One of the first Prestige Classes I created more than ten years ago, as apart of a whole group of spell-casters based on their region of origin. Inspired by a image I saw long ago of a spell-caster surrounded by magical energy which in my gaming vernacular is called frequency.
Spirelands Wizard Prestige Class
Role:
The
frequency flows wild in the spirelands, and the rise and fall of the
magic influences those who practice the art. The energy you need to
cast your spells is all around you, and you can quickly gather the
energy in many differing ways. Some directly tap into the frequency,
others use their own stamina or power – but all for the same deadly
effect.
Spire
wizards have great flexibility in their craft, but this comes at a
tremendous price, spire wizards cannot subtly cast spells, it is an
obvious to anyone in the area.
Requirements:
Spellcraft +5; Knowledge (Local - Spirelands) +5
Hindrances:
Summoning
magical energy is an obvious act, unable to surprise anyone.
Cannot take a familiar.
Never learn to scribe scrolls
May
not take other meta-magic feats until they master this style
All
spells have a somatic component
Benefits:
May use
whichever is higher (Int, Con, Cha) to determine spell effects.
Use
no spell components until 7th
level (Class level)
1st
level: Concentration +1 / level.
2nd
level Hear Frequency
3rd
level: Extended Casting I (First level spell only)
4th
level: Ignore Lesser Injury
5th
level: Silent Spell
6th
level: Extended Casting II (Second level spell only)
7th
level: Ignore Greater Injury
8th
level: Craft Talisman
9th
level: Extended Casting III (Third level spell only)
10th
level: Recapture Spell
Concentration:
Spire wizards are deeply focused on their magical craft, thus they
gain +1 per
level
on their ability to concentrate on spellcasting.
Hear
Frequency:
You hear the magical frequency, and are aware of magic in all its
forms at all times. You are not always able to recognize the type of
magic beyond arcane, divine or psionic. If it is an obvious magic, no
action is needed, otherwise simple concentrattion is enough.
Ignore
Lesser Injury:
Can ignore the pain caused by lesser injuries (max 25% of their hp)
able to cast a spell normally without making a concentration check
once a day.
Ignore
Greater Injury:
Can ignore the pain caused by significant injuries (max 50% of their
hp) able to cast a spell normally without making a concentration
check once a day.
Extended
Spell-casting I:
If able to spend one minute per spell level, a spire caster is able
to slowly build up the energy before casting. By casting in this way
they do not lose the magical energy impression in their minds, thus
they do not lose this spell from their current spell repertoire. If a
wizard in under duress, they are unable to benefit from this effect.
Likewise, if they are interrupted at any point while preparing to
cast, they lose the benefit and the memorized spell.
Silent
Spell:
Per standard feat
Craft
Talisman:
Per Nysarian meta-magic feats.
Recapture Spell Energy: Once a day, if able to make a Spellcraft check (DC 15+ level of spell X three) they are able to recapture spell energy that they have already cast.
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