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Maelstrom of Light and Shadows 3.5 Base ClassTwilight Magus
Light is good? Darkness is evil? Your worldview is simply naÔve. There is a necessary balance between the light and the darkness, both have their place in the world.
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Info: Twilight Magi are spell casters who delve into the study of life or death and find out the balance or synergy of both life and death. Finding harmony or a balance between cold negative and warm yet erratic positive energy Twilight Magi are powerful casters who can bestow blessings or curses as appropriate for the situation.
Characteristics: Twilight Magi tend to be fairly warm and open to their friends and can be cold and brutal to enemies. The amount of positive energy they tend to wield gives them more energy than the average person. On the counterpoint the amount of negative energy they hold can cause them to become coldly analytic and calm. These emotional effects can be suppressed by a competent Twilight Magus but they are also increased the more a Twilight Magus uses their abilities. Using more negative energy abilities causes the Magus to become temporarily colder and calmer while using more positive energy abilities causes the Magus to be more emotional and friendlier.
Races: Races with strong religious ties have a slightly higher tendency of becoming Twilight Magi as their culture often deals with positive and negative energy which draws people to study the connection between the two types of energy. Undead can sometimes become Twilight Magi as well and it is decently common for a good aligned undead to become a Twilight Magus to capitalize on his newfound negatively powered soul.
Alignment: Twilight Magi are fairly varied for alignment. Evil empires need healers as well and the Twilight Magi's ability to heal and harm makes them valuable to evil cults who normally lack the healing ability of good aligned churches. Likewise though Good aligned churches also need healers and the added offensive power of the Magi can help defend themselves from other threats. It is rare but not entirely uncommon for Magi to be neutral on the good-evil spectrum, usually they find themselves drawn to one side or another. It is fairly common for Twilight Magi to be neutral on the law-chaos spectrum as the art of the Twilight Magi requires finding common ground from the chaotic positive energy plane and the unchanging void of the negative energy plane.
Other Classes: A Twilight Magi's relationship with other classes varies on the individual Twilight Magus. Good aligned Twilight Magi can find themselves in good company with good aligned clerics and paladins while also being able to maintain friendly relationships with a natural necromancer or vampire lord. An evil aligned Twilight Magi can find himself right at home with evil aligned clerics, demons and necromancers.
Roles: A Twilight Magus is a healer and primary spell caster. Using recitations to protect, shield, heal his allies or debuff or harm his enemies. His shades can protect allies or harm enemies depending on his current energy point total and depending on his recitation selection a Twilight Magus can provide numerous summoned creatures to help flank and control enemies. Twilight Magi are also quite adept at manipulating energy that people use and are quite adept at refueling spell caster's spells and other character's limited resources.
GAME RULE INFORMATION
Twilight Magi have the following game statistics.
Abilities: Charisma is the most important stat for Twilight Magi as it influences their recitation saving throw DC and several other class features. Intelligence is almost as important as it influences several other class features and recitations as well as the size of the Twilight Magus's energy webs.
Hit Die: d8
Starting Age: As cleric
Starting Gold: As cleric
The Twilight Magus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Level Base Attack Bonus Fort Ref Will Special Recitations 1st+0+2+0+2 Energy Casting, Recitations (Least), Linking, Turn or Rebuke Undead 2 2nd+1+3+0+3 Meditation 3 3rd+1+3+1+3 Shade (One Shade) 4 4th+2+4+1+4 Energy Healing, Aura (30ft), Recitations (Lesser) 5 5th+2+4+1+4 Healer's Hands +2(Poisons and Diseases) 6 6th+3+5+2+5 Energy Healing 7 7th+3+5+2+5 Energy Inverse 1/Day 8 8th+4+6+2+6 Healer's Hands +4 (Restore Undead), Recitations (Moderate) 9 9th+4+6+3+6 Shade (Two Shades) 10 10th+5+7+3+7 Final Recitation (10th) 11 11th+5+7+3+7 Healer's Hands +6 (Negative Levels), Energy Well 1/Day 12 12th+6+8+4+8 Aura (60ft), Recitations (Greater) 13 13th+6+8+4+8 Energy Inverse 2/Day 14 14th+7+9+4+9 Healer's Hands +8 (Regenerate Limb) 15 15th+7+9+5+9 Final Recitation (15th) 16 16th+8+10+5+10 Recitations (Perfect),Energy Transformation 17 17th+8+10+5+10 Shade (Three Shades) 18 18th+9+11+6+11 Healer's Hands +10 (Ability Damage And Drain), Energy Well 2/Day 19 19th+9+11+6+11 Energy Inverse 3/Day 20 20th+10+12+6+12 Final Recitation (20th) 21
All of the following are class features of the Twilight Magus
Weapon and Armor Proficiencies: Twilight Magi are proficient with all simple weapons and light armor and with shields (except tower shields)
Energy Casting: Twilight Magus use their own bodies as conduits for both positive and negative energy allowing them to manipulate such forces with great power and finesse. However, using too much positive energy harms the magus's ability to use negative energy and vise versa. The Magus starts with 0 energy points each day and can have at most 100 energy points and as little as -100. Whenever he uses a recitation he gains or loses energy points (Positive energy recitations adds energy points negative energy recitations subtract energy points). While the Magus has 50 energy points he gains a +2 CL on casting positive energy recitations and becomes unable to use negative energy recitations and if he has -50 energy points he gains a +2 CL on casting negative energy recitations and he becomes unable to use positive energy recitations. Every round the Magus's energy point pool approaches 0 by 1. Thus if he has a negative amount of energy points he gains one and if he has a positive amount he loses one. If a magus gains 100 energy points he becomes unable to use any negative energy recitations until he can rest for eight hours which resets his energy points to 0. Similarly, if a magus gains -100 energy points he becomes unable to use any positive energy recitations until he can rest for eight hours which resets his energy points to 0. In addition, the Magus's energy pool doesn't approach 0 when he has either 100 or -100 energy points. However, the Magus can use final recitations at 100 or -100 energy points (Positive final recitations at 100 and negative final recitations at -100). Final recitations are described below.
The amount of energy points a particular recitation grants is determined by its grade. Some recitations are marked with the [Taxing] descriptor. These recitations grant or subtract twice as many energy points as a standard recitation of its grade. The amount of energy points is determined by the formula (5 + the grade's rank multiplied by 5). Thus a least recitation would gain or subtract 10 energy points, a lesser recitation 15, a moderate 20 and so on.
Recitations: A Twilight Magus can channel positive and negative energy in a different way then standard casters. The Magus can produce magical effects through recitations which function as spell-like abilities usable a certain amount of times per day. Unlike regular spell-like abilities, recitations require verbal, material and xp components. Also they incur arcane spell failure when the Magus wears any armor heavier than light armor. A Magus may dismiss any ongoing recitation he cast as a standard action. The Magus may use each of his highest grade recitations 2 times per day. His next highest grade can be used 3/day, the next highest level 4/day and any recitations of lower grade than his 3rd lowest level can be used at will (So if he can use perfect recitations he would be able to use lesser and least recitations at will). Recitations have a dc equal to 10+the recitation level+the Magus's charisma modifier. Recitations are presented in the format: Name of Recitation (Level of Recitation, Energy Point Adjustment) [Any Appropriate Descriptors]. Recitations are standard actions unless otherwise noted.
At level 1 a Magus knows one positive energy least recitation and one negative energy least recitation. Then the Magus gains more recitations as shown on the table above. A Magus can never know more than 2 recitations of one type than another. Thus, if a Magus knows 4 negative energy recitations and 6 positive energy recitations the next time he gains a recitation he must select a negative energy recitation.
A Magus may change one of his previously selected Recitations for another one at any point as long as he performs a ten minute ritual which requires material components equal to 25gp per level of the recitation. In addition, this ritual must take place on either the negative energy plane or positive energy plane. The Magus may then select a new recitation of the same set as the one he wishes to change.
A Magus may select only least recitations at 1st level, he gains access to a new grade of recitations at 4th, 8th, 12th and 16th level.
Linking: (Su) A Twilight Magus is excellent at creating webs of energy to spread spells to allies and efficiently inflict damage upon enemies. As a move action a Twilight Magus can link a creature within close range. The Magus has two types of energy webs, a positive web and a negative web. Usually a Twilight Magus will wish to link allies with their positive web and enemies with their negative web. Certain recitations may affect any creature in a particular web and they are noted as such in their description. The Magus is always treated as being in a web if he so wishes to be counted as in the web and this does not count against the maximum number of creatures in a web. The Twilight Magus can have a number of other creatures in each web equal to his intelligence modifier. A creature remains in the Magus's web as long as it stays within line of effect of the Magus (Teleportation or similar instantaneous movement to an area that is still within line of effect of the Magus does not break line of effect for the purpose of this ability).
If the Twilight Magus has no creature other than himself in one of his webs he may link to two creatures instead of one with a move action. Thus if a Twilight Magus has 2 creatures in his positive energy web but no creatures in his negative energy web than as a move action he can link two creatures to his negative energy web or one creature to his positive energy web.
Turn or Rebuke Undead A Twilight Magus can either turn or rebuke undead as a cleric of his class level. If his energy point total is positive he can turn undead, if it is negative he may rebuke undead and if it is 0 then he may choose which one to use. He may use this ability 3 + his charisma modifier times per day.
Mediation: (Su) At second level, the Magus can realign himself with either the positive or negative energy plane. As a move action the Magus may gain or lose a number of energy points equal to 3 plus his charisma modifier. The Magus may not use this ability while at 100 or -100 energy points and can't increase his energy points above 100 or below -100 with this ability.
Energy Shade: (Su) Twilight Magi can summon embodiments of positive and negative energy through their connection to both energies. A Magus may summon a shade whose abilities depend on how many energy points the Magus has. If you have positive energy points the shade becomes a positive energy shade, if you have negative energy points it becomes a negative energy shade. The shade switches forms if the Magus's energy points change from positive to negative values and vice versa. If the Magus has 0 energy points the Magus can switch which type of shade it is as a move action. Summoning a Shade takes a 30 minute ritual and they last until destroyed. A 3rd level Magus can have only one Shade active at any time. At 9th level and every 8 levels after he can have an additional shade summoned at once.
Shades are spectral undead that have maximum hit points equal to 15 plus half the Magus's maximum hit points. At 10th and 20th level their maximum hit points increase by 15 again. All of their ability scores are equal to the Magus's intelligence score except for strength and constitution which are -. Their armor class is equal to 10+their dexterity modifier + their charisma modifier (Deflection Bonus) + the magus's charisma modifier (Insight Bonus). They have an 80ft flight speed with perfect maneuverability and always act on the Magus' initiative order. They have HD equal to the Magus's caster level for the purpose of spells and effects. The magus has a telepathic link to the Shade and can use the Shade's senses and communicate with it through this link at a range of 100ft. While Shades look incorporeal and do have an incorporeal touch attack they are not truly incorporeal and can take damage from non magical weapons and do not have a 50% miss chance against other attacks as well as being unable to phase through thin walls. When the Magus reaches 8th level they become truly incorporeal and gain all the standard traits of the incorporeal subtype. They do not gain skill points or feats but do gain a bonus on hide, spot and listen checks equal to the Magus's caster level. Shades have a natural incorporeal touch attack that they can use as a standard action whose effects depend on whether it is a positive energy or negative energy shade (See Below) Their attack bonus with this attack is the Magus's caster level plus the shade's dexterity modifier. They gain other abilities as the Magus levels as well.
