SPELLSINK

So they say every force has something equal and opposite to it. Yeah, that describes my relationship to magic, all right.
-Alexei Sarkovski, a human spellsink

Magic, whether arcane or divine, is one of the most powerful forces of the universe. But even the most powerful of forces must be below something on the food chain. Spellsinks feed and absorb on the magical energies around them, using them to feed into their own spells and powers.

Abilities: Charisma is the spellsink’s primary stat, due to his spellcasting and other class abilities’ reliance on it. A high Dexterity helps both his Armor Class and his ability to connect with his ranged spells. Constitution helps his durability against attacks he can’t otherwise negate.

Role: A spellsink’s role is to debuff and impede the enemy, particuluarly casters. His spells and abilities primarily serve this purpose, with some direct damage and party support and buff spells as well. His skill list let him act as a secondary face or rogue in times of need, and his ability to redirect spells can help him defer damage from other party members.

Background: Many spellsinks come by the powers naturally. Generally, a natural spellsink is born in an area of heavy or wild magic, and have adapted to it by feeding off of the magical energies around them. Self-made spellsinks are more likely to have learned their powers in order to defend against magic, whether due to fear of magic, hatred of highly magical creatures like living spells, or sheer pragmatism and respect of magic’s power.

Organization: Very few organizations deal with spellsinks. Their tendency to feed upon the magic around them makes them unwelcome in most organizations that include spellcasters of any stripe. Some churches will employ spellsinks in order to deal with artifacts or other priests of opposing alignment. Thieves’ guilds also house some spellsinks, as their abilities can make them uniquely equipped to deal with magically fortified strongholds.

Alignment: Spellsinks can be anywhere on the alignment scale, but there is a preference towards non-good and non-lawful due to the destructive nature of the class.

Races: Humans are probably the most common spellsinks. Some of the more defensive or magic-phobic human societies tend to have studied spellsinks, while their curiosity often leads them to highly magical areas where natural spellsinks are born. The commonness of magic in elven and gnomish societies lead to natural spellsinks being born in those communities, while dwarfs and halflings see very little of the class. Among savage races, the class is not particularly common, with most monstrous creatures lacking the strength of will needed to be a spellsink.

Religion: Spellsinks often follow the predominant religion of their race or community. They generally will not follow a god of magic such as Wee Jas or Vecna, due to their innate opposition to those gods’ portfolio.

Other Classes: Due to the spellsink’s feeding on magical energies, most other full spellcasters dislike the spellsink at best, with outright loathing being common among wizards and sorcerers. More martially oriented classes tend to see spellsinks as a valuable weapon against dangerous magical traps and foes. Spellthieves in particular enjoy the spellsink’s company, as they share their tendency to use magical foes’ energies against them.

Adaptation: Adapting this class to a psisink is simple enough. Change all references to magic to psionics, and replace the spell list with power points and six levels of psionic powers. When choosing powers for the class list, focus on debuffs, dispelling, and the occasional protective effect. Alternately, for people who dislike spellcasting on someone whose role is arguably that of an anti-caster, the spellsink can easily be made a non-caster. Give the spellsink full BAB and armor/weapon proficiencies, lose his casting and spell recycling, and allow him to channel his dispel magic ability through his attacks, similar to the duskblade’s spell channeling.

Hit Die: d6

Starting Gold: (4d4 x 10) gp (average value of 100 gp)

Class Features
Class Skills: The spellsink's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Open Lock (Dex), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at First Level:
(4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Spoiler
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{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6

1st|
+0
|
+0
|
+0
|
+2
|Spellcasting, creative sink, item sink|
3
|
0
|
-
|
-
|
-
|
-
|
-

2nd|
+1
|
+0
|
+0
|
+3
|Magic sink, improved counterspelling|
4
|
1
|
-
|
-
|
-
|
-
|
-

