Quellian-dyrae
2007-02-05, 09:51 PM
The Magus
The magus is an arcane spell caster who specializes intently in certain schools of magic. They look upon specialist wizards as merely mages with a degree of focus on their chosen schools. Magi, on the other hand, pursue their chosen schools to the exclusion of all others.
Even among spell casters, magi are a proud lot. They frequently boast about the superior powers of their school and belittle the others. This doesn’t always make them unsociable braggarts, but they can become annoying rather quickly, particularly to other arcane spell casters. They are always insisting that their wizard friends stop wasting their time with the lesser schools, while with sorcerers they do what they can (through demonstration, discussion, cheering them on, and even praying) to coax the “best spells” to come out. When they meet a specialist wizard with their school prohibited, they express sincere pity. In battle, when faced with spells of their own school, they offer respect and view the caster as a greater threat. Faced with spells of other schools, they call out belittling taunts.
Magi often look at members of other classes as “less-gifted” extensions of practitioners of their favored schools. They sometimes unintentionally belittle these fellows, but tend to get along well enough with those whose roles are similar to their own. An enchanter magus is likely to get along well with a bard, for example, but dismiss a barbarian's skills.
Magi are often called by the titles of a specialist wizard of their chosen schools, so an enchantment and divination magus might be referred to as an enchanter or diviner. Many magi also invent titles for themselves based on the synthesis of their classes, often outrageous ones. An evoker/necromancer might call itself an eradicator, for example.
Magi can be of any alignment, and their personalities run the gamut. Of course, certain schools tend to attract certain types of people to stronger degrees than others. You rarely meet a lawful good evoker/necromancer magus with a sunny disposition.
HD: d4.
Skill Points: 4 + Int Mod per level.
Class Skills: Concentration, Craft, Intimidate, Knowledge, Profession, Speak Language, Spellcraft. Also see School Skills under the School Specialties class feature.
Proficiencies: Simple weapons, light armor, light shields. A magus knows spells of its school so thoroughly that it can cast them in light armor without a spell failure chance.
The Magus
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|School Specialties, Bonus Feat|5|3|-|-|-|-|-|-|-|-
2nd|
+1|
+0|
+0|
+3| |6|4|-|-|-|-|-|-|-|-
3rd|
+1|
+1|
+1|
+3| |6|5|-|-|-|-|-|-|-|-
4th|
+2|
+1|
+1|
+4| |6|6|3|-|-|-|-|-|-|-
5th|
+2|
+1|
+1|
+4|Bonus Feat|6|6|4|-|-|-|-|-|-|-
6th|
+3|
+2|
+2|
+5| |6|6|5|3|-|-|-|-|-|-
7th|
+3|
+2|
+2|
+5| |6|6|6|4|-|-|-|-|-|-
8th|
+4|
+2|
+2|
+6| |6|6|6|5|3|-|-|-|-|-
9th|
+4|
+3|
+3|
+6| |6|6|6|6|4|-|-|-|-|-
10th|
+5|
+3|
+3|
+7|Bonus Feat|6|6|6|6|5|3|-|-|-|-
11th|
+5|
+3|
+3|
+7| |6|6|6|6|6|4|-|-|-|-
12th|
+6|
+4|
+4|
+8| |6|6|6|6|6|5|3|-|-|-
13th|
+6|
+4|
+4|
+8| |6|6|6|6|6|6|4|-|-|-
14th|
+7|
+4|
+4|
+9| |6|6|6|6|6|6|5|3|-|-
15th|
+7|
+5|
+5|
+9|Bonus Feat|6|6|6|6|6|6|6|4|-|-
16th|
+8|
+5|
+5|
+10| |6|6|6|6|6|6|6|5|3|-
17th|
+8|
+5|
+5|
+10| |6|6|6|6|6|6|6|6|4|-
18th|
+9|
+6|
+6|
+11| |6|6|6|6|6|6|6|6|5|3
19th|
+9|
+6|
+6|
+11| |6|6|6|6|6|6|6|6|6|4
20th|
+10|
+6|
+6|
+12|Bonus Feat|6|6|6|6|6|6|6|6|6|5[/table]
Bonus Feats: At 1st level, and at every level evenly divisible by 5, the magus gains a bonus feat. They may choose from the same list of feats available to wizards. The magus must meet all prerequisites for its bonus feats.
