Spell Warper (3.5e Class)

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Spell Warper
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Spell Warper[edit]

A Spell Warper is a being that has seen the beauty and power inherent to their world, and senses the great Spirit of the multiverse. By attuning themselves to the Spirit a Spell Warper gains martial and magical powers, including the power over others magic.

Making a Spell Warper[edit]

A Spell Warper can weave through combat and cast some spells, making for a good healer, flanker, or secondary spellcaster. They can also make incredible scouts with their speed and anti-magic capabilities. Yet, what they are best at is protecting the party from enemy spellcasters.

Abilities: Wisdom is a key ability for a Spell Warper, as their spells and special abilities are based upon it. Dexterity is useful to increase their otherwise low AC. Constitution is needed to make up for the lower hitpoints if time is spent in melee. Strength and Intelligence are useful but not necessary.

Races: Most Spell Warpers are Humans, though any race can become one.

Alignment: Usually Any Neutral.

Starting Gold: 3d4x5 gp. Money is of little importance to a Spell Warper.

Starting Age: "Complex"; as monk.

Table: The Spell Warper

Hit Die: d8

Level Base
Attack Bonus
Fort Ref Will AC Bonus Unarmed Damage Unarmored Speed Bonus Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +2 +1 1d6 +0ft Unarmed Strike, Detect Magic 2
2nd +1 +3 +3 +3 +1 1d6 +0ft 3 0
3rd +2 +3 +3 +3 +1 1d6 +5ft Negate Spells 3 1
4th +3 +4 +4 +4 +1 1d6 +5ft 3 2 0
5th +3 +4 +4 +4 +2 1d6 +5ft Sudden Change 3 3 1
6th +4 +5 +5 +5 +2 1d8 +10ft Negate Spells +1/day 3 3 2
7th +5 +5 +5 +5 +2 1d8 +10ft 3 3 2 0
8th +6/+1 +6 +6 +6 +2 1d8 +10ft Manipulate Magic 3 3 3 1
9th +6/+1 +6 +6 +6 +2 1d8 +15ft Negate Spells +2/day 3 3 3 2
10th +7/+2 +7 +7 +7 +3 1d10 +15ft Resist Change 3 3 3 2 0
11th +8/+3 +7 +7 +7 +3 1d10 +15ft 3 3 3 3 1
12th +9/+4 +8 +8 +8 +3 1d10 +20ft Negate Spells +3/day 3 3 3 3 2
13th +9/+4 +8 +8 +8 +3 1d10 +20ft 3 3 3 3 2 0
14th +10/+5 +9 +9 +9 +3 2d6 +20ft 4 3 3 3 3 1
15th +11/+6/+1 +9 +9 +9 +4 2d6 +25ft Spirit Communion, Negate Spells +4/day 4 4 3 3 3 2
16th +12/+7/+2 +10 +10 +10 +4 2d6 +25ft Shape Magic 4 4 4 3 3 2 0
17th +12/+7/+2 +10 +10 +10 +4 2d6 +25ft 4 4 4 4 3 3 1
18th +13/+8/+3 +11 +11 +11 +4 2d8 +30ft Negate Spells +5/day 4 4 4 4 4 3 2
19th +14/+9/+4 +11 +11 +11 +4 2d8 +30ft 4 4 4 4 4 4 3
20th +15/+10/+5 +12 +12 +12 +5 2d8 +30ft Extension of the Spirit 4 4 4 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex).


Class Features[edit]

All of the following are class features of the Spell Warper.

Weapon and Armor Proficiency: The weapons a Spell Warper is proficient with are the club, dagger, javelin, kukri, nunchaku, punching dagger, quarterstaff, sai, sickle, and the sling. They gain no armor or shield proficiency, as either of these would make them lose their AC bonus, speed bonus, and spellcasting.

AC Bonus (Su): Spell Warpers study the workings of the multiverse and are attuning themselves to its Spirit, allowing them to modify the multiverse and make blows miss where they would otherwise strike true. A Spell Warper gains his Wisdom bonus plus the value listed in the table above as a deflection bonus to AC.