Negative Energy Shade
Incorporeal Touch: Inflicts Profane damage equal to 1d10+the shade's charisma modifier, healing the shade for the amount of damage dealt gaining any extra as temporary hit points which do not stack with themselves. A creature hit by this attack is sickened for 3 rounds.
At 8th level the damage increases by 6 and the duration of the sickened condition is increased to one minute.
At 10th level each touch inflicts one negative level. A fortitude save (DC 10 + 1/2 HD + Shade's Charisma modifier) negates the level.
At 14th level the shade gains the feat life drain (Libris Mortis)
At 16th level the damage increases by 12 and there is no longer a saving throw to resist the negative level.
At 18th level the shade gains the feat spell drain (Libris Mortis)
Positive Energy Shade
Incorporeal Touch: Gives temporary hit points equal to triple the shade's charisma modifier. These temporary hit points do not stack with themselves. These temporary hit points last for a number of rounds equal to the shade's charisma modifier
At 8th level the temporary hit points gained increases by 10
At 10th level each touch also gives +2 moral bonus to all attack rolls, skill checks and saving throws. This bonus lasts as long as the temporary hit points last.
At 14th level the bonus increases to +3 and the duration of the shade's temporary hit points doubles.
At 16th level the temporary hit points increases by 20.
At 18th level the shade can explode as an immediate action to heal an ally within line of sight and line of effect 100 hit points. A creature healed this way also gains the ability "Mettle" until the start of their next turn. This kills the shade.
Aura: (Su) The energy a Twilight Magus holds is quite unstable and experienced Magi can leech excess energy around them creating an aura of negative or positive energy. Whenever the Magus has positive energy points he has the positive energy aura active and if he has negative energy points he has the negative energy aura active. If he has 0 energy points he can switch which aura is active as a move action. The aura can also be suppressed or reactivated as a move action. This aura has a radius of 60ft around the Magus, at 12th level this increases to 100ft radius.
Positive Energy Aura: All allies within the aura heal four points of damage at the beginning of the Magus's turn as long as they have less than half their maximum hit points. This aura can also damage creatures injured by positive energy. A will save negates this damage (DC 10 +1/2 Magus Level + charisma modifier)
At 8th level this healing increases to 6 hit points each round
At 14th level this healing can heal allies to 3/4 of their maximum hit points
At 16th level this healing increases to double the Magus's intelligence modifier or 10. Whichever is higher
At 18th level this healing can fully heal any allies within range
Negative Energy Aura: All enemies harmed by negative energy within the aura take three points of negative energy damage. A will save negates this damage (DC 10 +1/2 Magus Level + charisma modifier) This aura can also heal allies who are healed by negative energy such as undead. However, they can only be healed to half of their maximum hit points through this aura.
At 8th level this damage increases to 6 hit points each round and the saving throw now halves the damage taken instead of negating it outright.
At 14th level this damage also gives them a stacking penalty against negative energy recitations. Each time an enemy takes damage they suffer a -1 on saving throws against negative energy recitations (Maximum penalty of -4).
At 16th level this damage increases to double the Magus's intelligence modifier or 10. Whichever is higher.
At 18th level this damage can heal any allies healed by negative energy to 3/4 their hit points and the penalty on saving throws increases to -2 every time they take damage to a maximum of -8.
Energy Healing: (Su) At 4th level, the Twilight Magus has learned how to sustain his form with both positive and negative energy. Whenever the Twilight Magus is targeted with an ability that deals positive or negative energy damage he is healed by that amount. He is still vulnerable to negative levels or other similar effects.
At 6th level this ability improves. Whenever the Twilight Magus is healed by either negative or positive energy he heals an additional amount equal to his charisma modifier.
Healer's Hands: (Su): At 5th level the Twilight Magus learns how to harness his powers to help others heal quicker from diseases, poisons or regular wounds. The Magus gains a +4 circumstance bonus to heal checks. This bonus increases by +2 for every 3 class levels beyond 5th. The Magus may also heal creatures more rapidly, providing first aid, treating poison or caltrop injury is now a move action. At 10th level these become swift actions.
In addition a number of times per day equal to the Magus's intelligence modifier he can channel positive or negative energy as appropriate into a creature with a touch. This takes a standard action and has varying effects depending on the level of the Magus. At 5th level the Magus allows the subject to make an immediate saving throw against any poison or disease using the Magus's heal skill modifier in place of his normal saving throw. If this saving throw succeeds then the poison or disease instantly is removed. At 8th level the Magus can send a minor amount of negative energy into an undead creature allowing it to recover hit points and naturally like a living creature and preventing the creature from rotting as if the spell gentle repose was cast upon it. Both effects last for one day per intelligence modifier. At 11th level the Magus can remove 1d4 negative levels from the subject with this touch. At 14th level the Magus can also regenerate one limb as the spell except it doesn't restore hit point damage, fatigue, exhaustion and also only restores one limb or extremity. At 17th level the Magus can restore all points of ability damage and remove all ability drain on one ability score of the Magus's choosing.
Energy Inverse: (Su) Once per day as a free action a Twilight Magus of 7th level can abruptly change his energy pool and his style of fighting. When using this ability he multiplies his energy pool by negative 1. He can not use this ability while at 100 or -100 energy points. At 13th level he can use this ability 2/day and at 19th level he can use it 3/day.
Final Recitations: (Su) At 10th level the Twilight Magus may select one of the 10th level final recitations below. At 15th level he may select a 15th level final recitation and at 20th he may select a 20th level one. A final recitation works like a normal recitation except that a positive energy final recitation requires 100 energy points to use and a negative energy final recitation requires -100 energy points. Using any final recitation sets the Magus's energy points to 0. Each final recitation can only be used once per day. (See here for the list of Final Recitations)
Energy Well: (Su) At 11th level with a minute long ritual the Twilight Magus can summon up a spectral well filled to the brim with positive or negative energy at his choosing. This energy can restore a creature's magical, psionic, or similar power. A well can restore a number of spells, spell like abilities, recitations, mysteries, or similar abilities equal to 1 plus 1/3rd of the Magus's charisma modifier (rounded up). This allows the spells or abilities selected to be used again as if the creature had not expended them. The spells or recitations restored may be of any level that the character can use, although prepared spellcasters must regain spells that they have already prepared and cast this day. The well can restore psionic power points as well, and one spell is equivalent to a number of power points equal to the manifester level of the creature. The DM may allow other subsystems to benefit from the well if appropriate. The Magus can limit how many spells or power points each creature can pull from the well if they so wish. Pulling a spell or refilling power points from the well requires the creature to touch the well and spend one standard action pulling the required energy out of the well. The well lasts for one hour and can't be moved, at the end of this duration any excess energy the well has remaining is wasted. Multiple creatures can pull from the same well. At 18th level the Magus can conjure the well two times per day.
Energy Transformation: The Twilight Magus of 16th level transforms into a new form which is cloaked in positive or negative energy based on the choice of the Twilight Magus. The Twilight Magus can choose any of the following templates to choose from, Vampire, Serath Lich, or Radiant Conduit. Find them all here. The DM may grant another template if he so wishes but it should be LA 2 or less and be thematically tied to positive or negative energy.
Extra Recitation [General]
You study has allowed you to learn more recitations than normal
Prerequisites: The ability to cast recitations
Benefit: You can learn an extra recitation. This recitation is one grade lower than the maximum you can learn. If you select a recitation that is two grades lower than the maximum you can learn you can select an additional recitation at least two grades lower than your maximum.
Special: This feat may be selected multiple times
Enduring Recitation [General]
You study has allowed you cast a particular recitation more than normal
Prerequisites: The ability to cast recitations
Benefit: Chose one recitation you can use, that recitation can now be used a number of times per day as if it were one grade lower.
Special: This feat may be selected multiple times, but you may not select the same recitation again. You must choose a different recitation. If you lose the recitation which you have selected with this feat you may select another recitation that you can cast and apply this feat to that recitation.
Perfected Recitation [General]
You study has allowed you cast a particular recitation more than normal
Prerequisites: Enduring Recitation Taken Twice, once for a Positive Energy Recitation and Once for a Negative Energy Recitation
Benefit: Choose one positive and one negative recitation that you have selected with the Enduring Recitation feat. Both recitations are now treated as an additional one grade lower for the purpose of how many times per day you can use them.
Special: This feat may not be selected multiple times unlike Enduring Recitation. If you lose access to one of the recitations which you had selected with this feat you may select another recitation of the same type that you have taken Enduring Recitation for.
You can align yourself with positive or negative energy much easier than normal
Prerequisites: The Meditation Twilight Magus Class Feature
Benefit: Whenever you use meditation to gain or lose energy points you can choose to lose or gain up double the normal amount.
You can form webs of negative energy which contain more creatures than normal
Prerequisites: The Linking Twilight Magus Class Feature, Twilight Magus level 3
Benefit: The maximum amount of creatures in a web increases by 1/3rd the character's Twilight Magus class level
You can form webs of negative energy much quicker than normal
Prerequisites: The Linking Twilight Magus Class Feature, Twilight Magus level 9, Improved Linking
Benefit: Using the link ability takes either a swift or a move action
You use your will power to fuel your connection to the positive and negative energy plane
Prerequisites: Energy Casting
Benefit: Upon taking this feat the Magus may select either intelligence or charisma. Whichever ability score she chose she may use her wisdom modifier instead of that ability modifier for the purpose of all class features, DCs, etc of the Twilight Magus. In addition, she gains the ability to overchannel her connection to the negative and positive energy plane. At the start of her turn she may make a will save DC 20 as a free action. Regardless of her success she gets a +1 bonus to caster level for that round. However, if she fails the will save she takes 5 points of damage. At 8th level and 16th level the bonus to caster level and the damage increase by 1 and 10 respectively.
Your shades are more powerful and have various abilities
Prerequisites: Shade (One Shade) class feature
Benefit: The Twilight Magus' shades are now stronger. They gain a +3 bonus to hit and their AC and gain 10 hit points. In addition the Twilight Magus may select one ability for each their positive and negative shades from the list below
Spoiler: Negative Energy Shade Abilities
- Fell Drain: Whenever the shade inflicts damage with its touch attack it grants 5 temporary hit points to the Magus. This increases to 15 temporary hit points at 16th level. These temporary hit points don't stack with themselves but do stack with other sources of temporary hit points.
- Enervating Touch: This ability requires the Magus to be 10th level to select. His shades deal an additional negative level when they hit a creature.
- Crippling Weakness: The penalties inflicted by the shade's touch's sickness condition are increased by 2.
- Critical Strike: The Shade's touch attack gains a critical threat range of 16-20
- Stealthy Shade: The Shade gains a +10 racial bonus to hide checks and gains the darkstalker feat as a bonus feat.
- Devouring Touch: This ability requires the Magus to be 10th level to select. Whenever his shades strike a creature they may choose to dispel one random ongoing spell effect on a creature. Their bonus to dispel is equal to the Magus's caster level versus a DC of 11 + the spell's caster level. This ability can't dispel spells on objects or affect the environment, nor can it suppress items, they can only dispel ongoing spells on creatures. If the creature is affected by a spell that blocks negative energy effects specifically, such as Death Ward, that spell is targeted automatically instead of a random ongoing spell effect. If the creature has multiple such spell effects choose one randomly.
Spoiler: Positive Energy Shade Abilities
- Immune System: Any creature who has temporary hit points granted by the Shade gains a +10 bonus on saving throws versus disease and poison effects.
- Resurgence: This ability requires the Magus to be 10th level to select. Whenever the shade grants temporary hit points to a creature he can grant them the benefits of the spell Resurgence (SpC). A particular creature can only be affected by this ability once per hour, regardless of how many different shades grant them temporary hit points.
