[Class] Spell Breaker
Posted: Thu Apr 02, 2009 2:36 pm
Spell Breaker
"And remember kids: always use protection."
Playing a Spell Breaker: Make no mistake: though Spell Breakers shield their allies from the inevitable ravages of sword and spell when words give way to violence, do not think that one specializing in protecting others is helpless. For a Spell Breaker, the line between protective magic and destructive magic blurs; for each protection granted, the more destruction one may grant with impunity. And Spell Breakers are all about protection.
Alignment: Spell Breakers can be of any alignment. Good Spell Breakers use their powers to shield and protect the innocent, while evil Spell Breakers use their mastery of protection to make themselves invincible tyrants.
Races: The path of the Spell Breaker is tread by those who value protection as power, and though all share a primal need for security, few Orcs and even less Fey can be found within their ranks.
Hit Dice: d8
BAB: Average
Fort: Good
Reflex: Average
Will: Good
Class Skills: The Spell Breaker’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (dance) (Cha), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4+ Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Abilities
Weapon and Armor Proficiencies: A Spell Breaker is proficient with simple weapons, but not with any armor or shield.
Practiced Spellcaster (Ex): Due to the focused training of a Spell Breaker, he never suffers any spell failure when using an armor or shield he is proficient in.
Master of the First Veil (Su): At first level a Spell Breaker masters the first veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of red light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no non-magical ranged weapon may pierce the barrier. Any creature that tries to pass through the veil takes 20 points of fire damage (or half that with a successful reflex save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A cone of cold spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Fire. The veil may be placed where you will out to medium range.
Reflexive Counterspell (Sp): At first level a Spell Breaker may expend one of his Attacks of Opportunity to attempt to counterspell any spell or spell like ability within medium range, as if he had counter spelled with a greater dispel magic.
Spellcasting: At first level a Spell Breaker gains the ability to cast arcane spells. He may spontaneously cast a number of spell per day as a Sorcerer of equal level, except that he has no 0 level spell slots, and has every Cleric, Druid, and Wizard abjuration spell in the Players Handbook at the lowest spell level available to those classes on his spell list. He knows all spells on his spell list as a Cleric. At each level, a Spell Breaker may add one Cleric, Druid, or Wizard spell does not have a spell level higher than he can normally cast to his spells known. At fourth level, and every even level thereafter, he may exchange one non-abjuration spell for another of equal level.
To prepare or cast a spell, a Spell Breaker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Breaker’s spell is 10 + the spell level + the Spell Breaker’s Wisdom modifier.
Unravel Magic (Ex): At first level a Spell Breaker gains the ability to add his Wisdom modifier to any dispel check he rolls.
Master of the Second Veil (Su): At second level a Spell Breaker masters the second veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of orange light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no magical ranged weapon may pierce the barrier. Any creature that tries to pass through the veil takes 40 points of Acid damage (or half that with a successful reflex save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A gust of wind spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Acid. The veil may be placed where you will out to medium range.
Counter Spell Absorption (Su): At third level, anytime a Spell Breaker successfully counterspells a Spell or Spell like ability, he may absorb the spell level of the counter spelled spell. A Spell Breaker cannot have absorbed more than his character level + his Wisdom modifier in spell levels with this ability at any time, excess spell levels that cannot be absorbed are lost. Thereafter he may expend the absorbed spell levels to spontaneously cast a like amount of spell levels from the Abjuration school without expending a spell slot.
Master of the Third Veil (Su): At fifth level a Spell Breaker masters the third veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of yellow light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no poison, gas, or petrefication effect may pierce the barrier. Any creature that tries to pass through the veil takes 80 points of electricity damage (or half that with a successful reflex save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A disintegrate spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Electricity. The veil may be placed where you will out to medium range.
Fast Casting (Ex): At seventh level, a Spell Breaker may cast any abjuration spell he knows as a swift action, regardless of its previous casting time.
Master of the Fourth Veil (Su): At ninth level a Spell Breaker masters the fourth veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of green light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no breath weapon may pierce the barrier. Any creature that tries to pass through the veil is killed by Poison (suffers 1d6 Constitution damage with a successful fortitude save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A passwall spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Poison. The veil may be placed where you will out to medium range.
Aegis of Ages (Ex): At eleventh level, a Spell Breaker is shielded from the ravages of time, and may never die from old age.
Counter Spell Explosion (Su): At eleventh level, anytime a Spell Breaker successfully counterspells a Spell or Spell like ability the Spell Breaker may choose to have the counterspelled caster and everything within 20’ of the counterspelled caster take 1d6 damage per spell level of the spell or spell like ability counterspelled. Everyone except the counter spelled caster within the blast radius is entitled to a reflex save (DC 10 + ½ your level + your Wisdom modifer) for half damage; the counterspelled caster takes full damage.
Master of the Fifth Veil (Su): At thirteenth level a Spell Breaker masters the fifth veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of blue light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no divination or mental attack may pierce the barrier Any creature that tries to pass through the veil is turned to stone (the effect is negated with a successful fortitude save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A magic missile spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to any transformational ability. The veil may be placed where you will out to medium range.
