Magician, Variant (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Largely Incomplete.


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 When the flavor has been changed so that this template is no longer applicable please remove this template.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


Magician[edit]

—,


Becoming a Magician[edit]

Making a Magician differs little from making a normal Wizard. He still requires good Intelligence for his spells, and Constitution for his hit points. Dexterity is not as important, as he can wear light armor without incurring a spell failure chance.

Entry Requirements
Spellcasting: Must be able to cast Level 2 Arcane spells from the wise wizard Lists.
Special: Must be able to Summon Familiar.

Table: The Magician

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 +1 +1 +4 School Apprentice +1 level of Wise Wizard spellcasting class. 4 3 2 -
2nd +2 +1 +1 +4 Bonus Feat +1 level of Wise Wizard spellcasting class. 4 3 2 1
3rd +3 +2 +2 +5 +1 level of Wise Wizard spellcasting class. 4 3 3 2 -
4th +3 +2 +2 +5 +1 level of Wise Wizard spellcasting class. 4 4 3 2 1
5th +4 +2 +2 +6 School Adept +1 level of Wise Wizard spellcasting class. 4 4 3 3 2
6th +4 +3 +3 +6 +1 level of Wise Wizard spellcasting class. 4 4 4 3 2 1
7th +5 +3 +3 +7 Bonus Feat +1 level of Wise Wizard spellcasting class. 4 4 4 3 3 2
8th +5 +3 +3 +7 +1 level of Wise Wizard spellcasting class. 4 4 4 4 3 2 1
9th +9/+4 +4 +4 +8 School Expert +1 level of Wizeard spellcasting class. 4 4 4 3 2 2
10th +6/+1 +4 +4 +8 +1 level of Wise Wizard spellcasting class. 4 4 4 4 4 3 2 1

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills) (Int) (Int), (Int), Profession (Wis), Spellcraft (Int).

Table: The Epic Magician
Level Special
11th +1 level of Wise Wizard spellcasting class.
12th +1 level of Wise Wizard spellcasting class, Bonus Feat
13th +1 level of Wise Wizard spellcasting class, School Mastery
14th +1 level of Wise Wizard spellcasting class.
15th +1 level of Wise Wizard spellcasting class.
16th +1 level of Wise Wizard spellcasting class.
17th +1 level of Wise Wizard spellcasting class. Bonus Feat

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All Skills), (Int), (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

. All of the following are class features of the magician.

School Apprentice At 1st Level, the Magician chooses a school of Magic that he specializes in. His choices are Illusion and Enchantment. Once he chooses, he cannot change his choice later on.

Illusion: Whenever the Magician casts an Illusion spell that has a duration that is dependent upon his caster level, increase his caster level by 1 for the sake of calculating Duration and ONLY the Duration.

Enchantment: Whenever the Magician Casts an Enchantment Spell that affects a certain number of Hit Dice worth of creatures, increase the amount of hit dice affected by 2.

Bonus Feat: At 2nd Level, and every 5 levels thereafter, the Magician gains a bonus feat. This must be a Metamagic or Item Creation Feat.

School Adept At 5th Level, the Magician's School Specialization improves based upon the choice he made at 4th Level.

Illusion: DCs of saving throws to disbelieve your Illusion spells increase by 1.

Enchantment: DCs of saving throws to Resist your Enchantment spells increase by 1.

School Expert At 9th Level, the Magician's School Specialization improves based upon the choice he made at 4th Level.

Illusion: Any Shadow Illusion you cast is %10 more real.

Enchantment: Your Enchantment spells have a 50% chance to affect Undead.

School Master At 13th Level, the Magician's School Specialization improves based upon the choice he made at 4th Level.

Illusion: When using any Invisibility Spell, anyone who attempts to discern your location via a See Invisibility Spell must make a caster check vs. your Invisibility Spell as if he were dispelling it. It of course, does not dispel the invisibility, it just allows him to see you.

Enchantment: Any Power Word you use has it's HP limit increased by 20.

Spellcasting: At , 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 the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a magician, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Manifesting: At , you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a magician, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Spells: To cast a particular spell, you must have an score of at least 10 + the spell's level. Your bonus spells are based on your . Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your bonus (if any).

You cast spells as a does. Table: magician Spells Known, below, details how many spells you can learn at each level. An epic magician’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—', ', '.

1st—', ', '.

2nd—', ', '.

3rd—', ', '.

4th—', ', '.

5th—', ', '.

6th—', ', '.

7th—', ', '.

8th—', ', '.

9th—', ', '.

Table: Magician Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The Magician. In addition, you receive bonus power points per day if you have a high score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against powers is 10 + the power's level + your modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—', ', '.

2nd—', ', '.

3rd—', ', '.

4th—', ', '.

5th—', ', '.

6th—', ', '.

7th—', ', '.

8th—', ', '.

9th—', ', '.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an score of at least 10 + the power’s level.

(Ex):

'' (Ps):

'' (Sp):

(Su):

:

 : See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana-->}} .


Bonus Feats: .

The epic magician gains a bonus feat (selected from the list of epic magician feats) every levels after .

Epic magician Bonus Feat List:

Ex-Magicians[edit]

Campaign Information[edit]

Playing a Magician[edit]

Combat:

Advancement:

Resources:

Magicians in the World[edit]


NPC Reactions:

Magician Lore[edit]

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

DC Result
11 .
16 .
21 .
26 .

Magicians in the Game[edit]

Adaptation:

Sample Encounter:

EL whatever:


Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


Advertisements: