Magister

“Magic is my meat and drink. I travel through higher, more esoteric realms than you can imagine.”

The magister is a spellcaster who devotes all his time and attention to the study of magic and spells. Magisters have greater access to spells than any other type of mage. Their powers are diverse, and there is little that a high-level magister cannot accomplish. All magisters begin the game with a staff, through which they focus their impressive might.
Magisters approach magic from a logical and technical standpoint. Magic is a part of the way the world works, and they are its self-styled masters. To maintain their understanding—through which comes their power—they not only study ancient lore but also continually experiment with new techniques of spellcasting and unique applications of spells.

Adventurers: Magisters seek lore and power. Magic can be addictive, and most magisters crave more and more. They undertake adventures to find magical treasure, monetary treasure (funds to put toward magic items or their studies), or magical knowledge. Many seek to show that magic is a tool capable of anything.

Background: Magisters train almost exclusively in schools, where students all learn rote methods of mastering the basics of magic. Only later does each individual break off to pursue his own specialization or unique talents and methods. Magisters come from all walks of life, from the wealthiest noble to the lowliest of the poor (schoolmasters admit worthy underprivileged students on scholarships). Once one masters the art of magic, social class becomes meaningless—for one joins an all-new class.

View of Magic: Magisters mentally store their prepared spells in their staves, relying on those key items as a focus and a tool for shaping magic. Magisters see magic as a seething tide of unformed energy and indistinct shapes. Their spells give this energy definition and purpose. Magic is not an art to them, but a science. It is measurable and quantifiable. Just because others have no concept of its parameters does not deny its logic.

Game Rule Information

Magisters have the following game statistics.

Abilities: Intelligence determines how powerful a spell a magister can cast, how many spells he can cast, and how hard those spells are to resist (see Spells, below). A high Dexterity score is helpful for a magister, who typically wears little or no armor, because it provides him with a bonus to Armor Class. A good Constitution score gives a magister extra hit points, a resource that he is otherwise very low on. A good Wisdom score is less critical, but some of the feats that can be used with his Magister's Staff class ability allow him to add his Wisdom modifier to various things.
Alignment: Any.
Hit Die: d6

Class Skills: The magister's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), Speak Language (N/A), and Spellcraft (Int)
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

The Magister

BaseFortRefWillSpells Slots per Day Spells Prepared At One Time
LevelAttack BonusSaveSaveSave Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  01st2nd3rd4th5th6th7th8th9th
1st+0 +0+0+2 The magister's staff, spell memorization 2153
2nd+1 +0+0+3 3263
3rd+1 +1+1+3 321642
4th+2 +1+1+4 332743
5th+2 +1+1+4 Bonus feat 43217532
6th+3 +2+2+5 Familiarity with magic 43328543
7th+3 +2+2+5 Lesser aspect of power 4432186432
8th+4 +2+2+6 4433296543
9th+4 +3+3+6 Mind over matter 544321975432
10th+5 +3+3+7 Bonus feat 554332976543
11th+5 +3+3+7 55443219865432
12th+6/+1 +4+4+8 55443329876543
13th+6/+1 +4+4+8 Greater aspect of power 5554432199765432
14th+7/+2 +4+4+9 6555433299876543
15th+7/+2 +5+5+9 Bonus feat 665544321998765432
16th+8/+3 +5+5+10 665544332999876543
17th+8/+3 +5+5+10 66555443219998765432
18th+9/+4 +6+6+11 66655443329999876543
19th+9/+4 +6+6+11 66665544329999876543
20th+10/+5 +6+6+12 Master's aspect of power, bonus feat 76665544339999987654


Class Features

All of the following are class features of the magister.

Weapon and Armor Proficiency: Magisters are skilled with no weapons except their personal staff. At 5th level, a magister may use a sword stave to replace his normal staff, acquiring proficiency with it as well. Magisters are not proficient with any type of armor or with any shields.

Spells: A magister casts arcane spells, which are drawn from the sorcerer/wizard spell list. A magister must choose and prepare her spells ahead of time like a wizard; however, he does not need a spellbook, spending an hour in meditation and mental exercises rather than studying. Magisters memorize their spells much as sorcerers do, but they may memorize new spells at any time to add to their repertoire, including arcane spells from other spell lists (see below). Despite not using a spellbook, a magister may still scribe spells into a spellbook he carries and may scribe scrolls using spells contained within a borrowed spellbook as if he had them memorized.