Immediate Casting (Ex): At fifteenth level, a Spell Breaker may cast any abjuration spell he knows as an immediate action, regardless of its previous casting time.
Master of the Sixth Veil (Su): At seventeenth level a Spell Breaker masters the sixth veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of indigo light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no spell may pierce the barrier. Any creature that tries to pass through the veil goes insane, as the insanity spell (the effect is negated with a successful will save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A daylight spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are under the effect of a mind blank spell. The veil may be placed where you will out to medium range.
Counter Spell Seal (Su): At nineteenth level, anytime a Spell Breaker successfully counterspells a Spell or Spell like ability, the counterspelled caster may not cast a spell or activate a spell like or supernatural ability for 1d4 rounds.
Grandmaster of the Seven Veils (Su): At twentieth level a Spell Breaker masters the seven veils, and as a standard action and for as long as you concentrate you may will a vertical sheet of violet light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and destroys all objects or effects that attempt to pierce the barrier. Any creature that tries to pass through the veil is transported to another plane of your choice (the effect is negated with a successful will save with a DC of 10 + ½ your character level + your wisdom modifier, although all their stuff is destroyed and all their ongoing spell effects are automatically dispelled). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A dispel magic spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you may not be moved for where you stand by any means, unless you choose to.
In addition to that, you may also create all the other 6 veils with the same standard action, and concentrate on maintaining them all at the same time. For each veil you are concentrating on, you gain its protection. The veils need not overlap, and may be placed where you will out to medium range
Spells
So let me make this clear: I'm not married to the name of this rainbow bright reject. Honest (and brutal) suggestions are welcome.
[Spoiler]edit 08/20/2021: added the words "from the aberration school" to the counter spell absorbsion class ability.
edit 03/12/2024: changed the word aberration to Abjuration... geedee autoccorrect fail.[/spoiler]
"And remember kids: always use protection."
Playing a Spell Breaker: Make no mistake: though Spell Breakers shield their allies from the inevitable ravages of sword and spell when words give way to violence, do not think that one specializing in protecting others is helpless. For a Spell Breaker, the line between protective magic and destructive magic blurs; for each protection granted, the more destruction one may grant with impunity. And Spell Breakers are all about protection.
Alignment: Spell Breakers can be of any alignment. Good Spell Breakers use their powers to shield and protect the innocent, while evil Spell Breakers use their mastery of protection to make themselves invincible tyrants.
Races: The path of the Spell Breaker is tread by those who value protection as power, and though all share a primal need for security, few Orcs and even less Fey can be found within their ranks.
Hit Dice: d8
BAB: Average
Fort: Good
Reflex: Average
Will: Good
Class Skills: The Spell Breaker’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (dance) (Cha), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4+ Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
- 1 Spellcasting, Master of the First Veil, Reflexive Counterspell, Practiced Spellcaster, Unravel Magic
2 Master of the Second Veil
3 Counter Spell Absorption
4 -
5 Master of the Third Veil
6 -
7 Fast Casting
8 -
9 Master of the Fourth Veil
10 -
11 Aegis of Ages, Counter Spell Explosion
12 -
13 Master of the Fifth Veil
14 -
15 Immediate Casting
16 -
17 Master of the Sixth Veil
18 -
19 Counter Spell Seal
20 Grandmaster of the Seven Veils
Class Abilities
Weapon and Armor Proficiencies: A Spell Breaker is proficient with simple weapons, but not with any armor or shield.
Practiced Spellcaster (Ex): Due to the focused training of a Spell Breaker, he never suffers any spell failure when using an armor or shield he is proficient in.
Master of the First Veil (Su): At first level a Spell Breaker masters the first veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of red light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no non-magical ranged weapon may pierce the barrier. Any creature that tries to pass through the veil takes 20 points of fire damage (or half that with a successful reflex save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A cone of cold spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Fire. The veil may be placed where you will out to medium range.
Reflexive Counterspell (Sp): At first level a Spell Breaker may expend one of his Attacks of Opportunity to attempt to counterspell any spell or spell like ability within medium range, as if he had counter spelled with a greater dispel magic.
Spellcasting: At first level a Spell Breaker gains the ability to cast arcane spells. He may spontaneously cast a number of spell per day as a Sorcerer of equal level, except that he has no 0 level spell slots, and has every Cleric, Druid, and Wizard abjuration spell in the Players Handbook at the lowest spell level available to those classes on his spell list. He knows all spells on his spell list as a Cleric. At each level, a Spell Breaker may add one Cleric, Druid, or Wizard spell does not have a spell level higher than he can normally cast to his spells known. At fourth level, and every even level thereafter, he may exchange one non-abjuration spell for another of equal level.
To prepare or cast a spell, a Spell Breaker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Breaker’s spell is 10 + the spell level + the Spell Breaker’s Wisdom modifier.
Unravel Magic (Ex): At first level a Spell Breaker gains the ability to add his Wisdom modifier to any dispel check he rolls.
Master of the Second Veil (Su): At second level a Spell Breaker masters the second veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of orange light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no magical ranged weapon may pierce the barrier. Any creature that tries to pass through the veil takes 40 points of Acid damage (or half that with a successful reflex save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A gust of wind spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Acid. The veil may be placed where you will out to medium range.