School Specialties: Each magus may select two schools to specialize in. Each school has a number of effects on the magus’s capabilities.
School Spells: A magus is a dedicated student of its chosen schools. The magus knows all spells of its chosen schools (plus the Universal school) drawn from the Sorcerer/Wizard spell list of every spell level that it is capable of casting. Its spells known list is essentially equal to its class spell list. The magus can spontaneously cast any spell it knows, much like a sorcerer. Intelligence is the magus’s primary spellcasting ability score.
For example, a 6th level evocation/abjuration magus knows all sorcerer/wizard spells of levels 0-3 from the evocation and abjuration schools, and may spontaneously cast those spells according to its spells per day as given above.
School Skills: Each school adds three additional class skills to the character’s list.
Abjuration: Disable Device, Open Locks, Search.
Conjuration: Handle Animal, Ride, Survival.
Divination: Listen, Sense Motive, Spot.
Enchantment: Diplomacy, Gather Information, Perform.
Evocation: Climb, Jump, Swim.
Illusion: Bluff, Disguise, Sleight of Hand.
Necromancy: Heal, Hide, Move Silently.
Transmutation: Balance, Escape Artist, Tumble.
School Ability: Each school provides a special ability to the character:
Abjuration: Trapfinding (as rogue).
Conjuration: Summon Familiar (as wizard).
Divination: Diviner’s Knowledge (as Bardic Knowledge).
Enchantment: Empathy (as Wild Empathy, but affects any creature with an Intelligence score).
Evocation: Evoker’s Edge (as Warmage Edge, see Complete Arcane).
Illusion: Cloaked Casting (as Beguiler, see the PH2).
Necromancy: Rebuke Undead (as cleric).
Transmutation: Bonus Feat (this may be any feat that the magus meets the prerequisites for).
The magus is an arcane spell caster who specializes intently in certain schools of magic. They look upon specialist wizards as merely mages with a degree of focus on their chosen schools. Magi, on the other hand, pursue their chosen schools to the exclusion of all others.
Even among spell casters, magi are a proud lot. They frequently boast about the superior powers of their school and belittle the others. This doesn’t always make them unsociable braggarts, but they can become annoying rather quickly, particularly to other arcane spell casters. They are always insisting that their wizard friends stop wasting their time with the lesser schools, while with sorcerers they do what they can (through demonstration, discussion, cheering them on, and even praying) to coax the “best spells” to come out. When they meet a specialist wizard with their school prohibited, they express sincere pity. In battle, when faced with spells of their own school, they offer respect and view the caster as a greater threat. Faced with spells of other schools, they call out belittling taunts.
Magi often look at members of other classes as “less-gifted” extensions of practitioners of their favored schools. They sometimes unintentionally belittle these fellows, but tend to get along well enough with those whose roles are similar to their own. An enchanter magus is likely to get along well with a bard, for example, but dismiss a barbarian's skills.
Magi are often called by the titles of a specialist wizard of their chosen schools, so an enchantment and divination magus might be referred to as an enchanter or diviner. Many magi also invent titles for themselves based on the synthesis of their classes, often outrageous ones. An evoker/necromancer might call itself an eradicator, for example.
Magi can be of any alignment, and their personalities run the gamut. Of course, certain schools tend to attract certain types of people to stronger degrees than others. You rarely meet a lawful good evoker/necromancer magus with a sunny disposition.
HD: d4.
Skill Points: 4 + Int Mod per level.
Class Skills: Concentration, Craft, Intimidate, Knowledge, Profession, Speak Language, Spellcraft. Also see School Skills under the School Specialties class feature.
Proficiencies: Simple weapons, light armor, light shields. A magus knows spells of its school so thoroughly that it can cast them in light armor without a spell failure chance.
