insecure
2008-11-26, 11:51 AM
Mages come in many variations, some specializing in subtle methods, some trying to gather knowledge and information, those just blasting away, or entirely different focuses. Due to this, many archetypes have been created, and since I have too much time, I thought I'd make some classes purely focusing on being used to dip into for a few levels, granting some very minor abilities, used to get closer to a specific feel. Also, they are made to be entered at a significantly lower level than most others, so they don't collide that much with other PrCs.
Here's what I've got, so, without further ado, I present to thee, the PrCs:
Voidmage Sage
"There's two ways to win a battle. To be powerful, or to take your opponent's power away." - Derrack Garron, adventurer and a Voidmage Sage.
There's power in everything, and thus, there's also power in the lack thereof. To drain the energy from your opponents efforts and to make their abilities worthless is the signature of the Voidmage Sage. Believing in the might of nothing, they can make other mages' spells become wasted outbursts of energy, sucking them into the void. Drawing power from nothingness, these mages command a force not to be ignored by other spellcasters. They often focus on debuffing their enemies and countering other casters' spell, supporting the rest of the group in a more subtle way than to just blast obstacles away on sight.
Requirements:
Abilities: Able to counter spells
Caster Level: 3rd
Skills: Knowledge (The Planes) 2 ranks, Spellcraft 2 ranks
Class skills (2 + int modifier): Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Voidmage Sage
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Nullify the efforts|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Might of the lost|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Silent as the void|+1 level of existing arcane spellcasting class[/table]
Class Features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Nullify the Efforts (Su): At first level, you learn how to improve your counterspelling abilities. Once per day, you may make an counterspell attempt as a immediate action.
Silent as the Void (Su): When you reach second level of the class, you learn a new way to put obstacles in front of the enemies efforts. You may, once per day as an immediate action, interrupt anything that makes use of one's voice in a 30 ft. radius centered on you. If an affected person are casting a spell with a verbal component, he must succeed on a concentrate check (DC = 20 plus the spell's level) or the spell he's casting fizzles.
Might of the lost (Su): At third level of the class, you learn how to empower yourself with the arcane energy drained from your enemies. Whenever you counter a spell, you may increase the DC of your next spell equal to half of the level the countered spell was, to a minimum of 1.
Extra! Hombrewed spells:
Into the void
Conjuration (Teleportation)
Level: Sor/wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/5 level
Saving Throw: No
Spell Resistance: No
In the blink of an eye, he was gone. In a moment of confusion, he was back.
You literally suck yourself into the void, but at the same time protect yourself from other dangers. For the duration of the spell, you are considered gone from the material plane and are spending your time in a stasis within the void. While you are in this stasis, every condition you're under is suppressed until you return. The time spent in the stasis don't count towards anything, even if it would have been in favor for you.
Temporal Banish
Conjuration (Teleportation)
Level: Sor/wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: 1 round/5 level
Saving Throw: Will negates
Spell Resistance: Yes
With a word of power, it was gone. With a snap of reality, it was back.
You shunt another creature into the void, rendering them unable to do anything but also protects them from outside dangers. For the duration of the spell, the target is considered gone from the material plane and is spending your time in a stasis within the void. While the target is in this stasis, every condition it's under is suppressed until it return. The time spent in the stasis don't count towards anything at all.
***
Breathdrinker
"Allow me a moment to catch your breath" - Ezraith Hardet, guildmage of 'The Feast', to one of his slaves who had disappointed him.
Almost all living creatures needs air to survive in one way or another. The Breathdrinker also needs to breathe, but he's made a living of it, so to speak. Being able to suck out the air of his victims, he feast upon it, powering himself with the life-force of other creatures, boosting his own spells. Known for their uncaring and ruthless personalities, they are not commonly accepted into most societies but their own guilds and organizations. To advance as a Breathdrinker, you must lay aside mercy for other creatures, thus causing good creatures to be unable to enter this prestige class. Most prefer to be constantly at the front lines of battle, allowing them to wreak havoc upon their enemies.
Requirements:
Alignment: Non-good
Caster Level: 3rd
Class skills (2 + int modifier): Concentration, Craft, Decipher Script, Intimidate, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Breathdrinker
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Sudden gasp|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Devour their energy|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Feast on the breath|+1 level of existing arcane spellcasting class[/table]
Class Features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Sudden gasp (Su): At the first level of this class, you learn how to cause others to stop breathing suddenly. As a standard action three times per day, you may target one creature within 30 ft. and force it to make a fortitude save (DC = 10 + primary casting stat + 1/2 caster level) or take 1d6/caster level points damage.
