurer, to get filthy rich on the expense of others.
Religion: There is no tangent between being religious or irreligious and being a magician, so magicians can be of various cults. Interestingly enough, though, not many of them pray to gods of magic.
Race: Any race with magical affinity that doesn't take magic too seriously can produce magicians.
Alignment: Any
Starting Age: Simple
Starting Gold: as sorcerer
HD: d6
{table=head]Level|BAB|Fort|Ref|Will|Special |
Spells per day|
Savvy
1st|+0|+0|+2|+0|Dexterous Hands, Casting|
6|
2
2nd|+1|+0|+3|+0|Battle of Wits|
8|
2
3rd|+1|+1|+3|+1||
10|
2
4th|+2|+1|+4|+1||
12|
2
5th|+2|+1|+4|+1|Cheap Tricks|
13|
3
6th|+3|+2|+5|+2||
15|
3
7th|+3|+2|+5|+2|Chain Spell|
17|
3
8th|+4|+2|+6|+2|Mundane Knack|
19|
3
9th|+4|+3|+6|+3||
20|
4
10th|+5|+3|+7|+3|Cantrip Expert|
22|
4
11th|+5|+3|+7|+3|Improvise|
24|
4
12th|+6/+1|+4|+8|+4|Spell Blend|
26|
4
13th|+6/+1|+4|+8|+4|Mundane Proficiency|
27|
5
14th|+7/+2|+4|+9|+4||
29|
5
15th|+7/+2|+5|+9|+5|Cantrip Master|
31|
5
16th|+8/+3|+5|+10|+5||
33|
5
17th|+8/+3|+5|+10|+5|Hocus Pocus|
34|
6
18th|+9/+4|+6|+11|+6|Spell Fusion|
36|
6
19th|+9/+4|+6|+11|+6||
38|
6
20th|+10/+5|+6|+12|+6|Mundane Sublimity|
40|
6
[/table]
Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th
1st|5|2|—|—|—|—|—
2nd|5|2|—|—|—|—|—
3rd|6|3|1|—|—|—|—
4th|6|3|2|—|—|—|—
5th|7|4|2|—|—|—|—
6th|7|4|3|1|—|—|—
7th|8|5|3|2|—|—|—
8th|8|5|4|2|—|—|—
9th|9|5|4|3|1|—|—
10th|9|5|5|3|2|—|—
11th|9|5|5|4|2|—|—
12th|9|5|5|4|3|1|—
13th|9|5|5|4|3|2|—
14th|9|5|5|4|4|2|—
15th|9|5|5|4|4|3|1
16th|9|5|5|4|4|3|2
17th|9|5|5|4|4|4|2
18th|9|5|5|4|4|4|3
19th|9|5|5|4|4|4|3
20th|9|5|5|4|4|4|3
[/table]
Class Features
Skill points per Level: 4 + int (x4 at 1st level)
Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Escape Artist, Hide, Knowledge (Local), Move Silently, Open Lock, Perform, Profession, Sleight of Hand, Spellcraft, Use Magic Device
Casting: The magician is a special type of caster, different in many respects from more traditional classes.
He is a spontaneous arcane caster who casts spells from a spell known list. To learn a spell, a magician's Int must be equal to 10+spell level or higher, and his Dex must be equal to 15+spell level or higher.
A magician chooses spells from the sor/wiz spell list, with the following amendments:
- He may not choose spells that do not have a somatic component.
- He may not choose spells that have an XP component.
Spell slots: Unlike other casters, the magician doesn't have individual spell slots for every level. Instead, he may cast a certain number of spells every day, regardless of their level. This number is not modified by having any high mental stat.
Save DC: The save DC of a magician's spells is 10+spell level+dex mod. However, if an opponent has seen the magician perform a specific spell in the past 24 hours, and has a wisdom of 11 or more, he must beat a save DC of only 10+spell level.
Savvy: If a magician has performed the same spell a number of times per day equal to or greater than the number in this column, all opponents within line of sight are allowed a Will Save to disbelieve its existence when it is cast. The DC for this is 10+spell level+int mod. Unlike illusions, where if a creature saves it is the only one unaffected, if a magician spell is disbelieved it fails completely. Savvy is also applied to spells that normally don't offer a save at all.
