MammonAzrael
2008-09-20, 01:14 AM
Magus
http://www.wizards.com/dnd/images/spellcomp_gallery/92294.jpg
"The world cries out, but none listen. To those who take the time, understanding and whispered power will flow like a river."
- A'arum Zhul, a master magus
A magus is the inheritor of the most ancient arcane traditions, which they believe are the purest expression of these mystic arts. While wizards glean their arcane secrets from dusty tomes and dangerous studies, and sorcerers tap into bastard bloodlines with reckless abandon, magi connect with the world around them on a fundamental and primal level. Before there were nations or wars or conflict, when the races were newly formed and the world was still young, life was woven inextricably into the fabric of magic. While the gods wielded their divine might across the land, the worlds they walked in harbored a wellspring of arcane magic, untouched by any hand. Those with the strength and fortitude necessary could commune with the world, with the life-force all around them, and do to this day. They may sit for hours, listening to the whispers of power and knowledge, of how the world works and the nature of all things. Such individuals must be strong in both mind and body, for the glimpses of truths and wisdoms take their toll on all who hear them.
The longer a magus listens to the world around him, the more apparent it becomes that everything is connected with this powerful arcane force, it is suffused in every particle of existence. The ground and sky, the heavens and stars, the far off domains of the gods, even the very nature of life and death are forever entwined with it. And as they become more practiced with wielding this most basic foundation of reality, nothing is truly beyond their capabilities, not even the divine. With this power comes a peace and understanding, and most use these secrets of magic to guide their peoples. This is the wisdom that has been handed down for generations untold, magi quietly guiding and advising their fellows. Not with the iron righteousness of the gods, but the gentle help of common sense.
Adventures: Magi can go adventuring for many reasons, but most often you will find one traveling to gain a deeper understand of the world, seeking places of legend, ancient and eternal. Others will be questing to protect something important to them, often a village or family member. Rarely do they seek power for power’s sake, and those that do are scorned by other magi, seeing it as a perversion of the sacred trust they have formed over eons.
Characteristics: Powerful magi are capable of nearly anything imaginable. However, the secrets they know deep in their souls are few and precious. They can cast spells of terrible power and incredible might. While often not as skilled or long-lasting as casters that have a more “refined” approach to the arcane, a magus has much greater natural control over the spells he casts. So deep is this connect that these secrets evolve from simple spells into extraordinary talents that can be called forth anywhere.
Alignment: Magi tend toward neutral alignments. While extremes do exist, their natural desire for balance and harmony evens out the more radical desires. The knowledge that all things are connected helps them to see less differences between ideologies, for on the deepest levels even Celestia and the Abyss are connected.
Religion: A magus will rarely worship any god, as the divine seems less infallible when such a primordial knowledge exists and teaches knowledge. That said, gods that are revered will often by gods of peace or balance, gods of the world that aren’t driven by prejudice or righteousness.
Background: Early in life, one may start on the path to being a magus through patience and hard work, listening to the teachings of elder magi and the world. While rare, some do find discover their ties to the world through the course of their lives, often after some tragic event that silences outside distractions from their mind. Those that come to it later in life usually do so seeking knowledge and insight into the workings of existence.
Races: Any race can listen to the heartbeat of the world, the essence that connects all things. Dwarves have a natural predilection for being magi, as their lives of deep thoughts and quiet places can often lead to introspection and understanding. Races that revere nature and have a strong connection with druids are much more rare, as they often attribute what they see to the divine.
Other Classes: While a magus may respect the differing approach of others, they will often still feel their method is superior to that of the sorcerer or wizard, and have a natural tendency to look down upon other methods of arcane casting. This feeling is often returned in kind. Divine casters they respect, but often feel are misguided. Those that use their muscle or wit to survive and thrive have the respect of the magus, as not everyone is should take the same path.
Role: A magus can take nearly any role that the party needs, from controlling their enemies in battle to summoning monsters to strengthening their allies. However, once chosen a magi’s path is restricted, and they cannot fill many roles at once.
Adaptation: As long as there are arcane casters in the world a magus can find a home. They can channel the Weave in Fae’run, be connected to life in Eberron, or even tap into the underlying foundations or life in Athas.
Game Rule Information
Magi have the following game statistics.
Abilities: Constitution is the most important stat for a magus, as the tougher a magus is, the more and more powerful spells he can command. It determines what levels of spell they can cast, as well as any bonus spells he receives. Intelligence is important to the magus that casts spells upon his enemies, for the smarter he is the better he is able to cast his spells. It dictates the save DCs for their spells. Wisdom is a stat that all magi respect, for the wiser he is, the deeper his understanding of the arcane world is. It determines if he gains any bonus spells known.
Alignment: Any
Hit Die: d6
Starting Age: As bard.
Starting Gold: As barbarian.
