Soul Magus (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Seems to be missing level 2 and 3 spells


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Soul Magus[edit]

You see, there's one thing you forgot: Soul Bomb.
—Alan Sanders, Human Soul Magus, before the Goblin Kingdom was suddenly and inexplicably replaced with a crater.


Arcane magic is the act of manipulating the energies of the world in a language it understands. Divine magic is the act of manipulating the world in a language it can't ignore. The two seldom mix, but when they do, the result is potent indeed. The Soul Magus is a spellcaster who, through mastery of both arcane and divine magic, has unlocked very potent abilities unavailable to either one alone. These powers come from tapping into a private wellspring of power: the soul. Obviously, undead need not apply.

Becoming a Soul Magus[edit]

The path of the Soul Magus is that of unlocking one's inner power, and thus it is generally the path of the more ambitious spellcasters. Some more studious types, such as Wizards and Archivists take the classes largely out of academics study. Sorcerers and other flightier mages learn it for fun. There is little to really hold Soul Magi together as a coherent group.

Entry Requirements
Skills: Knowledge[Arcana] 11, Knowledge[Religion, Planes, or Nature] 11
Feats: Font of Life (Heroes of Horror p. 122), any two metamagic feats.
Spellcasting: Able to cast 4th-level arcane spells and 4th-level divine spells.
Special: Must possess a living soul, must have had contact with pure soulstuff.

Table: The Soul Magus

Hit Die: d<-die size->

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Bonus Feat +1 to Divine and Arcane Class
2nd +1 +0 +0 +3 Spell Replacement +1 to Divine and Arcane Class
3rd +1 +1 +1 +3 Soul Power +1 +1 to Divine and Arcane Class
4th +2 +1 +1 +4 Turn Undead +1 to Divine and Arcane Class
5th +2 +1 +1 +4 Bonus Feat, Spell Replacement +1 to Divine and Arcane Class
6th +3 +2 +2 +5 Soul Power +2 +1 to Divine and Arcane Class
7th +3 +2 +2 +5 Bonus Domain +1 to Divine and Arcane Class
8th +4 +2 +2 +6 Spell Replacement +1 to Divine and Arcane Class
9th +4 +3 +3 +6 Soul Power +3 +1 to Divine and Arcane Class
10th +5 +3 +3 +7 Bonus Feat +1 to Divine and Arcane Class

Class Skills (4 + Int modifier per level)
The Soul Magus class skills (and their key abilities) are as follows:

  • Concentration (Con)
  • Craft (Dex)
  • Decipher Script (Int)
  • Heal (Wis)
  • Knowledge (Int)
  • Profession (Wis)
  • Spellcraft (Int)
  • Use Magic Device (Cha)
Table: The Epic Soul Magus
Level Spellcasting Special
11th +1 to Divine and Arcane Class -
12th +1 to Divine and Arcane Class -
13th +1 to Divine and Arcane Class -
14th +1 to Divine and Arcane Class -
15th +1 to Divine and Arcane Class Bonus Feat
16th +1 to Divine and Arcane Class -
17th +1 to Divine and Arcane Class -
18th +1 to Divine and Arcane Class -
19th +1 to Divine and Arcane Class -
20th +1 to Divine and Arcane Class Bonus Feat

Class Features[edit]

All of the following are class features of the Soul Magus.

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 a divine spellcasting class and 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 divine spellcasting class, or more than one arcane spellcasting class before becoming a Soul Magus, you must decide to which class from each to add each level for the purpose of determining spells per day, caster level, and spells known.


Spells: In addition to the spells a Soul Magus would have from his normal classes, he can gain access to a set of powerful "Soul Spells," which he adds to one of his spell lists through either the Spell Replacement class feature (see below), or through a special ritual.

Soul Spells are considered neither Dvine nor Arcane Spells, and thus have neither the advantages nor the disadvantages of each. You cast Soul Spells as a member of whichever class list it was added to does. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—Healing Spark, Miniscule Synostodweomer, Spellspark

1st—See Energy, Lifedrain, Soulmote

2nd—Shadow Archetype, Soul Lightning, Align Chakras

3rd—OffensiveSynostodweomer, Soul Speech, Burning Countenance

4th—Spirit Blink, Minor Synostodweomer, Wall of Soulstuff

5th—Forge Soulstuff, Hope Chest, Form Soul

6th—Touch Soul, Fortify Mind, Soul Bolts

7th—Enter Soul, Soulrend, Soulfire Synostodweomer

8th—Soulward, Platonic Cave, Soulbound Clone

9th—Devour Energy, Soul Drain, Soul Bomb

Spell Replacement: At levels 2, 5, and 8, a Soul Magus may replace any one spell on one of his spell lists with one of another class he possesses levels in of an equivalent level, or with a “Soul Spell” (see above).

Soul Power (Su): At level 3, the Soul Magus gains a +1 bonus to caster level for all his spellcasting classes. This bonus increases at levels 6 and 9.