Metamagic: A magician doesn't apply metamagic on the fly like other spontaneous spellcasters. Instead, he is treated as if he knows all metamagic feats there are (for the purpose of magician spells only). Instead of applying metamagic feats, the magician must actually learn their spells already modified, taking space in the spell known list (so for instance, a Quickened Orb of Acid is learned as a level 4 spell). Unlike other spontaneous casters, a magician can learn quickened spells, but cannot learn still spells. Spells learned this way are treated as if their effective level is equal to the level of the slot they are learned in.
Special Mechanics of Sanctum Spell
When learning a spell with Sanctum Spell applied to it, a magician chooses whether to learn it as High or Low. If learned as Low, its level is reduced by 1 but can be used only outside the sanctum. If learned as High, its level is increased by 1 but can be used only inside the sanctum.
Casting Time: If the casting time of a magician spell is not a standard action, it stays the way it is. If the casting time is a standard action, it changes depending on level:
0th - free action
1st and 2nd - swift action
3rd and 4th - standard action
5th and 6th - full round action
However, a magician can normally cast only 1 spell per round (not counting Immediate spells).
Dexterous Hands (Ex): A magician adds his class levels as a competence bonus to Sleight of Hand and Open Lock skills.
Battle of Wits (Ex): A magician can change his spells on the fly to avoid their negation. He cannot be counterspelled by spellcasters whose relevant casting stat (which is the casting stat used for DCs) is equal to or lower than his dexterity.
Cheap Tricks: A level 5 magician instantly learns all cantrips there are. This does not include spells that can reach level 0 through the use of metamagic feats, like Sanctum Spell.
Chain Spell: A level 7 magician can cast 2 spells of different casting time in the same round. He cannot do this with a level 1-2 spell and a level 3-6 spell, though, unless they are quickened.
Mundane Knack: Through unknown smart uses of mundane means, a level 8 magician's level 0, 1 and 2 spells are treated as extraordinary abilities. Thus, they always penetrate spell resistance, can't be detected, and can be used within antimagic fields. Also, spells that are treated as extraordinary abilities that require material components still need said components to be present, but do not consume them.
Cantrip Expert: A level 10 magician is so skilled with cantrips that he can use them without consuming spells per day.
Improvise (Ex): Magicians can, at times, tweak their performances so that they look a bit different from the norm, whilst still having the same magical effect. By consuming 2 spells per day, a magician can cast a spell whose DC is always 10+spell level+dex mod, regardless if the opponent has seen the magician cast that spell in the past. Also, he gains a +2 on the DC for Savvy disbeliefs.
Spell Blend (Ex): An upper intermediate magician can cast two spells simultaneously. This ability must be used with 2 spells of the same casting time (so 0-0, 1-1, 1-2, 2-2, 3-3, 3-4 etc). A spell cannot be blended with itself. The resulting blend must have the same target/target area (if an area is combined with a targeting spell the target must be in the center of the area). Blends consume only one spell slot and always have a combined casting time of a full round action, but if one of them offers a save to negate, and the targets save, the other component of the blend is negated too.
Mundane Proficiency: Same as Mundane Knack, but works for levels 3 and 4 too.
Cantrip Master: A level 15 magician is a master of cantrips. Cantrips do not count as spells anymore for him, so for instance are not subject to savvy disbelieve and are not counted by Chain Spell. Additionally, he can use 2 cantrips per round as a single free action.
Hocus Pocus: A level 17 magician doesn't need fancy schmancy specific words to cast his spells. He will ignore the verbal components of all his spells.
Spell Fusion: A level 18 magician can go beyond just blending spells, and can fuse them altogether, and in any number. Once per day, he can spend all his spells per day to cast every spell he knows once in the same round. He must have at least 12 spells per day left to use this. The magician must end his round in the position that he started it.
Mundane Sublimity: Same as Mundane Proficiency, but works for all spell levels.
The Magician
http://www.magicianhire.com.au/images/magician_hire.jpg
"Treat your public well, Jason. For your power stems from their amazement and credulity." ~ Huber, Magician
Magicians do not study the arcane. They don't even think about arcane energies as an actual thing in itself, but merely an enhancement of their sleight of hand techniques. For them, spellcasting is but an accessory, which a master doesn't even need.