Devour their energy (Su): At the time you reach second level, you can cause all enemies within a 10 ft. burst become fatigued unless they succeed on a fortitude save against DC 10 + your primary casting modifier, by literally sucking out the air from their lungs.
Feast on the breath (Su): You know how to power your spells with the power consumed by your Last breath ability at the time you reach the third level of this class. Whenever you use your Last breath ability, you may add 1d6+1 to the caster level of your next spell.
Extra! Hombrewed spells:
Vacuum Gaze
Transmutation
Level: Sor/wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: Instantaneous and 1 round/level (max 10 rounds)
Saving Throw: Fortitude partial
Spell Resistance: Yes
"I'm breathless. What about you?" - Ezraith Hardet
With an empty stare, you literally create a vacuum inside another creature, causing, well, pain. If the target don't succeed on its saving throw, it takes 1d4/caster level (Max 10d4) damage. Even if it succeed on its saving throw, it's still nauseated for 1 round/caster level up to a max of 10 rounds.
Wasted Energy
Transmutation
Level: Sor/wiz 2
Components: V, S
Casting Time: 1 immediate action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
"You see? I said you shouldn't even bother swing that axe" - Ezraith Hardet
With a single hand-wave and some words of arcane power, you purges your enemy for air, making him fail his attack. If the target don't succeed on his fortitude save, you may make the next attack roll he makes in that round an 1 no matter what. This doesn't trigger critical failures or such, and this can't be used on attack rolls made as part of a maneuver.
***
Wistful Mind
"The possibilities denied with each of our actions are endless. Take a look at them, and you will know why it fascinates me." Teserian, divination specialist of the guild 'Unraveled Wonders'.
Knowledge is half of the battle, and even more than that in situations outside combat. To know is to be prepared, and to be prepared is already a small victory in itself. This is the philosophy of many mages, and the Wistful Mind has taken it even further. Fascinated by wonders that haven't been revealed to them, they favor knowledge over many things, as that is what brings them satisfaction - a feeling of empowerment. Peeking at information not meant to be seen by them and unraveling mysteries are things what each of them do, entirely drowned in the secrets of the world. Many of them find themselves doing this plainly out of curiosity - or simply because they can - so this class is favored by naturally curious races, like gnomes and halflings.
Requirements:
Caster Level: 3rd
Skills: Knowledge (History) 2 ranks
Spells: At least two divinations spells, where one must be of 2nd level or higher.
Class skills (2 + int modifier): Concentration, Craft, Decipher Script, Gather Information, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Wistful Mind
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Think twice|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Trained tongue|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Relive the Untold|+1 level of existing arcane spellcasting class[/table]
Class Features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Think Twice (Ex): At first level, you learn to recall some of your spells that you have just cast. If you have cast a spell, you may as a move action on your next turn regain that spell for all intents and purposes, as though you had never used the spell. The effects of the spell doesn't reset.
Example:
Davareyn, the Wistful Mind, casts shield. On his next turn, he uses a move action to regain the spell so he can cast it again, but he still receives the AC bonus granted by it.
This can only be done once per day.
Relive the untold (Sp): When you reach the third level of the class, your abilities to uncover secrets have developed to the point of it being almost natural for you to do. You can now cast Augury as a spell-like ability once per day.
Trained tongue (Ex): At second level, you have delved into enough secrets, that you have now become trained enough in another language. You gain a bonus language.
Extra! Hombrewed spells:
Clear thoughts
Divination [Mind-affecting]
Level: Class Level
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: No
"Oh, I see... and that makes... which leads to... but then... Excellent!" - Teserian
You significantly enhances your mind with arcane power. All knowledge rolls made within the duration of this spell gains a +1/3 caster levels insight bonus.
Material component:
A pinch of clear crystal dust, worth at least 5 gp.
Unravel the Timeflow
Divination (scrying)
Level: Sor/wiz 4
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal
Target: A specific location
Duration: 24 hours
Saving Throw: No
Spell Resistance: No
"Even time cannot stop me." - Teserian
With this spell, you can call your mind to a state, where you even can perceive the slightest movement in the river of time. For the duration of the spell, you are considered sleeping, and thus helpless, as your mind has been projected to a new place at another time. When you cast this spell, you see all what has happened at the location you had chosen during the last 24 hours. This functions as though you where looking from somewhere with a fixed new on the location. If you, for example, chose "my house" as the target, you are able to watch everything that has happened there for the duration of the spell. However, spells as Mordenkainen's private sanctum and any other kind of protection against scrying guards the area for view, and the spell fizzles. You can't interact with anything or anyone while under the effects of this spell.
