Void Mage (3.5e Class)
From D&D Wiki
- 1 Void Mage
- 1.1 Making a Void Mage
- 1.2 Campaign Information
A Void Mage is any race that happens to find itself imbued with the powers of the void. A Void Mage must be chaotic but cannot be chaotic evil. A Void Mage must have a link to magical backgrounds for their magical powers are inherent. Void Mages gain control of their spells as they grow in strength, but at weaker levels they may actually lose control of their spells.
Making a Void Mage
A Void Mage Is a heavy damage dealer even early on in the campaign, However the weaker they are the harder time they have controlling their magic. This can lead to outcomes That may possibly make your party angry with you. At least until you strengthen and gain control of your spells.
Multi-classing into a Void Mage has special requirements: 1) You must have 3 ranks in each spellcraft AND knowledge (arcana), 2) must have knowledge of the void (recollect the knowledge though any sort of knowledge check) 3) You must Roll a d20 when you fall asleep at night and roll a 25 or higher (character level + Charisma modifier - Strength modifier) [a negative modifier for str is a bonus to your die roll while a negative Cha modifier is subtracted from your roll] 4) upon reaching a roll high enough to multi-class into a Void Mage you get pulled into the void for 1d3 days when you exit the void you exit at your party members, they recognize you but notice your trip to the void has changed you. during your trip to the void you must move at least one alignment, must be chaotic but cannot be chaotic evil.
Abilities: Cha is important for spell penetration, Wis is important to save yourself from failed spells, Dex is nice for the extra HP you might wish to have.
Races: Races with a tendency towards magic Void mages are never human because the Void shatters the Human Soul creating a "Voidwalker" which Are Chaotic inherently evil masters of the void with the only goal being to destroy the world.
Any human who succeeds in an attempt to become a Void Mage Immediately upon arrival with party will attack their own party as a Voidwalker. This gives a +4 to all ability scores, adds +2 to all damage dealt but a -3 for all attack rolls if under level 5. Keeps all previous abilities and cannot be revived even by true Resurrection. exp gained will be (150* 1d4)/voidwalker level The persons new character must start out with the same stats as before but must roll 1d3 for each ability in order and take a penalty of what ever rolled.
Alignment: Any Chaotic non-evil.
Starting Gold: 4d6x10 gp).
Starting Age: As Sorcerer.
|Saving Throws||Special||Spells per Day|
|1st||+ 0||+ 0||+ 0||+1||Chaos of the void, Void Catalyst||6||4||—||—||—||—||—||—||—|
|4th||+2||+1||+1||+3||Hardened Void/Immortal of the Void,||7||7||4||—||—||—||—||—||—||—|
|5th||+3||+2||+2||+3||true void knowledge||7||7||5||—||—||—||—||—||—||—|
|7th||+3||+3||+3||+5||Transform area Void/null magic||7||7||7||5||—||—||—||—||—||—|
A powerful spell caster who's soul has become one with the void. The spell caster seeking greater power now seeks only the chaos of survival of the fittest and wishes for a peaceful balance at the same time. They never back down from a challenge and refuse to lose even if that means dying to win. All of the following are class features of the Void Mage.
Weapon and Armor Proficiency: proficient with scythes, staves, and daggers.
Spells: A Void Mage casts Void spells which are drawn primarily from the Void spell list(shown below.) They can cast any spell they know without preparing it ahead of time.
To learn or cast a spell, a Void Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Void Magi's spell is 10 + the spell level + the Void Magi's Charisma modifier.
Like other spellcasters, a Void Mage can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given above.
A Void Magi's selection of spells is limited. A Void Mage begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new Void Mage level, They gain one or more new spells, as indicated on Table: Void Mage Spells Known. (Unlike spells per day, the number of spells a Void Mage knows is not affected by their Charisma score; the numbers on Table: Void Mage Spells Known are fixed.) These new spells can be Conj spells chosen from the sorcerer/wizard spell list, or they can be Spells from the Void caster spell list below as well as spells that the Void Mage has gained some understanding of by study. The Void Mage can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching a new level in order to rearrange your spell list (add/change spells known), a Void Mage must meditate making a DC 15 concentration roll to bring themselves to a state of learning mindset while summoning a void barrier around themselves. In this state a Void Mage may in effect, “lose” an old spell in exchange for the new one of the same level, as well as acquire the knowledge of the new spells from a level up. A Void Mage may only do this in a time frame of 5 days from a level up when their mind is most in-tune with the void.
Void Mage's choose their spells from the following list(as well as the conj spells from sorcerer/wizard's spell list):
0— Void beam: shoots a beam 20ft from user doing 1d8 damage to all hit with the beam.
Void barrier: +2 ac
Void Spikes: level 1 deals 2d6 damage in a 5ft radius from caster.
