SemiNoodle
2018-03-31, 03:49 AM
Hi everyone,
Here is a class that started as a challenge to myself to come up with a simple, pure spellcaster for new players but seems to have mutated into something else. I am looking for advice and feedback on how I can refine this into a simple straightforward class. I used the warlock as a template as I am quite taken by the pact spellcasting system.
The areas I feel are weak are: Mid level abilities (6 to 15), some of my choices for the spell list (limited mid level offensive power and lots of 'fancy' spells such as scrying), and the "sameness" of the sub-classes. The spoiler contains the specific class info along with the spell list and some sample items that are relevant to pact magic users and Magus in particular.
Magus
There are many kinds of the mysteries and secrets in the world and the Magus seeks them out to learn from them about the totality of reality. They are scholars of myth, legend and history as well as keen observers of people and things. The deep secrets, the truth behind the veil of reality, grant a Magus powers that span the divine and arcane realms as well as mundane reality.
Hit Points
Hit Dice: 1d6 per magus level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per magus level after 1st
Proficiencies
Armor: None
Weapons: Staff, mace, club, dagger, crossbow.
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Animal Handling, Arcana, History, Insight, Intimidation, Investigation, Nature, Perception, Persuasion and Religion
Class summary
PB Proficiency Bonus
CK Cantrips Known
SK Spells Known
SS Spell Slots*
SL Slot Level
IK Invocations Known
Level PB CK SK SS* SL IK Features
1st +2 2 2 1 1st - Spellcasting, Staff and Rod Fighting Style
2nd +2 2 3 2 1st 2 Mysteries and Secrets (2 dice, d6’s)
3rd +2 2 4 2 2nd 2 Career Feature
4th +2 3 5 2 2nd 2 Ability Score Improvement
5th +3 3 6 2 3rd 3 Charged Magic Item Lore
6th +3 3 7 2 3rd 3 Career Feature
7th +3 3 8 2 4th 4 Mysteries and Secrets (3 dice, d8’s)
8th +3 3 9 2 4th 4 Ability Score Improvement
9th +4 3 10 2 5th 5 Attuned Magical Items Lore
10th +4 4 10 2 5th 5 Career Feature
11th +4 4 11 3 5th 5 Mystic Arcanum (6th level)
12th +4 4 11 3 5th 6 Ability Score Improvement
13th +5 4 12 3 5th 6 Mystic Arcanum (7th level)
14th +5 4 12 3 5th 6 Career Feature
15th +5 4 13 3 5th 7 Mystic Arcanum (8th level)
16th +5 4 13 3 5th 7 Ability Score Improvement
17th +6 4 14 4 5th 7 Mystic Arcanum (9th level)
18th +6 4 14 4 5th 8 Mysteries and Secrets (4 dice, d12’s)
19th +6 4 15 4 5th 8 Ability Score Improvement
20th +6 4 15 4 5th 8 Archmagus
*Magus spell slots recharge after a short rest.
Spellcasting: Pact Magic spell casting (Level 1 ability, identical to warlock class feature except use the Magus spell list and Sorceror Cantrip list.)
Affinity for Charged Magic Items (Level 5 ability, Limited: Staff, Wand and Rod; 25% chance to not consume a charge or use for an item ability; Improves to 33% at Magus 11 and 50% at Magus 16).
Mystic Arcanum (Level 11 ability, identical to warlock class feature but relates to Magus spells)
Staff and Rod Fighting Style (Level 1): Gain a +1 bonus to attack and armour class when wielding a staff, rod, mace or club with your off-hand either free or holding an arcane focus or wand.
Attribute Bonus / Feat (Level 4/8/12/16/19)
Affinity for Attuned Magical Items (level 9/15/20 ability, attune to a maximum of 4/5/6 magical items).
Mysteries and Secrets: Gain 2 Mysteries Dice at level 2. The dice are d6’s and they can be spent to increase the numerical effect or hit dice cap of any spell the Magus casts themselves or from a charged item. Simply roll the dice and add the value of the dice roll to the result before accounting for a target’s defences. This includes beneficial healing spells. The dice return after completing a long rest.
At level 7 gain a third Mysteries Dice and at level 18 gain a fourth Mysteries Dice. The Mysteries dice type increases to d8 at level 7 and d12’s at level 18.
Archmagus (level 20). Gain one Mysteries Dice at the beginning of your turn if you have no Mysteries Dice available. Out of combat this ability does not restore spent Mysteries Dice.