These bonuses are lost when the Spell Warper is unconscious, under a mind-affecting effect, or wearing armor.

Unarmed Strike: At 1st level, a Spell Warper starts learning to create small scale changes in the multiverse, letting them inflict serious damage with their fists. They gain Improved Unarmed Strike as a bonus feat. A Spell Warper’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Spell Warper may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a Spell Warper striking unarmed. A Spell Warper may thus apply their full Strength bonus on damage rolls for all their unarmed strikes.

Usually a Spell Warper’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll, but a -2 on damage. They have the same choice to deal lethal or nonlethal damage while grappling.

A Spell Warper’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Spell Warper can deal unarmed strike damage instead of weapon damage when wielding a dagger, kukri, or punching dagger. They can also choose to deal nonlethal damage with these weapons with no penalty on attack, but a -2 on damage.

Spells: A Spell Warper casts divine spells and they are drawn from the Spell Warper spell list. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a Spell Warper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Warper’s spell is 10 + the spell level + the Spell Warper’s Wisdom modifier.

Like other spellcasters, a Spell Warper can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Spell Warper. In addition, they receive bonus spells per day if they have a high Wisdom score.

A Spell Warper’s selection of spells is extremely limited. A Spell Warper begins play knowing four 0-level spells of your choice. At most new Spell Warper levels, they gain one or more new spells, as indicated on Table: Spell Warper Spells Known. (Unlike spells per day, the number of spells a Spell Warper knows is not affected by their Wisdom score; the numbers on Table: Spell Warper Spells Known are fixed.)

Upon reaching 5th level, and at every third Spell Warper level after that (8th, 11th, and so on), a Spell Warper can choose to learn a new spell in place of one they already know. In effect, the Spell Warper “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Spell Warper spell the Spell Warper can cast. A Spell Warper may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.

Unlike a wizard or a cleric, a Spell Warper need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they will cast.

Metamagic feats do not increase casting time.


Table: Spell Warper Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 5 21
3rd 6 3
4th 6 3 21
5th 6 4 3
6th 6 4 3
7th 6 4 4 21
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 21
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 21
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 5 4 4 4 4 21
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4
  1. Provided the Spell Warper has a high enough Wisdom score to have a bonus spell of this level.

Detect Magic(Ex): Whenever a magic aura is within 30ft + 5ft per 2 levels of a Spell Warper, they are instantly aware of it do to the changes in the Spirit around them. This functions similarly to detect magic, but it is a spread from the Spell Warper with the range stated above. The Spell Warper is treated as always having studied the area for one round, unless they choose otherwise. They automatically know the general direction of the magic auras and how many there are, provided the auras are more than 5ft apart.

Negate Spells(Su): A 3rd level Spell Warper can use their connection with the Spirit to cancel magic that is near them. Any time a spell, spell-like ability, or spell effect is within 30ft + 5ft per 2 levels, a Spell Warper they can take a standard action to make the caster roll a caster level check against DC:(10 + Spell Warper level). The caster level DC can be increased by 2 for every additional use per day expended, to a max of the Spell Warper's Wisdom modifier expended. If the caster fails, the spell effect is dispelled. If there are multiple effects on one creature/object the Spell Warper must describe the effect they want to remove. If the description of an effect doesn't apply to any of the effects on the creature/object, then the highest level effect is affected. The Spell Warper can also use this ability against instantaneous effects, such as a fireball, as an immediate action. This ability can be used a number of times per day equal to the Spell Warper's Wisdom bonus. They gain an additional use of this ability every 3rd level (6th, 9th, etc.). This ability doesn't affect the properties of magic items.

Sudden Change(Su): A Spell Warper of 5th level has become able to make sudden changes in the area of the multiverse around them, letting them stop certain effects from harming them. When a Spell Warper makes a successful Reflex save against an effect that would deal half damage on a successful save, they instead take no damage, and neither do any allies within 10ft of them. A Spell Warper does not get this benefit when wearing armor, is unconscious, or under a mind-affecting effect.