Class Skills
The magus' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Table: The Magus
{table=head]Level|
BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5th|6th| 7th|8th|9th
1st|
+0|+0|+0|+2|Fundamentals, summon familiar|1|---|---|---|---|---|---|---|---
2nd|
+1|+0|+0|+3|Sudden extend|2|---|---|---|---|---|---|---|---
3rd|
+1|+1|+1|+3||3|1|---|---|---|---|---|---|---
4th|
+2|+1|+1|+4||4|2|---|---|---|---|---|---|---
5th|
+2|+1|+1|+4|Sudden empower|4|3|1|---|---|---|---|---|---
6th|
+3|+2|+2|+5|Innate gifts|4|4|2|---|---|---|---|---|---
7th|
+3|+2|+2|+5||4|4|3|1|---|---|---|---|---
8th|
+4|+2|+2|+6|Sudden widen|4|4|4|2|---|---|---|---|---
9th|
+4|+3|+3|+6||4|4|4|3|1|---|---|---|---
10th|
+5|+3|+3|+7|Instinctive mimicry|4|4|4|4|2|---|---|---|---
11th|
+5|+3|+3|+7|Sudden maximize|4|4|4|4|3|1|---|---|---
12th|
+6/+1|+4|+4|+8||4|4|4|4|4|2|---|---|---
13th|
+6/+1|+4|+4|+8||4|4|4|4|4|3|1|---|---
14th|
+7/+2|+4|+4|+9|Sudden quicken|4|4|4|4|4|4|2|---|---
15th|
+7/+2|+5|+5|+9||4|4|4|4|4|4|3|1|---
16th|
+8/+3|+5|+5|+10|Greater instinctive mimicry|4|4|4|4|4|4|4|2|---
17th|
+8/+3|+5|+5|+10|Sudden mastery|4|4|4|4|4|4|4|3|1
18th|
+9/+4|+6|+6|+11||4|4|4|4|4|4|4|4|2
19th|
+9/+4|+6|+6|+11||4|4|4|4|4|4|4|4|3
20th|
+10/+5|+6|+6|+12|Magus ascendant|4|4|4|4|4|4|4|4|4[/table]
Table: Magus Spells Known
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|1|---|---|---|---|---|---|---|---
2nd|2|---|---|---|---|---|---|---|---
3rd|2|1|---|---|---|---|---|---|---
4th|3|2|---|---|---|---|---|---|---
5th|3|2|1|---|---|---|---|---|---
6th|3|3|2|---|---|---|---|---|---
7th|3|3|2|1|---|---|---|---|---
8th|3|3|3|2|---|---|---|---|---
9th|3|3|3|2|1|---|---|---|---
10th|3|3|3|3|2|1|---|---|---|---
11th|3|3|3|3|2|2|---|---|---
12th|3|3|3|3|3|2|---|---|---
13th|3|3|3|3|3|3|1|---|---
14th|3|3|3|3|3|3|2|---|---
15th|3|3|3|3|3|3|2|1|---
16th|3|3|3|3|3|3|3|2|---
17th|3|3|3|3|3|3|3|2|1
18th|3|3|3|3|3|3|3|3|2
19th|3|3|3|3|3|3|3|3|2
20th|3|3|3|3|3|3|3|3|3[/table]
Weapon and Armor Proficiencies
Magi are proficient with all simple weapons. They are proficient with light armor, but not with shields. Their deep connection with arcane magic means the somatic components of their spells are simple, so members of this class can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. A magus still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a magus wears medium or heavy armor, or uses a shield, he incurs the same chance of arcane spell failure as any other arcane caster when casting a spell with a somatic component.
Spells
A magus casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a magus must have an Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.
Like other spellcasters, a magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Magus. In addition, he receives bonus spells per day if he has a high Constitution score.
A magus’s selection of spells is extremely limited. A magus begins play knowing two 1st-level spells of your choice. At each new magus level, he gains one or more new spells, as indicated on Table: Magus Spells Known. In addition, he receives bonus spells known if he has a high Wisdom score (use same table that determines extra spells per day). These extra spells come only from his base Wisdom score, and do not count temporary boost from things like spells or magical items. Wisdom damage/drain do not make him lose any extra spells known. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the magus has gained some understanding of by study. The magus can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered magus level after that (6th, 8th, and so on), a magus can choose to learn a new spell in place of one he already knows. In effect, the magus "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level magus spell the magus can cast. A magus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
When a magus casts a spell, he is channeling the power of the fabric of existence, which is exhausting. Whenever a magus casts a spell he takes nonlethal damage equal to 2x the spell level. If he is immune to nonlethal damage, he takes normal damage instead. This damage cannot be prevented in any way, and can only be healed naturally (it can't be healed with magic, fast healing, regeneration, etc).
Familiar
A magus can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The magus chooses the kind of familiar he gets. As the magus advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the magus, the magus must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per magus level; success reduces the loss to one-half that amount. However, a magus’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Fundamentals
Their instinctual understanding of the world and the power of the arcane allows them to manipulate that power in minor ways whenever they wish. At 1st level a magus may choose 4 0-level arcane spells (they need not be the Sorcerer/Wizard spell list). He may cast those spells at-will as spell-like abilities. At 4th, 8th, 12th, 16th, and 20th class levels he may learn another 0-level spell. At 8th class level these become supernatural abilities, and at 14th class level they become extraordinary abilities.
Sudden Extend
At 2nd level, a magus can alter the spells he casts, granting them a life much greater than they would normally posses. He gains Sudden Extend as a bonus feat. If he already has the feat, he can choose a different metamagic feat.
Sudden Empower
At 5th level, a magus can enhance his spells, feeding more power into a single casting. He gains Sudden Empower as a bonus feat, even if he doesn’t meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.
Innate Gifts
At 6th level, the fundamental power that the magus channels begins to merge with his very being, becoming a natural extension of his mind and soul. 1st level spells cast by a magus become spell-like abilities. At 8th level, 2nd level spells cast by a magus become spell-like abilities. At 10th level, 1st level spells cast by a magus become supernatural abilities and 3rd level spells become spell-like abilities. At 12th level, 2nd level spells cast by a magus become supernatural abilities and 4th level spells become spell-like abilities. At 14th level, 3rd level spells cast by a magus become supernatural abilities and 5th level spells become spell-like abilities. At 16th level, 1st level spells cast by a magus become extraordinary abilities, 4th level spells become supernatural abilities, and 6th level spells become spell-like abilities. At 18th level, 2nd level spells cast by a magus become extraordinary abilities, 5th level spells become supernatural abilities, and 7th level spells become spell-like abilities. And at 20th level, 3rd level spells cast by a magus become extraordinary abilities, 6th level spells become supernatural abilities, and 8th level spells become spell-like abilities.
