Silva Stormrage
2013-12-24, 07:32 PM
Twilight Magus
https://i.pinimg.com/564x/b4/40/8b/b4408be7bf4bc1d4637b83da16131c4a.jpg
Light is good? Darkness is evil? Your worldview is simply naïve. There is a necessary balance between the light and the darkness, both have their place in the world.
Image From: http://images.mmosite.com/my/upload/31/26/67a9619c3ba25982ae5b02a68b9f7ce2/theme/6fdb0880c68d62a0e0075ad98f894704318.jpg
Info: Twilight Magi are spell casters who delve into the study of life or death and find out the balance or synergy of both life and death. Finding harmony or a balance between cold negative and warm yet erratic positive energy Twilight Magi are powerful casters who can bestow blessings or curses as appropriate for the situation.
Characteristics: Twilight Magi tend to be fairly warm and open to their friends and can be cold and brutal to enemies. The amount of positive energy they tend to wield gives them more energy than the average person. On the counterpoint the amount of negative energy they hold can cause them to become coldly analytic and calm. These emotional effects can be suppressed by a competent Twilight Magus but they are also increased the more a Twilight Magus uses their abilities. Using more negative energy abilities causes the Magus to become temporarily colder and calmer while using more positive energy abilities causes the Magus to be more emotional and friendlier.
Races: Races with strong religious ties have a slightly higher tendency of becoming Twilight Magi as their culture often deals with positive and negative energy which draws people to study the connection between the two types of energy. Undead can sometimes become Twilight Magi as well and it is decently common for a good aligned undead to become a Twilight Magus to capitalize on his newfound negatively powered soul.
Alignment: Twilight Magi are fairly varied for alignment. Evil empires need healers as well and the Twilight Magi's ability to heal and harm makes them valuable to evil cults who normally lack the healing ability of good aligned churches. Likewise though Good aligned churches also need healers and the added offensive power of the Magi can help defend themselves from other threats. It is rare but not entirely uncommon for Magi to be neutral on the good-evil spectrum, usually they find themselves drawn to one side or another. It is fairly common for Twilight Magi to be neutral on the law-chaos spectrum as the art of the Twilight Magi requires finding common ground from the chaotic positive energy plane and the unchanging void of the negative energy plane.
Other Classes: A Twilight Magi's relationship with other classes varies on the individual Twilight Magus. Good aligned Twilight Magi can find themselves in good company with good aligned clerics and paladins while also being able to maintain friendly relationships with a natural necromancer or vampire lord. An evil aligned Twilight Magi can find himself right at home with evil aligned clerics, demons and necromancers.
Roles: A Twilight Magus is a healer and primary spell caster. Using recitations to protect, shield, heal his allies or debuff or harm his enemies. His shades can protect allies or harm enemies depending on his current energy point total and depending on his recitation selection a Twilight Magus can provide numerous summoned creatures to help flank and control enemies. Twilight Magi are also quite adept at manipulating energy that people use and are quite adept at refueling spell caster's spells and other character's limited resources.
GAME RULE INFORMATION
Twilight Magi have the following game statistics.
Abilities: Charisma is the most important stat for Twilight Magi as it influences their recitation saving throw DC and several other class features. Intelligence is almost as important as it influences several other class features and recitations as well as the size of the Twilight Magus's energy webs.