Manipulate Magic(Su): By changing the way the multiverse reacts in a certain area, an 8th level Spell Warper can make small adjustments to the effects of spells. Whenever a spell or spell-like ability is being cast from within the range of the Spell Warper's Negate Spells ability the Spell Warper can apply the opposite or regular effect of any metamagic feat they know to that spell as an immediate action. They must expend a spell slot of level equal to or greater than the levels the metamagic feat would add to the spell. If the level of the spell would not increase, then the Spell Warper expends a level 0 spell slot.

Resist Change(Su): A Spell Warper of 10th level has gained the ability to make the area of the multiverse near them resist change. On a successful Reflex save they and their allies within 10ft still take no damage, but even if the Spell Warper fails their save, they and their allies will only take half of the damage they would otherwise take. So if an ally succeeded on their save, and the Spell Warper did not, they would only take a quarter of the damage.

Spirit Communion(Su): Once a Spell Warper has reached 15th level they have become so attuned to the Spirit that they can communicate with anything the Spirit touches with but a thought. The Spell Warper gains telepathy 100ft + 20ft per Spell Warper level. This can even work with creatures with no language, constructs, and plant creatures. Targets that wish to be unaffected can make a Will save (DC: 10 + Wisdom modifier).

Shape Magic(Su): A 16th level Spell Warper gains the incredible power to have the Spirit warp the multiverse, redirecting magical effects. When a spell or spell-like ability has an effect within the range of a Spell Warper's Negate Magic ability, they can expend 3 uses of their Negate Spells ability to change the target of the effect to any other available target for the effect. This ability can also be applied to any area of effect attacks, even if they are mundane. If the area of effect is a line, the Spell Warper can make one change in direction in the line of up to 90 degrees, anywhere along its length. If it is a cone, burst or spread then the Spell Warper chooses a number of squares effected up to twice their Wisdom bonus, and moves the effect to an unaffected square adjacent to an affected square. This ability can be applied to the Spell Warper's own spells for only one use of Negate Spells.

Extension of the Spirit: When a Spell Warper has reached 20th level they are completely attuned to the Spirit of the multiverse. They are now treated as an Outsider for the purpose of spells and effects. They can be resurrected as their former creature type, but will always come back at one Spell Warper level lower (at half the experience to the next level), as the resurrection process makes them lose some of their attunement to the Spirit. All attacks against them have a 20% miss chance (10% for magic weapons and any natural attack made by a creature that has damage reduction to magic), as a Spell Warper is partially incorporeal due to their connection with the spirit. They can also use plane shift twice per day.

Spell Warper Spell List[edit]

Note: Spells in different level spell slots than usual are there on purpose.

0-Level Spells[edit]

Acid splash, create water, cure minor wounds, detect poison, disrupt undead, flare, ghost sound, know direction, light, mage hand, mending, purify food and drink, ray of frost, resistance.

1st-level Spells[edit]

Animate rope, comprehend languages, cure light wounds, detect animals or plants, detect snares and pits, detect undead, endure elements, entangle, feather fall, grease, identify, jump, longstrider, mage armor, magic aura, magic missile, magic weapon, obscuring mist, pass without trace, shield, Tenser's floating disk, true strike.

2nd-level Spells[edit]

Alter self, bear's endurance, blur, bull's strength, burning hands, cat's grace, continual flame, cure moderate wounds, darkness, darkvision, delay poison, eagle's splendor, fog cloud, fox's cunning, glitterdust, gust of wind, invisibility, lesser restoration, locate object, misdirection, owl's wisdom, produce flame, resist energy, see invisibility, shatter, shocking grasp, soften earth and stone, spider climb, web.

3rd-level Spells[edit]

Clairaudience/Clairvoyance, create food and water, cure serious wounds, daylight, dispel magic, displacement, flaming sphere, fly, gaseous form, keen edge, greater magic weapon, meld into stone, Melf's acid arrow, neutralize poison, plant growth, protection from energy, quench, remove disease, scorching ray, sleet storm, stinking cloud, stone shape, water breathing, wind wall.

