Master of Evocations (3.5e Prestige Class)

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A master of evocations using Energy Admixture to add a bit of a chill to one of his lightning bolts...

Contents

[edit] Master of Evocations

A master of evocations is a wizard who has dedicated his life to the understanding and domination of evocation magicks.

[edit] A Personal Note

Evocation spells are often considered the red-headed stepchildren of Dungeons & Dragons, at least since the most recent editions of the game. I attempted to bring the school up to snuff with the more utilitarian magi with this prestige class, and I hope you find it as interesting as I hope it to be.

[edit] Organization and Society

Many masters of evocations tend to lead solitary lives, locked away within their towers, satisfied with their experimentations and research into elemental magic. Others, however, long to test their magicks against the many dangers of the world and seek out a more adventurous lifestyle. Still others sell their expertise to the armies of the world, unleashing their hellish magic on those unfortunate opponents who had neither the coin nor insight to hire them first.

[edit] Becoming a Master of Evocations

Entry Requirements
Skills: Knowledge (Arcana) 12 ranks, Spellcraft 12 ranks.
Feats: Any two metamagic feats.
Spellcasting: Able to prepare and cast 5th-level evocation arcane spells.
Special: Must be a specialist in the school of evocation.

Table: Master of Evocations

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Evocation Mastery 1, Familiar Advancement,
Versatile Evocations
+1 level in an existing arcane spellcaster class
2nd +1 +0 +3 +3 Mastery of Shaping, Sidestep +1 level in an existing arcane spellcaster class
3rd +1 +1 +3 +3 Evocation Mastery 2 +1 level in an existing arcane spellcaster class
4th +2 +1 +4 +4 -- +1 level in an existing arcane spellcaster class
5th +2 +1 +4 +4 Evocation Mastery 3 +1 level in an existing arcane spellcaster class
6th +3 +2 +5 +5 -- +1 level in an existing arcane spellcaster class
7th +3 +2 +5 +5 Evocation Mastery 4 +1 level in an existing arcane spellcaster class
8th +4 +2 +6 +6 -- +1 level in an existing arcane spellcaster class
9th +4 +3 +6 +6 Evocation Mastery 5 +1 level in an existing arcane spellcaster class
10th +5 +3 +7 +7 Mastery of Counterspelling +1 level in an existing arcane spellcaster class

Class Skills (2 + Int modifier per level)
Concentration (Wis), Craft (Int), Decipher Script (Int), Knowledge (any, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis),
Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

[edit] Class Features

Weapon and Armor Proficiencies: A master of evocations has little time for mundane pursuits, and they do not gain any additional proficiencies as a result.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a master of evocations, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Evocation Mastery (Ex): At each class level in which you gain the Evocation Mastery class feature, select one of the following metamagic feats as a bonus feat: Chain Spell, Empower Spell, Energize Spell, Energy Admixture, Energy Substitution, Enervate Spell, Explosive Spell, Maximize Spell, Split Ray, or Twin Spell. When you prepare an evocation spell with any of these feats, the spell level increase is reduced by one point per each of these feats you know, whether they come from this class feature or elsewhere. For example, if you know Empower Spell and Maximize Spell and choose to prepare fireball as a maximized spell, it would only take up a spell slot one level higher than normal rather than three.

Familiar Advancement (Ex): You gain a familiar if you do not already possess one, and it derives its benefits as a wizard equal to your effective class level. At every even level (2nd, 4th, 6th, etc.) you may also select a bonus familiar feat. The list includes, but is not exclusive to, the following feats: Bonded Familiar, Celestial Familiar, Combat Familiar, Dragon Familiar, Improved Familiar, Planar Familiar, Spell-Linked Familiar, and Stitched Spell Familiar.

Versatile Evocations (Ex): For each class level you gain as a master of evocations, you may select one spell from another school of magic (even one that is normally prohibited from you). Forever more, that spell is treated as if it were an evocation spell in all ways, including your ability to prepare it in one of your bonus evoker spell slots and for the purposes of these class features.

Mastery of Shaping (Ex): You have learned how to alter your area of effect evocation spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. Your alterations allow you to create spaces within the area of effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.

Sidestep (Ex): Thanks to your years of experience with combat-oriented magicks, you can evade even spells with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. You may use evasion in any type of armor with which you suffer a skill check penalty of -2 or less. If you are helpless, you do not gain these benefits. If you possess a similar class feature from another source, such as a rogue's Evasion or divine oracle's Prescient Sense, you take only half damage on a failed Reflex save.

Mastery of Counterspelling (Su): You gain Improved Counterspell and Reactive Counterspell as bonus feats if you do not already possess them, even if you do not otherwise meet the prerequisites. In addition, any spell that you successfully counterspell is reflected as if it were fully affected by the spell turning spell. If the spell cannot normally be turned, it is instead countered as normal.



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