Void Mage (3.5e Class)
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A Void Mage is a heavy damage dealer even early on in the campaign, able to control the battlefield in unique ways in addition to the formidable damage output.
Making a Void Mage
Any being not of the void innately who succeeds in an attempt to become a void mage returns to their party with a piece of the void instead of their soul. Their soul will immediately return to the party and attack it as a voidwalker; the voidwalker gets +4 to all ability scores, +2 to damage dealt and -3 on attack rolls if the voidwalker is under level 5. The voidwalker keeps all the character's previous abilities, but cannot be revived, even by true resurrection. Experience gained from killing the voidwalker is determined by 150*1d4*voidwalker level.
Abilities: Cha is important for spell penetration, Wis is important to save yourself from failed spells, Con for more HP or dex for higher AC.
Races: Races without souls cannot become void mages without sacrificing their souls and shifting their alignments.
Alignment: Chaotic Good or Chaotic Neutral.
Starting Gold: (4d6x10 gp).
Starting Age: As Sorcerer.
|Saving Throws||Special||Spells per Day|
|1st||+ 0||+ 0||+ 0||+1||Void Catalyst, Bonus Feat||6||4||—||—||—||—||—||—||—|
|3rd||+2||+1||+1||+2||Immortal Aura, Bonus Feat||7||6||—||—||—||—||—||—||—||—|
|4th||+2||+1||+1||+3||Hardened Void/Immortal of the Void,||7||7||4||—||—||—||—||—||—||—|
|5th||+3||+2||+2||+3||Aura of the Void, Bonus Feat||7||7||5||—||—||—||—||—||—||—|
|6th||+3||+2||+2||+4||void walk, Bonus Feat||7||7||6||4||—||—||—||—||—||—|
|7th||+3||+3||+3||+5||Transform area Void/null magic, Bonus Feat||7||7||7||5||—||—||—||—||—||—|
|19th||+9/+4||+6||+6||+11||adept modifier, Bonus Feat||7||7||7||7||7||7||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, a void mage may rearrange their spell list by adding new ones or changing known spells. To do so, a void mage must meditate making a DC 15 concentration check to bring themselves to a mindset of learning while summoning a void barrier around themselves. In this state, a void mage may 'lose' an old spell for a new one of the same level and/or acquire the knowledge of new spells from leveling up. A void mage may only do this once per leveling, and they must do it during the 5 days after leveling.
Void Mage's choose their spells from the following list(as well as the conj spells from sorcerer/wizard's spell list):
Void beam: shoots a beam 20ft from user doing 1d3 damage to all hit with the beam.
Void barrier: +2 ac lasts 1 round/level
Void Spikes: level 1 deals 1d4 damage in a 5ft radius from caster.
Void regeneration: heals 1d3 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 take 1d3 damage, Caster is able to move the orb up to his own base movement speed as a free action each round.
Manipulate orb (large): orb grows (2*1d4) ft in diameter if hit by expanding orb take 1d4/2levels(max 5d4 damage) ((If cast at a higher level the growth increases by 1d4ft per spell level and the damage increases one step per spell level to a max size of 1d12, max 10d12 at level 20))
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: 1d4+1 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 for 1d4 taking 1 damage per turn, 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*1d3 ft diameter dealing 1d6 instant damage and 1d4 damage/round its stood upon while lasting for 1d3 rounds
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 2d6/3 levels 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) 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 2d6 +1d6/3levels damage if not adjacent and 4d6 +1d6/four levels damage if adjacent Healing you for 2/3s that amount (rounded down)
Void spikes II: deals 2d4 +1d4/3 levels damage in a 10 ft radius from user
Void armor: +5 AC lasts 1 min/level
Void bolt: deals 1d6 damage/level 120ft line (max 10d6)
Manipulate orb (Implode): Orbs gravity makes itself collapse dealing 2d4/level damage to foes inside 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 1d6/2 levels damage then exploding for 1d6/level 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 -1 to AC and saves the mark will deal +2 damage if hit with void energy and heal 2hp if hit with necromancy
Void weapon: imbue weapon with Void energy granting +1 attack rolls +1 damage and increases its critical threat range by one (ex 18-20 is now 17-20). Lasts 1 round/level
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 4d6 damage if not adjacent and 6d6 damage if adjacent heals for damage dealt
Void spikes III: summons spikes dealing 5d6 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 1d3 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+1/level damage for walking through it
Void assassin: summons a creature from the void for 1d3-1 turns that targets a random opponent each of those turns attempting to instantly kill them otherwise will deal 2d6 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
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
Rune of shocking grasp: creates a rune that when triggered binds them in place for 1d4 rounds and shocks them for 4d6 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: 3d8+1/level damage instead (Max 15d8+5)
Void Storm: summons a storm that lets out bolts of anti-matter dealing 1d6/level damage striking random enemies for 1d6 rounds
Void warning: subject gains danger sense as per the psionic ability Danger Sense using arcane energy, minus the augment ability feature.