To learn, prepare, or cast a spell, the magister must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a magister's spell is 10 + the spell level + the magister's Intelligence modifier. Like other spellcasters, a magister can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table: The Magister. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). Like a wizard, the magister gains two spells for free at each level.

Magisters have a number of daily spell slots, much like a wizard; however, he may prepare more spells each day than he actually has the mental energy to cast. Unlike a sorcerer, he does not have access to all his available spells at once, but he does have more versatility than a wizard.

Magister spells always have both somatic and verbal components, even if the spell normally does not have them. Thus, magisters always face spell failure chances when wearing armor.
A magister needs his staff (see below) as a focus to cast spells. Without it, treat his caster level as one level lower and double casting times for all spells (standard-action spells become full-round spells, full-round spells take 2 rounds to cast, and so on).

Spell Memorization: Magisters may know any number of spells, but he must memorize them rather than writing them down in a spellbook. Magisters may only memorize spells from a scroll, either by obtaining the scroll or using a spellbook which contains the spell to scribe the scroll first.
   The magister must then ready his mind by making a Concentration check with a DC of 15 + the spell level of the spell he is attempting to learn. If he fails this check, he may not attempt to learn any more new spells until he gets a full night's rest, but it does not ruin the scroll.
   Next, the magister must make a Spellcraft check with a DC of 15 + the spell level of the spell he is attempting to learn if it is a Sorcerer/Wizard spell. If it's an arcane spell from another spell list, the DC of the Spellcraft check is 20 + two times the spell level of the spell he is attempting to learn. Failing this check immediately activates the spell with a randomly determined target, and the magister fails to learn the spell.
   Should he succeed the Spellcraft check, the scroll is consumed, and he must spend 8 hours in meditation. If his meditation is interrupted, he may begin again without penalty; however, if he sleeps, engages in combat, or casts any other spell, the meditation is permanently ruined, and he must obtain a new scroll and begin again.
   Once a spell is successfully memorized, the magister immediately loses 20 experience points per spell level of the spell that has been permanently memorized, adding to his powers known. If he doesn't have enough experience to spend, the memorization attempt fails, and he must obtain a new scroll and begin again.

The Magister's Staff

Master
Class Level Hardness Hit Points Sunder DC Special
1st 12 50 30 Cantrip 1/day, light 3/day, deliver touch spells
2nd 12 52 30
3rd 12 54 30 Magic quarterstaff +1/+1
4th 13 56 31
5th 13 58 31 Remote viewing
6th 13 60 31
7th 14 62 32
8th 14 64 32
9th 14 66 32 Vital transfer
10th 15 68 33
11th 15 70 33 Magic quarterstaff +2/+2
12th 15 72 33
13th 16 74 34 Perfect location
14th 16 76 34
15th 16 78 34 Mighty weapon
16th 17 80 35
17th 17 82 35 Return
18th 17 84 35 Magic quarterstaff +3/+3
19th 18 86 36
20th 18 88 36 Magic quarterstaff +5/+5

Cantrip (Sp): One 0-level spell, chosen when the staff is imbued, may be cast from the
staff 1/day.

Light (Sp): The magister may cast light on his staff only 3/day. May be dismissed as a Free
Action.

Deliver touch spells (Su): The staff may be used to deliver touch spells as a touch
attack or as a normal attack which also does quarterstaff damage.

Magic quarterstaff (Ex): When wielded by the magister of 3rd level or higher, the staff
is treated as a +1/+1 quarterstaff, both ends becoming magical. This bonus increased to
+2/+2 at 11th level, +3/+3 at 18th level, and +5/+5 at 20th level.

Remote viewing (Sp): At 5th level, the magister gains the ability to use Clairvoyance
on the Staff 1/day with a duration of Concentration. When this effect is in use, the staff
glows with the brightness of a candle.

Vital Transfer (Ex): A magister of at least 9th level may forego his own natural healing to
repair damage to his staff instead for an amount of hp equal to his class level. A Heal
check does not increase this amount. This represents the magister working all night to
repair his staff rather than allowing his body to rest and heal; however, this does not
prevent him from preparing his spells and he is counted as having a full night of rest for
all other purposes.