In addition, you may either regain all your spell slots as a reaction or bonus action or you can cast one of your Mystic Arcanum spells, one that you have already cast, again without it counting towards the casting limit. You cannot use this aspect of the Archmagus power again until you complete a long rest.
Sub classes: Magus careers
Court Mage
Skilled in intrigue, information gathering and mystical advice. They are privy to all sorts of secrets and ideas.
Courtly Appointment (Level 3): Add double proficiency bonus to Charisma(intimidation), Charisma(persuasion), Intelligence(investigation) and Wisdom(insight) checks if you possess the relevant skill. Add charm person (1), imprisonment (9), knock (2), Leomund’s secret chest (4), teleportation circle (5), magic jar (6), mighty fortress (8), revivify (3) and Mordinkanen’s magnificent mansion (7) to the magus spell list. In addition gain a tool, instrument or gaming set proficiency.
Uncanny Knowledge (Level 6): You may cast identify as well as locate and detect spells that you know as Magus spells or from a charged item as a reaction.
Master of Intrigue (Level 10): You can now use your Mysteries Dice to increase the result of a Charisma (Persuasion), Charisma (Intimidation), Wisdom(Insight) and Intelligence(Investigation) checks made by you or an ally within 15ft as a reaction or bonus action.
Hub of Secrets (Level 14): You have amassed powerful influence amongst the ruling classes in addition to understanding how they think. Any hostile character from a ruling class (oligarchy, nobility, parliament, etc) or its direct agent suffers a -2 penalty to saving throws and opposed Intelligence, Wisdom and Charisma checks when trying to resist your spells and skills. You gain advantage on saving throws against the hostile spells and effects and advantage on opposed Intelligence, Wisdom and Charisma skill checks. You also have 3 + CHA bonus contacts amongst various ruling classes and institutions scattered about the known world. Each contact is a friendly NPC with half the hit dice of the Magus. These NPC contacts will sever contact is abused but a new contact can be brought in to replace them by spending one week in downtime establishing another connection at the desired court. These NPC contacts can be improved to Fanatical outlook following the guidelines in the DMG.
Scale Sage
Originally scholars of dragon they now learn the secrets of monsters both mortal and immortal, preferably alive and under their control.
Scale Sage Initiate (Level 3): Add double proficiency bonus to Wisdom (animal handling), Charisma (intimidation), Wisdom (nature) and Wisdom (perception) checks if you possess the relevant skill. Add charm monster (4), phantom steed (3), darkvision (2), dominate monster (8), forcecage (7), find familiar (1), heroes’ feast (6), planar binding (5), and true polymorph (9) to the magus spell list. In addition gain a tool, instrument or gaming set proficiency.
Indomitable Toughness (Level 6): You gain 3 hit points and an additional 3 hit points every even level thereafter (a total of 24 bonus hit points by magus level 20).
Monster Whisperer (Level 10): You can now use your Mysteries Dice to increase the result of a Wisdom (Animal Handling), Charisma (Intimidation), Wisdom(Perception) and Wisdom (Insight) checks made by you or an ally within 15ft as a reaction or bonus action.
Unflinching Resistance (Level 14): You receive a +2 bonus to saving throws and opposed checks against the abilities of non-humanoid monsters. This improves to +3 at level 20. This bonus stacks with all other bonuses.
Wandering Scholar
Wandering scholars are travellers and pilgrims. They visit shrines of various Gods of Knowledge and Secrets. They are purveyors of arcane libraries and delvers into forgotten ruins and distant realms. The purview of the wandering scholar is knowledge, regardless of its source.
Scholar and Librarian (Level 3): Add double proficiency bonus to Intelligence(Arcana), Intelligence (History), Intelligence (religion) and Intelligence (investigation) checks if you possess the relevant skill. Add banishment (4), speak with dead (3), levitate (2), mind blank (8), planeshift (7), expeditious retreat (1), contingency (6), animate objects (5), and time stop (9) to the magus spell list. In addition gain a tool, instrument or gaming set proficiency.
Mystical Revelation (Level 6): You gain two cantrips of your choice from any class spell list.
Esoteric Investigator (Level 10): You can now use your Mysteries Dice to increase the result of a Intelligence (arcana), Intelligence (history), Intelligence (religion) and Intelligence (investigation) checks made by you or an ally within 15ft as a reaction or bonus action.
Secrets of the Eternal Library (Level 14): You gain advantage on checks to disable or dispel magical traps and spells that protect or ward an area or object.