3rd|
+2
|
+1
|
+1
|
+3
|Dispel magic (3/day)|
4
|
2
|
-
|
-
|
-
|
-
|
-

4th|
+3
|
+1
|
+1
|
+4
|Spell recycling|
4
|
2
|
0
|
-
|
-
|
-
|
-

5th|
+3
|
+1
|
+1
|
+4
|Damage sink (1/day)|
4
|
3
|
1
|
-
|
-
|
-
|
-

6th|
+4
|
+2
|
+2
|
+5
|Dispel magic (5/day)|
4
|
3
|
2
|
-
|
-
|
-
|
-

7th|
+5
|
+2
|
+2
|
+5
|Practiced counterspelling|
5
|
4
|
3
|
0
|
-
|
-
|
-

8th|
+6/1
|
+2
|
+2
|
+6
|Energy vortex|
5
|
4
|
3
|
1
|
-
|
-
|
-

9th|
+6/1
|
+3
|
+3
|
+6
|Dispel magic (7/day), damage sink (2/day)|
5
|
5
|
4
|
2
|
-
|
-
|
-

10th|
+7/2
|
+3
|
+3
|
+7
|Summoning sink|
5
|
5
|
4
|
3
|
0
|
-
|
-

11th|
+8/3
|
+3
|
+3
|
+7
|Greater magic sink|
5
|
5
|
5
|
3
|
1
|
-
|
-

12th|
+9/4
|
+4
|
+4
|
+8
|Dispel magic (greater)|
6
|
6
|
5
|
4
|
2
|
-
|
-

13th|
+9/4
|
+4
|
+4
|
+8
|Damage sink (3/day)|
6
|
6
|
5
|
4
|
3
|
0
|
-

14th|
+10/5
|
+4
|
+4
|
+9
|Unimpeded casting|
6
|
6
|
6
|
5
|
3
|
1
|
-

15th|
+11/6/1
|
+5
|
+5
|
+9
|Dispel magic (at-will)|
6
|
6
|
6
|
5
|
4
|
2
|
-

16th|
+12/7/2
|
+5
|
+5
|
+10
|Energy sustenance|
6
|
6
|
6
|
5
|
4
|
3
|
0

17th|
+12/7/2
|
+5
|
+5
|
+10
|Damage sink (4/day)|
6
|
6
|
6
|
6
|
5
|
4
|
1

18th|
+13/8/3
|
+6
|
+6
|
+11
|Dispel magic (no cap)|
6
|
6
|
6
|
6
|
5
|
5
|
2

19th|
+14/9/4
|
+6
|
+6
|
+11
|Expanded magic sink|
6
|
6
|
6
|
6
|
6
|
5
|
3

20th|
+15/10/5
|
+6
|
+6
|
+12
|Magic nullification|
6
|
6
|
6
|
6
|
6
|
6
|
4
[/table]


Weapon and Armor Proficiencies: A spellsink is proficient with simple weapons. Spellsinks are proficient with light armor and shields (except tower shields). Because the somatic components required for spellsink spells are relatively simple, a spellsink can cast spellsink spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a spellsink wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spellsink still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spellcasting (Su): A spellsink casts arcane spells which are drawn from the spellsink spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a spellsink must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The DC for a saving throw against a spellsink’s spell is 10 + the spell level + the spellsink’s Charisma modifier.
Like other spellcasters, a spellsink can cast only a certain number of spells of each spell level per day (but see spell recycling below). His base daily spell allotment is given on the following table. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 in the PHB).
The spellsink’s selection of spells is extremely limited. a spellsink begins play knowing four 0-level spells (also called cantrips) of your choice. At most new spellsink levels, he gains one or more new spells. Upon reaching 4th level, and at every second spellsink level after that (6th, 8th, and so on), a spellsink can choose to learn a new spell in place of one he already knows. In effect, the spellsink “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 one level lower than the highest-level spellsink spell the spellsink can cast. a spellsink 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.

Spellsink Spells Known per Level
Spoiler
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{table=head]Level|0|1|2|3|4|5|6