The Magus
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|School Specialties, Bonus Feat|5|3|-|-|-|-|-|-|-|-
2nd|
+1|
+0|
+0|
+3| |6|4|-|-|-|-|-|-|-|-
3rd|
+1|
+1|
+1|
+3| |6|5|-|-|-|-|-|-|-|-
4th|
+2|
+1|
+1|
+4| |6|6|3|-|-|-|-|-|-|-
5th|
+2|
+1|
+1|
+4|Bonus Feat|6|6|4|-|-|-|-|-|-|-
6th|
+3|
+2|
+2|
+5| |6|6|5|3|-|-|-|-|-|-
7th|
+3|
+2|
+2|
+5| |6|6|6|4|-|-|-|-|-|-
8th|
+4|
+2|
+2|
+6| |6|6|6|5|3|-|-|-|-|-
9th|
+4|
+3|
+3|
+6| |6|6|6|6|4|-|-|-|-|-
10th|
+5|
+3|
+3|
+7|Bonus Feat|6|6|6|6|5|3|-|-|-|-
11th|
+5|
+3|
+3|
+7| |6|6|6|6|6|4|-|-|-|-
12th|
+6|
+4|
+4|
+8| |6|6|6|6|6|5|3|-|-|-
13th|
+6|
+4|
+4|
+8| |6|6|6|6|6|6|4|-|-|-
14th|
+7|
+4|
+4|
+9| |6|6|6|6|6|6|5|3|-|-
15th|
+7|
+5|
+5|
+9|Bonus Feat|6|6|6|6|6|6|6|4|-|-
16th|
+8|
+5|
+5|
+10| |6|6|6|6|6|6|6|5|3|-
17th|
+8|
+5|
+5|
+10| |6|6|6|6|6|6|6|6|4|-
18th|
+9|
+6|
+6|
+11| |6|6|6|6|6|6|6|6|5|3
19th|
+9|
+6|
+6|
+11| |6|6|6|6|6|6|6|6|6|4
20th|
+10|
+6|
+6|
+12|Bonus Feat|6|6|6|6|6|6|6|6|6|5[/table]
Bonus Feats: At 1st level, and at every level evenly divisible by 5, the magus gains a bonus feat. They may choose from the same list of feats available to wizards. The magus must meet all prerequisites for its bonus feats.
School Specialties: Each magus may select two schools to specialize in. Each school has a number of effects on the magus’s capabilities.
School Spells: A magus is a dedicated student of its chosen schools. The magus knows all spells of its chosen schools (plus the Universal school) drawn from the Sorcerer/Wizard spell list of every spell level that it is capable of casting. Its spells known list is essentially equal to its class spell list. The magus can spontaneously cast any spell it knows, much like a sorcerer. Intelligence is the magus’s primary spellcasting ability score.
For example, a 6th level evocation/abjuration magus knows all sorcerer/wizard spells of levels 0-3 from the evocation and abjuration schools, and may spontaneously cast those spells according to its spells per day as given above.
School Skills: Each school adds three additional class skills to the character’s list.
Abjuration: Disable Device, Open Locks, Search.
Conjuration: Handle Animal, Ride, Survival.
Divination: Listen, Sense Motive, Spot.
Enchantment: Diplomacy, Gather Information, Perform.
Evocation: Climb, Jump, Swim.
Illusion: Bluff, Disguise, Sleight of Hand.
Necromancy: Heal, Hide, Move Silently.
Transmutation: Balance, Escape Artist, Tumble.
School Ability: Each school provides a special ability to the character:
Abjuration: Trapfinding (as rogue).
Conjuration: Summon Familiar (as wizard).
Divination: Diviner’s Knowledge (as Bardic Knowledge).
Enchantment: Empathy (as Wild Empathy, but affects any creature with an Intelligence score).
Evocation: Evoker’s Edge (as Warmage Edge, see Complete Arcane).
Illusion: Cloaked Casting (as Beguiler, see the PH2).
Necromancy: Rebuke Undead (as cleric).
Transmutation: Bonus Feat (this may be any feat that the magus meets the prerequisites for).