- Radiating Aura: The Magus's aura also radiates from his positive energy shades benefiting all within range.
- Emergency Shielding: The Shade can sacrifice itself when granting temporary hit points to a creature. This allows the shade to grant the creature twice as many temporary hit points as normal.
- Protective Shielding Shade: Any creature with temporary hit points granted to them by a positive energy shade gain +2 deflection bonus to AC as long as those temporary hit points remain. This bonus increases by 1 at 8th and 16th level.
- Warding Shields: This ability requires the Magus to be 10th level to select. Any creature with temporary hit points granted to them by a positive energy shade gains the benefits of the spell Death Ward as long as those temporary hit points remain. However, this effect fades from a given creature as soon as it negates one effect. It can be refreshed as soon as the creature is granted temporary hit points by a positive energy shade again.
Special: This feat may be selected multiple times. Each time the shades gain an additional 10 hit points and may select an additional ability from the list for each of their shades.
Your connection to the two energy planes makes healing effects more potent on you
Prerequisites: Energy Healing class feature
Benefit: Whenever you are healed or granted temporary hit points the amount is increased by 50%.
Last edited by Silva Stormrage; 2020-11-27 at 06:43 PM.
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Re: Maelstrom of Light and Shadows 3.5 Base Class
Absorption Web: (2nd, -10)
The Magus spreads a siphoning energy across his negative energy web, this energy lasts for one round per caster level. As an immediate action while this energy lasts the next targeted spell affecting any target in the Magus's negative energy web is negated. After absorbing one spell this energy fades. Only one Absorption Web can be active at any one time.
Bolster Undead: (1st, -10)
By sending negative energy into a nearby undead creature as a swift action the Magus grants a +2 bonus to strength and dexterity as well as 5 temporary hit points per three caster levels (Minimum 5 temporary hit points) to an undead creature within close range (25 ft +5ft/2 caster levels). These bonuses last for 1 minute/caster level)
Darkness: (2nd, -10)
The Magus siphons away the light in a 20ft radius to the negative energy plane. This recitation duplicates the effects of a darkness spell except as noted here. The duration is only 1 minute per level and any living creature who enters the area takes 1d6 points of negative energy damage when they enter and each round they start their turn within its radius.
Decay, Least: (2nd, -10)
Upon reciting the phrase for this recitation the Magus floods a creature with negative energy causing the energy to wither and decay the subject's form. The subject takes 2d6 negative energy damage each round for a number of rounds equal to the Magus's caster level+1 (Maximum 5 rounds). A will save halves the damage. Two successful saving throws by a particular subject ends the effect on that subject This recitation affects all creatures currently in the Magus's negative energy web. This ability doesn't heal creatures healed by negative energy however, it does not damage them. It simply has no effect.
Finishing Blow: (2nd, -10) [Death]
As a swift action the Magus can instantly slay any creature in his negative energy web who is in negative hit points. Each creature gets a fortitude to survive and if they make the save they only take one point of damage. For each enemy slain by this recitation the Magus gains 5 temporary hit points.
Animate Cadaver: (2nd, -20) [Taxing]
As a standard action the Magus may animate a corpse of a humanoid creature as an undead minion called a Cadaver. This minion has a number of d12 HD equal to 2+the Magus' caster level. Its physical ability scores are all equal to the Magus's intelligence score and its mental ability scores are as follows: Intelligence: -, Wisdom 10, Charisma 1. It has two claw attacks dealing 1d4 + strength damage and each attack heals the Cadaver 2 hit points. Each round the Cadaver takes 4 points of damage, this damage can not be avoided by any means. The Magus may only have one Cadaver active at any time. Forming a new one destroys the previous Cadaver.
Weaken: (1st, -10)
This recitation targets all creatures within the magusís negative energy web and inflicts a penalty to either strength or dexterity equal to 1d4 + Ĺ the magusís caster level (Maximum 1d4+5). A fortitude save halves the penalty inflicted (minimum -1). This penalty lasts for 1 minute per caster level.
Daylight: (2nd, +10)
The Magus conjures brilliant light in a 20ft radius from the positive energy plane. This recitation duplicates the effects of a daylight spell except as noted here. The duration of this recitation is only one minute per level. However, any creature healed by positive energy in the radius when this recitation is cast gains 5 temporary hit points that lasts for one minute. Any such creature also gains these temporary hit points if they start their turn within the area of this recitation.
Energy Surge: (3rd, +10)
The Magus sends a wave of positive energy into an undead creature within close range (25ft + 5ft/2 caster levels). This massive influx of positive energy disrupts the negative energy holding the creature together dealing 1d10 damage per 2 caster levels and dazes the undead for 1d4+1 rounds. A will save halves this damage and negates the daze effect.
Enhanced Fortitude: (2nd, +10)
The Magus enhances the constitution of all creatures currently in his positive energy web granting them +2 bonus to their constitution score. This bonus lasts for one minute per caster level.
Vibrant Shield: (1st,+10)
Upon channeling this recitation the Magus protects all creatures currently in the Magus's positive energy web, granting them 5 temporary hit points plus two per caster level (Maximum 20). This temporary hit points lasts for 1 minute/level.
Violate Energy Pulse: (1st, +10)
The Magus infuses any number of creatures in his positive energy web with the raw essence of the positive energy plane. This energy grants the subjects improved energy, and focus which grants the subjects +2 morale bonus to attack rolls, +2 morale bonus to damage rolls, +2 morale bonus on saving throws and a +2 morale bonus on skill checks. However, this energy is damaging and hard to control. As long as this recitation is still active each round at the beginning of the subject's turn they take 1d6 points of damage. This recitation lasts for 1 round per caster level. Unlike normal recitations this recitation can not be dismissed by the Magus.
Healing Bubble, Least: (1st,+10)
The Magus can surround a subject in a warm glow. This recitation grants the subject fast healing 3 for five rounds per caster level. This fast healing can never restore a creature above half their maximum hit points. Unlike most forms of fast healing this stacks with other forms of fast healing the target may possess.
Last Ditch Surgery: (1st, +10)
The Magus in a last ditch effort tries to save an ally. This recitation functions as the spell Close Wounds (Spell Compendium) except as noted here. The amount healed by this recitation is 1d4 + the magusís caster level (Maximum +10).
Booster Shot: (2nd,+10)
The Magus grants a living creature a general boost to their bodyís general functions granting them more energy and allowing them to heal quicker. The creature gains a +2 bonus to initiative, immunity to fatigue and a +5 bonus on saves versus disease and poison effects. As well they only require a single hour to get a full nightís sleep and recover twice as much hit points and ability damage from resting. This recitation does allow spellcasters to regain their spells as the item ďHewardís Fortifying Bedroll (MiC)Ē but still only once per day as usual. This recitation lasts for 24 hours.
Mettle, Lesser: (2nd, +10)
The Magus bolsters the targetís will and body with positive energy and grants a single creature within close range (25ft + 5ft/2 levels) the ability ďMettleĒ for one minute per caster level. Once the creature has negated one fortitude or will partial effect through this ability it immediately ends.
Bestow Curse: (4th, -15)
This ability functions like the spell Bestow Curse except as noted here. If the Magus currently has a negative amount of energy points they may have a single active energy shade deliver this touch attack instead of the shade's normal attack. If the shade misses the shade may hold onto the charge as if he was the one who cast the recitation.
Decay, Lesser: (4th, -15)
This ability functions like Decay, Least except as noted here. Decay, Lesser deals 3d6 damage per round (Maximum 8 rounds)
Erode Wards: (4th, -15)
Upon casting this recitation the Magus strips away wards against negative energy from all creatures within their negative energy web. If the target is currently affected by the spell death ward or death ward mass then the spell is dispelled. If he is currently affected by an item that duplicates death ward or protects against negative energy, negative levels, or negative energy effects then it is suppressed for 1d4+1 rounds. The Magus can not dispel effects or suppress items whose caster level is five greater than her own.
Negative Energy Ray: (3rd, -15)
The Magus sends a ray of negative energy against a creature within medium range inflicting 3d8 negative energy damage +3 for every caster level. This ray has a critical threat range of 18-20 and a critical multiplier of *3 and if this attack confirms a critical hit or kills a living creature then it isn't expended. This ability can not critically hit if it is used to heal the target.
Power Leech, Lesser: (3rd, -15)
The magus siphons energy from those within his negative energy web. Every creature in his negative energy web must make a fortitude save, a failure means the creature takes 2d6 points of damage per four caster levels. For every creature that fails his saving throw the Magus gains a +1 enhancement bonus to caster level for 1 round per 4 caster levels (Maximum bonus equal to the Magus's class level).
Siphon Energy: (3rd, -15)
The Magus siphons energy from those within his negative energy web. This inflicts 1d6 negative energy damage per 2 caster levels and fatigues the targets. Targets halve this damage and negate the fatigue with a successful fortitude save.
Soul of Darkness: (3rd, -30) [Taxing]
The Magus aligns himself with negative energy, while he has a negative amount of energy points his negative recitations deal 50% extra damage and heal 50% more. This recitation lasts for 10 minutes per caster level. Once during the duration of this recitation while the Magus' energy pool is negative the Magus may completely align himself with the negative energy plane as a move action. Doing so immediately ends the recitation but also sets the Magus' energy points to -100. The Magus may not have this recitation and Soul of Light active at one time, if he casts Soul of Darkness while being affected by Soul of Light, Soul of Light is immediately dispelled.
Healing Leech: (3rd, -15)
The Magus places a seed of negative energy on every creature within his negative energy web. Whenever the targets are affected by anything that heals them, regardless if they are healed by positive or negative energy, that healing is negated. This recitation lasts for one round per caster level and each target gets a will saving throw to negate this effect. After this effect has negated an amount of healing equal to 5 per caster level on a particular creature the effect ends on that particular creature.
Cripple: (3rd, -15)
The magus can with a touch inflict a painful surge of negative energy on a target. This recitation has two separate uses. First it can inflict a -4 penalty to strength, dexterity and halve the targetís movement speed for all movement types. These penalties last for 10 minutes per caster level. The second use is they can instead focus and render penalties permanent. If the touched creature is currently under the effect of any temporary penalty the magus can render them permanent. The penaltyís duration becomes permanent and can not be dispelled via dispel magic or similar effects, instead it is treated as a curse effect from bestow curse and requires a remove curse or similar to remove. The magus can treat multiple penalties as a single penalty for the purpose of this ability if they came from the same source. For example they could render the -4 penalty to strength, dexterity and penalty to movement speed from a previous casting of Cripple as a singular penalty since they all came from the same recitation. The magus can not turn conditions permanent even if they apply penalties, such as the fatigued and exhausted conditions.
Wither Limb: (4th, -15)
This recitation functions as the spell Wither Limb (SpC) except as noted here.
Positive Rift, Lesser: (3rd, +15)
The Magus places a rift to the positive energy plane in a 5ft square within close range (25ft + 5ft/2 levels) which enhances those who walk through it. Any creature healed by positive energy that passes through that square gains 1 temporary hit points for every caster level and also gains a +2 bonus on attack rolls, saving throws and skill checks as well as +10 bonus to all movement speeds. These temporary hit points and bonuses last for 10 rounds. Multiple rifts count as separate sources for the purpose of temporary hit points granted by this recitation. The rift lasts for one round per caster level.
Positive Energy Ray: (3rd, +15)
The Magus sends a ray of positive energy against a creature within medium range inflicting 2d8 positive energy damage +3 for every caster level. This ray can be used for healing and if the target currently has temporary hit points granted by the Twilight Magus the healing is doubled.