A magus must still pay the experience cost and have the material components of any spell he cast, regardless of what type of ability it is.
Even though his spells turn into spell-like, supernatural, and extraordinary abilities, a magus must still expend a spell slot of the appropriate level to cast his spells; they do not become at-will abilities. He may still apply metamagic effects to them.
This ability is based off class level, not character level. So a Magus 10/Loremaster 6 still casts 1st level spells as supernatural abilities, not extraordinary abilities.
Sudden Widen
At 8th level, a magus can spread the effects of his spells over a great area, letting it’s connection with all things expand it’s influence. He gains Sudden Widen as a bonus feat, even if he doesn’t meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.
Instinctive Mimicry (Sp)
At 10th level, a magus can mold the magic around him in unfamiliar ways, copying the abilities of others that he has experienced. He can attempt to mimic a spell he doesn't know that has been cast on him by someone else. A number of times per day equal to his Wisdom modifier (min. 1 per day), a magus may make a Spellcraft check, with a DC equal to 15 + 2x the spell level for arcane spells or 20 + 2x the spell level for divine spells, to duplicate the spell. You cannot take 10 on this check. This uses a spell slot one higher than the spell would normally use. If the check fails the use and the spell slot are still spent for the day.
These spells deal nonlethal or lethal damage appropriate to the spell slot the magus spends to cast them.
Sudden Maximize
At 11th level, a magus can greatly increase the power of his spells, gaining incredible results. He gains Sudden Maximize as a bonus feat, even if he doesn’t meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.
Sudden Quicken
At 14th level, a magus can call the powers of the world to him with remarkable speed. He gains Sudden Quicken as a bonus feat, even if he doesn’t meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.
Greater Instinctive Mimicry (Sp)
At 16th level, a magus can manipulate his magic to an even greater degree, creating effects he has only seen, using his natural understanding to replicate the effects. He can attempt to mimic a spell he doesn't know that he has seen cast. The magus may make a spellcraft check, with a DC equal to 30 + 2x the spell level for arcane spells or 35 + 2x the spell level for divine spells, to duplicate the spell. You cannot take 10 on this check. This uses a spell slot two higher than the spell would normally and uses one of your daily uses of Instinctive Mimicry. If the check fails the use and the spell slot are still spent for the day.
These spells deal nonlethal or lethal damage appropriate to the spell slot the magus spends to cast them.
Sudden Mastery (Su)
At 17th level, a magus can command his magic in a precise and skilled manner. He may apply Sudden metamagic feats a combined number of times per day equal to his Constitution modifier instead of once per day each (min 5).
Magus Ascendant
At 20th level, a magus undergoes an incredible transformation, becoming one with the power that he has wielded for so long. He is magic. his type changes to outsider, though unlike other outsiders, the magus can still be brought back from the dead as if he were a member of his previous creature type. He is immune to any spell of 3rd level or lower (though he may still be affected by them if he wishes) and gains SR of 20 + half his class level + his Constitution modifier. He no longer needs to eat or sleep and only needs to for meditate two hours per day to renew spells. Finally, as long as he has unused spell slot he gains regeneration (overcome by mundane damage) equal to the highest unused spell slot divided by 3. This regeneration can heal nonlethal damage taken from the magus casting spells.
So what do you think? A sort of Con-based caster, that focuses on it's spells becoming more natural and innate as it becomes more powerful. Should some numbers be tweaked? Should I make expensive material components still be paid like EXP (If so, should it be always, or should supernatural or extraordinary abilities not have to pay)? Thanks for the feed back, I hope you like it!!
Oh, and any fluff sprucing is welcome too. :smallsmile:
And just for fun, I've added in an Epic progression!
Yes, Epic is stupid and overpowered and broken and yadayadayada. This is more for fun than anything else. Additionally, I feel that a character would need a very strong reason to remain single class and not take a PrC and current Epic progressions just don't cut the mustard.
Epic Magus
Hit die: d6
Skill points at each additional level: 4 + Int modifier
Table: Epic Magus
Level|Special
21st|Intuitive spells
22nd|Epic gifts
23rd|Intuitive spells
24th|Epic fundamentals
25th|Intuitive spells
26th|
27th|Intuitive spells
28th|
29th|Intuitive spells
30th|Epic ascension
Intuitive Spells
At each level a magus receives Intuitive Spells he chooses a spell level on the table below and adds that many spells of that level to his known spell list.
Table: Epic Magus Intuitive Spells
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th
21|3|2|1|--|--|--|--
23|4|3|2|1|--|--|--
25|5|4|3|2|1|--|--
27|6|5|4|3|2|1|--
29|7|6|5|4|3|2|1[/table]
Epic Gifts
At 22nd level 4th level spells cast by a magus become extraordinary abilities, 7th level spells become supernatural abilities, and 9th level spells become spell-like abilities. At 24th level 5th level spells cast by a magus become extraordinary abilities and 8th level spells become supernatural abilities. At 26th level 6th level spells cast by a magus become extraordinary abilities and 9th level spells become supernatural abilities. At 28th level 7th level spells cast by a magus become extraordinary abilities. At 30th level 8th level spells cast by a magus become extraordinary abilities.
Epic Fundamentals
At 24th level a magus has gained such rapport with the fabric of magic that weaker spells no longer take the toll they used to. He may cast any 1st level spell the he knows at will. At 26th level he may cast any 2nd level spells he knows at will. At 28th level he may cast any 3rd level spells he knows at will. And at 30th level he may cast any 4th level spells he knows at will.
Any spell he casts this way no longer has a material component, nor does it require a focus or have an XP cost. The magus does not take non-lethal damage for any spell cast this way.