Alignment: Any
Hit Die: d8
Starting Age: As cleric
Starting Gold: As cleric
Class Skills
The Twilight Magus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Twilight Magus
Level
Base Attack Bonus
Fort
Ref
Will
Special
Recitations
1st
+0
+2
+0
+2
Energy Casting, Recitations (Least), Linking, Turn or Rebuke Undead
2
2nd
+1
+3
+0
+3
Meditation, Flux Recitation (1)
3
3rd
+1
+3
+1
+3
Shade (One Shade)
4
4th
+2
+4
+1
+4
Energy Healing, Aura (30ft), Recitations (Lesser)
6
5th
+2
+4
+1
+4
Healer's Hands +2(Poisons and Diseases)
7
6th
+3
+5
+2
+5
Energy Healing (Immunity to Diseases and Poisons)
8
7th
+3
+5
+2
+5
Energy Inverse 1/Day
9
8th
+4
+6
+2
+6
Healer's Hands +4 (Restore Undead), Flux Recitation (2), Recitations (Moderate)
11
9th
+4
+6
+3
+6
Shade (Two Shades)
12
10th
+5
+7
+3
+7
Final Recitation (10th)
13
11th
+5
+7
+3
+7
Healer's Hands +6 (Negative Levels), Energy Well 1/Day
14
12th
+6
+8
+4
+8
Aura (60ft), Recitations (Greater)
16
13th
+6
+8
+4
+8
Energy Inverse 2/Day
17
14th
+7
+9
+4
+9
Healer's Hands +8 (Regenerate Limb), Flux Recitation (3)
18
15th
+7
+9
+5
+9
Final Recitation (15th)
19
16th
+8
+10
+5
+10
Recitations (Perfect),Energy Transformation
21
17th
+8
+10
+5
+10
Shade (Three Shades)
22
18th
+9
+11
+6
+11
Healer's Hands +10 (Ability Damage And Drain), Energy Well 2/Day
23
19th
+9
+11
+6
+11
Energy Inverse 3/Day
24
20th
+10
+12
+6
+12
Final Recitation (20th), Flux Recitation (4)
25
Class Features
All of the following are class features of the Twilight Magus
Weapon and Armor Proficiencies: Twilight Magi are proficient with all simple weapons and light armor and with shields (except tower shields)
Energy Casting: Twilight Magus use their own bodies as conduits for both positive and negative energy allowing them to manipulate such forces with great power and finesse. However, using too much positive energy harms the magus's ability to use negative energy and vise versa. The Magus starts with 0 energy points each day and can have at most 100 energy points and as little as -100. Whenever he uses a recitation he gains or loses energy points (Positive energy recitations adds energy points negative energy recitations subtract energy points). While the Magus has 50 energy points he gains a +2 CL on casting positive energy recitations and becomes unable to use negative energy recitations and if he has -50 energy points he gains a +2 CL on casting negative energy recitations and he becomes unable to use positive energy recitations. Every round the Magus's energy point pool approaches 0 by 1. Thus if he has a negative amount of energy points he gains one and if he has a positive amount he loses one. If a magus gains 100 energy points he becomes unable to use any negative energy recitations until he can rest for eight hours which resets his energy points to 0. Similarly, if a magus gains -100 energy points he becomes unable to use any positive energy recitations until he can rest for eight hours which resets his energy points to 0. In addition, the Magus's energy pool doesn't approach 0 when he has either 100 or -100 energy points. However, the Magus can use final recitations at 100 or -100 energy points (Positive final recitations at 100 and negative final recitations at -100). Final recitations are described below.
The amount of energy points a particular recitation grants is determined by its grade. Some recitations are marked with the [Taxing] descriptor. These recitations grant or subtract twice as many energy points as a standard recitation of its grade. The amount of energy points is determined by the formula (5 + the grade's rank multiplied by 5). Thus a least recitation would gain or subtract 10 energy points, a lesser recitation 15, a moderate 20 and so on.
Recitations: A Twilight Magus can channel positive and negative energy in a different way then standard casters. The Magus can produce magical effects through recitations which function as spell-like abilities usable a certain amount of times per day. Unlike regular spell-like abilities, recitations require verbal, material and xp components. All recitations are treated as spells of the Necromancy or Conjuration (Healing) schools whichever is considered beneficial, the Magus's skill at manipulating both energies allows them to benefit from effects that boost both schools. They can not benefit from feats such as Empower Spell Like Ability (But see the Meta-Recitation Feat below). They incur arcane spell failure when the Magus wears any armor heavier than light armor. A Magus may dismiss any ongoing recitation he cast as a standard action. The Magus may use each of his highest grade recitations 2 times per day. His next highest grade can be used 3/day, the next highest level 4/day and any recitations of lower grade than his 3rd lowest level can be used at will (So if he can use perfect recitations he would be able to use lesser and least recitations at will). Recitations have a dc equal to 10+the recitation level+the Magus's charisma modifier. Recitations are presented in the format: Name of Recitation (Level of Recitation, Energy Point Adjustment) [Any Appropriate Descriptors]. Recitations are standard actions unless otherwise noted.
At level 1 a Magus knows one positive energy least recitation and one negative energy least recitation. Then the Magus gains more recitations as shown on the table above. A Magus can never know more than 2 recitations of one type than another. Thus, if a Magus knows 4 negative energy recitations and 6 positive energy recitations the next time he gains a recitation he must select a negative energy recitation.
Upon leveling up he may swap out any known recitation for one of the same type and grade. In addition, a Magus may change one of his previously selected Recitations for another one at any point as long as he performs a ten minute ritual which requires material components equal to 25gp per level of the recitation. In addition, this ritual must take place on either the negative energy plane or positive energy plane. The Magus may then select a new recitation of the same set as the one he wishes to change.