Arcane focus:
A fast-running river.
***
Acolyte of the Forgotten
"Some knowledge weren't meant to be known by men. Some has obtained that knowledge anyway. We are to purge that knowledge from their minds." - Essarath Deaknyn, traveling Acolyte of the Forgotten.
If knowledge is half of the battle, ignorance is half of the loss. Wielding the power needed to induce such inexperience are the Acolytes of the Forgotten. Believing that the best way to counter anything is to remove the thought that brought the idea up, stopping it before it even got remotely planned. Their reasons to do this are numerous, ranging from the sake of the greater good to uncontrollable paranoia about everyone and everything. Often considered evil by others, they don't have to, and many agree that they've got a concept that's working; make the enemies dumber, and they'll be that far easier to deal with.
Prerequisites:
Caster Level: 3rd
Skills: Bluff 2 ranks
Class skills (2 + int modifier): Bluff, Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Acolyte of the forgotten
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Flash of delirium|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Plunderer of minds|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Ignite memories|+1 level of existing arcane spellcasting class[/table]
Class features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Flash of Delirium (Su): The first thing you learn is simply to cause your enemies discomfort whenever they try to remember something. As a swift action once per day, you may target anyone within line of sight. If they try to use any intelligence based skills, they must succeed on a will save (DC 10 + 1/2 caster level + Primary casting stat) or their attempt gets ruined and they can't retry for 2 hours/caster level.
Plunderer of minds (Su): Even better than to steal others' knowledge, is to claim it for yourself afterwards. Once per day, you may counter a spell as an immediate action. If you succeed on this, you can regain a lost spell from the same spell level as the one countered.
Ignite Memories (Su): The other thing you learn are far more cruel. At third level, you may attempt at igniting the enemies memories with just a thought. When you do so, choose a spell level equal to minimum 1 and up to your own highest-level spell. If your target doesn't succeed on a will saving throw (DC 10 + 1/2 caster level + Primary casting stat), they forget one spell +1/5 caster level of that level. For each caster level, you may cause them to forget an additional spell. The spells are chosen at random. This ability is usable once per day and as a standard action.
Extra! Hombrewed spells:
Mind-soot
Enchantment [Mind-affecting]
Level: Sor/wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Allaren heard a sudden crackle inside his mind. A moment later, every word of power he had learned was blurred, and every single intricate motion used to bring arcane wrath distorted.
With this spell, you blacken your opponents mind, making it uneasy for them to recall the verbal and somatic components needed to bring forth their spells. Until your next turn, your enemy can't cast spells unless she succeeds on a concentrate check against DC 15 + twice the level of the spell.
Hazy Thoughts
Enchantment [Mind-affecting]
Level: Sor/wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
Allaren felt a sudden pain, and a moment thereafter, he couldn't remember anything.
Filling your opponents mind with a distorting haze, you make it uneasy for them to concentrate. During the duration of this spell, they suffer from a -1/3 caster levels penalty to any knowledge checks.
Material components:
A pinch of oil or ink, sprinkled with powder from a black gem, worth at least 5 gp.
***
Mind Haunter
"No one is complete without a touch of paranoia." - Zane, a Mind Haunter known for his chaotic madness.
The Mind Haunters are not a force to underestimate despite their usually simple attire and nondescript pose. While some of them like to terrorize their foes right in front of them, the majority are often much more subtle, pulling a few strings here and scares a few foes there. They prefer to attack where most are unguarded - the mind. Many prefer to only drop a few spells and let them do the job, without actually killing the victim, just to make it fear them.
Because they have to willingly trespass the most intimate border to the enemy and often mess with their victims' very personality, they can't be good, as changing others' personality is often considered even worse than to kill them.
Prerequisites:
Alignment: Non-good
Caster Level: 3rd
Spells: Must know at least one spell with the [mind-affecting] descriptor.
