House mage (3.5e NPC Class)
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This spontaneous arcane spellcaster specializes in using lots of lower-level (max 5th) utility spells. While it gets more low-level spell slots than any PC class, its spell list is extremely limited, with no spells designed exclusively for combat.
- Starting Age
|Special||Spells per Day|
All of the following are class features of the House Mage:
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Spells: A House Mage casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a House Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mage’s spell is 10 + the spell level + the mage’s Charisma modifier.
Like other spellcasters, a House Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The House Mage. In addition, he receives bonus spells per day if he has a high Charisma score.
Unlike a wizard or a cleric, a House Mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
When Table: The House Mage indicates that the adept gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
House Mages choose their spells from the following list.
Improved Permancy: The House Mage spends half as much XP to cast Permancy spells