Rejection Shield: (4th, +15)
The Magus protects an individual and causes attacks the individual suffers to reflect on their attacker. The Magus selects one creature within close range (25ft +5ft/2 levels) and wards him in a golden shield for one round per level. Creatures damaging the subject with hit point damage suffer one half of the damage they inflict to the warded creature. Each time they inflict hit point damage a successful will saving throw negates the damage this recitation deals. This recitation can reflect at most damage equal to one half of the warded creature's maximum hit points.
Rejuvenating Shield:(5th, +15)
The Magus can make his positive energy recitations and abilities heal the subjects they are affecting. This recitation affects all creatures in the Magus's positive energy web and lasts for one round a level. Each round on the Magus's turn any creature affected by this incantation who has temporary hit points granted to him by the Magus heals one hit point per caster level. Temporary Hit Points granted by positive energy shades counts for this ability.
Restore Vitality: (4th, +15)
With a touch and a long chant the Magus can restore vitality in a subject healed by positive energy. This recitation takes 3 rounds to cast but cures a wide range of statuses. The subject is healed of fatigue, exhaustion, all poisons and diseases as well as removing any temporary ability score penalties. In addition the subject is healed 1 hit point per caster level and 1d4 points of ability damage. Finally the subject is free from any curses as the spell Remove Curse. This recitation can heal scars and other forms of disfigurement but missing limbs is beyond its power.
Soul of Light: (3rd, +30) [Taxing]
The Magus aligns himself with positive energy, while he has a positive amount of energy points, his positive recitations that damage, heal or grant temporary hit points heal or grant 50% extra damage, healing or temporary hit points. This recitation lasts for 10 minutes per caster level. Once during the duration of this recitation while the Magus' energy pool is negative the Magus may completely align himself with the positive energy plane as a move action. Doing so immediately ends the recitation but also sets the Magus' energy points to 100. The Magus may not have this recitation and Soul of Darkness active at one time, if he casts Soul of Light while being affected by Soul of Darkness, Soul of Darkness is immediately dispelled.
Plague Disruptor: (4th, +15)
The Magus surrounds a target with a shell of positive energy with a touch. This shell makes the target immune to disease and poison and in fact cures the subject of any diseases or poisons affecting him. Additionally, if the target gets within 10ft of another creature who is also afflicted by any disease the target was afflicted with one round before being targeted by this recitation the other creature is also cured of their disease. This does not restore the ability damage or other penalties already inflicted by the disease. This recitation lasts for 24 hours.
Medicine Capsule: (3rd, +15)
The Magus creates one vial per two caster levels and fills them with a potent liquid surging with positive energy. These vials last for one hour per caster level and function as potions of cure moderate wounds with a caster level equal to the magusís caster level. These potions feel quite different from normal potions and anyone holding them would be aware that they are temporary potions making selling them quite difficult.
Bless Weapon: (4th, +15)
The Magus infuses one melee weapon or 50 pieces of ammunition with positive energy. A weapon infused by this recitation gains the Bane (Undead) property and can ignore an undead creatureís immunity to critical hits and sneak attacks. This recitation lasts for one hour per caster level.
SpoilerDecay: (6th, -20)
This ability functions like Decay, Least except as noted here. Decay deals 5d6 per round (Maximum 10 rounds). And it requires 3 successful saves to end.
Magic Siphon: (5th, -20)
The Magus targets a creature within medium range (100ft+10ft/level) and causes magical effects on the subject to have their energy drained away to the negative energy plane. Every round one random ongoing spell effect on the subject is dispelled automatically. If the effect is due to an area spell or a spell which targets multiple creatures the recitation only dispels the effect on the target. This ability can not dispel any ongoing negative recitations or spell effects which utilize negative energy such as ray of enfeeblement.
Negative Rift, Lesser: (6th, -20)
This recitation opens a black rift into a square within medium range (100ft +10ft/level). Any creature harmed by negative energy who begins their turn on the square or moves through the square gains one negative level. If undead creatures, creatures healed by negative energy walks through the rift they instead gain 10 temporary hit points. A subject may only be afflicted with one negative level or dose of temporary hit points per round from a particular rift no matter how many times they walk or move through the same rift. This rift lasts for one round per caster level.
Siphon Energy, Greater: (5th, -20)
This recitation functions like Siphon Energy except as noted here. This recitation causes those to fail their saving throw to become exhausted and those who succeed are still fatigued.
Spell Drain: (5th, -20)
The Magus targets a creature within medium range (100ft+10ft/level) and inflicts 1d2 negative levels on the subject. If the target has spell slots then the Magus can redirect the energy siphoned to another creature within the same range and grant them the energy. This allows the second target to regain one spell of the same level as the highest spell level the original subject lost due the negative energy or the next highest if the target does not yet have access to the drained spell level.
Vampiric Barrage: (6th, -20)
The Magus unleashes a barrage of negative energy infused spheres which bombard enemies. The Magus creates one sphere of negative energy per caster level and can send them against any enemies within medium range (100ft + 10ft/caster level). These spheres do not require an attack roll to hit. Each sphere deals 1d4 points of damage and the Magus is healed for the total damage that all the spheres do against their targets. Each target is allowed a fortitude save to halve the damage from all the spheres that hit them.
Create Shadow: (6th, -40) [Taxing]
The Magus can spawn an undead shade via pouring negative energy into a corpse. As a standard action the Magus can spawn a shadow from the corpse of a creature within close range (25 ft + 5ft/2 levels). This shadow lasts for one round per level and has a bonus to hit equal to the Magusís intelligence modifier and has 5 bonus hit points per caster level. At CL 14 the Magus can animate a greater shadow instead. A creature whose corpse is used in this fashion canít be raised via raise dead or similar spells and has to be resurrected instead.
Instead of doing the above the Magus can spend an hour casting this recitation to animate a permanent shadow under her control. She must spend 100 GP worth of onyx gems per HD of the shadow she wishes to animate. Once she completes the ritual the shadow is animated and placed in her rebuke undead pool automatically. If she does not have space in her rebuke undead pool then she must release other undead under her command until she does or she simply creates a free willed shadow. A shadow or greater shadow animated in this way does not get any of the bonuses a temporary shadow gains.
Regardless of the method of animating a shadow, a shadow created by this recitation can not create spawn and this recitation can only be used on a given corpse once. At caster level 16 shadows created via this recitation gain the Empowered Ability Damage feat as a bonus feat (Libris Mortis). This feat increases the ability damage inflicted by their touch attack by 50%.
Bestow Curse, Mass (6th, -20)
This functions as the spell Bestow Curse except it targets all creatures within the magusís negative energy web.
Plane Shift (Negative) (5th, -20)
This functions as the spell plane shift but only for to the negative energy plane or planes with the minor or major negative dominant planar trait.
Enduring Shell: (5th, +20)
As an immediate the Magus surrounds a creature within close range (25ft + 5ft/2levels) in a green energy sphere which prevents them from dying and makes healing them somewhat easier. This recitation grants the subject regeneration 0 bypassed by precision damage, critical hits and negative energy. This regeneration lasts for one round per caster level. In addition, all forms of healing other than fast healing targeting this creature have the amount of hit points healed increased by the Magus' charisma modifier.
Enhanced Fortitude, Greater: (6th, +20)
The Magus enhances the constitution of all creatures currently in his positive energy web granting them +4 bonus to their constitution score. This bonus lasts for ten minutes per caster level.
Healing Bubble, Moderate: (5th,+20)
The Magus can surround a subject in a warm glow. This recitation grants the subject fast healing 6 for five rounds plus two rounds per caster level. This fast healing stacks with all other forms of fast healing. This fast healing increases to 9 at CL 14 and 12 at CL 20.
Healing Stream: (6th, +20)
The Magus channels bolts of radiant energy into a target creature within medium range (100ft + 10ft/level) healing the subject for 1d6/caster level. Next round the Magus may spend a move action to concentrate on the effect, targeting the same creature the Magus targeted in the previous round. The amount healed is reduced by 1d6 (Minimum 0d6) for each round the Magus continues using this recitation. Every time a creature is healed at least one hit point by this recitation they are healed 1d6 ability damage as well. Each round after the first the Magus uses this recitation he gains 10 energy points. This ability may be used on undead to damage them, though they receive a will save for half damage and this ability uses d4s instead of d6s for damage. While the Magus is concentrating on this recitation he may cast other recitations and other abilities. However, taking any damage or similar distracting conditions can still cause him to lose focus and lose concentration on this recitation.
Soul Recall: (6th, +40) [Taxing]
Using the faint link between his magic and a recently slain creature the magus can call the soul back into its body. As an immediate action the Magus may call a creature's soul back into his body. This creature must have died last round and last round must have been inside the Magus's positive energy web in order for this recitation to work. When the soul is recalled successfully the target is at -1 hp and is stable. The body of the creature must be in good enough condition that the spell Raise Dead could raise the creature (This ability still works on outsiders and undead even though Raise Dead does not). A particular creature can only have his soul recalled once every 24 hours by a particular Magus as their soul needs to recover from the rigors of this recitation.
Vibrant Barrier: (6th, +20)
This recitation functions as Vibrant Shield except it grants 20 temporary hit points plus 3 temporary hit points per caster level (Maximum 45).
Violate Energy Pulse, Greater: (6th, +20)
This recitation functions as Violate Energy Pulse except as noted here. The bonuses increase to +5 and the damage each round increases to 3d6 each round.
Delay Fate: (6th, +20) This recitation allows for the Magus to place a long term ward on a target creature, if the creature is ever brought to 0 hp or below the target gains the benefit of the spell Delay Death (SpC). This recitation lasts for one hour per caster level until triggered at which point it lasts for one round per level.
At 14th level instead of Delay Death the Magus can instead trigger any positive energy recitation he knows that targets a creature to trigger upon the creature being brought to 0 or lower hit points. If the recitation chosen targets multiple creatures it only affects the warded creature. The Magus must have at least one use of the chosen recitation left for the day and must expend it when they cast this recitation. A creature can only benefit from one instance of Delay Fate at a single time.
Flesh Twisting: (6th, +40) [Taxing]
The magus focuses on a single touched creature and can regrow any limbs lost by the creature as if casting the spell Regenerate. This recitation does not recover any exhaustion, fatigue or non lethal damage.
If this recitation is cast on a creature who is not missing any limbs the Magus can instead direct that surge of positive energy into growing features that the creature currently does not possess. This recitation can grant a creature tunneling paws which grant a burrow speed, gills and webbed hands and feet granting the ability to breathe underwater and a swim speed or wings granting a flight speed. The burrow speed is equal to one half the targetís base land speed and leaves a tunnel behind when burrowing. The swim speed is equal to the targetís base land speed and the fly speed is double the targetís base land speed with poor maneuverability.
Instead of granting a movement type this recitation can also grant a single natural weapon such as a claw, tentacle, bite, etc. The damage for this natural weapon is standard for the creatureís size and it is treated as a magical weapon for the purpose of bypassing damage reduction and affecting incorporeal creatures.
Regardless of the use of this recitation if it is used on a creature not missing any limbs it lasts for one minute per caster level. Once this recitationís duration is over, either by regrowing a targetís limbs or granting the target a new movement type or natural weapon the target is exhausted for one hour.
Mettle: (5th, +20)
As Mettle, Lesser except there is no limit to how many effects this recitation can help with and the duration increases to 10 minutes per caster level.
Plane Shift (Positive) (5th, -20)
This functions as the spell plane shift but only for to the Positive energy plane or planes with the minor or major positive dominant planar trait.