Void spike ultima: a 20 ft diameter spike of anti-matter strikes from the ground and deals 6d6 damage knocking all in area into the sky (must make a Reflex save to land on their feet)
Banish: you may take 1 target and banish it to the void for eternity
Summon Void Garden: summons a plain(10ft/level diameter centered on caster) filled with void energy increases damage of all void spells by 1d8/level and lasts 1 round/level.
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.
Aura of the Void: as a byproduct of being a conduit for Void energies, the Void mage gains a deflection bonus to AC equal to his Charisma score, this is a reflection of the chaotic nature that all Void energies possess.
Summon Void-ling: your void-ling (warhorse as base) 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 +1 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 +7 AC 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
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, the void mage may choose upon activating this ability as a standard action (as per normal) However to make all non-void creatures are considered flat footed at all times on this area or have no one able to hold weapons while in the afflicted area. The Lasts 1d8 turns in an (5*2d8) area 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 in an (5*2d8) area once per week. Standard action.
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 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.
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 it is 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-Neutral again. All modifiers are also reduced to 0 until you become Chaotic-Neutural except your Strength and Dexterity modifiers.
Epic Void mage
|24th||Void leach 3/day, Transform area 2/week|
|25th||Adept Modifier, Bonus Feat|
|26th||Void leach 4/day Transform area 3/week|
|30th||Void leach 5/day Transform area 4/week|
3 + Int modifier skill points per level.
Bonus Feats: The epic Void Mage gains a bonus feat (selected from the list of epic feats) every odd level after 20th.
Drow Void Mage Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Improved Initiative
Gear: Adventurer's kit, standard, Traveler's outfit, Hiding Cloak.
Gold: 80 gold 75 siver 500 copper
Playing a Void Mage
Religion: Typically worshiping either the Void, or a greater denizen of the Abyss.
Other Classes: Void Mages get along fairly well with other spell casters of neutral alignments, at least better so than with the more melee oriented classes, often appearing to the undereducated fighter and mercenaries as aloof, freakish and unnerving.
Combat: To watch a void mage work is like watching a chaotic game of chess, their methods and control of the battlefield almost methodical and calculating even as they call up their dark powers of the void to wreak havoc upon enemies.
Void Mages in the World
|“||<-The Void is neither good nor evil, it is power, it is you and me. It is the darkness within us all, and I have harnessed it to restore what I and so many others have lost.->||”|
|—<-Thamior->, <-Half-Elf-> <-Void Mage->|
Be it the power hungry aspiring wizards of the Spire, the peasent who merely wishes for the power to feed his family, or the warmongering soldier aspiring for more than his share of bloodshed, all who walk the path of desire, however big or small can be tempted by the void, often times giving up far more than they could ever gain for a gift that is ever outside their reach.
Daily Life: Typically spent expanding their knowledge in one form or another, be it an experiment using void energies or researching an abstract aspect of the infinite abyss.
Notables: Thamior, the half elf of repute, once a devout cleric before reaching an enlightenment outside of his diety, upon realizing the power of the void, he sought to expand his horizons and succeeded, coming away from the ordeal with the gift of the void.
Organizations: The Spire, once a stronghold for the learned wizards to gather, created by ancient magics of conjuration and creation, has long since been abandoned by the wizards after a faction within their number unlocked the void gate, and became a covenant of Void Mages.
NPC Reactions: the people of the lands react to the presence of Void Mages with varying degrees, those of the lands near the Spire have developed a nonchalant but wary attitude to them, being unnerved by the void energies they act as conduits to, but somewhat used to their antics and typically trade with them, however the further from the Spire the Void mages go, the more the populace react with outright fear, in some cases violence.
Void Mage Lore
Characters with ranks in Knowledge (arcana) or Knowledge (void) can research Void Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Common Knowledge; Little is known about the source of their magic, seeming to be dark in nature.|
|10||Uncommon Knowledge; Void Mages draw their power from the void its self, afflicting the world with its presence in unusual ways.|
|15||Rare Knowledge; Void mages are rumored to be devoid of a soul, much like an outsider, but through a strange ritual rather than birth.|
|20||Very Rare Knowledge; Void Mages carry around a piece of the void in place of their souls, the void (source of their power) is a plane of existance past the outer planes and yet between the planes and between everything that is and is not yet.|