Magus Spell List
1st level spells
Alarm
Chromatic Orb
Command
Comprehend Languages
Detect Magic
Detect Good and Evil
Dissonant Whispers
Healing Word
Identify
Illusory Script
Protection from Evil and Good
Hellish Rebuke
Hex
Sleep
Speak with Animals
Unearthly Chorus
2nd level spells
Animal Messenger
Detect Thoughts
Enthrall
Hold Person
Locate Animals and Plants
Locate Object
Magic Mouth
Prayer of Healing
Rope Trick
See Invisibility
Silence
Skywrite
Suggestion
Warding Bond
Zone of Truth
3rd level spells
Bestow Curse
Call Lightning
Clairvoyance
Counterspell
Dispel Magic
Glyph of Warding
Non-detection
Hypnotic Pattern
Remove Curse
Sending
Speak with Plants
Tongues
4th level spells
Arcane Eye
Compulsion
Confusion
Locate Creature
Death Ward
Divination
Hallucinatory Terrain
Magic Circle
Phantasmal Killer
Polymorph
Synchronicity
5th level spells
Contact Other Plane
Creation
Dream
Geas
Hold Monster
Legend Lore
Rary’s Telepathic Bond
Scrying
6th level spells
Guards and Wards
Mass Suggestion
Mental Prison
Primordial Ward
True Seeing
Wind Walk
Word of Recall
7th level spells
Crown of Stars
Divine Word
Power Word: Pain
Prismatic Spray
Symbol
8th level spells
Antipathy/Sympathy
Feeblemind
Mind Blank
Power Word: Stun
Telepathy
9th level spells
Power Word: Heal
Power Word: Kill
Prismatic Wall
Wish
Wanderer’s Aid (Staff)
+1 oak staff
Allows the wielder to expend a pact magic spell slot (Magus, Fighter (Blood Knight) and Warlock) to cast one of the following spells:
Jump
Shield
Tenser’s Floating Disc
Light (only on the end of the staff)
In addition the wielder can strike a locked gateway, padlock or door and the staff automatically casts knock on the object. This ability can be used once and recharges after the Magus completes a long rest.
At a crossroads it can be be stood up and allowed to fall and it will fall in the direction of the nearest inn or tavern within 5 miles, otherwise it falls and points off the path in a random direction. It will also 5% of the time point to the direction of an inn or tavern that has been deserted or lies in ruins.
Attendant’s Gavel
Attendants guard the Eternal Library and act as general staff and assistants to the Librarians and Chief Librarian. Attendants carry these maces as badges of their authority.
+1 silver mace, on a critical hit it disadvantages the target’s next Intelligence check or saving throw and prevents planar travel by the target until the start of the Librarian’s next turn.
Within the confines of the Eternal Library and on the grounds of the Library the bonus increases to +2 and it delivers d6 force damage to those with library books in their possession that do not carry a symbol of authority as an attendant or librarian of the Eternal Library.
Key of the Eternal Library
Attuned Wondrous Item (Rod), +1 silver light mace, 7 charges, 1d4 recharge each day at sunrise.
Perfect for a librarian of rare and magical tomes. It can greatly assist in the maintenance of grand libraries or those plagued by thieves. It is carried by the Librarians of the Eternal Library.
Spend one charge and press the corresponding gem as an action to cast one of the following spells from the scepter:
Detect Poison and Disease peridot
Detect Magic agate
Detect Emotion amber
See Invisibility moonstone
Magic Lock opal
Knock garnet
Spend 2 charges and touch a gemstone to cast one of the following spells:
Detect Thoughts ruby
Fabricate emerald can only be used to create or repair a library
Animate Object diamond can only animate books and bookshelves.
Spend 4 charges and a Mysteries Dice to cast:
Forbiddence
Hat of the Archmagi (minor artifact)
Grants a +4 bonus to all saving throws
All spells cast using pact magic to be cast as if they were one spell slot level higher than the slot level used to cast them.
One Mystic Arcanum (Warlock and Magus) cast within the last 24 hours can be re-cast. This ability recharges after a long rest.
Gain another Mysteries Dice.
Int 18 Wis 12 Cha 14, Neutral, Only concerned with learning secrets and mysteries and it will influence its wearer to try to solve them. It can communicate via telepathy and speaks all languages except those that originate from the Far Realms/Xoriat/Beyond the Planes of Sane Existence. Will refuse to work for any character except a level 20 Magus.