Epic Ascension
Something appropriately stupid. At this point you're writing your own rules anyways.
New Feats for the Magus
Extra Fundamentals [General]
Your strong connection to magic grants you with the knowledge of many minor tricks.
Prerequisites: Con 13, Fundamentals
Benefit: You may choose up to three 0-level arcane spells and add them to the spells that he cast as spell-like abilities with Fundamentals (they become supernatural abilities at 8th level and extraordinary at 14th).
Special: You may take this feat multiple times.
Familiar Focus [General]
Your familiar can aid you as you cast your spells, channeling more power into the magic, though it is draining to do so.
Prerequisites: Wis 13, Innate Gifts
Benefit: Three times per day, whenever you cast a spell which allows a save, you may increase the save DC of that spell by 2 by having your familiar take nonlethal damage equal to the spell's level. The familiar must be within 5 ft. of you at the time of casting and cannot be rendered unconscious from the nonlethal damage to use this ability.
Special: You may select this feat more than once. Each time you do the number of times you can use this ability per day increases by 3.
Innate Spellcaster [General]
Your connection to the arcane is deep and strong.
Prerequisites: Innate Gifts, Spellcraft 5 ranks
Benefit: Your level of magus is considered to be 4 higher for determining the benefits of Innate Gifts. This benefit cannot increase your magus level to higher than your Hit Dice. However, even if you cannot benefit from the full bonus immediately, if you late gain Hit Dice in levels other than magus, you might be able to apply the rest of the bonus.
Practiced Mimicry [General]
You have cast many spells that you do not actually know, acquiring great skill in improvising the spells you are copying.
Prerequisites: Instinctive Mimicry, Spellcraft 15 ranks
Benefit: You may take 10 on the spellcraft checks for instinctive mimicry.
Sudden Improvisation [Metamagic]
You can modify and enhance the power of your spells at great personal cost as you channel the magic through your body.
Prerquisites: Con 15, any three Metamagic feats
Benefit: When you apply metamagic to a spell you may choose to not have the spell slot the spell uses increase. If you do, when you cast the spell you take nonlethal damage equal to 4 times the spell slot used plus 4 times the level increase of the metamagic feat used. If you are immune to nonlethal damage you take normal damage instead, which cannot be reduced by any means. This feat cannot be used with Heighten Spell.
For example, if a magus used this feat to apply Maximize to a magic missile it would use a 1st level spell slot, and the magus would take 18 nonlethal damage when he cast the spell (he still takes nonlethal damage as normal for casting a spell).
If a wizard used this feat to apply Empower and Quicken to a fireball it would use a 3rd level spell slot, and the wizard would take 44 (16 + 28) nonlethal damage when he cast the spell.
Edits and Updates as of 3/22/2011:Edit 1:
Added the Sudden metamagic feats as bonus feats.
Added Sudden Mastery class feature.
Added Instinctive Mimicry class feature.
Removed the Vital Wellspring class feature.
Edit 2:
Added a WIS mod/day limit on Instinctive Mimicry.
Increased the spell slot used by Instinctive Mimicry to SL+1 and SL+2 respectively.
Removed the Hour/WIS mod limit on Instinctive Mimicry.
Removed Decipher Script and Use Magical Device from the Magus Class Skills.
Reduced total spells known by 1 for each spell level.
Added the drawback of taking nonlethal/lethal damage whenever a spell is cast.
Reduced Spell/day progression and max by 2.
Edit 2.5:
Removed Spot as a Magus class skill.
allowed damage done by casting healable by magic.
Clarified that the 16th lv ability of IM uses a daily attempt.
Changed Knowledge class skill from all to Arcana, Geography, Nature, Religion, and The Planes.
Edit 3:
Added Magus Ascendant ability.
Made Sudden Mastery an Su ability.
Edit 4:
Split the second half of Instinctive Mimicry into it's own ability, Greater Instinctive Mimicry.
Made Fundamentals based on class level, not character level.
Made Innate Gifts based on class level instead of character level.
Clarified Innate Gifts that spells do not become At-Will as the turn into various abilities.
If a check is failed for IM or GIM the daily use and the spell slot are still spent.
You can't take 10 on the IM or GIM checks.
Changed Greater Instinctive Mimicry to only copy spells a magus has seen cast, not heard of.
The damage casting a spell deals can no longer be healed with magic.
Instinctive Mimicry can now only copy spells that have bee cast on him by others.
Removed Spell Turning and the ooze type from Magus Ascendant.
Changed Magus Ascendant from only counting beneficial effects of both types to all effects.
Reduced all Spells known by 1 to increase Wis dependence.
Edit 5:
Reduced the spell resistance from Magus Ascendant from 25 + class level to 20 + class level.
Added epic progression for giggles.
Edit 6, 3/15/2011:
Cleaned up formatting
Changed IM and GIM to SLAs
Changed Magus Ascendant by adding the ressurection clause and adding the regeneration.Edit 7, 3/21/2011:
Added a lot of fluff and formatting
Changed fundamentals from beign restricted to the sorcerer/wizard list to being able to select any 0 level arcane spellsEDIT 8, 3/22/2011
Added new feats
Made a note on Innate Gifts that you can still apply metamagic to spells that have changed
Changed Sudden Mastery to a minimum of 5, since you gain 5 sudden metamagics for free
Added weapon and armor proficienciesRemoved material:
Vital Wellspring(Originally acquired at lv 20)
A magus may apply a metamagic feat to a spell he is casting without increasing the spells level by taking Constitution damage equal to the number of levels the metamagic feat would've increased the spell. This Constitution damage cannot be reduced by abilities that reduce the number of levels metamagic applies, like the Easy metamagic feat or the Improved metamagic Incantatrix class ability, nor can it be prevented in any way.
http://www.wizards.com/dnd/images/spellcomp_gallery/92294.jpg
"The world cries out, but none listen. To those who take the time, understanding and whispered power will flow like a river."