4th-level Spells[edit]

Black tentacles, command plants, control water, cure critical wounds, dimension door, dimensional anchor, divination, fireball, freedom of movement, greater invisibility, lesser globe of invulnerability, lightning bolt, polymorph, remove curse, restoration, sending, solid fog, stoneskin, wall of fire, wall of ice.

5th-level Spells[edit]

Break enchantment, commune, contact other plane, control winds, dismissal, flame strike, insect plague, mass cure light wounds, overland flight, passwall, prying eyes, raise dead, secret chest, sending, shout, telekinesis, teleport, transmute mud to rock, transmute rock to mud, true seeing, wall of stone.

6th-level Spells[edit]

Acid fog, antimagic field, cloudkill, cone of cold, control water, find the path, flesh to stone, globe of invulnerability, greater dispel magic, hardening, heal, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure moderate wounds, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, mislead, move earth, planar binding, shadow walk, stone to flesh, transformation, undeath to death, wall of iron.


Ex-Spell Warper[edit]

A Spell Warper can be a multiclass character, but they face special restrictions. If a Spell Warper levels up in another spellcasting class they can not level up in Spell Warper again. Devotion to the Spirit makes it impossible to find the time to study the arcana or pray to gain spells without sacrificing that connection.

Epic Spell Warper[edit]

Table: The Epic Spell Warper

Hit Die: d8

Level Special AC Bonus Speed Bonus
21st Negate Spells +6/day +5 +35
22nd +5 +35
23rd +5 +35
24th Negate Spells +7/day +5 +40
25th Bonus Feat +6 +40
26th +6 +40
27th Negate Spells +8/day +6 +45
28th +6 +45
29th +6 +45
30th Bonus Feat, Negate Spells +9/day +7 +50

6 + Int modifier skill points per level.

Negate Spells: The epic Spell Warper continues to be able to use this ability an additional time per day once every three levels.

AC Bonus: The epic Spell Warper continues to be more proficient with deflecting blows with the Spirit's power.

Speed Bonus: The epic Spell Warper continues to become more proficient at bending distances with the power of the Spirit.

Bonus Feats: The epic Spell Warper gains a bonus feat (selected from the list of epic Spell Warper bonus feats) every 5 levels after 20th.

Epic Spell Warper Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Damage Reduction, Energy Resistance, Enhance Spell, Epic Prowess, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Fast Healing, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Self-Concealment, Spell Knowledge, Spell Stowaway, Spell Opportunity.

Human Spell Warper Starting Package[edit]

Weapons: Kukri, 5 Daggers.

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str
Concentration 4 Con
Heal 4 Wis
Hide 4 Dex
Jump 4 Str
Listen 4 Wis
Move Silently 4 Dex
Spellcraft 4 Int
Spot 4 Wis
Tumble 4 Dex

Feat: Weapon Finesse.

Bonus Feats: Acrobatic.

Gear: Standard Adventurer's Kit.

Gold: 8 gp.

Spells Known: Cure minor wounds, light, mage hand, ray of frost.

Campaign Information[edit]

Playing a Spell Warper[edit]

Religion: Spell Warpers can worship deities, but if they do, they worship as if the deity is an extension of the Spirit. They know that the gods exist, but they do not follow them.

Other Classes: A Spell Warper typically gets along with melee classes, as they benefit each other greatly. They can understand a Cleric's devotion and get along with them as long as the Spell Warper's faith is not questioned. They dislike arcane casters, as their spells steal energy from the Spirit. However, they can get along with them if they are do not cast unnecessarily.

Combat: A Spell Warper can stay near the front line to protect their fellows from enemy spells and heal them, or weave through combat to take out enemy casters. However, they must remain careful so as to avoid being surrounded by heavy melee opponents.

Advancement: Spell Warpers tend to stay within their class, but they will sometimes take levels in fighter or rogue to increase their effectiveness in melee. Advancing in spellcasting classes is rare, with arcane multiclassing unheard of.