Bestow Curse, Greater: (8th, -25)
This ability functions like the spell Bestow Curse Greater except as noted here. If the Magus currently has a negative amount of energy points they may have a single active energy shade deliver this touch attack instead of the shade's normal attack. If the shade misses the shade may hold onto the charge as if he was the one who cast the recitation.
Decay, Greater: (8th, -25)
This ability functions like Decay, Least except as noted here. Decay, Greater deals 10d6 per round (Maximum 15 rounds). And it requires 3 successful saves to end.
Entropy Beam: (7th, -25)
Upon casting this recitation the Magus unleashes a beam of negative energy which blasts forward dealing 1d4 points of negative energy damage per caster level in a 10ft wide and 100ft long line. Creatures in the area take 1d6 negative levels from this blast. A fortitude save halves the damage and negative levels (Minimum 1 negative level).
Harm: (7th, -25)
This recitation functions like the spell harm except as noted here.
Necrotic Resurrection: (7th, -50) [Taxing]
As a full round action the Magus resurrects a destroyed undead creature as the resurrection spell except as noted here. This recitation only revives destroyed undead creatures and it when it restores them they will still be undead. This recitation requires 5000gp in onyx in order to work.
Negative Rift, Greater: (8th, -25)
This recitation functions like Negative Rift, Lesser except as noted here. Every time a creature harmed by negative energy passes through the rift they gain 2 negative levels. In addition, the temporary hit points granted to undead creatures and the Twilight Magus increases to 20.
Shadowpoclypse: (8th, -50) [Taxing]
This recitation can only be used when the Magus has negative energy points and when this recitation is active the Magus's shades are always negative energy shades. Upon activating this recitation the Magus empowers his shades giving them extra strength and allowing them to spawn shadows. While this recitation is active all the Magus's shades gain +3 to hit and every time a shade inflicts a negative level they may turn that negative energy into a shadow. These spawned shadows may act immediately and are exactly like normal shadows except as follows. They have half the hit points of the shade, they can not create spawn, they have a +5 bonus to hit and they only last for 10 rounds or until this recitation ends before vanishing. This recitation lasts for 1 round/3 caster levels.
Vampiric Bombardment: (7th,-25)
This recitation functions like Vampiric Barrage except the Twilight Magus can summon twice as many spheres. He may only send a maximum number of spheres against a single target equal to his caster level.
Escalating Pain: (7th, -25)
This recitation affects all creatures within the Magusís negative energy web. This recitation inflicts a -4 penalty to attack rolls, saving throws, skill checks, caster level (And similar level based statistics such as binder level, truenamer level, manifester level, etc). After a creature under the influence of this recitation takes an action equal to or longer than a standard action they take 3d6 negative energy damage and must make a fortitude saving throw or gain a negative level. This recitation lasts for one round per level.
Heal: (7th, +25)
This recitation functions like the spell heal except as noted here.
Positive Rift, Greater: (8th, +25)
This recitation functions like Positive Rift, Lesser except as noted here. The amount of temporary hit points is increased to 5 plus 2 hit points per caster level. The bonus to attack rolls, skill checks and saving throws increases to +4 and creature's movement speed is doubled for all types of movement speed.
Purge: (7nd, +25)
This recitation allows the Magus to channel positive energy straight to the target's soul cleansing it of impurities depending on how the Magus channels this recitation. As a one round action the Magus can target a creature within medium range (100ft +10ft/level) and select one of the following ways to purge the subject, Mind, Body or Soul. If the Magus selects Mind then any memory alteration that the subject has undergone is reversed and all mind affecting abilities are dispelled. If the Magus selects Body then the subject is cured of a number of ability damage to each of his ability scores equal to his intelligence modifier, any diseases and any poisons. If the Magus selects soul then the subject is cured of a number of ability drain to each of his ability scores equal to his intelligence modifier, any curses, all negative levels and any petrification or permanent transformation effect (Such as Flesh to Ice or Flesh to Salt) ends. This ability works on objects though unless the object is a transmuted living creature it won't do much. Also this ability works on subjects healed by negative energy, the burst of positive energy deals 10d6 damage to those subjects though. This ability can not dispel effects that are cast at a caster level five higher than the Magus's caster level. This ability can remove the effects of instantaneous spells and abilities.
Greater Vibrant Barrier: (8th, +25)
This ability functions like Vibrant Shield except it grants 25 temporary hit points plus 5 temporary hit points per caster level.
Resurrection: (7th, +50) [Taxing]
As a full round action the Magus resurrects a dead creature as the resurrection spell. This recitation requires 5000gp worth in diamonds to work.
Energy Shield: (7th, +25)
This recitation targets every creature within the magusís positive energy web. The first attack each round on each creature warded by this recitation has its damage halved before applying damage reduction, resistances and similar effects. The attack has to actually deal damage to the creature in order to trigger this effect. If the creature is immune to the type of damage dealt or it doesnít overcome the creatureís damage reduction or energy resistance the shield is not expended for that round. The shield reforms and can block another attack on the start of the creatureís turn. This recitation lasts for one round per caster level.
Impact Shield: (5th, +25)
This recitation targets one creature within close range (25ft + 5ft/2 Levels), the creature is warded against damage and takes 10 less points of damage from all attacks as the stored positive energy heals and reduces incoming damage. This applies to all types of damage including weapons and energy types and stacks with damage reduction and energy resistance and is applied after those effects. This reduction only applies once per attack even if an attack has multiple damage types. Thus if the target was hit with a flaming greatsword and took 18 damage from the greatsword and 6 damage from the flaming enchantment they would end up taking 14 damage total from the attack. This recitation lasts one round per caster level. At 16th level the amount the damage is reduced by is increased to 15.
Summon Stygian Phoenix: (9th,-60) [Taxing]
The Magus summons a mass of negative energy and sticks it into the form of a great bird which resembles a phoenix but is pitch black and it burns black flames. This summoned creature is commonly referred to as a Stygian Phoenix. A Magus can only have one Stygian Phoenix can be in existence at a time. If he summons another one the previous one disappears. The Magus has complete control over the Stygian Phoenix and can communicate with it as long as they are on the same plane. The Phoenix speaks any languages that the Magus knows. The creature has the following statistics.
Its maximum hit points is equal to the Magus's current hit points. The Stygian Phoenix is a gargantuan Magical Beast and has physical ability scores equal to the Magus's charisma score and mental ability scores equal to the Magus's intelligence score. It has a natural armor bonus equal to its con modifier. Its base saves are equal to the Magus's base saves and its base attack bonus is equal to the Magus's caster level. It has two claw attacks that each deal 3d6+strength damage and it has the following special qualities and attacks.
Aura of Flames (Su): This ability grants the Stygian Phoenix +10 Deflection Bonus to AC as the black flames surrounding the bird protect it. In addition, any creature striking the Phoenix with a non reach melee weapon or a natural attack takes 2d6+10 points of profane damage from the flames.
Black Flames (Su): All natural attacks of the Stygian Phoenix deal an extra 3d6 points of profane damage.
Body of Decay (Ex): The Phoenix is made of negative energy and thus is healed by negative energy, is immune to negative levels, is immune to death effects and other harmful negative energy effects. However, this energy is not stable. Every round the Stygian Phoenix takes 20 points of unavoidable unblockable damage as its body slowly decays.
Cataclysm (Ex): When the Phoenix inevitably dies it explodes in a burst of black flames. Any creature within 10ft of the Phoenix is subject to a destruction effect. The DC is charisma based.
And it has the following spell like abilities
At Will: Deeper Darkness, Black Light, Enervation, Vampiric Touch, 3/Day Blackfire, Waves of Exhaustion. Caster Level 20 and the DC is charisma based.
Bestow Curse Greater, Mass (9th, -30)
This functions as the spell Bestow Curse Greater except it targets all creatures within the magusís negative energy web.
Decay Perfect: (9nd, -30)
This ability functions like Decay, Least except as noted here. Decay, Perfect deals 12d6 per round (Maximum 20 rounds). And it requires 4 successful saves to end. In addition, every time the subject fails a saving throw he is inflicted with one negative level.
Shadow Orbs: (9th, -30)
Upon casting this recitation the Magus is surrounded by 3 black orbs of the darkest shadow which float and circle around the Magus's head. As a free action the Magus can direct the black orbs to go to any creature within long range (400ft + 40ft/level) and protect them instead. The next time a spell is cast which targets a creature guarded by a shadow orb the Magus can choose whether or not to negate the spell. If the magus chooses to negate the spell the shadow orb guarding the creature is expended. These orbs last for 10 minutes/caster level or until expended.
Web of Harm: (9th, -30)
This recitation functions like harm except that the maximum amount dealt is 200 and it affects all creatures currently in the Magus's negative energy web.
Power Leech, Greater: (9th, -30)
This ability functions as Power Leech, Lesser except as follows. Every creature that fails the saving throw gains one negative level and 10d6 damage. In addition the bonus to caster level lasts for one round per charisma modifier. The bonus from Power Leech and Power Leech, Greater do not stack.
Aegis: (9th, +30)
The Magus can shield all creatures in his positive energy web. This shield halves all damage dealt to them for the next one minute per caster level. This ability will halve hit point damage, ability damage, ability drain, and negative levels but nothing else. This ability halves the damage before DR and the like are applied.
Healing Bubble, Perfect: (9,+30)
This recitation grants the subject fast healing 15 for ten minutes per caster level as they are enveloped in a warm glow. This fast healing stacks with any existing fast healing that the creature has.
Energy Empowerment: (9th, +60) [Taxing]
The Magus floods a spell caster's body with an immense amount of positive energy which enhances their spells ability to overcome resistances. For the duration of this recitation the caster's spells automatically overcome all spell resistance, essentially treating the spells as if they had SR: No. Due to the difficulties of holding that much positive energy the duration for non Twilight Magi is 3 rounds. If the Magus uses this on himself the duration is 1 round/caster level as the Magus is better at controlling the ebb and flow of energy.
Enhanced Fortitude, Radiant: (9th, +30)
The Magus enhances the constitution of all creatures currently in his positive energy web granting them +6 bonus to their constitution score. This bonus lasts for one hour per caster level.
Web of Heal: (9th, +30)
This recitation functions like heal except that the maximum amount healed is 200 and it affects all creatures currently in the Magus's positive energy web.
Energized Form: (8th, +30)
This recitation grants all creatures within the Magusís positive energy web a +6 bonus to dexterity and a +10 bonus on initiative checks and a 100ft enchantment bonus to all of their movement speeds. This recitation lasts for 10 minutes per caster level.
Mettle, Perfect: (9th, +30)
This recitation functions as Mettle, Lesser except as noted here. The target creature gains the Improved Mettle ability and can negate any number of effects without ending this recitation. This recitation however only lasts for 3 rounds.
Last edited by Silva Stormrage; 2020-12-09 at 02:49 AM.
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- Dec 2009
Re: Maelstrom of Light and Shadows 3.5 Base Class
While initially somehwhat confusing, I find myself really liking this class, both in fluff and mechanics.
So here are my 2 copper.
Low-BAB - appropriate. Who needs to hit things if you are a minor reality warper.
Good Fort/Will - Since its main draw is life/death, these are very fitting. And low Ref fits due to something I'll get into with the Energy web.
d8 hitdie - works due to cleric-ness
4+Int - reasonable
Simple weapons I can understand. Only light armor seems somewhat thin, but is acceptable.
SpoilerThis system is ingenious.
The 50point barrier makes it necessary to balance the abilities used or be in danger of being locked. But later that can be overcome by final recitation. Its really good.
(btw, you are missing "greater/less than" phrases where the 50 are mentioned)
The natural equalization is a nice touch.