- A'arum Zhul, a master magus
A magus is the inheritor of the most ancient arcane traditions, which they believe are the purest expression of these mystic arts. While wizards glean their arcane secrets from dusty tomes and dangerous studies, and sorcerers tap into bastard bloodlines with reckless abandon, magi connect with the world around them on a fundamental and primal level. Before there were nations or wars or conflict, when the races were newly formed and the world was still young, life was woven inextricably into the fabric of magic. While the gods wielded their divine might across the land, the worlds they walked in harbored a wellspring of arcane magic, untouched by any hand. Those with the strength and fortitude necessary could commune with the world, with the life-force all around them, and do to this day. They may sit for hours, listening to the whispers of power and knowledge, of how the world works and the nature of all things. Such individuals must be strong in both mind and body, for the glimpses of truths and wisdoms take their toll on all who hear them.
The longer a magus listens to the world around him, the more apparent it becomes that everything is connected with this powerful arcane force, it is suffused in every particle of existence. The ground and sky, the heavens and stars, the far off domains of the gods, even the very nature of life and death are forever entwined with it. And as they become more practiced with wielding this most basic foundation of reality, nothing is truly beyond their capabilities, not even the divine. With this power comes a peace and understanding, and most use these secrets of magic to guide their peoples. This is the wisdom that has been handed down for generations untold, magi quietly guiding and advising their fellows. Not with the iron righteousness of the gods, but the gentle help of common sense.
Adventures: Magi can go adventuring for many reasons, but most often you will find one traveling to gain a deeper understand of the world, seeking places of legend, ancient and eternal. Others will be questing to protect something important to them, often a village or family member. Rarely do they seek power for power’s sake, and those that do are scorned by other magi, seeing it as a perversion of the sacred trust they have formed over eons.
Characteristics: Powerful magi are capable of nearly anything imaginable. However, the secrets they know deep in their souls are few and precious. They can cast spells of terrible power and incredible might. While often not as skilled or long-lasting as casters that have a more “refined” approach to the arcane, a magus has much greater natural control over the spells he casts. So deep is this connect that these secrets evolve from simple spells into extraordinary talents that can be called forth anywhere.
Alignment: Magi tend toward neutral alignments. While extremes do exist, their natural desire for balance and harmony evens out the more radical desires. The knowledge that all things are connected helps them to see less differences between ideologies, for on the deepest levels even Celestia and the Abyss are connected.
Religion: A magus will rarely worship any god, as the divine seems less infallible when such a primordial knowledge exists and teaches knowledge. That said, gods that are revered will often by gods of peace or balance, gods of the world that aren’t driven by prejudice or righteousness.
Background: Early in life, one may start on the path to being a magus through patience and hard work, listening to the teachings of elder magi and the world. While rare, some do find discover their ties to the world through the course of their lives, often after some tragic event that silences outside distractions from their mind. Those that come to it later in life usually do so seeking knowledge and insight into the workings of existence.
Races: Any race can listen to the heartbeat of the world, the essence that connects all things. Dwarves have a natural predilection for being magi, as their lives of deep thoughts and quiet places can often lead to introspection and understanding. Races that revere nature and have a strong connection with druids are much more rare, as they often attribute what they see to the divine.
Other Classes: While a magus may respect the differing approach of others, they will often still feel their method is superior to that of the sorcerer or wizard, and have a natural tendency to look down upon other methods of arcane casting. This feeling is often returned in kind. Divine casters they respect, but often feel are misguided. Those that use their muscle or wit to survive and thrive have the respect of the magus, as not everyone is should take the same path.
Role: A magus can take nearly any role that the party needs, from controlling their enemies in battle to summoning monsters to strengthening their allies. However, once chosen a magi’s path is restricted, and they cannot fill many roles at once.
Adaptation: As long as there are arcane casters in the world a magus can find a home. They can channel the Weave in Fae’run, be connected to life in Eberron, or even tap into the underlying foundations or life in Athas.
Game Rule Information
Magi have the following game statistics.
Abilities: Constitution is the most important stat for a magus, as the tougher a magus is, the more and more powerful spells he can command. It determines what levels of spell they can cast, as well as any bonus spells he receives. Intelligence is important to the magus that casts spells upon his enemies, for the smarter he is the better he is able to cast his spells. It dictates the save DCs for their spells. Wisdom is a stat that all magi respect, for the wiser he is, the deeper his understanding of the arcane world is. It determines if he gains any bonus spells known.
Alignment: Any
Hit Die: d6
Starting Age: As bard.
Starting Gold: As barbarian.
