Lord of Magic (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 19:22, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Descriptions missing.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Lord of Magic[edit]

"Are you crazy? Dont say his name, he'll hear you... no no, I dont care if he's not here, just dont say it, and dont ask me any more questions about it."
—Hvardin Longbeard, Human Wizard, Ars Magica, DN 1830

A Lord of Magic discovers arcane secrets that, simply by knowing them, change his very nature and substance. Eventually a Lord of Magic becomes a being composed entirely of magic.

Becoming a Lord of Magic[edit]

Typically wizards and sorcerers become Lords of Magic, having an obvious reason to study the arcane. Every so often a bard will stumble upon a necessary secret to becoming a Lord of Magic. Very few martial minded characters have the necessary patience, intelligence, and drive to discover the hidden secrets that a Lord of Magic thrives on.

Intelligence is important for a Lord of Magic, as is a high casting stat.

Entry Requirements
Skills: Spellcraft, Knowledge (Arcana), and Knowledge (History) 8 ranks in each.
Spellcasting: Ability to cast 2nd level spells.
Special: Must have discovered an arcane secret (DM's Discretion).

Table: The Lord of Magic

Hit Die: d4

Level Base
Attack Bonus
The Saving Throws
Fort Ref Will
Special Spellcasting

1st +0 +0 +0 +2 Countenance of Magic +1 Level of Existing Spellcasting Class
2nd +1 +0 +0 +3 Aura of Magic, Bonus Feat +1 Level of Existing Spellcasting Class
3rd +1 +0 +0 +3 Footsteps of Magic, Language of Magic (+2) +1 Level of Existing Spellcasting Class
4th +2 +1 +1 +4 Eyes of Magic +1 Level of Existing Spellcasting Class
5th +2 +1 +1 +4 Hands of Magic, Sustained By Magic +1 Level of Existing Spellcasting Class
6th +3 +1 +1 +5 Ears of Magic, Language of Magic (+4) +1 Level of Existing Spellcasting Class
7th +3 +2 +2 +5 Voice of Magic, Sustained by Magic (Breathing) +1 Level of Existing Spellcasting Class
8th +4 +2 +2 +6 Presence of Magic, Bonus Feat +1 Level of Existing Spellcasting Class
9th +4 +2 +2 +6 Name of Magic, Language of Magic (+6), Sustained By Magic (Aging) +1 Level of Existing Spellcasting Class
10th +5 +3 +3 +7 Flesh of Magic +1 Level of Existing Spellcasting Class

Class Skills (2 + Int modifier per level)
The Lord of Magic's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).

Class Features[edit]

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 a level of the Lord of Magic prestige class. 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 Lord of Magic, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Countenance of Magic (Su): You have enough excess magical power to perform minor tasks and chores without needing to worry about draining your reserves of power. This ability has three benefits, they are as follows:

1. You may cast prestidigitation once per round as a swift action. This can only be used to groom, clean, or make cosmetic alterations to yourself and your clothing.

2. You may make one single, permanent affectation. Examples include unusually colored eyes, unusually shaped pupils, an unusual shadow, always surrounded by a specific, unexpected scent, etc. The affectation has no game effect.

3. You may designate a 3’ x 3’ x 3’ container that can be filled with non-magical clothes & jewelry. As a Full-Round Action, you may swap the clothes & jewelry you are wearing for some of those in your “closet”. This affect my not be used to conjure weapons or gear.

Aura of Magic (Su): At Second Level you gain Spell Resistance equal to your caster level. At 5th level this spell resistance is increased by two times the level of the slot sacrificed for the "Sustained by Magic" Ability, and you gain a deflection bonus to your AC equal to 1/2 the Slot sacrificed.

Bonus Feats: At second and eighth level the Lord of Magic gains a bonus feat. This bonus feat may be any metamagic, item creation, or spell focus feat.