SpoilerThe wording on uses/day is a bit convoluted. Since there are only 5 different stages, you could just as well list the uses. You also tend to use the word "level" as bothe the "equivalent spell level" for DC purposes and its "Tier" (least lesser) intechangeably making things hard to figure out.
Overall though I find the amount of uses per day somewhat low.
Ultimately at level 20 you'll have:
5 perfect: 10/uses total
8 greater/moderate: 24/uses
and at-will lesser/least
Assuming that least/lesser are levels 1-2 in general (and ignoring them) this is somewhat low considering:
A wizard with 20 Int will have 30 spells of level 3-9 at level 20
A sorcerer (which is the better comparison) with 20 Cha will have 44 level 3-9 spells and will have 24 different spells of those levels known with a wider variety.
Yes, some of that is lessened in impact due to the ability to change known recitations and class features of this class that come later, but its still something that jumped out at me.
SpoilerThis is basically why by fluff the Twilight Magus is bad at Reflex saves.
Since the way casting works encourages at-least semi constant changing of recitations used, there will be quite a few rounds that he simply stands still.
It makes more tactical thinking necessary.
SpoilerReminds me a bit of two other homebrew classes. (Life/Death Disciple)
A nice semi-constant companion. Though is the summoning just a standard action? I don't see anything that specifies a time.
- damage is okay for what is basically a free attack.
- no-save negative level at lvl 10 is harsh, maybe a bit powerful.
- Life Drain: since their Cha is your Int that can be a massive drop in hitpoints and the added temp hp will make the negShade much more daunting for enemies to behold.
- The spell drain is circumstantial as most monsters have sorcerer-like casting.
- The temporary hitpoints are nice, but less useful than the negShade's damage.
- The incremental bonuses make it better, but considering the negShade is dishing out negative levels at this point its a minor effect.
- The sacrificial ability is useful and probably the main reason I'd have them around in late game.
The positive shade will ultimately be able to grant your Int+10 (so about 20) temp hp and +2 bonuses to one person each round and sacrifice itself for a moderate heal.
The negative shade on the other hand is zipping around the battlefield dealing 1d4+20 negative energy damage, one negative level that lowers hp by 15 (and gives a -1 penalty to lots of stuff) and get 15 temp hp with each attack and can steal spells.
Unless you are fighting things with immunity to negative energy/levels, the negShade wins in my opinion.
SpoilerI like Auras and always thought theres too few classes both official and homebrew that use them, so lets see:
- Basic is like Dragon Shaman, it fits. I like the damaging aspect.
- 8th level makes it more potent but not overly so, so it works.
- 14th level makes it work better out of combat and allows it to works sooner in combat, good.
- 16th level makes it incredible as this class greatly rewards pumping Int & Cha anyway. Basically a cure light every round for everyone.
- 18th level makes out of combat item/spell expenditures unnecessary.
- Basic is useful, especially if you can get in range of enemy casters.
- 14th is useful, but less overt. I can see its uses though.
- 18th seems weak.
This time it seems to me that the positive variant is usually better which makes for a hard balancing act between shades and auras. It presents a challenge to the player to think ahead. I like it.
I can only imagine the look on the lich's face. Fitting and cool to think about.
SpoilerI rarely ever see someone use the heal skill, but the bonus is still welcome.
5th level: Basically an auto-success in most cases if the player put some skillpoints into heal.
8th Level: This one is fascinating, but generally very circumstantial.
11th: Up to Int removed negative levels per day? That saves quite a bit of restoration money.
14th: Circumastantial, but useful if you have a DM who actually uses maiming rules.
17th: That seems somewhat weak. Removing negative levels takes far more than healing ability damage. healing drain is good, but still pales in comparison to the 11th level negative level removal.
For when the battle has just massively shifted. The fact that you can't use it when at (+/-)100 makes it less useful.
Usually this will mean 2-3 spells or equivalent. Much more useful if the party has Psionics, but overall rather limited. Still, a bit of recharge is better than nothing.
I don't see spectral servant on that list, only spectral swindler.
My biggest problem here is that all of them are undead, which is rather onesided if you've been playing a mostly positive energy based TM so far.
Of the ones available, I think Vampire blows the others out of the water.
Recitations coming in another post.My first foray into homebrew: The Circuit Mage
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Re: Maelstrom of Light and Shadows 3.5 Base Class
10th Level Final Recitations
Phoenix Fire: (7th) [Positive]
The Magus uses the energy of the positive energy plane to wrap a subject in a cloak of energy. This energy gives off bright light and looks like a shield of dancing flames. If the subject is healed by positive energy then this shield grants fast healing 10 and inflicts 5d6 points of fire damage to anyone who touches the subject or who attacks the subject with a non reach melee weapon. If the subject dies while this shield is in effect he is immediately resurrected with half his maximum hit points. This shield lasts for 1 round per 2 caster levels.
If used on a subject who is harmed by positive energy then the shield deals 4d6+10 damage per round for 1 round per caster level. A fortitude save at the beginning of this recitation halves all future damage caused by it. If a creature dies while being affected by this recitation then their remains burst into flames and are reduced to ashes.
Aura Flare: (7th) [Positive]
The Magus channels a surge of positive energy through their own body radiating as a pure beacon of light energizing and healing those within 60ft. When the magus casts this recitation and whenever an ally starts their turn within range all allies gain 5 temporary hit points per 2 caster levels, heal 1d4 points of ability damage and 1d4 points of ability drain from a random ability score as well as gaining fast healing 15. These temporary hit points do not stack with themselves but do stack with other sources of temporary hit points and are refreshed every time an ally starts their turn within range. These temporary hit points and fast healing last for one minute. In addition, all allies within the radius of this recitation gain immunity to fear effects. This recitation lasts for one round per caster level. Finally this recitation radiates magical light in its radius equal to a 7th level light spell and affects vampires and other creatures vulnerable to natural daylight as if it was natural daylight.
Soul Steal: (7th) [Death] [Negative]
The Magus targets a single subject and rips the subject's soul from his body, killing the subject unless he can succeed on a fortitude save. If the subject fails the fortitude save then the Magus steals his life energy and adds the subject's current hit points to his own as temporary hit points. A success still deals 10d6 points of negative energy damage, adding the amount dealt as temporary hit points. Temporary hit points gained from this recitation last for one hour. If the subject is below 50% of their maximum hit points they take a -4 penalty on this saving throw.
Eternal Companion: (7th) [Negative]
The Magus infuses a creature with a surge of negative energy and reanimates them as a loyal undead servant called an Eternal Companion. The creature must have HD equal to or less than the Magus's caster level. This creature then gains the zombie template and is under the Magus's control except as noted below. The creature does not gain the slow ability from the zombie template. They gain a +6 bonus to strength and dexterity and their flight maneuverability is equal to their maneuverability they had in life. They retain all extraordinary special attacks and qualities of their base creature, though the DM may determine some rare or unusual abilities do not function as undead such as regeneration. Most abilities such as poison, pounce, spell resistance, damage reduction, fast healing, etc are retained. Any abilities whose DC is based on the creature's constitution modifier are instead based on the Magus's intelligence modifier at the time of animating the companion. Finally they gain a +4 bonus to HP per HD they possess, this does not stack with the bonus gained from animating the creature in a desecrated area.
Lastly, while the Magus is within 30ft of their Eternal Companion the companion gains fast healing, a bonus to attack rolls and an enchantment bonus to natural armor equal to the magus's current intelligence modifier. As well, anytime the Eternal Companion is within 30ft of the magus and strikes a foe with a melee attack the Magus gains temporary hit points equal to 1/2 of the damage dealt by the attack. These temporary hit points do not stack with themselves and last for one minute. The Magus may only have one Eternal Companion at a time, attempting to reanimate a second one causes the first to collapse to a corpse once again. If the companion is destroyed then the magus may reanimate the companion with this recitation as an exception to the rule that undead can not be reanimated once destroyed, though they must wait 24 hours after the companion's death to do so. If the Magus ever permanently loses access to this recitation such as by swapping it out for another recitation then any current Eternal Companions they have are instantly destroyed.
Spoiler: Zombie Dragons
If the Magus targets a true dragon's corpse then they may use the Zombie Dragon template instead of the base zombie template. The companion's breath weapon DC is based on the Magus' intelligence modifier instead of the zombie's charisma modifier. The dragon zombie template otherwise functions as normal with the above exceptions such as retaining extraordinary special attacks and qualities, bonus HP, etc.
15th Level Final Recitations
Lay on Hands:(8th) [Positive] The magus channels all the positive energy his soul can bear and unleashes it with a touch. Any creature touched by this is healed an amount equal to the Magus's maximum hit points and recovers all ability damage and ability drain from all their ability scores. The Magus can damage undead or other creatures harmed by positive energy as well but needs to hit with a melee touch attack and they get a will save for half damage (DC 18 + Charisma + intelligence). If Lay on Hands is used to heal it grants temporary hit points equal to half the Magus's maximum hit points. Unlike normal melee touch attacks the positive energy used in this recitation is too unstable to be held and if the Magus doesn't heal someone within one round of using this recitation the energy is wasted.
Guardian Spirit:(8th) [Positive] The magus conjures a mass of positive energy into the shape of a radiant large winged humanoid figure glowing with holy light in an adjacent square. Each round the magus can direct the spirit as a free action on her turn and can order the spirit to bless, heal or smite a creature within long range of the spirit (400ft + 40ft/level). If the spirit blesses a creature that creature gains the benefit of the spell greater heroism. If the spirit heals a creature they are healed as if by the spell cure serious wounds and can end a single effect affecting the creature as if the creature had used the maneuver Iron Heart Surge (ToB). If the spirit smites a creature they take 1d8 points of divine damage per two caster levels and must make a will save or be blinded for one minute. This damage is tripled against undead creatures. For all effects the spirit has a caster level equal to the magus' caster level. In order to target a creature the magus must have line of sight to the creature and the spirit must have line of effect to the creature.
This guardian spirit is a spell effect not a creature but it can be attacked as if it were an object with 10 hit points per caster level, fast healing 10 and hardness 10 and destroying it ends the spell effect. The spirit can not move once it has been placed.
Negative Burst Storm: (8th) [Negative] The magus channels a massive amount of negative energy as a standard action targeting 4 creatures within medium range (100ft +10ft/level). Each creature is flooded with negative energy which lashes out at nearby creatures and siphons energy. For each creature within 15ft of each target creature the targeted creature gains one negative level. Each creature within 15ft of each targeted creature gains two negative levels. A creature can only gain a total number of negative levels equal to half their hit dice from all effects of this recitation. The magus then heals five hit points for each negative level bestowed with this recitation.
Cursed Totem: (8th) [Negative] The magus solidifies a solid chunk of the primal essence of the negative energy plane into a malignant totem somewhere within medium range (100ft + 10ft/level). The totem radiates a 30ft emanation that forces enemies within its effect to make a will saving throw at the start of their turn or suffer a curse. Each round the curse that creatures who fail their saving throw is determined randomly from the table below at the start of the Magus' turn (Or right when the Magus casts the spell for the first round). Every creature within range of the totem suffers a -4 penalty on saving throws against negative energy effects. If a creature gains a curse they already have they instead gain two negative levels. These curses function as the spell Bestow Curse unless otherwise noted.
Once placed the totem can not be moved but it can be dispelled or sealed off as a normal spell effect. The totem can be physically attacked as if it were an object but it is treated as an object with 5 hit points per caster level hardness 20 and spell resistance equal to 15+the magus' caster level and it heals 10 hit points whenever a creature fails a saving throw against a curse. Positive energy effects can function against the totem dealing damage as if it were an undead creature and they bypass its hardness and spell resistance. Destroying the totem ends this recitation but does not remove the curses already applied.