Class skills (2 + int modifier): Bluff, Concentration, Craft, Decipher Script, Intimidate, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Mind Haunter
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Induce paranoia|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Faceless devourer|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Perplex their thoughts|+1 level of existing arcane spellcasting class[/table]
Class Features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Induce paranoia (Su): At first level, you learn something that every Mind Haunter are able to - to make their victim suffer from paranoia. Once per day as a standard action, you may target one creature within line of sight. For 1 round/caster level, that creature will become frightened at the sight of you until the duration runs out, unless it succeeds on a will save against DC 10 + 1/2 caster level + Primary casting stat.
Faceless devourer (Su): At second level, you have learned how to veil your own appearance from others after having used any spell messing with their mind. Whenever you use a spell with the [Mind-affecting] descriptor, the target(s) of the spell must succeed on a DC 10 + your primary casting modifier will save, or you are effectively invisible for all purposes for those persons until your nex person.
Example:
Allaren and Teserian are both affected by a spell with the [Mind-affecting] desciptor, casted by Zane. Allaren fails his will save against 'Faceless devourer', while Teserian succeeds on his. Allaren can't see Zane now, and Zane is effectively invisible against Allaren, and Allaren suffers all the penalties associated with that. Teserian, who succeeded on his will save, can easily see Zane, and fights as normal.
Perplex their thoughts (Sp): A successful Mind Haunter knows how to perplex their victim's thoughts, making them muddy and much less clear. At third level, you gain the Slow spell as a spell-like ability usable once per day. It functions just like the normal version, except for that it now has the [Mind-affecting] descriptor.
Extra! Hombrewed spells:
Convince
Enchantment (Charm) [Mind-affecting]
Level: Sor/wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
"Yeah, you just have to do that single, tiny favor for me." - Zane
With this spell, you make a target more easily persuaded or convinced. Against the target, you gain a +2/caster level (max 10) insight bonus on your next use of the diplomacy skill against him within the duration of the spell. This spell can get people to do things they not normally do unlike the Charm Person spell.
Terrible Truth
Enchantment [Mind-affecting]
Level: Sor/wiz 4
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
"Now listen, Dan'yel. What really happened, was..." - Zane
When you use this spell, you can implant a lie into the target's mind. He believes this is a truth, and will act accordingly to it. The lie you implant can't be overtly complicated (DM's discretion), and you can only implant one lie at a time.If the lie goes against the target's personality, he is entitled an extra will save to negate the effect of this spell.
Here's what I've got, so, without further ado, I present to thee, the PrCs:
Voidmage Sage
"There's two ways to win a battle. To be powerful, or to take your opponent's power away." - Derrack Garron, adventurer and a Voidmage Sage.
There's power in everything, and thus, there's also power in the lack thereof. To drain the energy from your opponents efforts and to make their abilities worthless is the signature of the Voidmage Sage. Believing in the might of nothing, they can make other mages' spells become wasted outbursts of energy, sucking them into the void. Drawing power from nothingness, these mages command a force not to be ignored by other spellcasters. They often focus on debuffing their enemies and countering other casters' spell, supporting the rest of the group in a more subtle way than to just blast obstacles away on sight.
Requirements:
Abilities: Able to counter spells
Caster Level: 3rd
Skills: Knowledge (The Planes) 2 ranks, Spellcraft 2 ranks
Class skills (2 + int modifier): Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Voidmage Sage
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Nullify the efforts|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Might of the lost|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Silent as the void|+1 level of existing arcane spellcasting class[/table]
Class Features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Nullify the Efforts (Su): At first level, you learn how to improve your counterspelling abilities. Once per day, you may make an counterspell attempt as a immediate action.
Silent as the Void (Su): When you reach second level of the class, you learn a new way to put obstacles in front of the enemies efforts. You may, once per day as an immediate action, interrupt anything that makes use of one's voice in a 30 ft. radius centered on you. If an affected person are casting a spell with a verbal component, he must succeed on a concentrate check (DC = 20 plus the spell's level) or the spell he's casting fizzles.
Might of the lost (Su): At third level of the class, you learn how to empower yourself with the arcane energy drained from your enemies. Whenever you counter a spell, you may increase the DC of your next spell equal to half of the level the countered spell was, to a minimum of 1.
Extra! Hombrewed spells:
Into the void
Conjuration (Teleportation)
Level: Sor/wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/5 level
Saving Throw: No
Spell Resistance: No
In the blink of an eye, he was gone. In a moment of confusion, he was back.