Here is a class that started as a challenge to myself to come up with a simple, pure spellcaster for new players but seems to have mutated into something else. I am looking for advice and feedback on how I can refine this into a simple straightforward class. I used the warlock as a template as I am quite taken by the pact spellcasting system.
The areas I feel are weak are: Mid level abilities (6 to 15), some of my choices for the spell list (limited mid level offensive power and lots of 'fancy' spells such as scrying), and the "sameness" of the sub-classes. The spoiler contains the specific class info along with the spell list and some sample items that are relevant to pact magic users and Magus in particular.
Magus
There are many kinds of the mysteries and secrets in the world and the Magus seeks them out to learn from them about the totality of reality. They are scholars of myth, legend and history as well as keen observers of people and things. The deep secrets, the truth behind the veil of reality, grant a Magus powers that span the divine and arcane realms as well as mundane reality.
Hit Points
Hit Dice: 1d6 per magus level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per magus level after 1st
Proficiencies
Armor: None
Weapons: Staff, mace, club, dagger, crossbow.
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Animal Handling, Arcana, History, Insight, Intimidation, Investigation, Nature, Perception, Persuasion and Religion
Class summary
PB Proficiency Bonus
CK Cantrips Known
SK Spells Known
SS Spell Slots*
SL Slot Level
IK Invocations Known
Level PB CK SK SS* SL IK Features
1st +2 2 2 1 1st - Spellcasting, Staff and Rod Fighting Style
2nd +2 2 3 2 1st 2 Mysteries and Secrets (2 dice, d6’s)
3rd +2 2 4 2 2nd 2 Career Feature
4th +2 3 5 2 2nd 2 Ability Score Improvement
5th +3 3 6 2 3rd 3 Charged Magic Item Lore
6th +3 3 7 2 3rd 3 Career Feature
7th +3 3 8 2 4th 4 Mysteries and Secrets (3 dice, d8’s)
8th +3 3 9 2 4th 4 Ability Score Improvement
9th +4 3 10 2 5th 5 Attuned Magical Items Lore
10th +4 4 10 2 5th 5 Career Feature
11th +4 4 11 3 5th 5 Mystic Arcanum (6th level)
12th +4 4 11 3 5th 6 Ability Score Improvement
13th +5 4 12 3 5th 6 Mystic Arcanum (7th level)
14th +5 4 12 3 5th 6 Career Feature
15th +5 4 13 3 5th 7 Mystic Arcanum (8th level)
16th +5 4 13 3 5th 7 Ability Score Improvement
17th +6 4 14 4 5th 7 Mystic Arcanum (9th level)
18th +6 4 14 4 5th 8 Mysteries and Secrets (4 dice, d12’s)
19th +6 4 15 4 5th 8 Ability Score Improvement
20th +6 4 15 4 5th 8 Archmagus
*Magus spell slots recharge after a short rest.
Spellcasting: Pact Magic spell casting (Level 1 ability, identical to warlock class feature except use the Magus spell list and Sorceror Cantrip list.)
Affinity for Charged Magic Items (Level 5 ability, Limited: Staff, Wand and Rod; 25% chance to not consume a charge or use for an item ability; Improves to 33% at Magus 11 and 50% at Magus 16).
Mystic Arcanum (Level 11 ability, identical to warlock class feature but relates to Magus spells)
Staff and Rod Fighting Style (Level 1): Gain a +1 bonus to attack and armour class when wielding a staff, rod, mace or club with your off-hand either free or holding an arcane focus or wand.
Attribute Bonus / Feat (Level 4/8/12/16/19)
Affinity for Attuned Magical Items (level 9/15/20 ability, attune to a maximum of 4/5/6 magical items).
Mysteries and Secrets: Gain 2 Mysteries Dice at level 2. The dice are d6’s and they can be spent to increase the numerical effect or hit dice cap of any spell the Magus casts themselves or from a charged item. Simply roll the dice and add the value of the dice roll to the result before accounting for a target’s defences. This includes beneficial healing spells. The dice return after completing a long rest.
At level 7 gain a third Mysteries Dice and at level 18 gain a fourth Mysteries Dice. The Mysteries dice type increases to d8 at level 7 and d12’s at level 18.
Archmagus (level 20). Gain one Mysteries Dice at the beginning of your turn if you have no Mysteries Dice available. Out of combat this ability does not restore spent Mysteries Dice.