Adventures: Magicians adventure to advertise and popularize their craft, learn new techniques from masters and, as any other adventurer, to get filthy rich on the expense of others.
Religion: There is no tangent between being religious or irreligious and being a magician, so magicians can be of various cults. Interestingly enough, though, not many of them pray to gods of magic.
Race: Any race with magical affinity that doesn't take magic too seriously can produce magicians.
Alignment: Any
Starting Age: Simple
Starting Gold: as sorcerer
HD: d6
{table=head]Level|BAB|Fort|Ref|Will|Special |
Spells per day|
Savvy
1st|+0|+0|+2|+0|Dexterous Hands, Casting|
6|
2
2nd|+1|+0|+3|+0|Battle of Wits|
8|
2
3rd|+1|+1|+3|+1||
10|
2
4th|+2|+1|+4|+1||
12|
2
5th|+2|+1|+4|+1|Cheap Tricks|
13|
3
6th|+3|+2|+5|+2||
15|
3
7th|+3|+2|+5|+2|Chain Spell|
17|
3
8th|+4|+2|+6|+2|Mundane Knack|
19|
3
9th|+4|+3|+6|+3||
20|
4
10th|+5|+3|+7|+3|Cantrip Expert|
22|
4
11th|+5|+3|+7|+3|Improvise|
24|
4
12th|+6/+1|+4|+8|+4|Spell Blend|
26|
4
13th|+6/+1|+4|+8|+4|Mundane Proficiency|
27|
5
14th|+7/+2|+4|+9|+4||
29|
5
15th|+7/+2|+5|+9|+5|Cantrip Master|
31|
5
16th|+8/+3|+5|+10|+5||
33|
5
17th|+8/+3|+5|+10|+5|Hocus Pocus|
34|
6
18th|+9/+4|+6|+11|+6|Spell Fusion|
36|
6
19th|+9/+4|+6|+11|+6||
38|
6
20th|+10/+5|+6|+12|+6|Mundane Sublimity|
40|
6
[/table]
Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th
1st|5|2|—|—|—|—|—
2nd|5|2|—|—|—|—|—
3rd|6|3|1|—|—|—|—
4th|6|3|2|—|—|—|—
5th|7|4|2|—|—|—|—
6th|7|4|3|1|—|—|—
7th|8|5|3|2|—|—|—
8th|8|5|4|2|—|—|—
9th|9|5|4|3|1|—|—
10th|9|5|5|3|2|—|—
11th|9|5|5|4|2|—|—
12th|9|5|5|4|3|1|—
13th|9|5|5|4|3|2|—
14th|9|5|5|4|4|2|—
15th|9|5|5|4|4|3|1
16th|9|5|5|4|4|3|2
17th|9|5|5|4|4|4|2
18th|9|5|5|4|4|4|3
19th|9|5|5|4|4|4|3
20th|9|5|5|4|4|4|3
[/table]
Class Features
Skill points per Level: 4 + int (x4 at 1st level)
Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Escape Artist, Hide, Knowledge (Local), Move Silently, Open Lock, Perform, Profession, Sleight of Hand, Spellcraft, Use Magic Device
Casting: The magician is a special type of caster, different in many respects from more traditional classes.
He is a spontaneous arcane caster who casts spells from a spell known list. To learn a spell, a magician's Int must be equal to 10+spell level or higher, and his Dex must be equal to 15+spell level or higher.
A magician chooses spells from the sor/wiz spell list, with the following amendments:
- He may not choose spells that do not have a somatic component.
- He may not choose spells that have an XP component.
Spell slots: Unlike other casters, the magician doesn't have individual spell slots for every level. Instead, he may cast a certain number of spells every day, regardless of their level. This number is not modified by having any high mental stat.
Save DC: The save DC of a magician's spells is 10+spell level+dex mod. However, if an opponent has seen the magician perform a specific spell in the past 24 hours, and has a wisdom of 11 or more, he must beat a save DC of only 10+spell level.