Perfect location (Su): By spending a Full Round action, a magister of 13th level instantly
knows the exact distance and direction to his staff.

Mighty weapon (Ex): At 15th level, the magister further imbues his staff such that it
permanently gains one of the following enchantments without paying normal crafting costs:
Bane, Defending, Flaming, Frost, Merciful, Shock, or Thundering. Once selected, the
enchantment may not be changed, unless the staff is destroyed.

Return (Sp): At 17th level, the magister may summon his staff to his hand 1/day as a
standard action. This is a teleportation effect with an unlimited range, so long as his
staff is on the same plane. Should his staff be on another plane, he immediately becomes
aware of what plane his staff is located but gains no other information about its location.
The Magister's Staff: During his early training, the magister crafts a non-magical staff which he specifically attuned to himself by imbuing it with his personal energy. During this process, the staff gains the ability to cast a single 0-level spell of the magister's choosing, usable 1/day as a spell like ability using the magister's caster level and other modifiers. The magister does not need to actually have the spell memorized to so imbue his staff, but it must be a spell he would normally be capable of adding to his memorized spells. At the end of this process, the staff is linked to the magister such that only he can activate its abilities, and it is treated as a magic item.
   Regardless of its construction or composition, a magister's staff has a hardness of 12, 50 hit points, and a sunder DC of 30. The staff 's hit points increase at a rate of 2 per magister level, and the hardness and sunder Difficulty Class increase at a rate of 1 point per three magister levels beyond 1st. So, a 7th level magister's staff would have a hardness of 14, 62 hit points, and a sunder DC of 32.
   The magister's staff may be further enhanced using the Craft Staff feat, but the creation cost is increased by +20% due to the difficulty of combining the two different types of magic. Additionally, the craft cost may not be reduced by limiting the staff to a particular class, alignment, or skill. A staff may be further empowered by the magister selecting one of the following feats: Feats#EnchantStaff Enchant Staff, Feats#ImbuedDefense Imbued Defense, Feats#ImbuedStrength Imbued Strength, Feats#InvestSpell Invest Spell, or Feats#RechargeStaff Recharge Staff. These are not bonus feats.
   If a magister's staff is destroyed, he is stunned for 1d4 rounds and must attempt a DC 15 Fortitude saving throw. Failure means he loses 400 experience points per magister level; success reduces the loss to one-half that amount. However, a magister’s experience point total can never go below 0 as the result of a staff’s destruction. It takes a month and 1,000gp in materials to create a new one. A magister can have only one staff attuned to him at a time.
   Should the magister die or take on a new staff, the old staff becomes completely normal (unless it had been given other magical properties through the Craft Staff feat, in which case they remain). A slain magister who comes back from the dead can immediately and automatically re-attune to his old staff as a free action.

Bonus Feats: Every five levels, a magister gains a bonus feat. These are in addition to the feats a character gets every third level. Draw these bonus feats from the following list: Feats#AidSpellcasting Aid Spellcasting, Feats#ArcaneMastery Arcane Mastery, Feats#BloodAsPower Blood as Power, Brew PotionPHB, Combat CastingPHB, Craft Contingent SpellCArc, Craft Magic Arms and ArmorPHB, Craft StaffPHB, Craft WandPHB, Craft Wondrous ItemPHB, Feats#EnchantStaff Enchant Staff, Feats#HunterSpell Hunter Spell, Feats#ImbuedDefense Imbued Defense, Feats#ImbuedStrength Imbued Strength, Feats#InvestSpell Invest Spell, Iron WillPHB, Feats#RechargeStaff Recharge Staff, Scribe ScrollPHB, Feats#SpellTattoo Spell Tattoo, or any Metamagic Feat.

Familiarity With Magic (Ex): The 6th-level and higher magister gains a +2 competence bonus to all saving throws against spells and spell-like and supernatural abilities (including magic items). Further, he gains a +2 competence bonus to Armor Class against spells requiring attack rolls.

