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Mystify
2012-02-12, 08:47 PM
This is a class I designed based an idea in my other thread. I thought I would pull it out to its own thread for examination

Spell-jitsu master
A spell-jitsu master, much like the mundane ju-jitsu master, focuses on turning their opponents spells against them. They elevate the counterspell to an art form.

Prereqs: spellcraft 8 ranks
improved counterspell
improved initiative
reactive counterspell

HD: d4
1/2 BaB.
good will

Spellcasting: you advance your spells known and spells per day as if you had gained a level in a spellcasting class you took before this one.

Class features:
1. Spell-jitsu: turning, improved spellcraft
2. Master counterspell
3. Spell-jitsu: ray redirection
4. Arcane spellcraft
5. Spell-jitsu: stolen power
6. reflexive counterspell
7. spell-jitsu: Defenders turning
8. spell substitution
9. spell-jitsu: Defenders ray redirection
10. Ultimiate counter

Improved spellcraft:
You may add your spell-jitsu master level to your spellcraft checks to identify spells being cast by other casters.

Spell-jitsu:
If you sucessfully counterspell an enemies spell, you can utilize that effect in various ways. These abilities do not work if you use a dispell effect to counter the spell.
Turning:At level 1, you can turn the spell if it was targeted on you, as per the spell.
Ray redirection: At level 3, you can redirect a ranged touch attack back on the caster. You must make a ranged touch attack to hit
Stolen power:At level 5, you may take the effect of any beneficial spell the caster tries to cast on themselves
Defender's turning at level 7, you may turn spell that are directed against any target within 60ft.
Defenders ray deflectionAt level 9, you may redirect rays that are fired anyplace within 60ft of you. These rays may be fired at any target you desire. This requires a ranged touch roll. You must have line of sight to your itnended target, and line of effect from the original target

Master counterspell:
At level 2, You may use a spell of the same school and the same level when counterspelling, instead of 1 level lower as normal as per improved counterspell.

Arcane spellcraft:
At level 4, a spell-jitsu master learns to read the raw energy of a spell being cast. If under the effect of arcane sight, you may make a spellcraft check to determine a spell being cast even if you cannot see or hear the verbal or somatic components of he spell. This check occurs at a -20 penalty.

Reflexive counterspell:
At level 6, You may counterspell as an immediate action. This may be used in conjunction with normal counterspell methods to counter 2 spells each round. For instance, you can ready an action to counter a spell, and use reflexive counterspell. Or you could use reactive counter-spell to counter a spell, as well as use reflexive counterspell.

Substitution:
at level 8, instead of invoking spell-jitsu, you may use the spells energy to cast a spell up to 1 level lower than the provoking spell. This must be a spell you can cast spontaneously, or a spell that you have prepared. Doing so does not use up a spell slot.

Ultimate counter:
You may counterspell with any spell of the same level, regardless of school.