Savvy: If a magician has performed the same spell a number of times per day equal to or greater than the number in this column, all opponents within line of sight are allowed a Will Save to disbelieve its existence when it is cast. The DC for this is 10+spell level+int mod. Unlike illusions, where if a creature saves it is the only one unaffected, if a magician spell is disbelieved it fails completely. Savvy is also applied to spells that normally don't offer a save at all.
Metamagic: A magician doesn't apply metamagic on the fly like other spontaneous spellcasters. Instead, he is treated as if he knows all metamagic feats there are (for the purpose of magician spells only). Instead of applying metamagic feats, the magician must actually learn their spells already modified, taking space in the spell known list (so for instance, a Quickened Orb of Acid is learned as a level 4 spell). Unlike other spontaneous casters, a magician can learn quickened spells, but cannot learn still spells. Spells learned this way are treated as if their effective level is equal to the level of the slot they are learned in.
Special Mechanics of Sanctum Spell
When learning a spell with Sanctum Spell applied to it, a magician chooses whether to learn it as High or Low. If learned as Low, its level is reduced by 1 but can be used only outside the sanctum. If learned as High, its level is increased by 1 but can be used only inside the sanctum.
Casting Time: If the casting time of a magician spell is not a standard action, it stays the way it is. If the casting time is a standard action, it changes depending on level:
0th - free action
1st and 2nd - swift action
3rd and 4th - standard action
5th and 6th - full round action
However, a magician can normally cast only 1 spell per round (not counting Immediate spells).
Dexterous Hands (Ex): A magician adds his class levels as a competence bonus to Sleight of Hand and Open Lock skills.
Battle of Wits (Ex): A magician can change his spells on the fly to avoid their negation. He cannot be counterspelled by spellcasters whose relevant casting stat (which is the casting stat used for DCs) is equal to or lower than his dexterity.
Cheap Tricks: A level 5 magician instantly learns all cantrips there are. This does not include spells that can reach level 0 through the use of metamagic feats, like Sanctum Spell.
Chain Spell: A level 7 magician can cast 2 spells of different casting time in the same round. He cannot do this with a level 1-2 spell and a level 3-6 spell, though, unless they are quickened.
Mundane Knack: Through unknown smart uses of mundane means, a level 8 magician's level 0, 1 and 2 spells are treated as extraordinary abilities. Thus, they always penetrate spell resistance, can't be detected, and can be used within antimagic fields. Also, spells that are treated as extraordinary abilities that require material components still need said components to be present, but do not consume them.
Cantrip Expert: A level 10 magician is so skilled with cantrips that he can use them without consuming spells per day.
Improvise (Ex): Magicians can, at times, tweak their performances so that they look a bit different from the norm, whilst still having the same magical effect. By consuming 2 spells per day, a magician can cast a spell whose DC is always 10+spell level+dex mod, regardless if the opponent has seen the magician cast that spell in the past. Also, he gains a +2 on the DC for Savvy disbeliefs.
Spell Blend (Ex): An upper intermediate magician can cast two spells simultaneously. This ability must be used with 2 spells of the same casting time (so 0-0, 1-1, 1-2, 2-2, 3-3, 3-4 etc). A spell cannot be blended with itself. The resulting blend must have the same target/target area (if an area is combined with a targeting spell the target must be in the center of the area). Blends consume only one spell slot and always have a combined casting time of a full round action, but if one of them offers a save to negate, and the targets save, the other component of the blend is negated too.
Mundane Proficiency: Same as Mundane Knack, but works for levels 3 and 4 too.
Cantrip Master: A level 15 magician is a master of cantrips. Cantrips do not count as spells anymore for him, so for instance are not subject to savvy disbelieve and are not counted by Chain Spell. Additionally, he can use 2 cantrips per round as a single free action.
Hocus Pocus: A level 17 magician doesn't need fancy schmancy specific words to cast his spells. He will ignore the verbal components of all his spells.
Spell Fusion: A level 18 magician can go beyond just blending spells, and can fuse them altogether, and in any number. Once per day, he can spend all his spells per day to cast every spell he knows once in the same round. He must have at least 12 spells per day left to use this. The magician must end his round in the position that he started it.
Mundane Sublimity: Same as Mundane Proficiency, but works for all spell levels.