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Created By
Paleomancer (talk)
Date Created: 1 July 2010
Status: In progress
Editing: Please feel free to edit constructively!
Balance: Fighter

{{#set:Summary=Spellcasters who spontaneously cast spells from spellbooks |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Poor |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Arcane Spellcasting |Class Ability=Prepared Spellcasting |Class Ability=Spontaneous Spellcasting |Class Ability Progression= }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Magician

Magicians are arcane spellcasters who combine the spell versatility of wizards with the spontaneity of sorcerers.

Making a Magician

A magician shares many of the strengths and the weaknesses of wizards and sorcerers. While he has more flexibility in casting spells than a sorcerer, he must still be careful in what spells he prepares. Magicians generally serve best as support casters and blasters, keeping to the rear of engagements.

Abilities: Intelligence determines the level of spells a magician can cast and how many spells per day he can cast. Charisma determines how hard a magician's spells are to resist. Constitution is important for extra hit points, and Dexterity improved a magician's armor class. .

Races: Any species with an academic or spellcasting streak is likely to become a magician.

Alignment: Any

Starting Gold: 2d6×10 gp (70 gp).

Starting Age: Complex.

Table: The Magician

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon familiar 3 2
2nd +1 +0 +0 +3 4 3
3rd +1 +1 +1 +3 5 4 2
4th +2 +1 +1 +4 6 5 3
5th +2 +1 +1 +4 Arcane versatility 1/day 6 6 4 2
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4 2
8th +4 +2 +2 +6 Arcane versatility 2/day 6 6 6 5 3
9th +4 +3 +3 +6 6 6 6 6 4 2
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 Arcane versatility 3/day 6 6 6 6 6 4 2
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4 2
14th +7/+2 +4 +4 +9 Arcane versatility 4/day 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4 2
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Arcane versatility 5/day 6 6 6 6 6 6 6 6 4 2
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Arcane versatility 6/day 6 6 6 6 6 6 6 6 6 5

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha),

Class Features

All of the following are class features of the magician.

Weapon and Armor Proficiency: Magicians are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a magician's gestures, which can cause his spells with somatic components to fail..

Spells: A magician casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. A magician casts spells oddly for an arcanist, as he casts spells spontaneously, like a sorcerer, but he must select his spells known each day from a spellbook, like a wizard. To learn, prepare, or cast a spell, a magician must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magician's spell is 10 + the spell level + the magician's Charisma modifier.

Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Magician. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magician's selection of memorized spells is extremely limited. A magician begins play able to prepare three 0-level spells and one 1st-level spell of your choice. At each new sorcerer level, he may prepare one or more new spells, as indicated on Table: Magician Spells Prepared. (Unlike spells per day, the number of spells a magician may prepare is not affected by his Intelligence or his Charisma score; the numbers on Table: Magician Spells Prepared are fixed.)

Table: Magician Spells Prepared
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 3 2
3rd 3 2 1
4th 3 3 1
5th 3 3 1 1
6th 3 3 2 1
7th 3 3 2 1 1
8th 3 3 2 2 1
9th 3 3 3 2 1 1
10th 3 3 3 2 2 1
11th 3 3 3 3 2 1 1
12th 3 3 3 3 2 2 1
13th 3 3 3 3 3 2 1 1
14th 3 3 3 3 3 2 2 1
15th 3 3 3 3 3 3 2 1 1
16th 3 3 3 3 3 3 2 2 1
17th 3 3 3 3 3 3 3 2 1 1
18th 3 3 3 3 3 3 3 2 2 1
19th 3 3 3 3 3 3 3 3 2 2
20th 3 3 3 3 3 3 3 3 3 2

Spellbook: A magician must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in her spellbook, except for read magic, which all magicians can prepare from memory. A magician begins play with a spellbook containing all 0-level wizard spells, plus three 1st-level spells of your choice. For each point of Intelligence bonus the magician has, the spellbook holds one additional 1st-level spell of your choice. At each new magician level, he gains two new spells of any spell level or levels that he can cast (based on his new magician level) for his spellbook. At any time, a magician can also add spells found in other magician’s or wizard's spellbooks to her own.

Familiar: A magician can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The magician chooses the kind of familiar he gets. As the magician advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the magician, the magician must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a magician's experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.

Arcane Versatility: A magician's combination of spontaneous and prepared spellcasting techniques allows him to manipulate his spell knowledge beyond other casters. At 5th level, once per day as full round action that provokes attacks of opportunity, a magician can cast a spell he has not prepared from his spellbook, consuming a spell slot of the appropriate level. He cannot apply standard metamagic effects to this spell, and the casting time of the selected spell must not be greater than one standard action. The magician may use arcane versatility with a spell that is up to one spell level below the maximum spell level he can cast. He may use this ability one additional time every three levels after 5th (8th, 11th, 14th, 17th, and 20th level).


<--<span id="<-extraordinary class feature->"><-extraordinary class feature-> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature->: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->-->

Epic Magician

Table: The Epic Magician
Hit Die: d4
Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

4> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic magician> gains a bonus feat (selected from the list of epic magician bonus feats) every three levels after 20th.

Epic Magician Bonus Feat List: <-list of bonus epic feats->.

Human Magician Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.


Playing a Magician

Religion: Magicians pay moderate respect to deities of magic and knowledge, but usually have little interest in religion.

Other Classes: Magicians, like wizards, value varied parties with a multitude of skills. Magicians are usually amiable to anyone.

Combat: Magicians serve as magical artillery and support casters, depending on their daily spell selection.

Advancement: Magicians usually advance single-class, although they often will take levels in rogue or fighter to expand their skills. They rarely advance as sorcerers, but sometimes will multiclass as wizards to improve their versatility in spellcasting.



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