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Revision as of 20:28, 21 April 2012
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Date Created: | April 20, 2012 |
Status: | In Progress |
Editing: | No Edits Please |
Balance: | Wizard |
An Magus Soul is a prepared caster whose innate connection to magic allow him to use both arcane and divine magics.
Length: 10 Levels
Minimum Level: 6th
Base Attack Bonus Progression: Poor
Fortitude Save Progression: Poor
Reflex Save Progression: Poor
Will Save Progression: Good
Class Abilities: Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting
Allowed Alignments: Lawful Good, Lawful Neutral, Lawful Evil Neutral Good, Neutral, Neutral Evil
Magus Soul
An Magus Soul is someone whose innate connection to the forces of magic makes him a powerful Arcane and Divine caster. As he grows, his spellcasting abilities grow even stronger. However, the strain on their body is great, so their familiar usually becomes strong with them, in order to bear some of the wear of the power of an Magus Soul. Most Magus Souls try to balance their use of arcane and divine magic. They must discharge magic at least once a week, or magical build-up. An Magus Soul's life span is increased significantly, living up to ten times the normal life span of their race. When an Magus Soul dies, his magical energy is passed on to another student of arcane and divine magic, and they become a new Magus Soul.
Becoming an Magus Soul
An Magus Soul is usually someone who studies as a Cleric and as a Wizard. Upon reaching the third level in both these classes, they unlock their true power as an Magus Soul. The creation of a new Magus Soul is usually accompanied by the death of a high-ranking magical official.
Alignment: | Any non-chaotic. |
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Base Attack Bonus: | +4 |
Patron: | Any non-chaotic. |
Skills: | Knowledge (Arcana) 10 Ranks, Knowledge (Religion) 10 Ranks, Spellcraft 5 Ranks |
Feats: | Increased Spell Capacity |
Spellcasting: | Ability to cast 2nd Level Arcane and Divine Spells. |
Special: | Levels in a prepared divine casting and a prepared arcane casting class. |
Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Magus Familiar, Arcane Spell Failure Reduction -20% | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Bonus Feat, Arcane Spell Failure Reduction -30%, Darkvision 60 ft. (DM's discretion) | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Spell Rune, Bonus Feat, Arcane Spell Failure Total Reduction | +1 Arcane Spellcasting Class, +1 Divine Spellcasting Class | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class Skills 4 (6 if Cloistered Cleric) + Int modifier per level.
Class FeaturesAll of the following are class features of the Magus Soul. Arcane Spell Failure Reduction: As the Magus Soul gains power, he gains the ability to reduce the chance of him failing his spells. At first level he gains a 20% reduction, at fifth he gains a 30% reduction, and at 10th, he gains a total reduction. Darkvision 60 ft.: At the DM's discretion, at level 5 the Eldrith Soul can harness his oeverflowing magical energy, and use it to illuminate darkness out to 60 ft. This ability does work in Magic Darkness, however, it does not cancel out Magical Darkness, so Spell Runes still can't be used. Spellcasting: At each level after first, 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 arcane and divine 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 divine or arcane spellcasting class before becoming a Magus Soul, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Spells: To cast a particular spell, you must have an Int score of at least 10 + the spell's level for arcane spells, and Wis for divine spells. Your bonus spells are based on your Int for arcane spells and Wis for divine spells.. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your relevant bonus (if any). You cast spells as a Wizard or Cleric does. An epic Magus Soul’s number of spells per day does not increase after your effective spellcasting level for both the Arcane Casting and Divine Casting reach level 20. Spells are learned as a Wizard or Cleric, and can be chosen from any list. Spell Rune: A Spell Rune is a powerful rune that is engraved across half the body. This rune replaces either the somatic or verbal counterpart. They can be used 1d4 times per encounter. Every 5 epic levels, you can use these runes another 1d4 times per encounter. Both runes can be engraved, however they are costly. It takes 10,000 gp worth of arcane materials to engrave the rune, as well as 10,000 experience. At epic-level 20, you gain the Epic Spell Rune, which halves the experience component of spells, and reduces by 25% the experience required to craft Magic Items. Runes glow while in use, and cannot be used in areas of Magic Darkness. This can be used 1d4 times per day for every 10 levels after epic-level 20. Magical Aura: An Magus Soul glows with incredible magical power. He naturally has an aura that bleeds out and is noticeable. From his eyes and from under clothes or other form of protection escapes a magic glow. If anyone tries to use See Magic or Arcane Sight within 60 feet of an Magus Soul or his familiar, they have to make a DC 20+Magus Soul level or be blinded fort 6 rounds past the duration of the spell. An Magus Soul can expose an ally to this ability to give them immunity to the blinding effect. If an Magus Soul is looked at while either of the spells are being used, they appear to be beings of pure energy. Magus Familiar: When taking the first level of Magus Soul, the Magus Soul gains a special familiar charged with magical energy. This familiar teems with magical energy, and it can be told apart from other animals. Magic bursts from its eyes and underneath its skin. It is more intelligent than other familiars. It has the same magical aura as the Magus Soul, albeit weaker. At the first level of Magus Soul, any familiar the Magus Soul already has becomes an Magus Familiar. Magus familiars follow the Familiar table in the Player's Handbook, and treat each Magus Soul level as 2 levels on that table. An Magus Familiar retains any bonuses it had before becoming an Magus Familiar, and starts at an Intelligence of 10 instead of 6, increasing by 1 from ten each level. All Magus Familiars have 1 language, and can speak with their master. An Magus Familiar has damage reduction 2/Magic, which increases to 4/Magic and 6/Magic at 5th and 10th levels respectively. An Magus Familiar gains spell-slots equal to the number of familiar levels which it had attained prior to becoming an Magus Familiar. An Magus Soul can use one of his daily spells to give the Magus Familiar a spell-like ability which functions as the spell used, and can be used once daily for 1 week before being renewed. Renew Powers: At 10th level, an Magus Soul has honed his innate power to the point where he can draw energy from himself. Each day he only needs to rest and study his spellbook for 1 hour total to regain his spells, and he can do this twice per day. He still needs to sleep or mediditate as necessary for his race. Bonus Feats: An Magus Soul can select any feats from the Cleric and Wizard bonus feat lists, any Metamagic feat, and any Crafting Feat for their bonus feats. The epic Magus Soul gains a bonus feat (selected from the list of epic Wizard or Cleric feats) every 3 levels after level 10. Ex-Magus SoulsIf an Magus Soul loses his faith in his god or belief, he loses his divine spellcasting abilities until he regains his faith, or recieves an atonement. If the Magus Soul only lost belief in a god, he can internalize his beliefs and draw divine energy from himself. If an Magus Soul doesn't cast magic at least once a week, he explodes in a violent magical explosion. This explosion gains power as the Magus Soul levels. At first level, an Magus Soul's explosion radius is 1/2 mile. It doubles as he gains level. At tenth level, his explosion radius is 256 miles, and does not increase after this. Campaign InformationMagus Soul LoreCharacters with ranks in Knowledge (Arcana) can research Magus Soul to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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