In addition, you may either regain all your spell slots as a reaction or bonus action or you can cast one of your Mystic Arcanum spells, one that you have already cast, again without it counting towards the casting limit. You cannot use this aspect of the Archmagus power again until you complete a long rest.
Sub classes: Magus careers
Court Mage
Skilled in intrigue, information gathering and mystical advice. They are privy to all sorts of secrets and ideas.
Courtly Appointment (Level 3): Add double proficiency bonus to Charisma(intimidation), Charisma(persuasion), Intelligence(investigation) and Wisdom(insight) checks if you possess the relevant skill. Add charm person (1), imprisonment (9), knock (2), Leomund’s secret chest (4), teleportation circle (5), magic jar (6), mighty fortress (8), revivify (3) and Mordinkanen’s magnificent mansion (7) to the magus spell list. In addition gain a tool, instrument or gaming set proficiency.
Uncanny Knowledge (Level 6): You may cast identify as well as locate and detect spells that you know as Magus spells or from a charged item as a reaction.
Master of Intrigue (Level 10): You can now use your Mysteries Dice to increase the result of a Charisma (Persuasion), Charisma (Intimidation), Wisdom(Insight) and Intelligence(Investigation) checks made by you or an ally within 15ft as a reaction or bonus action.
Hub of Secrets (Level 14): You have amassed powerful influence amongst the ruling classes in addition to understanding how they think. Any hostile character from a ruling class (oligarchy, nobility, parliament, etc) or its direct agent suffers a -2 penalty to saving throws and opposed Intelligence, Wisdom and Charisma checks when trying to resist your spells and skills. You gain advantage on saving throws against the hostile spells and effects and advantage on opposed Intelligence, Wisdom and Charisma skill checks. You also have 3 + CHA bonus contacts amongst various ruling classes and institutions scattered about the known world. Each contact is a friendly NPC with half the hit dice of the Magus. These NPC contacts will sever contact is abused but a new contact can be brought in to replace them by spending one week in downtime establishing another connection at the desired court. These NPC contacts can be improved to Fanatical outlook following the guidelines in the DMG.
Scale Sage
Originally scholars of dragon they now learn the secrets of monsters both mortal and immortal, preferably alive and under their control.
Scale Sage Initiate (Level 3): Add double proficiency bonus to Wisdom (animal handling), Charisma (intimidation), Wisdom (nature) and Wisdom (perception) checks if you possess the relevant skill. Add charm monster (4), phantom steed (3), darkvision (2), dominate monster (8), forcecage (7), find familiar (1), heroes’ feast (6), planar binding (5), and true polymorph (9) to the magus spell list. In addition gain a tool, instrument or gaming set proficiency.
Indomitable Toughness (Level 6): You gain 3 hit points and an additional 3 hit points every even level thereafter (a total of 24 bonus hit points by magus level 20).
Monster Whisperer (Level 10): You can now use your Mysteries Dice to increase the result of a Wisdom (Animal Handling), Charisma (Intimidation), Wisdom(Perception) and Wisdom (Insight) checks made by you or an ally within 15ft as a reaction or bonus action.
Unflinching Resistance (Level 14): You receive a +2 bonus to saving throws and opposed checks against the abilities of non-humanoid monsters. This improves to +3 at level 20. This bonus stacks with all other bonuses.
Wandering Scholar
Wandering scholars are travellers and pilgrims. They visit shrines of various Gods of Knowledge and Secrets. They are purveyors of arcane libraries and delvers into forgotten ruins and distant realms. The purview of the wandering scholar is knowledge, regardless of its source.
Scholar and Librarian (Level 3): Add double proficiency bonus to Intelligence(Arcana), Intelligence (History), Intelligence (religion) and Intelligence (investigation) checks if you possess the relevant skill. Add banishment (4), speak with dead (3), levitate (2), mind blank (8), planeshift (7), expeditious retreat (1), contingency (6), animate objects (5), and time stop (9) to the magus spell list. In addition gain a tool, instrument or gaming set proficiency.
Mystical Revelation (Level 6): You gain two cantrips of your choice from any class spell list.
Esoteric Investigator (Level 10): You can now use your Mysteries Dice to increase the result of a Intelligence (arcana), Intelligence (history), Intelligence (religion) and Intelligence (investigation) checks made by you or an ally within 15ft as a reaction or bonus action.
Secrets of the Eternal Library (Level 14): You gain advantage on checks to disable or dispel magical traps and spells that protect or ward an area or object.
