Arcane Duelist Academy (3.5e Other)
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 Arcane Duelist
The arcane duelist, is trained to fight of other spellcasters. The academy willingly teach any arcane that is willing to pay the 10 GP entry fee. Though if they are currently wanted criminals in the area and they apply they will be refused any further lessons at that academy. Though he can go to an afilliliate in another region were he is not wanted by the officials, and continue his lessons. There is one more footnote on the contract, for every 3 lessons the student will owe the academy a small favor many of this favors were initially used to send 2-10 mages against one mage that refused pay the favor owed. The 5th and 10th lesson costs a big favor, this is the reason hat the academy both feared and respected. These favors are sometimes for rent, as a mercenary force, though the academy wants full disclosure to make sure its current and former students aren’t used for suicide missions and to make sure that the mages will make a difference. Like a guy has an army, and could easily subdue the revolting commoners by force. But to drive the point home he decides to hire some mages. The arcane duelist academy would never take that job not because they got a problem with killing commoners but rather because they would not make a difference in the outcome. Also they never take a job were they aren’t opposed by other mages. Each of the big favors are supported by a quest spell, each quest spell is tracked so if it should disappear for any reason the academy will know. There are some ways to repay the favors other than them being called in. 1 favor: 20 spell levels of new spells; some interesting magical Items, about 35000 GP, Some very interesting magical knowledge. Gaining a new ally of some power: Noble of note or above. 1 big favor: 350000 GP, an artifact or unique magical item, Getting a POWERFUL ally for the academy, ruler/s of a country. 2 new epic spells.
Description: The lessons have to be taken in sequence so you can not start lesson 5 until you have completed lesson 1-4, The level cap is the optimal level to take the lesson, it’s possible to take the lesson earlier but the XP cost goes up by 20% plus you have to convince the teacher that you are ready. The time spend is the minimum uninterrupted time that you need to complete the lesson
Lesson 1 – Spell Study.
Level cap: 1
Time: 1 week
(10 GP / 100 XP)
The first lessons deals with the knowledge of spells and how to quickly and easily identify them. This lesson gives a +2 to modifier to all Spellcraft checks.
Lesson 2 – Soft Magic
Level cap: 2
Time: 1 day
(20 GP / 300 XP)
The second lesson is focused on taking an opponent down without killing him. These lessons are mainly a precursor to the following lessons since they can’t be done without a simulated spell battle and without the Subdual spell Metamagic feat, the list of dead students would grow very quickly. Basically they can prepare any spell with an energy or force descriptor so that it does subdual damage instead. A subdual spell takes op a spell slot of the same level as normal.
Lesson 3 – Spell Confusion
Level cap: 4
Time: 2 days
(40 GP / 600 XP / Favour)
This is lesson is the first lesson that sets them apart from the common arcane spellcaster, they now expand on the knowledge gained from the first lesson and are able to make a spell seem like another spell. This is done by an opposed spellcraft check. If you have 5 or more ranks in bluff you get +2 to this spellcraft check. When you cast a spell you make a spellcraft check to make it seem like another spell to mislead any other caster into believing that you are actually casting another spell. The opposed spellcraft check is modified according to how big a difference there is between the actual spell and the bluff. The modifiers are as follows
Bluff Modifier 5 or more ranks in sense motive. +2 For every spell level +3 Different school +2 Every level above your actual ability +5 Different intend +10
If you try as a 13th level wizard to make it seem like you are casting foresight but are actually casting a fireball, any opposed spellcraft check would have the following modifiers: For the spell being 6 levels above the actual spell level: +18 For the spell being 2 levels above what he can actually cast: +10 For the spell being a different school: +2 Finally, for casting a harmful spell while making it seem like he is casting a helpful spell: +10 So anyone with at least one rank in Spellcraft will get a total of +40 (18+10+2+10) So only the absolute most knowledgeable of wizards would have a chance of pulling that bluff of, and even then the opponent would have to be really dumb. Also in the above case he would have to make a normal bluff check to make people believe that he actually wants to help and that he is a far more powerful spellcaster than he actually is.