Spoiler: Curse List
1: 50% chance to act as Bestow Curse
2: -4 Penalty on saving throws, attack rolls, skill checks and ability checks as Bestow Curse
3: Become Blind and Deaf
4: They deal half damage with all attacks, spells, supernatural abilities and effects.
5: The creature's movement speed is halved for all movement types. Whenever the creature tries to move outside of the totem's emanation via a movement speed, teleport effect or other action the action has a 75% chance to fail. This does not prevent other creatures from moving the creature outside of the radius of the totem and has no effect on the creature once they are outside of the totem's emanation.
6: The creature loses the benefit of any non racial immunity to negative energy effects such as from the spell death ward or from magic items such as from Soulfire armor.
7: -10 penalty to a random ability score. (If the creature already has a penalty to that ability score reroll. If all of their ability scores have such a penalty they gain 2 negative levels as noted above)
8: The Magus can choose any from the above list
20th Level Final Recitations
Supernova: (9th) [Positive]
As an immediate action this recitation allows the Magus to call as much positive energy as he is possible of calling into one spot at once. However, he spends all his power on simply calling the energy not controlling it with any finesse whatsoever. Instead he lets it burst from his form and spread to his allies shielding and protecting them. The positive energy the Magus has called bursts forth in a magnificent explosion of light. All allies within a one mile radius of the Magus gain a +5 bonus on all saving throws, skill checks, attack rolls and also gain temporary hit points equal to the maximum hit point total of the Magus. This ability ignores line of sight and line of effect and the Magus needs neither of those to affect his allies with this recitation. These temporary hit points last for one day per caster level of the Magus. Using this recitation is not without cost though and after using this recitation the Magus's form disintegrates into white ashes that scatter in the explosion killing him. In addition, channeling this much positive energy is disruptive for the Magus' soul and makes it impossible to resurrect the Magus for at least one day as his soul and spirit try to reform themselves after the hosting maelstrom of energy they just unleashed.
Eternal Crusaderís Cloak: (9th) [Positive]
As a standard action you flood a target with a cloak of positive energy granting them a limited form of immortality for a brief time. The target gains fast healing equal to his maximum hit point total. The target gains immunity to all negative energy effects, negative levels, ability damage, ability drain, poisons, curses and diseases and is instantly healed of all such effects he is currently affected by. In addition, he can survive much more punishment allowing him to survive up to negative 100 hit points, though he still falls unconscious below 0 hit points. This recitation lasts for 3 rounds. After benefiting from this effect the target is exhausted for one hour.
Absolute Zero: (9th) [Negative]
The Magus can siphon energy so efficiently they can freeze creatures and spells in place. As a standard action this recitation lets the Magus rob a 20ft radius spread within close range (25ft+5ft/2 levels) of all energy. This essentially robs all creatures in the area of the ability to move, think or act rendering them in a state similar to temporal stasis (Though they can still be harmed and healed though it may be difficult to do so). Magic as well is negated inside this area and all ongoing magical effects are ended as long as they are not cast at a caster level higher than the Magus's caster level. Magic items are treated as being suppressed in the area and for 1d10 rounds after leaving the area. All kinetic energy and gravity is also negated so movement inside the area is impossible for objects. When objects are thrown into the area they simply stop once they enter and simply hang in the air. Every round a subject is trapped in the area he may make a fort save to allow himself to move. If the subject fails he takes 5d6 cold damage from the lack of heat. If he fails three saving throws in a row the character dies as all energy from his very soul is sucked into the negative energy plane. Even if he succeeds it still is difficult to move around, his movement speed for all types of movement are halved and he can only take a move or a standard action on his turn. A successful saving throw means that the creature's items are not suppressed. In addition, the area is still suppressing magic so he must make another will save or be unable to use any spell, spell like ability or similar ability while in the area. The Magus is immune to his own Absolute Zero recitation and it does not hamper his movement or his recitations or items nor does it deal damage to him. This area siphons energy out of it for 1 minute/caster level
Solidified Entropy: (9th) [Negative]
The Magus focuses his will and manifests the purest form of negative energy, a void stone, a material that devours matter upon touch and is a component of the dreaded artifact the Sphere of Annihilation. The Magus can summon a 2ft sphere of voidstone as a full round action in any adjacent square and can direct the sphere as a move action. The sphere has a movement speed of 80ft and can fly. If the sphere enters or is summoned into the square of a creature who is able to see the voidstone coming and is able to move out of the way the creature can make a reflex save to avoid being struck by the sphere. Those who fail the reflex save must make a fortitude save or be annihilated. Creatures annihilated by the voidstone are disintegrated and the dust absorbed into the voidstone and canít be resurrected except by a wish or miracle, the subjectís gear remains untouched. Success means the creature takes 40d6 points of damage. If the voidstone strikes a creature it stops moving for the round and remains in that square. The voidstone has no effect on the Magus even if somehow the Magus touches the stone.
The void stone also destroys objects it connects with, destroying up to a 10ft cube of a solid object or liquid upon connecting with it. Pools of liquid lose approximately a 100ft cube of liquid per round if the voidstone remains in the pool as more liquid floods towards the voidstone. The voidstone can even destroy force effects upon contact and other spell barriers such as a prismatic sphere. Striking the voidstone with manufactured weapons or objects results in the objects being destroyed as above and striking the stone with natural weapons forces the foolish creature to make a fortitude save or be annihilated as above.
The voidstone can not be targeted by spells and effects nor can it be dispelled by anything but a Disjunction spell and functions within an antimagic field. The one other exception to this is if a 9th level or higher spell that deals 100 or more points of positive energy damage targets the voidstone it destroys the sphere. This recitation lasts for one minute per level.
Last edited by Silva Stormrage; 2020-11-26 at 04:36 AM.
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Re: Maelstrom of Light and Shadows 3.5 Base Class
Reading over now. I like the fluff and mechanics. A few minor grammar and style issues:
Knowledge (Religion), Knowledge Arcane, (Int), Knowledge The Planes (Int)
If a magus gains either 100 energy points he become unable to use any negative energy recitations until he can rest for eight hours and vise versa.
A Magus may change one of his previously select Recitations
long as it stays within LoE of the Magus
Some abilities don't seem to have their ranges specified. Soul Steal for example does not have a range given.
Its hit points is equal to the Magus's current hit points. It is a gargantuan Magical Beast and has physical ability scores equal to the Magus's charisma score and mental ability scores equal to the Magus's intelligence score.
Things this really needs:
Feat options. One obvious feat is one to get another recitation known. It should probably require having a lesser recitation and give you a recitation of level strictly lower than your highest recitation known. (This is based off of the Extra Invocation feat for warlocks.) A feat that adds 10 to your maximum number of points or negative points you may have would be nice, with allowing multiple copies that stack. A feat that increases the number of beings one may have their webs would also be reasonable.
Another should help multiclassing with spellcasters- allowing you to add your Twilight Magus level to your caster level of any spell cast that involves either positive or negative energy, but not allowing this to increase your caster level beyond your hit die. Something similar to go with the effective healing of a paladin's Lay on Hands would be nice also, and similar feats for turning and rebuking undead would also make sense.
Specific feats to interact with Mother Cyst, Black Lore of Moil might also be good.My homebrew:
The Narrow Bridge
The Broken Blade
Disciple of Karsus -PrC for Karsites.
The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
Master of the Hidden Seal - Binder/Divine hybrid
Knight of the Grave- Necromancy using Gish
Age of Warriors
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- Dec 2009
Re: Maelstrom of Light and Shadows 3.5 Base Class
As to confusion:
At first I was in the standard "pay X to use Y" mindset, so I was confused as to why using negative recitations actually gave me negative points. It made far more sense when I started thinking about it in terms of aligning oneself with the respective force, then it also makes far more sense to not be able to use the opposite if you are above 50.
After another round of thinking the uses per day for each invocation are okay, I'm just missing something the class can actively do if they run out. Shades are basically an animal companion and auras are passive. Since I usually play warlock-like characters I always look for some form of at-will ability. I've also never played shadowcaster due to the same reason, I just didn't like the ability uses/day thing.
Healer's hand: I wouldn't switch those around instead replacing the 17th with the secondary effect of restoration.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained).
Energy Inverse: I was under the mistaken impression that final recitations made the blocked recitations available again (effectively acting like a total reset), hence my want for the inversion effect to work at 100 in case I don't have a final recitation for the specific side I'm on anymore.
example: I'm at -100 but don't have a negative final anymore, so I invert and use the positive.
But since that was my mistake its irrelevant now.
SpoilerVampire: (attacks not in here because they aren't great for the TM)
- Str -2, Dex +2, Int +2, Cha +4
- +4 racial bonus on Bluff, Diplomacy, Hide, Intimidate, Gather Information, Move Silently, Sense Motive (these two because the TMs ability reliance makes persuasive Vampire generally the best one)
- +3 natural Armor
- Charm Person (for a day even)
- Create Spawn (probably should be taken out, maybe)
- Alternate Form (Do TM abilities work while transformed?)
- DR 5/silver & magic (at that level basically DR 5/silver)
- Fast healing Chamod (depending on available stuff that can easily be 15)
- Gaseous Form (I guess TM abilities don't work with this one?)
- Traits (since its specified as a weakness the private house thing is likely what people will get)
- Spider climb
- Turn resistance +4
- Life Drain + Endure Sunlight
- Diet (Bad one, but all you have to do is make some enemies not outright die)
- Silver, holy weapons, holy water, fire: Holy water is never that great and you can always get a resist item against fire. Weapons are bad for anyone but you have massive fast healing potentially.
- Int +2, Wis+2 Cha +2 (slightly worse than persuasive vampire)
- +2 nat Armor
- Bolstered Spells: +2 to DCs isn't bad but nothing groundbreaking.
- DR 5/bludgeoning & magic (this may be better than the vampire)
- Mental Fortitude: at most likely a +4 or +5, that does help quite a bit, but isn't much compared to the fast healing of a vampire with the same score.
- Turn Resistance +4
- Cold Immunity (this one is really good)
The Lich is a bit hardier, but doesn't heal as much. The vampire has an astounding breadth of options with some limited weaknessesMy first foray into homebrew: The Circuit Mage
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Re: Maelstrom of Light and Shadows 3.5 Base Class
Doublepost for recitations for easier reading: (I'll put my rating from best (1) to worst (a number higher than 1) behind the names)
They also need ranges unless its supposed to be the same as Linking and all of them work at close range unless otherwise specified.
Absorbtion Web: (Can't be used at 1st level) (2)
Preventative, best put on before the fight. In a fight its very inefficient. You negate one spell over the entire web. The only reason I don't hate it is that its absolute, you could be second level and a 9th level spell still gets negated.
Bolster Undead: (3)
Buff your own shade, otherwise depends on having undead allies.
Darkness in 3.5 is weird and even using the pathfinder version its not that great.
Decay, least: (not sure if applicable at 1st level) (1)
Guaranteed 2d6 damage (1d6+1d6), usually more. Basic Damage recitation, has its uses. It says it affects all in the web (which actually makes it pretty great), so does it need the web or can it be used as a single target ability?
Finishing Blow (can't be used at 1st level) (5)
I rarely see DMs to use negative hitpoints and even then its strictly speaking worse than Death Knell, pass.
Useful to dispel Darkness but nothing else.
Energy Surge (4)
Too bad undead have good will. Its okay overall, its something to pling away at the horde with later on when you can have it at-will. At low level, the Daze is nasty.