Magus Spell List
1st level spells
Alarm
Chromatic Orb
Command
Comprehend Languages
Detect Magic
Detect Good and Evil
Dissonant Whispers
Healing Word
Identify
Illusory Script
Protection from Evil and Good
Hellish Rebuke
Hex
Sleep
Speak with Animals
Unearthly Chorus
2nd level spells
Animal Messenger
Detect Thoughts
Enthrall
Hold Person
Locate Animals and Plants
Locate Object
Magic Mouth
Prayer of Healing
Rope Trick
See Invisibility
Silence
Skywrite
Suggestion
Warding Bond
Zone of Truth
3rd level spells
Bestow Curse
Call Lightning
Clairvoyance
Counterspell
Dispel Magic
Glyph of Warding
Non-detection
Hypnotic Pattern
Remove Curse
Sending
Speak with Plants
Tongues
4th level spells
Arcane Eye
Compulsion
Confusion
Locate Creature
Death Ward
Divination
Hallucinatory Terrain
Magic Circle
Phantasmal Killer
Polymorph
Synchronicity
5th level spells
Contact Other Plane
Creation
Dream
Geas
Hold Monster
Legend Lore
Rary’s Telepathic Bond
Scrying
6th level spells
Guards and Wards
Mass Suggestion
Mental Prison
Primordial Ward
True Seeing
Wind Walk
Word of Recall
7th level spells
Crown of Stars
Divine Word
Power Word: Pain
Prismatic Spray
Symbol
8th level spells
Antipathy/Sympathy
Feeblemind
Mind Blank
Power Word: Stun
Telepathy
9th level spells
Power Word: Heal
Power Word: Kill
Prismatic Wall
Wish
Wanderer’s Aid (Staff)
+1 oak staff
Allows the wielder to expend a pact magic spell slot (Magus, Fighter (Blood Knight) and Warlock) to cast one of the following spells:
Jump
Shield
Tenser’s Floating Disc
Light (only on the end of the staff)
In addition the wielder can strike a locked gateway, padlock or door and the staff automatically casts knock on the object. This ability can be used once and recharges after the Magus completes a long rest.
At a crossroads it can be be stood up and allowed to fall and it will fall in the direction of the nearest inn or tavern within 5 miles, otherwise it falls and points off the path in a random direction. It will also 5% of the time point to the direction of an inn or tavern that has been deserted or lies in ruins.
Attendant’s Gavel
Attendants guard the Eternal Library and act as general staff and assistants to the Librarians and Chief Librarian. Attendants carry these maces as badges of their authority.
+1 silver mace, on a critical hit it disadvantages the target’s next Intelligence check or saving throw and prevents planar travel by the target until the start of the Librarian’s next turn.
Within the confines of the Eternal Library and on the grounds of the Library the bonus increases to +2 and it delivers d6 force damage to those with library books in their possession that do not carry a symbol of authority as an attendant or librarian of the Eternal Library.
Key of the Eternal Library
Attuned Wondrous Item (Rod), +1 silver light mace, 7 charges, 1d4 recharge each day at sunrise.
Perfect for a librarian of rare and magical tomes. It can greatly assist in the maintenance of grand libraries or those plagued by thieves. It is carried by the Librarians of the Eternal Library.
Spend one charge and press the corresponding gem as an action to cast one of the following spells from the scepter:
Detect Poison and Disease peridot
Detect Magic agate
Detect Emotion amber
See Invisibility moonstone
Magic Lock opal
Knock garnet
Spend 2 charges and touch a gemstone to cast one of the following spells:
Detect Thoughts ruby
Fabricate emerald can only be used to create or repair a library
Animate Object diamond can only animate books and bookshelves.
Spend 4 charges and a Mysteries Dice to cast:
Forbiddence
Hat of the Archmagi (minor artifact)
Grants a +4 bonus to all saving throws
All spells cast using pact magic to be cast as if they were one spell slot level higher than the slot level used to cast them.
One Mystic Arcanum (Warlock and Magus) cast within the last 24 hours can be re-cast. This ability recharges after a long rest.
Gain another Mysteries Dice.
Int 18 Wis 12 Cha 14, Neutral, Only concerned with learning secrets and mysteries and it will influence its wearer to try to solve them. It can communicate via telepathy and speaks all languages except those that originate from the Far Realms/Xoriat/Beyond the Planes of Sane Existence. Will refuse to work for any character except a level 20 Magus.