Magister

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JonSetanta
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Magister

Post by JonSetanta »

Magister

HP: d6
BAB: 1/2
Good Saves: Will
Skill Points: 4

Weapons: Simple
Armor: None
Class Skills: As D&D Wizard

Code: Select all

Level       Class Ability
1           Arcane Spellcasting, Chosen Elements, Spell Level 1, Aura Slot 1
2           Elemental Effect 1
3           Spell Level 2
4           Elemental Effect 2
5           Spell Level 3 (spell level 1 is free to cast)
6           Aura Slot 2, Elemental Effect 3
7           Spell Level 4 (spell level 2 and lower is free to cast)
8           Elemental Effect 4
9           Spell Level 5 (spell level 3 and lower is free to cast)
10          Elemental Effect 5, Extra Effect
11          Spell Level 6 (spell level 4 and lower is free to cast), Aura Slot 3
12          Elemental Effect 6
13          Spell Level 7 (spell level 5 and lower is free to cast)
14          Elemental Effect 7
15          Spell Level 8 (spell level 6 and lower is free to cast)
16          Aura Slot 4, Elemental Effect 8
17          Spell Level 9 (spell level 7 and lower is free to cast)
18          Elemental Effect 9
19          
20          Elemental Effect 10

Class Abilities



Arcane Spellcasting:
Magisters select spells from the Wizard/Sorcerer spell list. They know all Cantrips and may ready 4 of them each day.
The save DC for Magister spells is 10 + ½ level + either Intelligence or Charisma bonus, or 14 + ½ level, whichever is higher.
Maigsters use mana to cast spells; their Mana Pool is equal to their Wisdom score and refreshes after 1 hour of rest.
Spells use an amount of mana equal to the spell level.
Spells at least 2 spell slots lower than the Magister’s highest spell slot do not use mana and are free to cast.

Chosen Elements: Upon gaining the Magister class the character choses two elements out of the following;
• Acid
• Air
• Cold
• Earth
• Electric
• Fire
• Metal
• Water
And in addition one of the following two elements;
• Darkness
• Light
They may learn and ready spells with energy descriptors altered to match their own chosen elements. For instance, Fireball learned by someone with the Air and Electric elements chosen may learn and ready Air and Electric variants of the original spell, but not actually cast a Fire version of it.

Elemental Effect: A Magister may apply a variety of effects to their spells, but no more than one effect per spell. If an offensive spell, the effect applies to all targets that fail the spell’s save or get hit with the spell’s attack roll, and the effect lasts for 1 minute with a save at the end of each round to end it. If Self range, the effect is harmless and beneficial, and lasts for 1 minute.

Elemental Effect 1:
Strike [All] (you make a melee attack before or after delivering the spell as part of its casting; the spell affects anyone hit by your attack in addition to dealing damage)
Burn [Electric, Fire, Acid] (1d6 damage at the end of each round, Reflex DC 15 to end)
Daze [Light, Air, Water]
Difficult Terrain [Water, Earth] (any surface affected by the spell becomes Difficult Terrain and halves movement)
Shaken [Electric, Darkness]
Shield [Cold, Earth, Metal, Darkness] (self, +4 AC)
Slippery [Acid, Cold, Water, Earth] (targets fall prone)

Elemental Effect 2:
Blinding [Light, Darkness, Acid]
Deafening [Air, Electric, Fire, Metal]
Dust [Air, Earth, Cold] (reveals invisible within area)
Move [Air, Electric, Fire, Water, Earth] (at the end of the spell’s casting you may move to any location within its area of effect)
Panic [Darkness]
Sickened [Acid]
Slow [Cold, Air, Earth]
Stun [Light, Electric, Water, Earth, Metal]

Elemental Effect 3:
Barrier [Cold, Earth, Metal] (creates a wall or shell within a 10x10x10 area with as much HP as 10 times the spell’s level at the end of the spell)
Nauseated [Acid]
Paralyze [Electric, Darkness]
Vampiric [Darkness] (you heal half the damage you dealt)
Blaze [Fire, Electric, Acid] (as Burn but 3d6 damage instead)

Elemental Effect 4:
Grapple [Water, Earth, Metal, Darkness] (targets are grappled at +8 bonus and take 1d6+4 damage at the end of each round)

Elemental Effect 5:

Elemental Effect 6:

Elemental Effect 7:

Elemental Effect 8:

Elemental Effect 9:

Elemental Effect 10:


Aura Slot: An aura slot allows any spell with a duration cast upon the Magister to be sustained as long as the spell is equipped in the aura slot. Equipping an aura slot is a nonaction activated when the spell is cast, while unequipping an aura slot is a Free action once each round.




Extra Effect: The Magister may add another Elemental Effect to spells they cast.


Spells
You may ready 3 + Magister level number of spells at any time. This number of spell slots readied (out of your total learned and known) does not stack with other spellcasting classes; use whichever total is higher with multiclass characters.
To swap out a spell takes a week of training. To learn a new spell, use the rules a Wizard uses to learn new spells, but you may instead learn from either learning from another arcane spellcaster or written sources in an equal amount of time.
Last edited by JonSetanta on Tue Mar 20, 2012 9:02 pm, edited 3 times in total.
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JonSetanta
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Posts: 5580
Joined: Fri Mar 07, 2008 7:54 pm
Location: interbutts

Post by JonSetanta »

Edited after posting to increase the number of selectable element types rather than lump them all into the Greek four.

Also split off Light and Darkness as their own selectables.
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