Lesser Aspect of Power (Su): Beginning at 7th level, the magister becomes so steeped in magic that it comes through as an everpresent side effect. The magister can choose one of the following abilities to call upon at will, as a free action (once he makes his selection, he cannot choose another):
Distinct Voice (Su): If he wishes, anyone within 100 feet can hear the magister, regardless of noise around him, even when whispering.
Glowing Footsteps (Su): Whenever he wishes, a magister can make his footsteps glow with a magical aura for 1 round.
Innate Spell (Su): The magister chooses a 0-level spell to cast once per day as a spell-like ability with no components or focus as a free action.
Skeletal Visage (Su): Whenever the magister casts a spell, for a brief second his skull and bones glow with a ghostly light, showing through his flesh.
Sparkles (Su): The magister creates a flash of sparkles at any time.
Special Eyes (Su): The magister can make his eyes glow a chosen color whenever he wishes. Alternatively, his eyes might have tiny symbols (skulls, crosses, etc.) in the pupils all the time. Or they might permanently be an unnatural color.

Mind Over Matter (Ex): At 9th level and beyond, a magister can use his uncanny intellect, coupled with secrets learned while studying magic, to gain an advantage in situations that usually demand brute force. In situations requiring a Strength check, he can make an Intelligence check instead. For example, when he must force open a stuck door, the magister can make an Intelligence check to best position himself for leverage and recall some secret knowledge about the magic stored within the wood of the door to get it open. This ability never affects attack or damage rolls, except that, when making an opposed grapple check to avoid being grappled, the magister can use his Intelligence modifier rather than his Strength modifier.

Greater Aspect of Power (Su): At 13th level, the magister becomes further steeped in magic that comes through as an ever-present side effect. The magister can choose another ability defined under lesser aspect of power, or one of the following abilities that he can call upon at will, as a free action:
Discard Staff (Su): The magister no longer needs his staff as a focus to cast spells.
Disdain Need (Su): The magister no longer needs to eat or drink. He gets all his nourishment from magic.
Display Power (Su): The magister can cause himself to grow more powerful and impressive at will, gaining a +4 circumstance bonus to Intimidate checks.
Innate Spell (Su): The magister can choose one 0- or 1st-level spell to cast once per day as a spell-like ability with no components or focus as a free action.
Magic Touch (Su): The magister can sense if an object touched has a magical aura (but he gains no further information).
Name of Power (Su): The magister becomes aware when anyone speaks his name (referring specifically to him). He knows when it happens and learns the name of the speaker.
Touch Not the Earth (Su): The magister's feet no longer touch the ground. Instead, when he walks he floats 2 inches above any surface. While he cannot use this ability to float higher, and it does not save him from falls, it does allow him to leave no tracks and avoid traps triggered by weight placed upon a floor. This ability does not affect the magister's weight.

Master's Aspect of Power: At 20th level, the magister becomes completely steeped in magic, which displays itself as an everpresent side-effect. The magister can choose another ability defined under either lesser or greater aspect of power, or one of the following abilities to call upon at will, as a free action:
Defender Staff (Su): If the magister is aware of an incoming ranged or melee attack and his staff is in hand, he can move to block the attack with his staff. This grants him a +3 deflection bonus to Armor Class.
Fiery Touch (Sp): At will, as a free action, the magister can make his hand or hands glow like a torch with flames that do not hurt him. The magister's touch inflicts 1d6 points of fire damage.
Frosty Breath (Sp): The magister's breath is extraordinarily cold. With a free action he can instantly extinguish nonmagical flames smaller than a campfire within 5 feet. With a standard action, he can breathe on an adjacent foe and inflict 2d6 points of cold damage (Reflex save for half damage, DC 10 + half magister's level + his Intelligence modifier).
Innate Spell (Su): The magister can choose one 0-, 1st-, or 2nd-level spell to cast once per day as a spell-like ability with no components or focus as a free action.
Inorganic Flesh (Ex): The skin of the magister takes on a metallic or stony appearance at all times. He gains a +3 natural armor bonus to Armor Class, and his weight doubles. Speed is not affected, and there is no armor check penalty or spell failure chance involved.
Magical Blood (Su): The magister's blood is replaced by pure magical energy. When wounded, he bleeds energy rather than fluid. He is immune to poison and disease as well as effects that prey upon his blood (such as a vampire's blood drain ability or the wounding ability of certain magic weapons).
Magical Helper (Su): The magister gains the aid of a nearly invisible minor magical creature called a vortex. The creature takes the form of a Medium air elemental, except that it deals force damage instead of air damage. If it is slain, a new vortex appears at midnight the next day. Most magisters use their vortex helpers to carry equipment, open doors, deliver messages, and other menial tasks.



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