True Mage (3.5e Class)
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Making a True Wizard
Starting Age: Complex.
|Saving Throws||Special||Spells Per Day||Spells Memorized||Fatigue Point|
|1st||+0||+0||+0||+2||Summon Familiar, Feat Choice, Signature Style||3||1||—||—||—||—||—||—||—||—||5||3||—||—||—||—||—||—||—||—||2|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the true mage.
Weapon and Armor Proficiency: True 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 true wizard's movements, which can cause her spells with somatic components to fail.
Spells: A true wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. A true wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the true wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a true wizard’s spell is 10 + the spell level + the true mage’s Intelligence modifier.
Like other spellcasters, a true wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The True Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
A true wizard may know any number of spells. She must prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the true wizard decides which spells to prepare. Once a spell is memorized it occupies a space in the true mage's mind and stays there until willingly replaced, spellburned out, or otherwise forced from the true wizard mind. A normal spellcasting does not cause the spell to be forgotten.
Fatigue Point: A true wizard runs the risk of becoming fatigued when they cast spells during combat. If a true wizard casts a number of spell levels equal to or more than their levels fatigue point they are fatigued. Zero level spells count as 1/2 level towards figuring the fatigue point. The true wizard may avoid this effect by making a successful DC 20 Fortitude save. For every spell level above the fatigue point add one to the save DC.
Bonus Languages: A true wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar: A true wizard can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The true wizard chooses the kind of familiar he gets. As the true wizard advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the true wizard, the true wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per true wizard level; success reduces the loss to one-half that amount. However, a true wizard's experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
Signature Style: A brief description of the overall feeling behind a mages spells. I.e. Elemental (specific), Death, Natural, Force, etc. A mage can be identified by their signature style by a knowledge arcana check dc 15 for common styles up to really high DC's for unique/unknown styles. This is more of a flavor thing and does not influence the game mechanics behind a spell, merely changing the 'dressing' of the spell so that it reflects the casters nature/training. For example, Wensad's signature style is shadows and whenever he casts magic missile it appears as a shadowy bolt - but the spell is still a force spell and not a shadow spell.
Spell Burn: Starting at 2nd level, a true wizard may convert a memorized spell into an attack. Doing so burns the spell from their memory causing them to have to rememorize the spell before they can cast it again. The true wizard can choose to launch the attack in one of two ways either a ray or a burst. The ray has a range of 60 feet and does 1d6 points of damage per level (max 6d6). The burst does 1d4 points of damage per level (max 10d4) to everyone within 10 feet of the caster. These attacks deal force damage.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a true wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The true wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The true wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Spellbooks: A true wizard must study her spellbook to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all true mages can prepare from memory.
A true wizard begins play with a spellbook containing all 0-level true wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the true wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new true wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new true mage level) for her spellbook. At any time, a true wizard can also add spells found in other casters' spellbooks to her own.
A school is one of eight groupings of spells, each defined by a common theme. If desired, a true mage may specialize in one school of magic (see below). Specialization allows a true mage to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.
The true wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.
A true wizard can never give up divination to fulfill this requirement.
Spells of the prohibited school or schools are not available to the true wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
Spells that do not fall into any of these schools are called universal spells.
Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Universal: Not a school, but a category for spells that all true wizards can learn. A true wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a true wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
|Bat||Master gains a +3 bonus on Listen checks|
|Cat||Master gains a +3 bonus on Move Silently checks|
|Hawk||Master gains a +3 bonus on Spot checks in bright light|
|Lizard||Master gains a +3 bonus on Climb checks|
|Owl||Master gains a +3 bonus on Spot checks in shadows|
|Rat||Master gains a +2 bonus on Fortitude saves|
|Raven1||Master gains a +3 bonus on Appraise checks|
|Snake2||Master gains a +3 bonus on Bluff checks|
|Toad||Master gains +3 hit points|
|Weasel||Master gains a +2 bonus on Reflex saves|
Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
|1st-2nd||+1||6||Alertness, Improved Evasion, Share Spells, Empathic Link|
|3rd-4th||+2||7||Deliver Touch Spells|
|5th-6th||+3||8||Speak with Master|
|7th-8th||+4||9||Speak with Animals of Its Kind|
|13th-14th||+7||12||Scry on Familiar|
Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.: At the master’s option, he may have any spell (but not any
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Familiars at Epic Level: Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.
Epic True Wizard
2 + Int modifier skill points per level.
Spells: The true wizard's caster level is equal to her class level. The true wizard's number of spells per day does not increase after 20th level. Each time the true mage achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).
Familiar: The true wizard's familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.
Epic True Wizard Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the true mage may select any item creation feat or metamagic feat not listed here.