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Showing posts with label PrC. Show all posts
Showing posts with label PrC. Show all posts

Friday 1 March 2019

Battle Mage: The Mandorrian War Wizard.

One of my oldest and most used spell-casters. So many times when players, especially new players ask if they can play a wizard, this is often my default. They are a little different as they can wear armor.

Battle Mage: The Mandorrian War Wizard. 

Role: You originate from Mandos, the land of the sword in the heart of the old south. As a spellcaster you are shown little respect, and treated as mere battle fodder. Only after proving yourself for five years in battle are you given full rights. Those who survive this testing as a battle-mage are respected far and wide, but few make it that far. 

Requirements: Mandorrian by birth, Spellcraft +5; Oath of Allegiance to Mandos
              May be either Wizard or Sorcerer

Hindrances:  Cannot gain or replace a familiar if they do not have one
          Can cast spells from no more than four spell schools
          Can know no more than eight spells per level

Benefits: Automatic access to the War Domain; treat as arcane spells
  Use d6 for hp; Gain Saving Throws as spellcaster
          Gain proficiency of all simple Martial Weapons
          Gain Craft (Armorsmithing) and Craft (Weaponsmithing) as class skills
          Gain new Spells and spell level as per their Caster Level

 Abilities by Battle Mage Level

1st Wear padded armor without Arcane Spell Failure                               Gain +1 Level
2nd Wear leather armor without Arcane Spell Failure                               Gain +1 Level
3rd Wear studded leather without Arcane Spell Failure                            Gain +1 Level
4th Gain Endurance and Diehard                                                              Gain +1 Level
5th  Wear chain shirt or hide without Arcane Spell Failure; Gain Free Feat
6th Wear chain mail or breastplate without Arcane Spell Failure              Gain +1 Level
7th  Wear splint mail or banded mail without Arcane Spell Failure           Gain +1 Level
8th Inscribe Spell-Gem                                                                              Gain +1 Level
9th Wear half-plate without Arcane Spell Failure                                      Gain +1 Level
10th Craft Magic Arms and Armor                                                             Gain +1 Level

Endurance & Diehard: Per standard PhB
Inscribe Spell-Gem: Per Nysarian Meta-Feats
Craft Magic Arms and Armor: Able to craft magical arms or armor. They pay the normal exp point cost for their creation as per DMG. Also, they must be able to cast a spell to imbue armor with its property.

War Domain: May switch a memorized spell with a war domain spell at will

1 Magic Weapon
2 Spiritual Weapon
3 Magic Vestment
4 Divine Power
5 Celestial Strike  (stats as Flame Strike)
6 Blade Barrier
7-9   Player Option for what War Spells to be added

Monday 25 February 2019

Spirelands Wizard Prestige Class


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.