Spell Warper in the World[edit]

Why devote yourself to only one god, when you can devote yourself to everything?
—Glon Terat, Human Spell Warper

Whether a Spell Warper wanders or stays put, they are always observing the workings of the multiverse, trying to become as close to the Spirit as possible. Their lives are peaceful and calm, unless they see someone who plays with the fabric of the world as if it were a toy. They are quick to convince those few to be more conservative in their use of magic.

Daily Life: A Spell Warper is likely to be a recluse, but can be found well integrated into the regular population. When they live in cities it is not uncommon for them to help the law enforcement due to there capabilities in unarmed combat. They will tend to meditate, but other than this hobby they can do anything they want in life.

Notables: Glon Terat, male human Spell Warper: Was once a great warrior, he now spends almost all of his time meditating.

Cora Swiftfoot, female halfling Spell Warper: Stopped a plague outbreak in three major cities that were three days ride apart, each, in two days.

Andilos Thoniven, male elf Spell Warper: Hunts all sorcerers because of the perceived lack of restraint with their magic.

Organizations: A Spell Warper tends to avoid gatherings, but they see others as brothers or sisters. There are some monasteries of Spell Warpers, but they are few and far between.

NPC Reactions: NPCs tend to be unable to tell a monk and a Spell Warper apart on sight, but if seen in combat most mistake them for a strange cleric or a cleric-monk multiclass. An NPC that sees the ability to cancel and warp spells can certainly become worried about what the Spell Warper might be.

Spell Warper Lore[edit]

Characters with ranks in Knowledge (Religion) can research Spell Warpers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
10 There are men like monks, but seek a particular connection to the multiverse.
15 A Spell Warper's connection to the Spirit of the multiverse allows them to to cast spells, and their physical prowess lets them fight with nothing but fists.
20 When a Spell Warper walks, their strides cover more distance than is possible, and the air touching them can deflect blows.
25 A Spell Warper can negate and manipulate the powers of spellcasters.

Spell Warpers in the Game[edit]

A Spell Warper can be found almost anywhere, if you know what to look for. They could be a tribal shaman or a small town's healer. Wherever they are found they will be devoted to the Spirit and able to share wisdom.

Adaptation: A Spell Warper could easily be adapted into just a monk that can cast spells, or a hunter of spellcasters. Also, the connection to the Spirit could be changed to be an intense study of the universe, or a connection to a particular god, or anything else.

Sample Encounter: Joel Ardale used to be a wanderer, but he eventually decided to settle down and make a farm. Now he watches the farm grow, and it is very prosperous thanks to Joel's Plant Growth spell. He has recently been approached by men who want to buy his farm, but has turned them all down. After a few weeks of this they have started sending thugs to try and force him to sell his farm or simply hand it over, but the thugs are always chased off. He can mistake the PC's as another band of thugs, or they could have actually been sent by those that want his farm. .

EL 7:

Joel Ardale

CR 7

Male Human Spell Warper 7
N Medium Humanoid (Human)
Init/Senses +3/Detect Magic; Listen +14, Spot +14
Languages Common
AC 19, touch 19, flat-footed 16
(+6 Deflection, +3 Dex)
hp 7d8+7 (7 HD)
Fort/Ref/Will +6/+8/+9
Speed 40 ft. (8 squares)
Melee Unarmed strike +8 (1d8+1/18–20) or
Melee Kukri +8 (1d8+1/18–20)
Ranged Dagger +8 (1d8+1/19–20)
Base Atk/Grp +5/+6
Special Actions Negate Spells (5/day)
Spells Known (CL 7th):
Abilities Str 12, Dex 16, Con 12, Int 10, Wis 19, Cha 8
SQ Sudden Change
Feats Dodge, Mobility, Weapon Finesse, Spring Attack
Skills Climb +11, Concentration +11, Hide +13, Listen +14, Move Silently +13, Spot +14, Tumble +13
Possessions Kukri, daggers (5), 12 gp
Patron Deity The Spirit
Sudden Change (Su) On a successful Reflex save against an effect that would normally deal half damage on a successful save, Joel and all allies within 10 ft of him take no damage. He does not gain this benefit when wearing armor, unconscious, or under the effect of a mind-affecting effect.




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