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Damage Manipulation

In document Prestige Classes Collection in Work (Page 172-181)

Universal

Level: Sor/Wiz 4 (Arcane Duellist only)

Components: V, S Casting Time: 1 round Range: Touch Target: creature touched Duration: 1 min/level

Saving throw: Will negates (harmless) Spell Resistance: yes (harmless)

This spell alters the way in which the affected creature manipulates magical energies, resulting in all magical damage being subdual damage. Spells which do not cause direct damage but which would normally result in death instead result in unconsciousness for 1d4 hours. Spells which would drain an ability score to zero will not drain the last point, but will make the victim unconscious as above.

In many ways, this spell mimics the control damage extraordinary ability of the Arcane Duellist. It is often used by Duellists on other spell casters with whom they are about to settle a friendly disagreement.

Mage [Archmage]

Description

The highest art is magic-often referred to as the art. Its most advanced practitioners are frequently archmages, bending spells in

ways unavailable to other spellcasters. The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell, capability in order to master these arcane secrets.

Table

Level Attack

Bonus

Fort Save

Ref Save

Will Save

Special Spells Per Day

1 +0 +0 +0 +2 High Arcana +1 level of existing arcane spellcasting class

2 +1 +0 +0 +3 High Arcana +1 level of existing arcane spellcasting class

3 +1 +1 +1 +3 High Arcana +1 level of existing arcane spellcasting class

4 +2 +1 +1 +4 High Arcana +1 level of existing arcane spellcasting class

5 +2 +1 +1 +4 High Arcana +1 level of existing arcane spellcasting class

Requirements

To qualify to become an archmage (acm), 4 character must fulfil all the following criteria.

Spellcasting: ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from at least five schools.

Skills: knowledge (arcana) 15 ranks, spellcraft 15 ranks.

Feats: skill focus (spellcraft), spell focus in two schools of magic.

Hit Dice: D4.

Class Skills

The Prestige class skills (and the key ability for each skill) are:

Alchemy (Int), concentration (con), knowledge (all skills taken individually) (Int), profession (Wis), scry (Int), search (Int), and spellcraft (Int). See chapter 4: skills in the player’s handbook for skill descriptions.

See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill points at each Level: 2 + Int modifier.

Class Features

Weapons and Armour: Archmages gain no proficient any weapon or armour.

Spells per day: When a new archmage level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of archmage to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

If the character had more than one arcane spellcasting class before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.

High arcana: The archmage learns secret lore unknown to lesser wizards and sorcerers. She gains the ability to select a special ability

Dungeons and Dragons 3e Prestige Classes

from among the following by permanently eliminating one spell slot.

For example, a 15th-level wizard normally can cast two 7th-level spells per day (not counting bonus spells for specialisation or high intelligence). A wiz13/acm2 who chooses the arcane reach ability forfeits one 7th level spell, and so can only cast one 7th-level spell per day, not counting bonus spells.

The archmage may choose to eliminate a spell slot of a higher level than that required to acquire the high arcana in question, if she so desires.

Arcane fire (su): The archmage gains the ability to channel arcane spell energy into arcane fire, manifesting as a bolt of raw magical energy. The bolt is a ranged touch attack - archmage Perendra Raslemtar of Tethyr with long range (400 feet + 40 feet/level of arch- mage) and deals 1d6 points of damage per level of archmage plus 1d6 points of damage per level of the spell channelled to create the effect. Therefore, a 5th-level archmage that channels a 7th-level spell into arcane fire deals 12d6 points of damage to the target if it hits. This ability costs one 9th-level spell slot.

Arcane Reach: The archmage can use touch spells on targets up to 30 feet away. If the spell requires a touch attack (melee or ranged), the archmage must make a ranged touch attack. If selected class a second time as a special ability, the range increases to 60 feet. This ability costs one 7th-level spell slot.

Mastery of Counterspelling: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell. Cannot be affected by spell turning (for example, if it is an area or effect spell), then it is merely counterspelled . This ability costs one 7th-level spell slot.

Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilises a different element from the one it normally does. For example, an archmage could cast a fireball that does sonic damage instead of fire damage. , This ability can only alter spells with the acid, cold, fire, electricity, or sonic descriptors. The spell’s casting time is unaffected. The caster decides whether or not to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

Mastery of Shaping: The archmage can alter area and effect spells that use the following categories burst, cone, cylinder, emanation, or spread* the alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube.

For example, the archmage could cast a fireball and leave a hole where his ally stands, preventing any fire damage. Furthermore, any shapeable (s) spells have a minimum dimension of 5 feet instead of 10 feet.

This ability costs one 6th-level spell slot.

Spell power +1: This ability increases the dc for saving throws against the archmage’s arcane spells and caster level checks for her arcane spells to overcome spell resistance by +1. This ability can only be selected once, and stacks with spell power +2 and spell power +3, as well as spell power effects from other sources, such as from the red wizard prestige class. This ability costs one 5th-level spell slot.

Spell power +2: as spell power +1, except the increase is +2 instead of +1. This ability can only be selected once, and stacks with spell power +1 and spell power +3, as well as spell power effects from other sources. This ability costs one 7th-level spell slot.

Spell power +3: as spell power +1, except the increase is +3 instead of +1. This ability can only be selected once, and stacks with spell power +1, spell power +2, as well as spell power effects from other sources. This ability costs one 9th-level spell slot.

Spell-like ability: The archmage can use one of her arcane spell slots (other than the slot expended to learn this high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs xp to cast still does so and a spell with a costly material component instead costs her 10 times that amount in xp. This ability costs one 5th-level spell slot.

The spell-like ability normally uses a spell slot of the spell’s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.

For example, the archmage can make lightning bolt into a spell-like ability by using a 3rd-level spell slot to do so, or a maximised lightning bolt into a 6th-level spell-like ability the archmage may use an available higher-level spell slot to be able to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to cast it four times per day and a slot six levels higher lets her cast it six times per day. For example, Hezark (wiz15/acm2) is a pyromaniac and never wants to be denied the ability to cast fireball, so she permanently uses, a 9th-level spell slot to get fireball as a spell-like ability usable six times per day. She forfeits a 5th-level spell slot to master the ability if selected more than one time as a special ability, this can apply to the same spell or to a different spell.

Mage [Demiurgus]

Description

The Demiurgus were the artificers and wondrous craftsman responsible for the items and ships that composed the backbone of the Al'Malamut Empire. They created the vessels, weapons and magic items used by the Priests of Ptah to carve out an Empire thousands of years ago. After the Collapse of the Empire they were thought lost, but the Demiurgus have been found in increasing numbers among the Cult of Ptah. Today they are still an integral part of the Cult of Ptah, and are sought after because of their abilities to unique create magical items.

Most commonly Wizards and Sorcerers who worship Ptah become Demiurgus because of their innate abilities to create magic items.

Clerics make a close third to these classes because of their more limited selection of item creation feats. Barbarians, Bards, Fighters, Monks, Rangers, and Rogues would not find much use in this class because of their limited to non-existent item creation abilities.

NPC Demiurgus are usually found working closely with the Cult of Ptah creating magic items to further the churches aims. They do hire out to others often, but the needs of the Cult come first.

Table

1 +0 +0 +0 +2 Detect Magic, Identify 1/day, Artificer

Dungeons and Dragons 3e Prestige Classes

2 +1 +0 +0 +3 Item Creation Feat

3 +1 +1 +1 +3 Enigma

4 +2 +1 +1 +4 Identify 2/day

5 +2 +1 +1 +4 Item Creation Feat

6 +3 +2 +2 +5 Enigma

7 +3 +2 +2 +5 Identify 3/day

8 +4 +2 +2 +6 Item Creation Feat

9 +4 +3 +3 +6 Enigma

10 +5 +3 +3 +7

Requirements

Base Attack Bonus: +2 Hit Dice: D4

Alignment: Any Lawful

Race: Any. The Demiurgus used to be completely human, but as the priesthood of Ptah's diversifies the Demiurgus has begun to diversify

Feats: Skill Focus (any Craft), and any one (1) of the following:

Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, and Forge Ring

Special: Craft (any one skill): 8. Knowledge (Arcana): 8. 3rd Level Arcane or Divine spells. This Class is only open to devout followers of Ptah.

Class Skills

The Prestige class skills (and the key ability for each skill) are:

Alchemy (Int), Appraise (Int), Concentration (Con), Craft (any) (Int), Knowledge (Arcana and Wildspace Religion, or "Egyptian"

Religion) (Int), Spellcraft (Int), and Use Magic Device (Cha, Exclusive)

See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier

Class Features

Weapons and Armour: The Demiurgus gains no proficiency in weapons, armour or shields.

Artificer: The Demiurgus stacks all of the levels for one other spellcasting class and their levels in Demiurgus for purposes of item creation.

Detect Magic: The Demiurgus can cast Detect Magic at will.

Identify: Can cast Identify as a supernatural ability. 1/day at 1st level 2/day at 4th level, and 3/day at 7th level.