You literally suck yourself into the void, but at the same time protect yourself from other dangers. For the duration of the spell, you are considered gone from the material plane and are spending your time in a stasis within the void. While you are in this stasis, every condition you're under is suppressed until you return. The time spent in the stasis don't count towards anything, even if it would have been in favor for you.
Temporal Banish
Conjuration (Teleportation)
Level: Sor/wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: 1 round/5 level
Saving Throw: Will negates
Spell Resistance: Yes
With a word of power, it was gone. With a snap of reality, it was back.
You shunt another creature into the void, rendering them unable to do anything but also protects them from outside dangers. For the duration of the spell, the target is considered gone from the material plane and is spending your time in a stasis within the void. While the target is in this stasis, every condition it's under is suppressed until it return. The time spent in the stasis don't count towards anything at all.
***
Breathdrinker
"Allow me a moment to catch your breath" - Ezraith Hardet, guildmage of 'The Feast', to one of his slaves who had disappointed him.
Almost all living creatures needs air to survive in one way or another. The Breathdrinker also needs to breathe, but he's made a living of it, so to speak. Being able to suck out the air of his victims, he feast upon it, powering himself with the life-force of other creatures, boosting his own spells. Known for their uncaring and ruthless personalities, they are not commonly accepted into most societies but their own guilds and organizations. To advance as a Breathdrinker, you must lay aside mercy for other creatures, thus causing good creatures to be unable to enter this prestige class. Most prefer to be constantly at the front lines of battle, allowing them to wreak havoc upon their enemies.
Requirements:
Alignment: Non-good
Caster Level: 3rd
Class skills (2 + int modifier): Concentration, Craft, Decipher Script, Intimidate, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Breathdrinker
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Sudden gasp|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Devour their energy|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Feast on the breath|+1 level of existing arcane spellcasting class[/table]
Class Features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Sudden gasp (Su): At the first level of this class, you learn how to cause others to stop breathing suddenly. As a standard action three times per day, you may target one creature within 30 ft. and force it to make a fortitude save (DC = 10 + primary casting stat + 1/2 caster level) or take 1d6/caster level points damage.
Devour their energy (Su): At the time you reach second level, you can cause all enemies within a 10 ft. burst become fatigued unless they succeed on a fortitude save against DC 10 + your primary casting modifier, by literally sucking out the air from their lungs.
Feast on the breath (Su): You know how to power your spells with the power consumed by your Last breath ability at the time you reach the third level of this class. Whenever you use your Last breath ability, you may add 1d6+1 to the caster level of your next spell.
Extra! Hombrewed spells:
Vacuum Gaze
Transmutation
Level: Sor/wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: Instantaneous and 1 round/level (max 10 rounds)
Saving Throw: Fortitude partial
Spell Resistance: Yes
"I'm breathless. What about you?" - Ezraith Hardet
With an empty stare, you literally create a vacuum inside another creature, causing, well, pain. If the target don't succeed on its saving throw, it takes 1d4/caster level (Max 10d4) damage. Even if it succeed on its saving throw, it's still nauseated for 1 round/caster level up to a max of 10 rounds.
Wasted Energy
Transmutation
Level: Sor/wiz 2
Components: V, S
Casting Time: 1 immediate action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
"You see? I said you shouldn't even bother swing that axe" - Ezraith Hardet
With a single hand-wave and some words of arcane power, you purges your enemy for air, making him fail his attack. If the target don't succeed on his fortitude save, you may make the next attack roll he makes in that round an 1 no matter what. This doesn't trigger critical failures or such, and this can't be used on attack rolls made as part of a maneuver.
***
Wistful Mind
"The possibilities denied with each of our actions are endless. Take a look at them, and you will know why it fascinates me." Teserian, divination specialist of the guild 'Unraveled Wonders'.
Knowledge is half of the battle, and even more than that in situations outside combat. To know is to be prepared, and to be prepared is already a small victory in itself. This is the philosophy of many mages, and the Wistful Mind has taken it even further. Fascinated by wonders that haven't been revealed to them, they favor knowledge over many things, as that is what brings them satisfaction - a feeling of empowerment. Peeking at information not meant to be seen by them and unraveling mysteries are things what each of them do, entirely drowned in the secrets of the world. Many of them find themselves doing this plainly out of curiosity - or simply because they can - so this class is favored by naturally curious races, like gnomes and halflings.
Requirements:
Caster Level: 3rd
Skills: Knowledge (History) 2 ranks
Spells: At least two divinations spells, where one must be of 2nd level or higher.