Void regeneration: heals 1d6 hp/round for 1d4 rounds
Void whisper: (channeled spell) for 1d4 rounds (silences 1 foe for the duration of the channeling
Shouting Void: -1 attack roll for all opponents 5*1d6ft away
void hand: breaks locks DC 15 for less than good locks while good locks and above is DC20
Orb of Void: summons a manipulable ball of void energy up to 50ft away (5ft diameter) for 1d12 rounds all who touch the orb as a stationary object take 3d6 damage.
1st— Manipulate orb (large): orb grows (2*1d4)-3 ft in diameter if hit by expanding orb take 1d4 damage
Manipulate orb (float): the orb is lifted to the air taking all in contact with the orb with it making them flat footed
Void missile: 1d6+9 damage; +1 missile per two levels above 1st (max 5)
void control: you choose where 1 opponent moves and who they attack for 1 turn silencing you for the next round
Nether sphere: traps target in sphere until their next turn taking 1 damage per turn until their turn comes up again getting a second chance for a saving roll before taking 1d4 damage upon the orbs collapse (target is unable to be damaged otherwise while inside nether sphere
Void ooze: creates a slippery surface for 3*1d4 ft diameter dealing 1d12 instant damage and 1d4 damage/round its stood upon while lasting for 1d4 rounds
2nd— Manipulate orb: (explode) Orb explodes for 2*diameter ft distance for 1/2 the distance damage
Manipulate orb (slam): orb slams to the ground dealing 4d6 damage to all hit by the orb or within the orb
Manipulate orb (Gravity field): The orb gains mass creating a gravitational pull lasting every turn until it dissipates Any targets whose distance from the outer shell of the Void Orb is less than twice the size of the Void orb must make a Fortitude save (DC = 2*Size of the Void Zone - Distance from the Void Orb's outer shell (creatures already inside the Void Orb are at a negative distance)) or be dragged to the Void Orb's center. when multiple creatures are dragged to the center they push each other away and occupy the closest spaces to the center possible(an orb cannot be lifted and gravitated at the same time) Void Drain I: deals 4d6 damage if not adjacent and 6d6 damage if adjacent Healing you for 3/4s that amount
Void spikes II: deals 2d12 damage in a 10 ft radius from user
Void armor: +12 AC
Void bolt deals 3d6 damage/level
Manipulate orb (Implode) Orbs gravity makes itself collapse dealing 2d12/level damage to 1 foe in center of orb
Void mount: Sacrificing movement for 1d4 rounds adds 1d6 to Charisma modifier (can only activate spells from the void spell list during this time)
Void cannon: Shoots a ball of Void energy 10 ft in diameter 45ft from the user knocking back all hit by it the total distance upon impact taking 1d20 damage then exploding for 4d6/2 levels damage for a 10 ft radius (will save for each damage and the knock-back)
Void mark: marking a target with invisible void energy for 1d4 rounds taking a -10 to AC and saves the mark will deal +5 damage if hit with void energy and heal 6hp if hit with necromancy
Void weapon: imbue weapon with Void energy granting +10 attack rolls +01 damage and -1 to land a critical strike (ex 18 is now 17)
4th— Void combo: at the cost of a 4th level spell you may pull off any combo of spells that adds to 5 (excluding this spell and all spells that silence you)
Void chains: immobilizes target for 1d6 rounds
Void drain II: deals 6d6 damage if not adjacent and 4d12 damage if adjacent heals for damage dealt
void spikes III: summons spikes dealing 5d12 damage for 2*1d4 ft range
Void wave: after being targeted by 3 attacks you can cast this spell reducing targets AC to 5 for 1d4 rounds while silencing you for 1d4+1 rounds all spells already cast by you remain cast for their duration
Void wall: creates a wall of anti-matter up to 1d6*(level) ft for 1d4 rounds dealing 3d6+12/level damage for walking through it
Void assassin: summons a creature from the void for 1d6-1 turns that targets a random opponent each of those turns attempting to instantly kill them (DC 15 Con) or otherwise will deal 5d6 damage (void mark and void shield will make creature prioritize those subjects)
Void skin: blocks 10 damage/attack of all damage sources except necro, celestial, and abyssal magics
Void shield: for 1d4 rounds you are protected from all debuffs but you cannot cast spells that would otherwise silence you
5th— Souls bound to void: When you die, your killer dies as well
Souls bound to the world: no matter how - either of your HP scores go you and 1 target cannot die unless both reach -10 hp
Doppelganger: teleports you to the void and summons a shadow clone of you for 1d6 rounds While it cannot cast spells it has Void armor and Void weapon activated.
Void substitute: You may take this spell up to 2 times you may learn any spell lower than 5th level and cast it as a 5th level spell
6th— Rune of shocking grasp: creates a rune that when triggered binds them in place for 1d4 rounds and shocks them for 2d20 damage per turn any physical contact with someone effected by this rune will continue taking the same damage for the remainder of the time it is effecting the target
Void touch: Instantly slays humans (Will save) Successful/non-human: 6d6+18/level damage instead
7th— Void Storm: summons a storm that lets out bolts of anti-matter dealing 3d6/level damage striking random enemies for 1d6 rounds
Void warning: warns of danger.