Class Skills
The magus' class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Table: The Magus
{table=head]Level|
BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5th|6th| 7th|8th|9th
1st|
+0|+0|+0|+2|Fundamentals, summon familiar|1|---|---|---|---|---|---|---|---
2nd|
+1|+0|+0|+3|Sudden extend|2|---|---|---|---|---|---|---|---
3rd|
+1|+1|+1|+3||3|1|---|---|---|---|---|---|---
4th|
+2|+1|+1|+4||4|2|---|---|---|---|---|---|---
5th|
+2|+1|+1|+4|Sudden empower|4|3|1|---|---|---|---|---|---
6th|
+3|+2|+2|+5|Innate gifts|4|4|2|---|---|---|---|---|---
7th|
+3|+2|+2|+5||4|4|3|1|---|---|---|---|---
8th|
+4|+2|+2|+6|Sudden widen|4|4|4|2|---|---|---|---|---
9th|
+4|+3|+3|+6||4|4|4|3|1|---|---|---|---
10th|
+5|+3|+3|+7|Instinctive mimicry|4|4|4|4|2|---|---|---|---
11th|
+5|+3|+3|+7|Sudden maximize|4|4|4|4|3|1|---|---|---
12th|
+6/+1|+4|+4|+8||4|4|4|4|4|2|---|---|---
13th|
+6/+1|+4|+4|+8||4|4|4|4|4|3|1|---|---
14th|
+7/+2|+4|+4|+9|Sudden quicken|4|4|4|4|4|4|2|---|---
15th|
+7/+2|+5|+5|+9||4|4|4|4|4|4|3|1|---
16th|
+8/+3|+5|+5|+10|Greater instinctive mimicry|4|4|4|4|4|4|4|2|---
17th|
+8/+3|+5|+5|+10|Sudden mastery|4|4|4|4|4|4|4|3|1
18th|
+9/+4|+6|+6|+11||4|4|4|4|4|4|4|4|2
19th|
+9/+4|+6|+6|+11||4|4|4|4|4|4|4|4|3
20th|
+10/+5|+6|+6|+12|Magus ascendant|4|4|4|4|4|4|4|4|4[/table]
Table: Magus Spells Known
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|1|---|---|---|---|---|---|---|---
2nd|2|---|---|---|---|---|---|---|---
3rd|2|1|---|---|---|---|---|---|---
4th|3|2|---|---|---|---|---|---|---
5th|3|2|1|---|---|---|---|---|---
6th|3|3|2|---|---|---|---|---|---
7th|3|3|2|1|---|---|---|---|---
8th|3|3|3|2|---|---|---|---|---
9th|3|3|3|2|1|---|---|---|---
10th|3|3|3|3|2|1|---|---|---|---
11th|3|3|3|3|2|2|---|---|---
12th|3|3|3|3|3|2|---|---|---
13th|3|3|3|3|3|3|1|---|---
14th|3|3|3|3|3|3|2|---|---
15th|3|3|3|3|3|3|2|1|---
16th|3|3|3|3|3|3|3|2|---
17th|3|3|3|3|3|3|3|2|1
18th|3|3|3|3|3|3|3|3|2
19th|3|3|3|3|3|3|3|3|2
20th|3|3|3|3|3|3|3|3|3[/table]
Weapon and Armor Proficiencies
Magi are proficient with all simple weapons. They are proficient with light armor, but not with shields. Their deep connection with arcane magic means the somatic components of their spells are simple, so members of this class can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. A magus still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a magus wears medium or heavy armor, or uses a shield, he incurs the same chance of arcane spell failure as any other arcane caster when casting a spell with a somatic component.
Spells
A magus casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a magus must have an Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.
Like other spellcasters, a magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Magus. In addition, he receives bonus spells per day if he has a high Constitution score.
A magus’s selection of spells is extremely limited. A magus begins play knowing two 1st-level spells of your choice. At each new magus level, he gains one or more new spells, as indicated on Table: Magus Spells Known. In addition, he receives bonus spells known if he has a high Wisdom score (use same table that determines extra spells per day). These extra spells come only from his base Wisdom score, and do not count temporary boost from things like spells or magical items. Wisdom damage/drain do not make him lose any extra spells known. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the magus has gained some understanding of by study. The magus can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered magus level after that (6th, 8th, and so on), a magus can choose to learn a new spell in place of one he already knows. In effect, the magus "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level magus spell the magus can cast. A magus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
When a magus casts a spell, he is channeling the power of the fabric of existence, which is exhausting. Whenever a magus casts a spell he takes nonlethal damage equal to 2x the spell level. If he is immune to nonlethal damage, he takes normal damage instead. This damage cannot be prevented in any way, and can only be healed naturally (it can't be healed with magic, fast healing, regeneration, etc).
Familiar
A magus can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The magus chooses the kind of familiar he gets. As the magus advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the magus, the magus must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per magus level; success reduces the loss to one-half that amount. However, a magus’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Fundamentals
Their instinctual understanding of the world and the power of the arcane allows them to manipulate that power in minor ways whenever they wish. At 1st level a magus may choose 4 0-level arcane spells (they need not be the Sorcerer/Wizard spell list). He may cast those spells at-will as spell-like abilities. At 4th, 8th, 12th, 16th, and 20th class levels he may learn another 0-level spell. At 8th class level these become supernatural abilities, and at 14th class level they become extraordinary abilities.
Sudden Extend
At 2nd level, a magus can alter the spells he casts, granting them a life much greater than they would normally posses. He gains Sudden Extend as a bonus feat. If he already has the feat, he can choose a different metamagic feat.
Sudden Empower
At 5th level, a magus can enhance his spells, feeding more power into a single casting. He gains Sudden Empower as a bonus feat, even if he doesn’t meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.
Innate Gifts
At 6th level, the fundamental power that the magus channels begins to merge with his very being, becoming a natural extension of his mind and soul. 1st level spells cast by a magus become spell-like abilities. At 8th level, 2nd level spells cast by a magus become spell-like abilities. At 10th level, 1st level spells cast by a magus become supernatural abilities and 3rd level spells become spell-like abilities. At 12th level, 2nd level spells cast by a magus become supernatural abilities and 4th level spells become spell-like abilities. At 14th level, 3rd level spells cast by a magus become supernatural abilities and 5th level spells become spell-like abilities. At 16th level, 1st level spells cast by a magus become extraordinary abilities, 4th level spells become supernatural abilities, and 6th level spells become spell-like abilities. At 18th level, 2nd level spells cast by a magus become extraordinary abilities, 5th level spells become supernatural abilities, and 7th level spells become spell-like abilities. And at 20th level, 3rd level spells cast by a magus become extraordinary abilities, 6th level spells become supernatural abilities, and 8th level spells become spell-like abilities.