Class skills (2 + int modifier): Concentration, Craft, Decipher Script, Gather Information, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Wistful Mind
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Think twice|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Trained tongue|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Relive the Untold|+1 level of existing arcane spellcasting class[/table]
Class Features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Think Twice (Ex): At first level, you learn to recall some of your spells that you have just cast. If you have cast a spell, you may as a move action on your next turn regain that spell for all intents and purposes, as though you had never used the spell. The effects of the spell doesn't reset.
Example:
Davareyn, the Wistful Mind, casts shield. On his next turn, he uses a move action to regain the spell so he can cast it again, but he still receives the AC bonus granted by it.
This can only be done once per day.
Relive the untold (Sp): When you reach the third level of the class, your abilities to uncover secrets have developed to the point of it being almost natural for you to do. You can now cast Augury as a spell-like ability once per day.
Trained tongue (Ex): At second level, you have delved into enough secrets, that you have now become trained enough in another language. You gain a bonus language.
Extra! Hombrewed spells:
Clear thoughts
Divination [Mind-affecting]
Level: Class Level
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: No
"Oh, I see... and that makes... which leads to... but then... Excellent!" - Teserian
You significantly enhances your mind with arcane power. All knowledge rolls made within the duration of this spell gains a +1/3 caster levels insight bonus.
Material component:
A pinch of clear crystal dust, worth at least 5 gp.
Unravel the Timeflow
Divination (scrying)
Level: Sor/wiz 4
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal
Target: A specific location
Duration: 24 hours
Saving Throw: No
Spell Resistance: No
"Even time cannot stop me." - Teserian
With this spell, you can call your mind to a state, where you even can perceive the slightest movement in the river of time. For the duration of the spell, you are considered sleeping, and thus helpless, as your mind has been projected to a new place at another time. When you cast this spell, you see all what has happened at the location you had chosen during the last 24 hours. This functions as though you where looking from somewhere with a fixed new on the location. If you, for example, chose "my house" as the target, you are able to watch everything that has happened there for the duration of the spell. However, spells as Mordenkainen's private sanctum and any other kind of protection against scrying guards the area for view, and the spell fizzles. You can't interact with anything or anyone while under the effects of this spell.
Arcane focus:
A fast-running river.
***
Acolyte of the Forgotten
"Some knowledge weren't meant to be known by men. Some has obtained that knowledge anyway. We are to purge that knowledge from their minds." - Essarath Deaknyn, traveling Acolyte of the Forgotten.
If knowledge is half of the battle, ignorance is half of the loss. Wielding the power needed to induce such inexperience are the Acolytes of the Forgotten. Believing that the best way to counter anything is to remove the thought that brought the idea up, stopping it before it even got remotely planned. Their reasons to do this are numerous, ranging from the sake of the greater good to uncontrollable paranoia about everyone and everything. Often considered evil by others, they don't have to, and many agree that they've got a concept that's working; make the enemies dumber, and they'll be that far easier to deal with.
Prerequisites:
Caster Level: 3rd
Skills: Bluff 2 ranks
Class skills (2 + int modifier): Bluff, Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Acolyte of the forgotten
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Flash of delirium|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Plunderer of minds|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Ignite memories|+1 level of existing arcane spellcasting class[/table]
Class features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Flash of Delirium (Su): The first thing you learn is simply to cause your enemies discomfort whenever they try to remember something. As a swift action once per day, you may target anyone within line of sight. If they try to use any intelligence based skills, they must succeed on a will save (DC 10 + 1/2 caster level + Primary casting stat) or their attempt gets ruined and they can't retry for 2 hours/caster level.
Plunderer of minds (Su): Even better than to steal others' knowledge, is to claim it for yourself afterwards. Once per day, you may counter a spell as an immediate action. If you succeed on this, you can regain a lost spell from the same spell level as the one countered.
Ignite Memories (Su): The other thing you learn are far more cruel. At third level, you may attempt at igniting the enemies memories with just a thought. When you do so, choose a spell level equal to minimum 1 and up to your own highest-level spell. If your target doesn't succeed on a will saving throw (DC 10 + 1/2 caster level + Primary casting stat), they forget one spell +1/5 caster level of that level. For each caster level, you may cause them to forget an additional spell. The spells are chosen at random. This ability is usable once per day and as a standard action.
