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View Full Version : 3.5e/d20 Class Concept: Anti-Mage/Spell-Warder



Sniperfox47
2013-07-24, 02:54 AM
I was talking with a friend of mine and they wanted a custom character class for use in their 3.5 campaign based off of the "atronach" stone from skyrim so I designed one for him. I was wondering if I might be able to get some feedback on it as well as advice on balance.

Anti-mage is my name for it, Spell-Warder is his name but the name is still up in the air.

Note: the class description uses a modified description from the SRD's 'Sorcerer' class for it's spells class feature. I understand that this is copywrited material but I am giving proper acknowledgements to the author and will rewrite it in my own words when I have the time.


A mage who specializes in absorbing and re-using magic.

Hit die
d6

Skill points
2 + Int

Class Skills
Concentration(CON), Craft(INT), Decipher Script(INT), Diplomacy(CHA), Knowledge (arcana)(INT), Knowledge (the planes)(INT), Profession (any 2)(WIS), Spellcraft(INT)

Class Features

Weapon and Armor Proficiency: Anti-mages are proficient with all simple weapons, light armor, medium armor, and three martial weapons of their choice.

Spells: An anti-mage casts arcane spells (the same type of spells available to bards and wizards), which are drawn primarily from the sorcerer/wizard spell list (PHB, page 192). He can cast any spell he knows without preparing it ahead of time, provided he has an available slot of the spells level or higher.

To learn or cast a spell, an anti-mage must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an anti-mage's spell is 10 + the spell level + the anti-mage's Wisdom modifier.

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). Because an Antimage absorbes his spells power from others, however, and only releases the energy through his gestures, he may avoid arcane spell failure as long as he sticks to light or medium armor. This ability does not extend to heavy armors, nor to shields as these are too clunky for even an anti-mages simple gestures. Nor does this ability apply to spells gained from a different spellcasting class.

Unlike other spellcasters, a anti-mage does not cast a certain number of spells per day, nor does he recieve additional spells. Instead whenever an anti-mage dispells a spell above level 0 with his "Absorb Magic" spell-like ability he gains a spell-slot equal in level to that of the absorbed spell. He can then use this slot to cast any known spell of that level or lower. His maximum number of slots as well as his maximum spell level is limited according to Table 3-16.

An anti-mage may cast any one cantrip an unlimited number of times each day, and may change this cantrip after any period of sleep (or rest for creatures that do not sleep) longer than 1 hour.

A anti-mage's selection of spells is extremely limited. A anti-mage begins play knowing four 0-level spells (also called cantrips) and one 1st-level spell of your choice. At each new anti-mage level, he gains one or more new spells, as indicated on Table 317: anti-mage Spells Known. These new spells can be common spells chosen from the sorcerer/wizard spell list (PHB, page 192), or they can be unusual spells that the anti-mage has gained some understanding of by study. For example, a anti-mage with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. The anti-mage can't use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered anti-mage level after that (6th, 8th, and so on), a anti-mage can choose to learn a new spell in place of one he already knows. In effect, the anti-mage "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level anti-mage spell the anti-mage can cast. For instance, upon reaching 4th-level, a anti-mage could trade in a single 0-level spell (two spell levels below the highest-level anti-mage spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level anti-mage spells) for a different spell of the same level. A anti-mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike other spell-casters, because an anti-mage absorbs their spells power they do not need a full 8 hours rest to cast their spells.

Unlike a wizard or a cleric, a anti-mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has absorbed spell-slots for that spell level. For example, an anti-mage Hennet who has absorbed four first level or higher spells can cast four 1st-level spells. However, he knows only two 1st-level spells: magic missile and sleep (see Table 317: anti-mage Spells Known). Thus he can cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he'll cast and after being cast does not regenerate these slots.

Absorb Magic (Sp): Once per day, per anti-mage level, an anti-mage may use Dispell Magic as a spell-like ability. When Absorb Magic counters a spell the anti-mage gains a spell slot of the dispelled (or supressed in the case of magical items) spell's level. This may be used to counterspell normally as per Dispell Magic.

Using this ability draws an attack of opportunity from any target threatening you and can not be cast defensively.

If Absorb Magic sucessfully dispells or supresses multiple spells or effects it gains a slot for each affected magical property. Magical items supressed grant a spell slot of the level of each spell required to craft the item. If a spell slot of a higher level than an anti-mages max spell level is gained it is lowered to their max spell level.

