Magister (3.5e Prestige Class)

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Magister[edit]

—,


Becoming a Magister[edit]

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 Magister

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 +3 +1 +1 +4 School Apprentice +1 level of Wizeard spellcasting class. 4 3 2 -
2nd +3 +1 +1 +4 Bonus Feat +1 level of Wizeard spellcasting class. 4 3 2 1
3rd +4 +2 +2 +5 +1 level of Wizeard spellcasting class. 3 3 2 -
4th +5 +2 +2 +5 +1 level of Wizeard spellcasting class. 4 3 2 1
5th +6/1 +2 +2 +6 School Adept +1 level of Wizeard spellcasting class. 4 3 3 2
6th +6/1 +3 +3 +6 +1 level of Wizeard spellcasting class. 4 4 3 2 1
7th +7/+2 +3 +3 +7 Bonus Feat +1 level of Wizeard spellcasting class. 4 4 3 3 2
8th +8/+3 +3 +3 +7 +1 level of Wizeard spellcasting class. 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 +9/+4 +4 +4 +8 +1 level of Wizeard spellcasting class. 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 Magister
Level Special
11th
12th Bonus Feat
13th School Mastery
14th
15th
16th
17th Bonus Feat

Class Features[edit]

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

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

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

Abjuration Whenever the Magister casts an Abjuration spell that gives him an AC Bonus, increase the AC Bonus by 1. IE, Shield now gives a +5 Bonus to AC rather than +4.

Conjuration Whenever the Magister Casts a Conjuration spell that has a duration/range based upon his caster level, increase his effective caster level by 1 for the sake of calculating Duration and ONLY duration. In this case, a 4th Level Magister who uses Summon Monster I has his summoned monster last for 5 rounds instead of 4.

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

Abjuration Whenever the Magister Casts an Abjuration spell that improves or grants resistances (Whether Energy or Physical) Increase the resistance by 5 points. IE, Protection from Energy now protects against 17 points of damage instead of 12.

Conjuration When using a Conjuration Spell to summon a creature or object in an Anti-Magic Field (Or to teleport OUT of an Anti-Magic Field), you may make a Caster Check as if you were dispelling an Anti-Magic Field. This is done at a -5 penalty and does not dispel the anti-magic field. However, it allows you to cast the spell normally and the creature does not "wink out" in the Field.

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

Abjuration Whenever the Magister casts an Abjuration spell that is used to dispel a magical effect (such as Dispel Magic or Break Enchantment) treat his caster level as gaining a +2 Bonus.

Conjuration: Whenever the Magister casts a Conjuration Spell that summons a set amount of creatures or objects, increase the number by 1. If calculated by a random number (determined by a dice roll) increase the amount of creatures or objects by 2. IE A Magister who uses Summon Monster V can summon 1d3+2 monsters from the Summon Monster IV List. In Addition, When attempting to bypass a ward against teleportation (Such as a dimensional anchor), you can make a caster level check as if you were dispelling the ward. You make this check at a -5 Penalty, if you succeed, you do not dispel the ward, but you are able to cast your spell.

School Mastery: At 13th Level, the Magister's School Specialization improves based upon the choice he made at 4th Level.

Abjuration Whenever the Magister casts an abjuration spell, he can choose to Quicken the spell without preparing it beforehand or increasing it's spell level up to 5 times per day.

Conjuration: Whenever the Magister casts a Conjuration spell, he may choose to Maximize, or Widen, or Extend the spell without preparing it beforehand or increasing it's spell level up to 3 times per day.

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Table: Magister 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 magister. 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.

The Difficulty Class for saving throws against magister 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.):

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

The epic magister gains a bonus feat (selected from the list of epic magister feats) every 5 levels after 12.

Epic magister Bonus Feat List:

Ex-Magisters[edit]

Campaign Information[edit]

Playing a Magister[edit]

Combat:

Advancement:

Resources:

Magisters in the World[edit]


NPC Reactions:

Magister Lore[edit]

Characters with ranks in can research magister 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 .

Magisters in the Game[edit]

Adaptation:

Sample Encounter:

EL whatever:


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