1st|
4
|
2*
|
-
|
-
|
-
|
-
|
-

2nd|
5
|
3
|
-
|
-
|
-
|
-
|
-

3rd|
6
|
3
|
-
|
-
|
-
|
-
|
-

4th|
6
|
4
|
2*
|
-
|
-
|
-
|
-

5th|
6
|
4
|
3
|
-
|
-
|
-
|
-

6th|
6
|
5
|
3
|
-
|
-
|
-
|
-

7th|
6
|
5
|
4
|
2*
|
-
|
-
|
-

8th|
6
|
5
|
4
|
3
|
-
|
-
|
-

9th|
6
|
5
|
5
|
3
|
-
|
-
|
-

10th|
6
|
5
|
5
|
4
|
2*
|
-
|
-

11th|
6
|
5
|
5
|
4
|
3
|
-
|
-

12th|
6
|
5
|
5
|
5
|
3
|
-
|
-

13th|
6
|
5
|
5
|
5
|
4
|
2*
|
-

14th|
6
|
5
|
5
|
5
|
4
|
3
|
-

15th|
6
|
5
|
5
|
5
|
5
|
4
|
-

16th|
6
|
5
|
5
|
5
|
5
|
4
|
2*

17th|
6
|
5
|
5
|
5
|
5
|
4
|
3

18th|
6
|
5
|
5
|
5
|
5
|
5
|
3

19th|
6
|
5
|
5
|
5
|
5
|
5
|
4

20th|
6
|
5
|
5
|
5
|
5
|
5
|
4
[/table]

*Only if the spellsink has a high enough Charisma to gain bonus spell slots of that level.


Creative Sink (Su): A spellsink’s magic comes from his siphoning of other energies, and is an inherently destructive force. He can not use his spells towards the crafting of magical items. If he has levels in another spellcasting class, he may use those spells for crafting magical items as normal.

Item Sink (Su): The spellsink’s skill at siphoning magical energies helps him when trying to tap into the existing magic of scrolls and wands. He gains a competence bonus to Use Magic Device checks equal to half his level rounded down (minimum +1).

Magic Sink (Su): The spellsink’s consumption of magical energies impedes the casting of spells upon him. At 2nd level, the spellsink gains spell resistance equal to 12 + his spellsink level. He may lower or raise his spell resistance as a swift action. This spell resistance does not apply if the spellsink is unconscious.

Improved Counterspelling (Ex): At 2nd level, a spellsink gains Improved Counterspelling as a bonus feat. If he already has this feat, he may choose any other feat that he qualifies for instead.

Dispel Magic (Sp): The spellsink learns to disrupt magics from a distance. At 3rd level, he can use dispel magic as a spell-like ability three times a day. This ability functions exactly like the spell, except that if he fails to dispel an effect, he may not attempt to dispel it with this ability again for 24 hours. The spellsink gain two more uses a day at 6th and 9th level. At 12th level, it becomes greater dispel magic. At 15th, the spellsink can use it at-will. At 18th level, the maximum cap of +20 to the caster level is removed. The spellsink may substitute uses of this ability for spell slots when counterspelling.

Spell Recycling (Su): The spellsink can repurpose some of the energies he absorbs into his own spells. At 4th level, if a spell is dissipated by the spellsink’s magic sink ability, he may immediately regain a spell slot of up to one level below the failed spell.

Damage Sink (Su): The spellsink is capable of absorbing the damage of even sure hits. Once per day at 5th level, a spellsink may declare successful damage dealt to him to be sunk. All damage dice from the effect are treated as though they rolled natural 1s. This effect applies only to the spellsink; a fireball that hit both the spellsink and an ally would only be minimized for the spellsink. At every four levels after (9th, 13th, and 17th) the spellsink gains one additional use of this ability per day.

Practiced Counterspelling (Ex): A spellsink is so good at impeding other’s magic he can do it on the fly. At 7th level, the spellsink may counterspell as an immediate action.

Energy Vortex (Su): The spellsink becomes strong enough that he can suck away energies not directed at him. At 8th level, whenever an ally within 30 feet of the spellsink is targeted by a spell or spell-like ability, the spellsink may make a caster level check (DC is 10+enemy caster level + spell level). If he succeeds, the effect is redirected at the spellsink (and subject to his spell resistance if applicable.) This ability can not be used on area effects such as fireball.

Summoning Sink (Su): Creatures called forth by other casters risk expulsion from this plane if they attack the spellsink. Whenever a creature from a conjuration (summoning) or (calling) spell attacks a spellsink, as an immediate action the spellsink may make an opposed caster level check with the summoner. Success means the creature is immediately dismissed.

Greater Magic Sink (Su): At higher levels, the spellsink can not be touched by almost any magic unless he wills it. His spell resistance becomes spell immunity.