A magus must still pay the experience cost and have the material components of any spell he cast, regardless of what type of ability it is.
Even though his spells turn into spell-like, supernatural, and extraordinary abilities, a magus must still expend a spell slot of the appropriate level to cast his spells; they do not become at-will abilities. He may still apply metamagic effects to them.
This ability is based off class level, not character level. So a Magus 10/Loremaster 6 still casts 1st level spells as supernatural abilities, not extraordinary abilities.
Sudden Widen
At 8th level, a magus can spread the effects of his spells over a great area, letting it’s connection with all things expand it’s influence. He gains Sudden Widen as a bonus feat, even if he doesn’t meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.
Instinctive Mimicry (Sp)
At 10th level, a magus can mold the magic around him in unfamiliar ways, copying the abilities of others that he has experienced. He can attempt to mimic a spell he doesn't know that has been cast on him by someone else. A number of times per day equal to his Wisdom modifier (min. 1 per day), a magus may make a Spellcraft check, with a DC equal to 15 + 2x the spell level for arcane spells or 20 + 2x the spell level for divine spells, to duplicate the spell. You cannot take 10 on this check. This uses a spell slot one higher than the spell would normally use. If the check fails the use and the spell slot are still spent for the day.
These spells deal nonlethal or lethal damage appropriate to the spell slot the magus spends to cast them.
Sudden Maximize
At 11th level, a magus can greatly increase the power of his spells, gaining incredible results. He gains Sudden Maximize as a bonus feat, even if he doesn’t meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.
Sudden Quicken
At 14th level, a magus can call the powers of the world to him with remarkable speed. He gains Sudden Quicken as a bonus feat, even if he doesn’t meet the prerequisites. If he already has the feat, he can choose a different metamagic feat.
Greater Instinctive Mimicry (Sp)
At 16th level, a magus can manipulate his magic to an even greater degree, creating effects he has only seen, using his natural understanding to replicate the effects. He can attempt to mimic a spell he doesn't know that he has seen cast. The magus may make a spellcraft check, with a DC equal to 30 + 2x the spell level for arcane spells or 35 + 2x the spell level for divine spells, to duplicate the spell. You cannot take 10 on this check. This uses a spell slot two higher than the spell would normally and uses one of your daily uses of Instinctive Mimicry. If the check fails the use and the spell slot are still spent for the day.
These spells deal nonlethal or lethal damage appropriate to the spell slot the magus spends to cast them.
Sudden Mastery (Su)
At 17th level, a magus can command his magic in a precise and skilled manner. He may apply Sudden metamagic feats a combined number of times per day equal to his Constitution modifier instead of once per day each (min 5).
Magus Ascendant
At 20th level, a magus undergoes an incredible transformation, becoming one with the power that he has wielded for so long. He is magic. his type changes to outsider, though unlike other outsiders, the magus can still be brought back from the dead as if he were a member of his previous creature type. He is immune to any spell of 3rd level or lower (though he may still be affected by them if he wishes) and gains SR of 20 + half his class level + his Constitution modifier. He no longer needs to eat or sleep and only needs to for meditate two hours per day to renew spells. Finally, as long as he has unused spell slot he gains regeneration (overcome by mundane damage) equal to the highest unused spell slot divided by 3. This regeneration can heal nonlethal damage taken from the magus casting spells.
So what do you think? A sort of Con-based caster, that focuses on it's spells becoming more natural and innate as it becomes more powerful. Should some numbers be tweaked? Should I make expensive material components still be paid like EXP (If so, should it be always, or should supernatural or extraordinary abilities not have to pay)? Thanks for the feed back, I hope you like it!!
Oh, and any fluff sprucing is welcome too. :smallsmile:
And just for fun, I've added in an Epic progression!
Yes, Epic is stupid and overpowered and broken and yadayadayada. This is more for fun than anything else. Additionally, I feel that a character would need a very strong reason to remain single class and not take a PrC and current Epic progressions just don't cut the mustard.
Epic Magus
Hit die: d6
Skill points at each additional level: 4 + Int modifier
Table: Epic Magus
Level|Special
21st|Intuitive spells
22nd|Epic gifts
23rd|Intuitive spells
24th|Epic fundamentals
25th|Intuitive spells
26th|
27th|Intuitive spells
28th|
29th|Intuitive spells
30th|Epic ascension
Intuitive Spells
At each level a magus receives Intuitive Spells he chooses a spell level on the table below and adds that many spells of that level to his known spell list.
Table: Epic Magus Intuitive Spells
{table=head]Level|1st|2nd|3rd|4th|5th|6th|7th
21|3|2|1|--|--|--|--
23|4|3|2|1|--|--|--
25|5|4|3|2|1|--|--
27|6|5|4|3|2|1|--
29|7|6|5|4|3|2|1[/table]
Epic Gifts
At 22nd level 4th level spells cast by a magus become extraordinary abilities, 7th level spells become supernatural abilities, and 9th level spells become spell-like abilities. At 24th level 5th level spells cast by a magus become extraordinary abilities and 8th level spells become supernatural abilities. At 26th level 6th level spells cast by a magus become extraordinary abilities and 9th level spells become supernatural abilities. At 28th level 7th level spells cast by a magus become extraordinary abilities. At 30th level 8th level spells cast by a magus become extraordinary abilities.
Epic Fundamentals
At 24th level a magus has gained such rapport with the fabric of magic that weaker spells no longer take the toll they used to. He may cast any 1st level spell the he knows at will. At 26th level he may cast any 2nd level spells he knows at will. At 28th level he may cast any 3rd level spells he knows at will. And at 30th level he may cast any 4th level spells he knows at will.
Any spell he casts this way no longer has a material component, nor does it require a focus or have an XP cost. The magus does not take non-lethal damage for any spell cast this way.