Enigma: Choose one of the following Enigma's, you may choose each Enigma more than once and stack their abilities.

Enigma of Creation: The construction costs of magic item creation is now 5% less.

Enigma of Flame: The experience costs of magic item creation is now 5% less.

Enigma of Understanding: The time costs of magic item creation is now 5% less.

Mage [Demonologist]

Description

Demonologist dabble in the dark arts of magic, summoning demons to do their bidding and dealing with the forces and energies of chaos and otherworldly realms. Their art is sometimes alien to the human

mind and some of the more exotic topics of demonology are so wired and horrible, that the human brain could barely understand and comprehend such topics. Therefore, demonologist sooner or later become insane and fall prey to demons with their will undermined by these alien forces."

Table

Level Attack Bonus

Fort Save

Ref Save

Will Save

Special Demonic

Secrets

Spell

1 2 3 4

1 +0 +0 +0 +2 Cast Demonic Spells Secret 1

2 +0 +0 +0 +3 Aura 2

3 +1 +1 +1 +3 Demonic Secret Bargains 2 1

4 +1 +1 +1 +4 Caster 2 2

5 +2 +1 +1 +4 Fiendish Servant, Demonic Secret Health 2 2 1

Dungeons and Dragons 3e Prestige Classes

6 +2 +2 +2 +5 Mind 2 2 2

7 +3 +2 +2 +5 Demonic Secret Spell 3 2 2 1

8 +3 +2 +2 +6 Strength 3 2 2 2

9 +4 +3 +3 +6 Demonic Secret Control 3 3 2 2

10 +4 +3 +3 +7 Summon 3 3 3 3

Requirements

Base Attack Bonus: +5 Hit Dice: D4

Alignment: Any evil

Class: Character must be 10th + Wizard

Special: Spells: Character must know a minimum of 5 calling spells Skills: Diplomacy 3 ranks, Knowledge (Demons) 4 ranks, Knowledge (The Planes) 4 ranks

Class Skills

The Prestige class skills (and the key ability for each skill) are:

Bluff, Diplomacy, Knowledge (The Planes), Knowledge (Devils), Profession, Scry, Sense Motive, Spellcraft and Spot.

See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier

Class Features

All of the following are Class Features of the demonologist prestige class:

Weapon and Armour: Demonologists are not proficient with any type of armour, nor with shields. They are proficient with the Club, Dagger, Crossbow (Hand and Light) and the Quarterstaff.

Caster Demon Spells: The character can learn demonic spells.

Only demonologists can learn these spells.

Demonic Secrets: At 1st level and every two levels thereafter, the Demonologist may learn one Demonic secret which he can choose from the following table. Each secret can only be taken once:

Demonic Secret Effect

Demonic Aura Demonologist under permanent protection as per the Protection from Law spell

Demonic Bargains +2 permanent ranks on Bluff, Diplomacy, Intimidate, Sense Motive

Demonic Caster Demonologist is treated as +1 caster level when casting demonic spells

Demonic Health +1 Con permanent Demonic Mind +1 Int permanent

Demonic Spell Demonologist learns a Demonic spell for free (can be taken more than once)

Demonic Strength +1 Str permanent

Demonic Control +2 knowledge bonus to checks to Control a demon

Demonic Summon +2 knowledge bonus to checks to Prepare a Pentagram to summon demons

Fiendish Servant: Upon or after reaching 5th level, a demonologist can call a fiendish servant. Use the rules found in the DMG, page 31 - Blackguard, Fiendish Servant.

Insanity: With each new level of demonologist a character gains, he also receives 1d6 IP, possibly resulting in gaining a disorder (see the insanity rules).

Demon Rules: There are some special rules concerning Demonologists and demons which are explained here:

Demon Types: Old world scholars and demonologists recognise three types of demons: Demonic Servants (Chaotic Evil Outsider of up to 8 HD), Lesser Demons (Chaotic Evil Outsider of 9to 16 HD) and Greater Demons (17+ HD).

Summoning Demons: To summon a demon, the demonologist first must discover the name of the demon to be summoned. This may be done by researching into ancient tomes of demonic lore, being given a name by another demonologist, learning a name from another demon, etc. Failure to learn the name does not prevent the demonologist to summon the demon - it just makes it more risky.

Next the demonologist must prepare a pentagram, taking great care while inscribing it on the floor. To determine whether or not the pentagram has been successfully inscribed, the GM makes a secret INT-check (DC 25). Failure means, the demonologist has a smaller chance of controlling the demon.