Unimpeded Casting (Ex): The spellsink is used to casting through antimagic impediments, due to his own powers fighting against him. This gives him an edge when dealing with others’ attempts at the same. At 14th level, the spellsink can sometimes cast in or through antimagic or impeded magic areas. When casting into an antimagic field or similar, he must make a caster level check (DC is 16 + the antimagic field’s caster level). Success means he can cast his spell freely. While in an area or plane of impeded magic, he gains a bonus equal to half his spellsink level on Spellcraft checks to cast.

Energy Sustenance (Su): The spellsink can now totally rely on magic to sustain him. At 16th level, a spellsink no longer needs to eat, drink, or breathe, as his body is powered by its constant feeding off of the energy around him.

Expanded Magic Sink (Su): The spellsink can widen his magic sink to protect nearby allies. As a swift action, the spellsink may share his spell immunity with one ally within 30 feet. All magical effects directed at the ally are treated as though they were directed at the spellsink for the purposes of his spell immunity and spell recycling. The effect fades after one minute, or immediately if the ally moves more than 60 feet away from the spellsink.

Magic Nullification (Sp): The spellsink can completely destroy magical energies at a whim. At 20th level, he can cast disjunction as a spell-like ability once per day. This functions exactly like the spell, except that the spellsink may get a +4 bonus against any object on his person being disjunction, and he does not risk losing his spellcasting when disjoining an artifact.

Spellsink Spell List
Spoiler
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Cantrips (0-level): daze, dead end*, detect magic, disrupt undead, inflict minor wounds, read magic, resistance, touch of fatigue

1st-level: bane, chill touch, deathwatch, dispel ward*, distort speech*, doom, endure elements, entropic shield, inflict light wounds, inhibit*, erase, feather fall, obscure object, ray of clumsiness*, ray of enfeeblement, remove scent*, resist planar alignment*, sleep, spirit worm*, undetectable alignment

2nd-level: avoid planar effects*, blindness/deafness, calm emotions, curse of ill fortune*, curse of impending blades*, darkness, daze monster, death knell, deep slumber, decomposition*, find traps, ghoul touch, hold person, infernal wound*, inflict moderate wounds, lesser spell immunity*, living undeath*, malevolent miasma*, protection from arrows, protection from negative energy*, protection from positive energy*, remove blindness/deafness, ray of sickness*, ray of stupidity*, ray of weakness*, resist energy, scale weakening*, shadow spray*, shatter, silence, sting ray*, stolen breath*, touch of idiocy, veil of shadow*

3rd-level: bestow curse, contagion, crumble*, crushing despair, dehydrate*, dispel magic, downdraft*, eradicate earth*, gaseous form, greater disrupt undead*, inflict serious wounds, mass resist energy*, quench, ray of exhaustion, remove curse, remove disease, see invisibility, sink*, slow, starvation*, suppress breath weapon*, suppress glyph*, unluck*

4th-level: break enchantment, contagious touch*, corporeal instability*, death ward, deeper darkness, dismissal, dispelling screen*, enervation, greater resistance*, hold monster, inflict critical wounds, lesser globe of invulnerability, life ward*, miasma of entropy*, neutralize poison, planar tolerance*, ray deflection*, ray of deanimation*, rusting grasp, sensory deprivation*, solid fog, spell immunity, spell vulnerability*, stone shatter*, wood rot*, zone of silence

5th-level: blight, cloudkill, disrupting weapon, doomtide*, feeblemind, fireward*, gray mantle*, greater dispel magic, incorporeal nova*, mass contagion*, mass curse of ill fortune*, mass inflict light wounds, mind fog, night’s caress*, slay living, subvert planar essence*, true seeing, vulnerability*, wall of dispel magic*, waves of fatigue, zone of respite*, zone of revelation*

6th-level: acid fog, antimagic field, avasculate*, banishment, barghest’s feast*, disintegrate, energy immunity*, eyebite, globe of invulnerability, greater bestow curse*, greater dispelling screen*, greater spell immunity, harm, mass death ward*, mass inflict moderate wounds, ray of entropy*, ruby ray of reversal*, spectral touch*, superior resistance*, sympathetic vibration, withering palm*, undeath to death

*Spells marked are from Spell Compendium.