Void spike ultima: a 20 ft diameter spike of anti-matter strikes from the ground and deals 6d20 damage knocking all in area into the sky (must make a Reflex save to land on their feet)
8th— Banish: you may take 1 target and banish it to the void for eternity
Summon Void Garden: summons a plain filled with void energy increases damage of all void spells by 2d12 and the duration of spells with a time variable by 1d6
9th— Manipulate orb (banish):the round before the orb dissipates you can cast all within the orb away to the void
void ultimatum: you may cast multiple spells as one spell as long as their total level does not exceed 11 and does not banish/instantly kill an opponent as well as silences you (also excludes void combo and itself as well as summons)
Summon demon of the void: summons a Balor with the enchantment of void armor and void weapon and permanent silence while crystallizing the party to watch the demon fight for 1d6 rounds if the demon survives it will attack either side randomly.
Void Catalyst (Ex): The caster is infected with the chaotic powers of the void, every level add +1 to your misc modifier in intimidate because with each level you gain you look less and less human by level 20 your eyes glow a deep purple you have a dark blue aura around you, your footsteps leave a black trail no matter the surface and your skin becomes more and more black eventually hitting the point of looking like outer space itself.
<-spell-like class feature-> (Sp): <-class feature game rule information->
<-Chaos of the void-> (Su): a Void Mage must roll a d20 after every spell cast on even numbers 1-6 the spell fails and hits a random party member for 1+spell level damage. If an odd number 1-6 is rolled than the spell sort of fails hitting a random opponent for 1+spell level damage (the choice for how random is determined is up to the Dungeon Master, even Dungeon master's choice is an option)
Summon Voidling: your voidling grants you +2 hp and +1 Strength and gains stats equal to 1/2 yours and may deliver touch attacks for you but primarily is your mount, you only need to make a riding check if you are in combat while riding the voidling. If your voidling ever dies you must wait one month to summon a new one but for that time you take -2 to hp and -2 to Strength and -1 to charisma
Immortal Aura: you and all friendlies in your area (5ft/level away) gain a +1d6 bonus to all saves
You may choose one and will never be able to choose the other:
Hardened Void: the hardiest of all void afflicted you now have the die hard feat as well as gaining a +1 bonus to your Strength and Charisma modifier.
Immortal of the Void: A member of the void so obsessed with never being over powered that at 0 hp crystallizes himself in diamond giving a +16AC for 1d6 rounds and is considered stabilized if at the end of that time the Void Mage is still alive then They come back at full hp. (takes a -1 to Constitution and Charisma modifiers) once/wk gains twice/wk at level 7 three times/wk at 13 and 4 times/wk at 18
True void knowledge: The Void Mage is now acquainted with their void powers, no longer Suffers from Chaos of the void
Void walk: As you become more in-tune with the void you learn how to physically form your body into void energy to disengage from combat without provoking an attack of opportunity on yourself.
You may choose one and will never be able to choose the other:
Transform area (Void): The void takes over giving all in the area of effect a +3 to their charisma modifiers all afflicted with void gain 10 movement while on the area as well. However all non-void creatures are considered flat footed at all times on this area but no one can hold weapons while in the afflicted area. Lasts 1d8 turns for 5*2d8-5ft once per week
Transform area (null magic): a null magic bubble traps those within, all spells currently active are dispelled and no spells may be cast. All within the bubble take a -3 to AC and a +3 to their strength modifier. Lasts 1d8 turns for 5*2d8-5ft once per week
adept modifier: When you see this you may either add an extra feat or a +1 in any modifier of your choice but you cant place in the same modifier twice in a row (you may place 1 point in charisma, gain a feat, then place in Charisma with DM approval)
Void leach- twice/day you may choose to sacrifice 10 hp +total spell level to cast 2 spells in the same turn as a normal action (cannot silence you or leach hp for you) or to use a normal spell to acquire 1/2 the damage rounded up drained from them and placed into you (you main gain extra hp for the remainder of the battle this way but this spell may not be a draining spell)
If a Void Mage becomes Chaotic-Evil they lose control of their void powers. They are still treated as a Void Mage for leveling purposes but must roll a d20 for every spell cast even number 1-16 it will hit a random target opponent and the Charisma modifier is not added for the save of the spell and the spell will deal 1 damage and that is it on. If it lands on an odd number 1-16 the same affect only it will strike a random teammate for 1 damage. 17 or higher the spell succeeds but you just use 10+spell level you do not use Charisma to help you at all. You cannot learn any new spells or abilities till you become Chaotic-Neutural again. All modifiers are also reduced to 0 until you become Chaotic-Neutural except your Strength and Dexterity modifiers.
If a Void Mage Stops being Chaotic, the Void leaves their body in an extremely painful manner spanning 1day/level. During this time all they can do is lay in the fetal position, and drink. At the end of this process they are left extremely weak from not eating or sleeping but are able to enjoy the peace of the life they once had before they allowed the void to enter them. However, the void follows the user calling them back to the void with extreme misfortune in life.
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Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
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Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
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Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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