Footsteps of Magic (Su): You no longer need to trod the ground like other mortals. Instead you can now move at your normal speed by gliding along the ground, this has the following benefits: You may “walk” even if your ankles are bound, you receive a +2 bonus on Balance checks, you receive a +4 bonus on Reflex saves to avoid falling and/or traps triggered by stepping onto them, and a +5 bonus to move silently.

Language of Magic (Su): At third level, you can speak to any creature with an intelligence score using the true language of magic. They may not understand what you say with their ears, but with their minds your meaning comes through loud and clear. Language dependant spells and effects still do not work unless you speak their language. You also gain a +2 Insight bonus to Spellcraft. This bonus increases to +4 at sixth level, and +6 and ninth.

Eyes of Magic (Su): Your eyes undergo an unexpected change (of your choice, examples include fiery eyes, cat slited eyes, or any other strange cosmetic change), this has the following effects: you gain low light vision, and your darkvision improves by 60' feet. If you do not have darkvision you gain darkvision 60 feet. Furthermore, from now on you can see as if you had cast Detect Magic.

Hands of Magic (Su): Designate an object you can lift without magical help that has been in your possession for at least 8 days. As a Free Action, you may have the designated object fly to your hand. It must be within line-of-sight. It arrives in 1 round. Usable at will.

As a Full Round Action, you may summon the designated object from any distance. Usable 1/week. A new object can only be designated if the previous one has been destroyed, or with a ritual taking two hours and costing 50 Gold Pieces.

Both of these effects are conjuration effects.

Sustained By Magic (Su): At fifth level you may, as a standard action, consume one spell slot of the highest level that you can cast. Magic sustains your body, and you do not need to eat, or drink water, for the day. This effect lasts for one day, and can be continued without rest by sacrificing another spell, although the character will still need to rest normally to recover spells. At seventh level you no longer need to breath for the day, and at ninth level you no longer age for the day.

Ears of Magic (Su): Choose a proper name (usually your full name plus one or more titles you may have gained over the course of your career). If anyone speaks this name within a radius of (10 * Arcane spellcaster level) miles, you immediately know the speaker’s name, direction, & distance from you. Note that this information does not distract you.

You may change the proper name once per year as a Standard Action.

Voice of Magic (Su): Your voice becomes magical, you receive +1 bonus on Disguise, Intimidate, & Perform checks related to voice, secondly you may speak to an individual or group within 1 mile. You do not need line of effect, but you must know where you want your voice to be heard (such as in your sanctum).

Presence of Magic (Su): Your presence is overwhelming, this has three effects. First, allies within 25 feet gain a +1 Morale bonus on attacks & saves. Second non-allied creatures within 15 feet receive a –1 penalty on attacks & saves (Mind-Affecting Fear effect), and third natural animals do not like to come within 15 feet of you. Handle Animal & Wild Empathy checks within that radius receive a –1 penalty, while Ride check receive a –2 penalty (Mind-Affecting Fear effect). Enemies may resist this effect with a Will Save DC 10+1/2 Class Level + Casting Stat.

Name of Magic (Su): Your name gains magical properties, which affect any creature that speaks or hears your name (other than yourself). This is a Mind-Affecting Fear effect. Speaking - If a creature has half as many hit dice as you have, rounded up, she is Shaken for 3 rounds (save at a -5 Penalty).

Hearing – If the listener has half your Hit dice or less (rounded down) she is Shaken (Will Save) for 3 rounds.

The DC save to Negate this effect is 10 + Class Level + the modifier of your spellcasting stat.

Flesh of Magic (Ex): At tenth level your body, and indeed your very soul, are saturated with magic. You undergo a transformation. Your creature type becomes Outsider (Native), with a subtype according to your original type. For example a human Lord of Magic becomes a Outsider (Native, Augmented Human). You gain DR 10/Magic, and a +1 bonus to your caster level.

Campaign Information[edit]

Playing a <-class name->[edit]

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->

Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!