Extra! Hombrewed spells:
Mind-soot
Enchantment [Mind-affecting]
Level: Sor/wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Allaren heard a sudden crackle inside his mind. A moment later, every word of power he had learned was blurred, and every single intricate motion used to bring arcane wrath distorted.
With this spell, you blacken your opponents mind, making it uneasy for them to recall the verbal and somatic components needed to bring forth their spells. Until your next turn, your enemy can't cast spells unless she succeeds on a concentrate check against DC 15 + twice the level of the spell.
Hazy Thoughts
Enchantment [Mind-affecting]
Level: Sor/wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
Allaren felt a sudden pain, and a moment thereafter, he couldn't remember anything.
Filling your opponents mind with a distorting haze, you make it uneasy for them to concentrate. During the duration of this spell, they suffer from a -1/3 caster levels penalty to any knowledge checks.
Material components:
A pinch of oil or ink, sprinkled with powder from a black gem, worth at least 5 gp.
***
Mind Haunter
"No one is complete without a touch of paranoia." - Zane, a Mind Haunter known for his chaotic madness.
The Mind Haunters are not a force to underestimate despite their usually simple attire and nondescript pose. While some of them like to terrorize their foes right in front of them, the majority are often much more subtle, pulling a few strings here and scares a few foes there. They prefer to attack where most are unguarded - the mind. Many prefer to only drop a few spells and let them do the job, without actually killing the victim, just to make it fear them.
Because they have to willingly trespass the most intimate border to the enemy and often mess with their victims' very personality, they can't be good, as changing others' personality is often considered even worse than to kill them.
Prerequisites:
Alignment: Non-good
Caster Level: 3rd
Spells: Must know at least one spell with the [mind-affecting] descriptor.
Class skills (2 + int modifier): Bluff, Concentration, Craft, Decipher Script, Intimidate, Knowledge (all skills, taken individually), Profession, and Spellcraft (Int).
HD: d4
Mind Haunter
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Induce paranoia|+1 level of existing arcane spellcasting class
2nd|
+1|
+0|
+0|
+3|Faceless devourer|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Perplex their thoughts|+1 level of existing arcane spellcasting class[/table]
Class Features:
Weapon and armor proficiencies: You gain no proficiencies with weapons or armor.
Induce paranoia (Su): At first level, you learn something that every Mind Haunter are able to - to make their victim suffer from paranoia. Once per day as a standard action, you may target one creature within line of sight. For 1 round/caster level, that creature will become frightened at the sight of you until the duration runs out, unless it succeeds on a will save against DC 10 + 1/2 caster level + Primary casting stat.
Faceless devourer (Su): At second level, you have learned how to veil your own appearance from others after having used any spell messing with their mind. Whenever you use a spell with the [Mind-affecting] descriptor, the target(s) of the spell must succeed on a DC 10 + your primary casting modifier will save, or you are effectively invisible for all purposes for those persons until your nex person.
Example:
Allaren and Teserian are both affected by a spell with the [Mind-affecting] desciptor, casted by Zane. Allaren fails his will save against 'Faceless devourer', while Teserian succeeds on his. Allaren can't see Zane now, and Zane is effectively invisible against Allaren, and Allaren suffers all the penalties associated with that. Teserian, who succeeded on his will save, can easily see Zane, and fights as normal.
Perplex their thoughts (Sp): A successful Mind Haunter knows how to perplex their victim's thoughts, making them muddy and much less clear. At third level, you gain the Slow spell as a spell-like ability usable once per day. It functions just like the normal version, except for that it now has the [Mind-affecting] descriptor.
Extra! Hombrewed spells:
Convince
Enchantment (Charm) [Mind-affecting]
Level: Sor/wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
"Yeah, you just have to do that single, tiny favor for me." - Zane
With this spell, you make a target more easily persuaded or convinced. Against the target, you gain a +2/caster level (max 10) insight bonus on your next use of the diplomacy skill against him within the duration of the spell. This spell can get people to do things they not normally do unlike the Charm Person spell.
Terrible Truth
Enchantment [Mind-affecting]
Level: Sor/wiz 4
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 +5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
"Now listen, Dan'yel. What really happened, was..." - Zane
When you use this spell, you can implant a lie into the target's mind. He believes this is a truth, and will act accordingly to it. The lie you implant can't be overtly complicated (DM's discretion), and you can only implant one lie at a time.If the lie goes against the target's personality, he is entitled an extra will save to negate the effect of this spell.