Next the summoning spell is cast.

Once the demon appears, the demonologist must attempt to control it by making a WIS-check (DC = HD of the demon). Success results in the demon being willing to serve the caster for 1 hour per demonologist level. If the test fails, the demon will either attack or enslave the caster. If the demon's name is not known, the check is made with a -2 penalty. If the pentagram is incomplete, there is an additional -2 to the check.

Demonic Bargains: All demons - even those successfully controlled by the demonologist will refuse to offer aid without gaining something in return - usually souls. This means that characters summoning a demon become bound to the demon's ruling deity in some way, transmuting their minds and body. This degeneration is reflected by the Demonologist gaining disorders and insanity points.

Each initial summoning of a demon by a character causes the permanent loss of 1d4 point of Con. A demonologist whose Con falls to or below zero becomes enslaved by the demon.

Successive Summoning: Once a bargain has been struck with a demon, it can easily be re-summoned, require ring no pentagram or loss of Con, but the caster must still attempt to control the demon.

Failure results in the demon acting as it wishes. The caster simply casts the appropriate spell and the demon(s) appear.

Summoning Power: Certain demonic spells enable the caster to conjure up forces that can be used to augment the demonologists magic. These forces are risky to use and alien to a caster's body and mind. Merely learning such spells results in the acquisition of a new disability, and each casting gives the caster 1 IP.

Binding and Dispelling Demons: There are demonic spells to summon and bind or dispel a demon and prevent the demon from using any of its abilities or moving. Dispelling sends the demon

Dungeons and Dragons 3e Prestige Classes

back to his home plane. These spells help to defend against un-controlled demons.

Mage [Energy Master]

Description

As mages skilled in use of specific energy, the Energy Master are specialists of Acid, Electricity, Cold or Fire energy. They cast spells

based on these energy. Most Energy Masters are skilled wizards and sorcerers, and a small number of bards study this type of magic.

Some of them are also clerics or druids, classes related to elemental magic.

Table

Level Attack Bonus

Fort Save

Ref Save

Will Save

Special Arcane Spell

1 +0 +0 +0 +2 Energy Substitution +1 level of existing class

2 +1 +0 +0 +3 Aura of Energy, Spell Thematics +1 level of existing class

3 +1 +1 +1 +3 Energy Lore, Spell Power +1 +1 level of existing class

4 +2 +1 +1 +4 Enhanced Energy, Breath Weapon +1 level of existing class

5 +2 +1 +1 +4 Metamagic Feat, Improve Familiar +1 level of existing class

6 +3 +2 +2 +5 Spell Power +2 +1 level of existing class

7 +3 +2 +2 +5 Aura of Bursting +1 level of existing class

8 +4 +2 +2 +6 Energy Touch +1 level of existing class

9 +4 +3 +3 +6 Metamagic Feat , Spell Power +3 +1 level of existing class

10 +5 +3 +3 +7 Energy immunity +1 level of existing class

Requirements

Base Attack Bonus: +2

Feats: Spell Focus – Evocation, Combat Casting.

Special: To qualify to become an Energy Master (Acid Master from acid, Electrical Master from Electricity, Frost Master from Cold and Flame Master from fire).

Skills: Concentration 12 Ranks, Knowledge (arcana) 8 ranks, Spellcraft 12 ranks. Spellcasting: Ability to cast at least five invocations spells, plus: - Melf’s Acid Arrow*, Mestil’s Acid Breath*** and Stinking Cloud* for Acidic Masters. - Snilloc’s Snowball Swarm***, Ice Storm* and Wall of Ice* for Frost Masters. - Gedlee’s Electric Loop***, Lightning Bolt* and Scintillating Sphere*** for Lightning Masters. - Aganazzar’s Scorcher**, Fireball* and Wall of Fire* for Blaze Masters -Shatter*, Shatterfloor*** and Shout* for Shout Masters *Spell listed in the Player’s Handbook ** Spell listed in the Forgotten Realms Campaign Settings *** Spell listed in the Magic of Faerun.

Hit Dice: D4

Class Skills

The Prestige class skills (and the key ability for each skill) are:

Alchemy (Int), Concentration (Con), Knowledge (all skills, taken individually), Profession (Wis), Scry (Int, exclusive skill), Search (Wis), Spellcraft (Int).

See Chapter 4 in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All the following are Class Features of the Energy Master prestige class.

Weapons and Armour: Energy Masters gains no proficiency in any

Weapons and Armour: Energy Masters gains no proficiency in any

In document Prestige Classes Collection in Work (Page 172-181)