Counter Spell Absorption (Su): At third level, anytime a Spell Breaker successfully counterspells a Spell or Spell like ability, he may absorb the spell level of the counter spelled spell. A Spell Breaker cannot have absorbed more than his character level + his Wisdom modifier in spell levels with this ability at any time, excess spell levels that cannot be absorbed are lost. Thereafter he may expend the absorbed spell levels to spontaneously cast a like amount of spell levels from the Abjuration school without expending a spell slot.
Master of the Third Veil (Su): At fifth level a Spell Breaker masters the third veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of yellow light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no poison, gas, or petrefication effect may pierce the barrier. Any creature that tries to pass through the veil takes 80 points of electricity damage (or half that with a successful reflex save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A disintegrate spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Electricity. The veil may be placed where you will out to medium range.
Fast Casting (Ex): At seventh level, a Spell Breaker may cast any abjuration spell he knows as a swift action, regardless of its previous casting time.
Master of the Fourth Veil (Su): At ninth level a Spell Breaker masters the fourth veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of green light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no breath weapon may pierce the barrier. Any creature that tries to pass through the veil is killed by Poison (suffers 1d6 Constitution damage with a successful fortitude save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A passwall spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Poison. The veil may be placed where you will out to medium range.
Aegis of Ages (Ex): At eleventh level, a Spell Breaker is shielded from the ravages of time, and may never die from old age.
Counter Spell Explosion (Su): At eleventh level, anytime a Spell Breaker successfully counterspells a Spell or Spell like ability the Spell Breaker may choose to have the counterspelled caster and everything within 20’ of the counterspelled caster take 1d6 damage per spell level of the spell or spell like ability counterspelled. Everyone except the counter spelled caster within the blast radius is entitled to a reflex save (DC 10 + ½ your level + your Wisdom modifer) for half damage; the counterspelled caster takes full damage.
Master of the Fifth Veil (Su): At thirteenth level a Spell Breaker masters the fifth veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of blue light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no divination or mental attack may pierce the barrier Any creature that tries to pass through the veil is turned to stone (the effect is negated with a successful fortitude save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A magic missile spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to any transformational ability. The veil may be placed where you will out to medium range.
Immediate Casting (Ex): At fifteenth level, a Spell Breaker may cast any abjuration spell he knows as an immediate action, regardless of its previous casting time.
Master of the Sixth Veil (Su): At seventeenth level a Spell Breaker masters the sixth veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of indigo light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no spell may pierce the barrier. Any creature that tries to pass through the veil goes insane, as the insanity spell (the effect is negated with a successful will save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A daylight spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are under the effect of a mind blank spell. The veil may be placed where you will out to medium range.
Counter Spell Seal (Su): At nineteenth level, anytime a Spell Breaker successfully counterspells a Spell or Spell like ability, the counterspelled caster may not cast a spell or activate a spell like or supernatural ability for 1d4 rounds.
Grandmaster of the Seven Veils (Su): At twentieth level a Spell Breaker masters the seven veils, and as a standard action and for as long as you concentrate you may will a vertical sheet of violet light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and destroys all objects or effects that attempt to pierce the barrier. Any creature that tries to pass through the veil is transported to another plane of your choice (the effect is negated with a successful will save with a DC of 10 + ½ your character level + your wisdom modifier, although all their stuff is destroyed and all their ongoing spell effects are automatically dispelled). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A dispel magic spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you may not be moved for where you stand by any means, unless you choose to.
In addition to that, you may also create all the other 6 veils with the same standard action, and concentrate on maintaining them all at the same time. For each veil you are concentrating on, you gain its protection. The veils need not overlap, and may be placed where you will out to medium range
Spells
- 1: alarm, endure elements, entropic shield, protection from alignment, remove fear, sanctuary, shield, shield of faith
2: fire trap, obscure object, protection from arrows, resist energy, shield other, undetectable alignment
3: dispel magic, explosive runes, glyph of warding, magic circle against alignment, nondetection, protection from energy, remove curse
4: dimensional anchor, dismissal, freedom of movement, lesser globe of invulnerability, repel vermin, spell immunity, stoneskin
5: atonement, break enchantment, dispel alignment, mage’s private sanctum, spell resistance
6: antilife shell, antimagic field, banishment, greater dispel magic, forbiddance, globe of invulnerability, greater glyph of warding, guards and wards, repulsion
7: sequester, spell turning
8: cloak of chaos, dimensional lock, holy aura, mind blank, prismatic wall, protection from spells, repel metal or stone, shield of law, greater spell immunity, unholy aura
9: freedom, imprisonment, mage’s disjunction, prismatic sphere
So let me make this clear: I'm not married to the name of this rainbow bright reject. Honest (and brutal) suggestions are welcome.
[Spoiler]edit 08/20/2021: added the words "from the aberration school" to the counter spell absorbsion class ability.
edit 03/12/2024: changed the word aberration to Abjuration... geedee autoccorrect fail.[/spoiler]