Turn Undead (Su): As the Cleric class feature. This class feature stacks with any existing Turning or Rebuking ability.

{{#anc:Bonus Domain}: The Soul Magus, upon reaching level 7, gains access to the spells and benefits of any one domain available to him. If they have a patron deity, it must be one of that deity's domains, but there are no other restrictions.


Bonus Feat: A Soul Magus may choose a Bonus Feat at levels 1, 5, and 10 from the following list:

  • Any Metamagic Feat for which they qualify
  • Any Item Creation Feat for which they qualify
  • Divine Feats
  • Arcane Feats
  • Domain Focus
  • Arcane Disciple
  • Augment Healing

The epic Soul Magus gains a bonus feat (selected from the list of epic Soul Mage feats) every 5 levels after level 10.

Epic Soul Magus Bonus Feat List:

  • Any qualifying Automatic Metamagic feat
  • Bonus Domain
  • Any Qualifying Epic Crafting Feats
  • Efficient Item Creation
  • Enhance Spell
  • Epic Spellcasting
  • Extended Lifespan
  • Ignore Material Components
  • Improved Metamagic
  • Master Staff
  • Master Wand
  • Multispell
  • Planar Turning
  • Spell Knowledge (Can be used to gain a Soul Spell at half cost)
  • Spell Opportunity
  • Spell Stowaway
  • Spontaneous Domain Access
  • Spontaneous Spell
  • Tenacious Magic

Soul Ritual: A Soul Magus may gain access to Soul Spells using the Spell Replacement class feature, or he may add them to one of his class's spell lists by means of a ritual, which requires materials costing an amount based on the level of the spell (see table, below) and meditation and study for a period of 3+spell level days.

Table: Soul Ritual

Level Cost
0 100
1 150
2 300
3 550
4 800
5 1350
6 1900
7 2550
8 3300
9 4150

Ex-Soul Magus[edit]

If a Soul Magus loses their soul, they lose every benefit of being a Soul Magus, save for attacj bonus, saves, and caster level. They lose their ability to turn undead, access to their bonus domain, and the ability to cast Soul Spells.

Campaign Information[edit]

Playing a Soul Magus[edit]

Combat: Soul Magi usually fill the same roles a normal spellcaster would have filled, but some less offensive casters will find they have greater ability to hamper and harm their foes.

Advancement: Usually a Soul Magus will continue down their path indefinitely, but it would also behoove them to learn the powers of the Archmage or the Hierophant in order to further boost one or both sides of their magical ability.

Resources: Soul Magi are not usually in any coherent group, but even Soul Magi of opposite alignments sense and respect the power of another Soul Magus, and will at least offer a token effort at aid when they see other Soul Magi in need.

Soul Magi in the World[edit]

Well, ya see, I'm not exactly what you call a 'typical mage' 'cuz, y'know, Soul Magic.
—Alan Sanders, Human Soul Magus, stating the obvious.

Soul Magi are spread widely and thinly across the world, and most people can go through their lives never meeting them. If a being comes into contact with pure soulstuff, however, it can propel them down that path. Soulstuff can be found in many ways: Incarnum users often slough off small amounts of used soulstuff, which can be captured and purified (Spellcraft, DC35), Gods can sometimes leave traces of it in their miracles, powerful spells can pull specks of it from distant planes, and sometimes, it simply drifts through the world on the wind.

NPC Reactions: Most people, upon seeing a Soul Magus, simply see yet another spellcaster. Slightly more knowledgeable people see yet another Mystic Theurge. The few who know what they are will know to treat them with a certain level of grudging respect, but often times they are simply not known about due to their rarity.

Soul Magus Lore[edit]

Characters with ranks in Knowledge[Arcana] can research Soul Magi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 Soul Magi combine Dvineand Arcane arts into a powerful magic.
16 Their magic is said to be drawn from their very soul.
21 Soul Magi manipulate soulstuff, and one must make contact with pure soulstuff to be able to manipulate it.
26 Soul Magi have access to unique spells that are more powerful than their mundane counterparts, and they gain numerous abilities from their manipulation of soul energy such as power over the undead and generally increased magical power.

Soul Magi in the Game[edit]

Soul Magi are a varied bunch, but there are usually three types: Ambitious ones, studious ones, and playful ones. The path of a Soul Magus offers a power that the ambitious cannot resist, knowledge beyond a scholar's dreams, and an incredible chance to try out a new kind of magic. These groups are usually neutral, lawful, and chaotic, respectively, and any of these may fall anywhere between good and evil.

Adaptation: This class could be reasonably adapted as a holy mage in the employ of a church, simply by adding an appropriate alignment requirement, and replacing Font of Life with a feat pertaining to the deity in question. If Font of Life is replaced with a nature-related feat, and the secondary Knowledge requirement is restricted to Knowledge[nature], then it could be an arcane/divine protector of nature along the lines of a ranger or Druid.

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



Back to Main Page3.5e HomebrewClassesPrestige Classes -->

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors