Spell Breaker (3.5e Prestige Class)
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|“||"If you had half a brain you'd know not to attempt another fireball!"||”|
|—Katya, Half-Elf Spell Breaker|
Spell Breakers are sorcerers and wizards who, through sheer arcane mastery, have dedicated themselves to disrupting others from using magic against them or their comrades. They typically specialize in Abjuration magic, nullifying hostile spellcasters whilst freely slinging Evocation spells across the field. Spell Breakers often follow their path for a philosophical purpose, with most living as lone hermits and believing that reckless use of magic brings harm onto the world. Though uncommon, it is also possible for Spell Breakers to malevolently believe that all the magic in the world is theirs only to wield.
Becoming a Spell Breaker
|Skills:||Spellcraft 5 ranks, Knowledge (Arcana) 5 ranks.|
|Feats:||Spell Focus (Abjuration)|
|Spellcasting:||Able to cast 5th level wizard/sorcerer spells. Is not restricted from any one magic school.|
|1st||+0||+0||+0||+2||Enhanced Counterspelling||+1 level of existing arcane spellcasting class|
|2nd||+1||+0||+0||+3||Swift Counterspelling||+1 level of existing arcane spellcasting class|
|3rd||+1||+1||+1||+3||Aura of Disruption||+1 level of existing arcane spellcasting class|
|4th||+2||+1||+1||+4||Spell Bender, Natural Counterspelling||+1 level of existing arcane spellcasting class|
|5th||+2||+1||+1||+4||Arcane Ruin (1d4/1d6)||+1 level of existing arcane spellcasting class|
|6th||+3||+2||+2||+5||Reverse Metamagic, Dispel At Will||+1 level of existing arcane spellcasting class|
|7th||+3||+2||+2||+5||Arcane Ruin||+1 level of existing arcane spellcasting class|
|8th||+4||+2||+2||+6||Antimagic Shield||+1 level of existing arcane spellcasting class|
|9th||+4||+3||+3||+6||Neutralize Magic||+1 level of existing arcane spellcasting class|
|10th||+5||+3||+3||+7||Counterspell Mastery||+1 level of existing arcane spellcasting class|
All of the following are class features of the Spell Breaker.
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 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 Spell Breaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Enhanced Counterspelling: A level 1 Spell Breaker gains an automatic +4 on all Counterspell checks.
Swift Counterspelling: A Spell Breaker of level 2 no longer needs to ready himself as a standard action for using counterspell; he can instead do it as a swift action. He can then use his "ready" action for a second counterspell, so by spending a swift and a standard action, he can counterspell 2 spells on the same round.
Aura of Disruption: Anyone trying to cast a spell within 30ft of the Spell Breaker must succeed on a Concentration check of 10 + the spell's level + 1/2 of the Spell Breaker's level, or fail to cast that spell. This is considered a gaze ability.
Spell Bender: A Spell Breaker may choose to attempt a counterspell making a d20 + Spellcraft check against double the spell's level, and instead of simply cancelling the spell, he can redirect it to anyone he chooses. If the redirected spell is a damaging spell, the Spell Breaker may choose to direct it to himself and absorb half of the supposed damage inflicted rounded down as temporary health lasting for 10mins/Spell Breaker level. The bonus from Enhanced Counterspelling and Natural Counterspelling applies.
Natural Counterspelling: A Spell Breaker gets his Spell Breaker level as a bonus in spellcraft checks used to Counterspell.
Arcane Ruin: Whenever someone gets countered by a Spell Breaker, he must roll two Will saves equal to the DC of the spell that the Spell Breaker used to counter the spell. On the first failed roll, he who got countered is unable to cast any spell for one round (1d2 rounds on the 7th and 1d2+1 on the 9th Spell Breaker level). For the next check, a failed save would mean the opponent takes 1d6 (1d4 damage on the 7th and 1d6 on the 9th Spell Breaker level) typeless magic damage for every level of the countered spell. For example, if a wizard casts a 6th level spell yet is successfully countered by a Spell Breaker, the wizard rolls two Will saves; if he fails both, the wizard is unable to cast any spell for 1d2+1 rounds and takes 6d4 points of typeless magic damage. This is not applied when spell bending or with reverse metamagic and dispel magic.
Reverse Metamagic: A Spell Breaker can attempt to cancel a single metamagic feat added to a spell instead of the whole spell, by making a successful Spellcraft check equal to (15 + the spell's level + (the metamagic level increase)X2) you can provide a spell slot equal to the increasement of the spell's level by the metamagic and cancel it's properties. For example, a Spell Breaker attempts to dispel a maximize spell metamagic feat, he succeeds on his spellcraft check, and because the maximize feat has a level increase of +3, he burns a 3rd level spell slot and cancels the feat, the spell then continues its effect normally but without the maximize metamagic feat.
Dispel At Will: At this point, a Spell Breaker can cast Dispel Magic at will.
Antimagic Shield: A Spell Breaker can cast a shield as a reaction 1/day for every two levels (rounded down) he possesses in the Spell Breaker class that grants 60 points of magical damage reduction for as long as he concentrates. The shield burns a random spell slot for every 20 damage dealt to it on a single attack (taking 19 damage on one attack will not burn a spell slot). For every spell slot burnt this way, both the damage reduction and the damage needed for a new slot to get expended are reduced by 5 (to a minimum of 5). If the Spell Breaker runs out of spell slots, the antimagic shield vanishes.
Neutralize Magic: A Spell Breaker at this level can suppress the powers of magic items for long periods. The magic item is allowed a Will save with its wielder's Will modifier, or if unattended a simple d20 against (15 + the Spell Breaker's Int modifier + half his Spellcraft ranks). On a failed save, its powers vanish for 1d10 days. For items of divine origin or for powerful artifacts, there is a 50% chance of Neutralize Magic affecting them. Items of legacy are affected no matter their origin but get a +5 to the suppression check. The bonus from Enhanced Counterspelling and Natural Counterspelling applies.
Counterspell Mastery: A Spell Breaker can now attempt a counterspell as many times as he wishes as a reaction without requiring to spend a turn being ready for a counterspell. All counterspell attempts are now rolled with advantage.
Epic Spell Breaker
|21st||Enhanced Counterspelling II|
|26th||Enhanced Counterspelling III|