Absorbant Skin (Su): At level 4 an anti-mage's skin becomes attuned to absorbing magical effects. An anti-mage may expend one use of their Absorb Magic class feature as an immediate action to counterspell any spell that targets them. They must still make a dispell check as normal to counter the spell. They gain a spell slot as normal.

Spell Armor (Su): An anti-mage is adept at countering and dispelling spells and spell-like effects. At level 5 an anti-mage gains spell-resistance equal to 10 + the AC bonus of his armor. at every level beyond 5 the anti-mage's spell-resistance increases by 1. For example a 12th level Anti-mage has a spell-resistance of 17 + his armor's AC.

Item Magic Thief (Sp): At 9th level whenever an anti-mage dispels a magical weapon they can choose to give all successfully dispelled properties to a weapon held in their hand. The anti-mage is innately aware of what effects were suppressed and may choose to take either all or none of them. These properties last as long as the dispelled weapon's effects are supressed and are in addition to any properties the weapon normally had. Enhancement bonuses act as normal and do not stack but the effective enhancement level may go above +10. For example an antimage who dispells a +3 flaming greataxe for 3 rounds, and is holding a +1 keen longsword, may choose to add the suppressed traits to their longsword, making it a +3 keen flaming longsword for 3 rounds.

Ray of Disjunction (Sp): Once per day a 12th level anti-mage may make a ranged touch attack targeting a creature, object, or area under magical effect. On a successful attack the target is subjected to the effects of a mordekainen's disjunction spell. The target is allowed a save as normal and only the target is effected. At 15th level this ability may be used twice per day and 17th level three times.

Spell Reflection (Ex): Like the tarrasque an anti-mage develops tough, magically reflective skin over their body. At 19th level there is a 15% chance of reflecting a rays, lines, cones, and even magic missile spell back at it's caster. Check for reflection before rolling to overcome spell resistance.

Absorbtion Mastery: At 20th level an anti-mage is a master at countering other casters. the Anti-mage may use their Absorb Magic ability at will and gains a +2 competency bonus to caster level for the purposes of dispell magic checks.




Level BAB Fort Ref Will Special Max Spell Slots 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Absorb Magic 2
2nd +1 +3 +0 +3 2
3rd +2 +3 +1 +3 2
4th +3 +4 +1 +4 Absorbant Skin 2 2
5th +3 +4 +1 +4 Spell Armor 3 2
6th +4 +5 +2 +5 3 2 2
7th +5 +5 +2 +5 3 2 2
8th +6/+1 +6 +2 +6 3 3 2 2
9th +6/+1 +6 +3 +6 Item Magic Thief 4 3 2 2
10th +7/+2 +6 +3 +7 4 3 3 2 2
11th +8/+3 +7 +3 +7 4 3 3 2 2
12th +9/+4 +8 +4 +8 Ray of Disjunction (1/day) 4 4 3 3 2 2
13th +9/+4 +8 +4 +8 4 4 3 3 2 2
14th +10/+5 +9 +4 +9 4 4 4 3 3 2 2
15th +11/+6/+1 +9 +5 +9 Ray of Disjunction (2/day) 4 4 4 3 3 2 2
16th +12/+7/+2 +10 +5 +10 4 4 4 4 3 3 2 2
17th +12/+7/+2 +10 +5 +10 Ray of Disjunction (3/day) 4 4 4 4 3 3 2 2
18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 3 3 2 2
19th +14/+9/+4 +11 +6 +11 Spell Reflection 4 4 4 4 4 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Absorbtion Mastery 4 4 4 4 4 4 3 3 2





Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 1
2nd 5 2
3rd 5 2
4th 6 2 1
5th 6 2 1
6th 7 3 2 1
7th 7 3 2 1
8th 8 3 2 2 1
9th 8 3 2 2 1
10th 9 4 3 2 2 1
11th 9 4 3 2 2 1
12th 9 4 3 3 2 2 1
13th 9 4 3 3 2 2 1
14th 9 5 4 3 3 2 2 1
15th 9 5 4 3 3 2 2 1
16th 9 5 4 4 3 3 2 2 1
17th 9 5 4 4 3 3 2 2 1
18th 9 5 5 4 4 3 2 2 2 1
19th 9 5 5 4 4 3 3 2 2 1
20th 9 5 5 4 4 4 3 3 2 2