Enhanced Fortitude: (Can't be used at 1st level) (3)
Untyped bonus, small but welcome. Solid,
Vibrant Shield: (Can't be used at 1st level) (1)
Pseudo healing for everyone. Better at lvl 5+. Good.
Violate Energy Pulse: (Can't be used 1st level) (2)
The Non-dismissability makes it necessary to check when the fight will be over. Still, the damage can be offset by Vibrant Shield so its still good. Though not something for low levels.
Healing Bubble Least: (5)
Your Aura will be doing this already, though I guess its a nice upgrade when necessary.
Decay, Lesser: (4)
Since the "two saves to negate" rule is still in effect, the duration upgrade has less impact. So the overall increase isn't particularly fascinating.
Erode Wards: (5)
A VERY circumstantial and limited dispel magic, not really worth it in general in my opinion.
Negative Energy Ray: (1)
Good damage effect, with a 15% chance of not expending it. Very Good.
Power Leech, Lesser: (3)
Can be absolutely massive and can likely cause shenanigans with the increased caster level.
Siphon Energy: (2)
At higher caster levels this is strictly better than lesser Decay.
Positive (overall, these seem much better than their counterpart)
Positive Rift, lesser: (3)
'Put Dispenser here' - Strange but fitting. And increadibly useful. It also encourages mobile combat where people switch targets and move around. Very Good.
Positive Energy Ray: (2)
Can this one heal? (rating assumes it can)
Rejection Shield: (1)
Is it one will save to negate the entire spell effect or one will save for each instance of damage taken? (rating assumes the latter)
Rejuvinating Shield: (5)
Considering how many different way there are for this class to grant temp hp, this one is yet more fast healing but without a ceiling.
Restore Vitality: (4)
Very much better than the corresponding healing hands ability. I guess this one is for when healing hands fails or you are in heavy combat.
SpoilerNegative: rating them is hard, they are all pretty good.
Buffed Damage, 3 saves to end. makes for much better damaging than the lesser version.
Magic Syphon: (2)
randomised, duration based, targetted dispel magic with no CL check, yes please.
Negative Rift, lesser: (6)
Basically a no-save one negative level. the temp hp aren't great because the rift is probably somewhere in enemy ranks anyway. Still goo though.
Siphon energy, greater: (1)
Guaranteed fatigue and possible exhaustion make the damage the secondary effect. Really good.
Spell Drain: (4)
Best put in "or the next highest if the target does not yet have access to the drained spell level" to exclude shenanigans. Interesting redistribution.
Vampirric Barrage: (3)
Is this auto-hit or ranged touch? (rating assumes latter)
Enduring Shell: (5)
Huh, a novel concept. I haven't seen that idea before. Needs a duration.
Enhanced Fortitude, greater: (3)
Upgrade over the least version. Good buff.
Healing Bubble, Moderate: (4)
spell level is missing the 'st'. standard upgrade. makes for fun.
Healing Stream: (6)
This can put you over 50 fast and its not even that useful unless the battle is otherwise going a predictable way.
Soul Recall: (1)
Emergency action. I don't think there is anyone who won't take this.
Vibrant Barrier: (2)
A good thing this is moderate, otherwise it might be spammed at high levels.
very useful pseudo healing.
Violate Energy Pulse, greater: (7)
Double damage for 50% bonus increase? On the other hand, you could push this one on enemy mooks.
Decay greater: (6)
Not significantly better than the last, but works.
Entropy Beam: (2)
Wow, that rocks. The enemy better hope they don't amass in a dungeon corridor in front of me. (now imagine you become a vampire and get life drain, thats potentially 6*(5+cha) (from neg levels, due to life drain feat) and 20d4 (50), so at the apex with chamod=15 this would be 170 damage. And average with save is still 50.
'as noted here'? theres nothing there.
Necrotic Ressurection: (7)
This will lock you into cooldown mode (as you need to be below 50 to cast it, it catapults you 'above' -50). Unless you have a party member that is undead or have story reasons, this really isn't worth it ususally.
Negative Rift, greater: (5)
Upgrade, but not great. Enemies aren't dumb usually, they'll know to avoid it. Of course if you have good companions they may bullrush people through the rift.
So with 3 shades you can in theory get up to 30 shadows. This one may be a bit overkill regardless of how awesome I think it is.
Vampiric Bombardment: (3)
again rating will assume ranged touch attack.
Positive: hard to rate, all pretty close together.
again, theres nothing newly specific there. (I guess you mean energy costs and levels)
Positive Rift, greater: (2)
Good upgrade, probably in the same league as haste.
Really really good. The reset button for many problems.
Greater Vibrant barrier: (4)
Friends won't be wanting for hitpoints at this point, thats for sure.
Half Price ressurection. Is it bad that my first instinct was to sell ressurections at 7000gp, making a fortune from any and all rich people?
Summon Stygian Phoenix: (1)
Massively useful and simply massive. Has lots of uses in hard battles.
Decay, Perfect: (5)
The addition of negative levels makes it much better.
3 no-sells for the party. Good to have at high levels.
Web of Harm: (4)
Strictly much better than even the current version of Decay.
Power leech, greater: (3)
You should probably define that no version stacks with any version. Otherwise things become insane. But this one is a potentially massive buff.
Massive buff in big battles.
Healing bubble perfect: (5)
So the ones before don't stack? That makes them less useful.
Energy Empowerment: (4)
How does this interact with deities/magic immunity? especially with the latter you have two absolutes.
Enhanced Fortitude, radiant: (2)
Once per day, buff with great effect.
Web of Heal: (3)
For when things are going south fast.
Phoenix Fire: (I'd choose this)
Put this on the Tank and he can probably solo most big things.
Death effect, the healing is nice but overall not that great.
Lay on hands:
Outclassed in perfect recitations.
Negative Burst Storm: (I'd choose this one)
Big evil guys are usually surrounded by mooks, right? right! *evil laugh*
Great in massive battles but the drawback is ludicrous.
Absolute Zero: (I'd choose this one)
Fort save, so use against enemy casters. This is basically caster shutdown and item supressant. Very very good.
Last edited by Re'ozul; 2013-12-27 at 01:18 PM.My first foray into homebrew: The Circuit Mage
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Re: Maelstrom of Light and Shadows 3.5 Base Class
What about the class made you initially confused? The recitations and casting?
Thank you for the typo's/confusing terminology I will attempt to fix that.
I mostly took the recitation system from the Shadowcaster in tome of magic. I am not sure that the Magus has too little abilities due to their at wills and also their shades/other class features but I might end up boosting some of their uses or maybe adding a feat for extra uses if the individual character feels like they need more uses.
Energy Shade I did actually intend for the positive energy aura to be better but the positive energy shade to be worse. I am not sure I agree with the negative energy shade is that much better though. To be on the safe side I think I will add a fort save to that negative level.
Healer's hands is supposed to be somewhat situational and I figured fluff wise that removing negative levels would be easier for this class than anything else. I was thinking about swapping the 17th and 14th level ability but that makes 17th level much much weaker. Do you have any suggestions to add to that one? Maybe in addition to regenerating things it grants some temporary fast healing of some sort?
Energy Inverse: You don't want it usable at 100/-100. At 100 you lose the ability to use negative recitations for the rest of the day and vise versa. So if you switched that to 100 to -100 you would be unable to use any recitations for the rest of the day.
Energy Transformation: Whoops... I never made the Spectral Servant. That one is supposed to be positive energy transformation. I probably should make two to balance the number. What did you find unbalanced about the vampire compared to the Serath Lich. The vampire certainly gets more options but it also gets a host of other weaknesses which are somewhat hard to negate.
All in all thanks for the review.
Okay fixed the grammar and some basic balance fixes, buffed the positive energy shade and made a fort save for the negative level for the negative shade. I looked over most of the recitations review and will work on those when I have some spare time I think most of your critiques are pretty spot on.
I think I also have some good feat options I can think of right now and I like the idea of a necrotic cyst feat option.
Last edited by Silva Stormrage; 2020-11-26 at 04:35 AM.
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Re: Maelstrom of Light and Shadows 3.5 Base Class
Okay I think I fixed most of the problem recitations and buffed some of the underpowered ones. Now I just need to work on the templates (Including finishing the spectral servant)
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Re: Maelstrom of Light and Shadows 3.5 Base Class
I'll try to see which Recitations changed and comment.
Decay lesser: The extra dice of damage makes it much more attractive.
Erode Wards: I think the item suppressant is new? Might actually be useful now.
(Positive energy ray): Still needs clarification on wether that heals living creatures.
(Positive Rift lesser): needs duration on rift existance.
Decay: This prompted me to look through the other Tiers. You jumped up the damage quite a lot, though not overly so. Its a much better progression now I think.
Vampirric Barrage: Yikes. Ultra-Magic-missile. The Fort save lowers it from being OP. I'd switch the price of this and Negative Rift.
(Negative Rift): Needs existance duration
Violate Energy Pulse, Greater: Bonus and damage still a bit bad, but much better usage as +5 is a good bonus at this level.
Shadowpocalypse: lowered duration? more manageable, still really good.
Vampiric Bombardment: more silliness. Again, I'd switch the cost of this Tiers negative Rift and this one.
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Re: Maelstrom of Light and Shadows 3.5 Base Class
The Shadowpocalpyse also got nerfed in that there is now a fort save to negate the Shade's negative levels. So it's not always a shadow a turn per shade.
I don't think I need to clarify that Positive Energy Ray can heal. Positive Energy Damage automatically heals living creatures.
Vampiric Barrage I don't think its too strong, 1d6/level isn't all that much at higher levels and a touch attack is for the most part auto hit at higher levels anyway.
Other changes you might not of noticed:
Changed the level you gain linking so that first level powers are all usable.
Added feats + meditation class feature.
Reduced Phoenix Fire's Duration but slightly increased the damage
Let Lay on Hands add temporary hit points
Supernova now is an immediate action, grants bonuses and checks maximum instead of current hp. The goal being 1, large battles, 2 last act of desperation if necessary.
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Re: Maelstrom of Light and Shadows 3.5 Base Class
The thing that makes Vampirric Barrage powerful as an auto-hit is not the mode of targetting.
There are several things that apply to ranged-touch attacks that don't to migic-missile targetting such as:
Cover, Concealment, in-melee.
The biggest of these is concealment and other miss chances such as displacement, which now don't apply, hence why the ability becomes very useful in fights vs mages.
It isn't overpowered I think, but it effectively becomes the obvious choice for "what to take in this Tier".
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Re: Maelstrom of Light and Shadows 3.5 Base Class
I am going back over some of my old homebrews to get them back up to shape and fix up the tables. I just finished this one up. I did a lot of number tweaking, especially regarding low levels (Being able to add one temporary hit point per CL isn't the best at level 1), I fixed some of the more... use impaired recitations and tried to add more options for some of the levels adding about 8 new recitations.
Also I added two new feats and fixed a bunch of wording.
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Re: Maelstrom of Light and Shadows 3.5 Base Class
Alright another run by of this class as it is one of my favorites fluff wise and mechanically.
1) Added a new positive/negative final recitation for each final recitation level to give players more options.
2) Added 3-6 more recitations per grade as well as fixing or updating some of the weaker ones.
3) Added a bunch of new feats for the class
4) Standardized the amount of energy points each recitation grants to be determined by the grade of the recitation. Also massively increased the amount of energy points granted or drained by using recitations to make that mechanic more relevant.
5) Number tweaking to the shades/aura to make them relevant but also not overpowering.
6) Various other minor tweaks.
Let me know what you think! Or if you have used this class please let me know any feedback