Vancian Magician

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baduin
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Vancian Magician

Post by baduin »

An attempt at a class more resembling the magicians in Vance's stories. It is also a wizard-warrior, ie a gish.

Vancian Magician

Alignment Any.
Hit Die d8.
Class Skills: All (Use Magic Item uses Intelligence instead of Charisma)
Skill Points 4 + Int modifier.
BaB: Good (1/1)
Saves: Fort: Poor Reflex: Good, Will: Good.

Class Features:
Weapon and Armor Proficiency: Proficient with all simple and martial melee weapons and thrown weapons. Not proficient with any ranged projectile weapons, armor or shields.

Unarmoured: All class abilities of Magician, including spellcasting, don't function if he wears an armour or carries a shield.

Magic Armor (Su) - The Magician gains Natural Armor bonus to AC equal to 3+level. This bonus does not stack with Armor Bonus, Natural Armor Bonus, Deflection Bonus, or enhancements to the above. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Eschew Materials (Su) The Magician can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, the Magcian must have the material component at hand to cast the spell, just as normal.

Weird Magic (Su): Polymorph spells and spells that grant a special ability and are not on the Magician spell list do not affect the Magician.

Cantrips (Sp): Magicians can cast the following cantrips (0 level spells) at will as a spell-like ability. Cantrips are treated like any other spell cast by the Magician in terms of duration and other variables based on level.
Prestidigitation, Arcane Mark, Open/Close, Message, Mending, Mage Hand, Ghost Sound, Light, Flare, Dancing Lights, Read Magic, Detect Magic, Touch of Fatigue, Acid Splash.

Durable spells (Su): At 2nd level all memorized or mastered spells a Magician casts on himself and only himself can have their duration lengthened until the moment he goes to sleep. This does not apply to spells cast from magic items.

Recharge wands and staves (Su): At 6th level the Magician can recharge wands and staves. Recharging one charge costs proportionally as much gold as crafting it, but it does not cost any XP points. Recharging one wand or stave takes one hour.

Magic Weapon (Su) At 8th level, any melee or thrown weapon the Magician uses gains an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). The bonus disappear as soon as the Magician stops using the weapon, and in case of thrown weapons when it hits the target.

Stilled Spells (Su) At 10 level the Magician doesn't need somatic components to cast spells.

The Enchantment of Youth Renewed (Su) At 12 level the Magician learns the Enchantment of Youth Renewed. He regains youth and doesn't age anymore. He doesn't suffer any negative age effects, although he still benefits from positive age effects.

Spell Mastery (Sp) At level 14 and at each of the following levels a Magician can master a spell from the Magician list which is inscribed in his spellbook. The spell cannot belong to a spell level higher than spell level 1 at level 14, spell level 2 at level 15 etc. He can master only spells without expensive material components or experience costs. He cannot master spells with casting time greater than 1 standard action, spells belonging to "calling" and "summoning" subschools, Shadow Conjuration and Greater Shadow Conjuration, Teleport, Greater Teleport, Teleport Object and Plane Shift. The mastered spells can be cast at will as spell-like abilities. If the mastered spell has a duration other than "Instantaneous", it cannot be cast again until its duration have ended.

The Great Name (Sp) At 16th level, the Magician learns the Great Name, which allows him to command powerful spirits. After at least 10 minutes of debating with the spirit, the Magician can make a Diplomacy, Bluff or Intimidate check with DC 30 (DM can grant bonuses for persuasive arguments, if anyone troubles to actually roleplay this). If he succeeds, the spirit grants him a Wish free of all costs, to be used immediately. If he fails, this ability cannot be used again that day. He can use several Wishes at once by proportionally lengthening the discussion and making a corresponding number of checks. If any of the checks fails, all Wishes are lost. Since the spirits are excessively cautious, this ability cannot be used in combat, nor to directly oppose any level appropriate enemy or anyone under his protection.

Spells

A Magician casts arcane spells which are drawn his spell list. This lists consists of all wizard/sorcerer spells included in SRD, with the exception of all polymorph and similar spells.

To learn or cast a spell, a Magician must have an Intelligence score equal to at least 10 + the spell level. and a class level equal to twice the spell level - 1. The Difficulty Class for a saving throw against a Magician's spell is 10 + half his class level + his Charisma modifier.

A Magician may know any number of spells from the Magician spell-list. She must choose and memorize her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the magician decides which spells to memorize. She cannot memorize any one spell twice, cannot memorize more spells than allowed by the table below. No more than 1 of them can be of the highest spell level she can cast.


Spellbooks

A Magician must study her spellbook each day to memorize her spells.

A Magician begins play with a spellbook containing three 1st-level spells of your choice. At each new Magician level, she gains one new spell of any spell level or levels that she can cast (based on her new Magician level) for her spellbook. At any time, a Magician can also add spells she can cast found in other wizards’ spellbooks to her own. Writing spells in the spellbook is free of all cost.

Code: Select all

Level/Spell per day  Special
1        -1
2        -1 Durable Spells
3        -1
4         -2    
5         -2
6         -3     Recharge wands&staves
7         -3
8         -4     Magic Weapon
9         -4
10        -5   Stilled Spells
11       - 5
12        -6    The Enchantment of Youth Renewed
13        -6
14        -6    Spell Mastery 1 level
15        -6    Spell Mastery 2 level
16        -6    Spell Mastery 3 level, The Great Name
17        -6    Spell Mastery 4 level
18- 6 spells, 2 of them can be of 9 level.  Spell Mastery 5 level
19 - 6 spells, 3 of them can be of 9 level. Spell Mastery 6 level
20 - 6 spells, 3 of them can be of 9 level. Spell Mastery 7 level, 
Last edited by baduin on Sat Jul 05, 2008 4:04 am, edited 10 times in total.
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JonSetanta
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Post by JonSetanta »

Huh. This ain't so bad, if one wants the Old School style (which I don't)

But why is Cantrips limited like that? Why not state that they can cast all L0 Wizard spells at will?
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baduin
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Posts: 207
Joined: Thu May 29, 2008 3:12 pm

Post by baduin »

Resistance and Detect Poison seemed to me to be boring as at-will abilities, and Ray of Frost seemed to be not in style.
Last edited by baduin on Fri Jul 04, 2008 1:46 pm, edited 1 time in total.
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