Lesson 4 – Unravel
Level cap: 6
Time: 3 days
(80 GP / 1000 XP)
Now they start to learn the real tricks of the academy they, this lesson is all about dispelling, though were normally you try to dispel the whole spell or effect by using the brute force of your own arcane power, the academies studies are so extensive so they instinctively know what parts of a spell to focus on to make the spell unravel itself, the end result is the same though the success rate is higher. All students who have completed this lesson get +2 on all dispelling checks.
Lesson 5 – Always Prepared
Level cap: 8
Time: 4 days
(160 GP / 1500 XP / Big Favour)
This Lesson focuses to such an extreme degree on countering spells that they can now convert any know spell into a dispel magic spell exactly like a good cleric spontaneously casts cure spells. Sorcerers ad this spells to their known spell, if they are high enough level to cast them. The spells that can be spontaneously cast are:
2nd Dispelling Touch (PH2) 3rd Dispel Magic (PH) 6th Dispel Magic Greater (PH) 9th Mordenkainen’s Disjunction (PH)
Lesson 6 – Highest Potential
Level cap: 10
Time: 1 week
(320 GP / 2100 XP / Favour)
The focus on unravelling hostile magic and their experience in what holds spells and enchantments together, has resulted in the a much higher dispelling potential than the same spell would have in the hands of any other arcane or divine power. With these teachings in mind the normal max level of effect for all dispelling spells is raised by 5. For example. Dispel Magic normally reaches it’s max effectiveness at the 10th caster level, Now it reaches it’s max at 15th
Lesson 7 – Lasting Protection
Level cap: 12
Time: 10 days
(640 GP / 2800 XP)
Having focused the last many lessons of only one aspect of the abjuration school they now expand their research to the rest of the abjuration school, all abjuration spells are now cast at +1 caster level.
Lesson 8 – Practical Dispelling
Level cap: 15
Time: 2 weeks
(1280 GP / 3600 XP)
They now learn to stabilize the effectiveness of their dispelling spells. They can always take 10 on any dispelling attempt. But secondly they also get the equivalent to the maximize metamagic feat, though this version of the maximize feat can only be used on dispelling spells. You still have to memorize the spell at 3 levels higher, or if a spontaneous caster take a full round action and and use a spell slot 3 level higher.
Lesson 9 – Fast Unravel
Level cap: 18
Time: 3 weeks
(2560 GP / 4500 XP / Favour)
Now is the time were the Arcane duellist really proves his worth this lesson is the main reason the masters of the academy as good as never lose in arcane duel. They are now able to cast dispel magic as a free action. If the duellist uses a spontaneous dispel, it costs a spell slot 2 levels higher. All prepare dispels now have a casting time of 1 immediate action instead of one standard.
Lesson 10 – Total Defence
Level cap: 20
Time: 1 month
(5120 GP / 5500 XP / Big Favour)
This one ability is the reason people are willing to pay way over the top for the academy mages rather than a normal mages. A master of the academy has the ability to enter a highly focused state of mind. While in this state he can only cast dispelling spells, but can cast them as a free action and as many times as there are valid targets within long range, and he still has spells available. All spells from 0th – 9th level can effectively converted into the 3rd level spell Dispel Magic, (but only if he normally has access to 3rd level spells). All spells of 4th – 9th level can effectively be converted into Greater Dispel Magic. (but only if he normally has access to 6th level spells). And all spells of 7th – 9th level can effectively be converted into Mordenkainen’s disjunction. (but only if he normally has access to 9th level spells).
The Drawbacks to enter this state are:
- Only moves at half movement rate,
- Cant take any other actions than dispelling
- Is considered flat footed.
- Gets no reflex saves.
- Needs to make concentration checks DC 15+damage done every time he takes damage or his focus.
- When he exit’s his focus (willing or not) he is stunned a number of rounds equal to the number of rounds he was focused.