Epic Ascension
Something appropriately stupid. At this point you're writing your own rules anyways.
New Feats for the Magus
Extra Fundamentals [General]
Your strong connection to magic grants you with the knowledge of many minor tricks.
Prerequisites: Con 13, Fundamentals
Benefit: You may choose up to three 0-level arcane spells and add them to the spells that he cast as spell-like abilities with Fundamentals (they become supernatural abilities at 8th level and extraordinary at 14th).
Special: You may take this feat multiple times.
Familiar Focus [General]
Your familiar can aid you as you cast your spells, channeling more power into the magic, though it is draining to do so.
Prerequisites: Wis 13, Innate Gifts
Benefit: Three times per day, whenever you cast a spell which allows a save, you may increase the save DC of that spell by 2 by having your familiar take nonlethal damage equal to the spell's level. The familiar must be within 5 ft. of you at the time of casting and cannot be rendered unconscious from the nonlethal damage to use this ability.
Special: You may select this feat more than once. Each time you do the number of times you can use this ability per day increases by 3.
Innate Spellcaster [General]
Your connection to the arcane is deep and strong.
Prerequisites: Innate Gifts, Spellcraft 5 ranks
Benefit: Your level of magus is considered to be 4 higher for determining the benefits of Innate Gifts. This benefit cannot increase your magus level to higher than your Hit Dice. However, even if you cannot benefit from the full bonus immediately, if you late gain Hit Dice in levels other than magus, you might be able to apply the rest of the bonus.
Practiced Mimicry [General]
You have cast many spells that you do not actually know, acquiring great skill in improvising the spells you are copying.
Prerequisites: Instinctive Mimicry, Spellcraft 15 ranks
Benefit: You may take 10 on the spellcraft checks for instinctive mimicry.
Sudden Improvisation [Metamagic]
You can modify and enhance the power of your spells at great personal cost as you channel the magic through your body.
Prerquisites: Con 15, any three Metamagic feats
Benefit: When you apply metamagic to a spell you may choose to not have the spell slot the spell uses increase. If you do, when you cast the spell you take nonlethal damage equal to 4 times the spell slot used plus 4 times the level increase of the metamagic feat used. If you are immune to nonlethal damage you take normal damage instead, which cannot be reduced by any means. This feat cannot be used with Heighten Spell.
For example, if a magus used this feat to apply Maximize to a magic missile it would use a 1st level spell slot, and the magus would take 18 nonlethal damage when he cast the spell (he still takes nonlethal damage as normal for casting a spell).
If a wizard used this feat to apply Empower and Quicken to a fireball it would use a 3rd level spell slot, and the wizard would take 44 (16 + 28) nonlethal damage when he cast the spell.
Edits and Updates as of 3/22/2011:Edit 1:
Added the Sudden metamagic feats as bonus feats.
Added Sudden Mastery class feature.
Added Instinctive Mimicry class feature.
Removed the Vital Wellspring class feature.
Edit 2:
Added a WIS mod/day limit on Instinctive Mimicry.
Increased the spell slot used by Instinctive Mimicry to SL+1 and SL+2 respectively.
Removed the Hour/WIS mod limit on Instinctive Mimicry.
Removed Decipher Script and Use Magical Device from the Magus Class Skills.
Reduced total spells known by 1 for each spell level.
Added the drawback of taking nonlethal/lethal damage whenever a spell is cast.
Reduced Spell/day progression and max by 2.
Edit 2.5:
Removed Spot as a Magus class skill.
allowed damage done by casting healable by magic.
Clarified that the 16th lv ability of IM uses a daily attempt.
Changed Knowledge class skill from all to Arcana, Geography, Nature, Religion, and The Planes.
Edit 3:
Added Magus Ascendant ability.
Made Sudden Mastery an Su ability.
Edit 4:
Split the second half of Instinctive Mimicry into it's own ability, Greater Instinctive Mimicry.
Made Fundamentals based on class level, not character level.
Made Innate Gifts based on class level instead of character level.
Clarified Innate Gifts that spells do not become At-Will as the turn into various abilities.
If a check is failed for IM or GIM the daily use and the spell slot are still spent.
You can't take 10 on the IM or GIM checks.
Changed Greater Instinctive Mimicry to only copy spells a magus has seen cast, not heard of.
The damage casting a spell deals can no longer be healed with magic.
Instinctive Mimicry can now only copy spells that have bee cast on him by others.
Removed Spell Turning and the ooze type from Magus Ascendant.
Changed Magus Ascendant from only counting beneficial effects of both types to all effects.
Reduced all Spells known by 1 to increase Wis dependence.
Edit 5:
Reduced the spell resistance from Magus Ascendant from 25 + class level to 20 + class level.
Added epic progression for giggles.
Edit 6, 3/15/2011:
Cleaned up formatting
Changed IM and GIM to SLAs
Changed Magus Ascendant by adding the ressurection clause and adding the regeneration.Edit 7, 3/21/2011:
Added a lot of fluff and formatting
Changed fundamentals from beign restricted to the sorcerer/wizard list to being able to select any 0 level arcane spellsEDIT 8, 3/22/2011
Added new feats
Made a note on Innate Gifts that you can still apply metamagic to spells that have changed
Changed Sudden Mastery to a minimum of 5, since you gain 5 sudden metamagics for free
Added weapon and armor proficienciesRemoved material:
Vital Wellspring(Originally acquired at lv 20)
A magus may apply a metamagic feat to a spell he is casting without increasing the spells level by taking Constitution damage equal to the number of levels the metamagic feat would've increased the spell. This Constitution damage cannot be reduced by abilities that reduce the number of levels metamagic applies, like the Easy metamagic feat or the Improved metamagic Incantatrix class ability, nor can it be prevented in any way.