A Magus may select only least recitations at 1st level, he gains access to a new grade of recitations at 4th, 8th, 12th and 16th level.
Linking: (Su) A Twilight Magus is excellent at creating webs of energy to spread spells to allies and efficiently inflict damage upon enemies. As a move action a Twilight Magus can link a creature within close range. The Magus has two types of energy webs, a positive web and a negative web. Usually a Twilight Magus will wish to link allies with their positive web and enemies with their negative web. Certain recitations may affect any creature in a particular web and they are noted as such in their description. The Magus and their Energy Shades (See Below) are always treated as being in either web if they want to be and this does not count against the maximum number of creatures in a web. The Twilight Magus can have a number of other creatures in each web equal to 1 + his intelligence modifier. A creature remains in the Magus's web as long as it stays within line of effect of the Magus (Teleportation or similar instantaneous movement to an area that is still within line of effect of the Magus does not break line of effect for the purpose of this ability).
If the Twilight Magus has no creature other than himself in one of his webs he may link to two creatures instead of one with a move action. Thus if a Twilight Magus has 2 creatures in his positive energy web but no creatures in his negative energy web than as a move action he can link two creatures to his negative energy web or one creature to his positive energy web.
Turn or Rebuke Undead A Twilight Magus can either turn or rebuke undead as a cleric of his class level. If his energy point total is positive he can turn undead, if it is negative he may rebuke undead and if it is 0 then he may choose which one to use. He may use this ability 3 + his charisma modifier times per day.
Mediation: (Su) At second level, the Magus can realign himself with either the positive or negative energy plane. As a move action the Magus may gain or lose a number of energy points equal to 3 plus his charisma modifier. The Magus may not use this ability while at 100 or -100 energy points and can't increase his energy points above 100 or below -100 with this ability.
Flux Recitation: At second level the Magus at the start of each day after recovering their daily uses of recitations they can select one recitation they does not know. They can substitute one use of a recitation of equal grade and type to cast that recitation. They can only cast each flux recitation a number of times equal to the regular amount they would be able to cast it if they had learned it properly. Thus if a 4th level Magus selected "Bestow Curse" as their flux recitation they would need to sacrifice a use of a negative lesser recitation in order to cast it. Flux recitations can not be used for prerequisite purposes. At 8th, 14th and 20th level they can select an additional recitation to function in this way.
Energy Shade: (Su) Twilight Magi can summon embodiments of positive and negative energy through their connection to both energies. A Magus may summon a shade whose abilities depend on how many energy points the Magus has. If you have positive energy points the shade becomes a positive energy shade, if you have negative energy points it becomes a negative energy shade. The shade switches forms if the Magus's energy points change from positive to negative values and vice versa. If the Magus has 0 energy points the Magus can switch which type of shade it is as a move action. Summoning a Shade takes a 30 minute ritual and they last until destroyed. A 3rd level Magus can have only one Shade active at any time. At 9th level and every 8 levels after he can have an additional shade summoned at once. Shades by default look like spectral humanoids but upon first summoning an Energy Shade they may select a custom personal appearance if they wish, though it must be medium sized and has no actual effect on the shade's statistics.
Shades are spectral undead that have maximum hit points equal to 5 plus half the Magus's maximum hit points. At 10th and 20th level their maximum hit points increase by 10. All of their ability scores are equal to the Magus's intelligence score except for strength and constitution which are -. Their armor class is equal to 10+their dexterity modifier + their charisma modifier (Deflection Bonus). They have an 80ft flight speed with perfect maneuverability and always act on the Magus' initiative order. They have HD equal to the Magus's caster level for the purpose of spells and effects. The magus has a telepathic link to the Shade and can use the Shade's senses and communicate with it through this link at a range of 100ft. Due to them being a dual existence of positive and negative energy they are immune to being turned/rebuked and can be healed by both positive and negative energy. While Shades look incorporeal and do have an incorporeal touch attack they are not truly incorporeal and can take damage from non magical weapons and do not have a 50% miss chance against other attacks as well as being unable to phase through even thin walls. When the Magus reaches 8th level they become truly incorporeal and gain all the standard traits of the incorporeal subtype. They do not gain skill points or feats based on their HD but do gain a racial bonus on hide, spot and listen checks equal to the Magus's caster level. They gain the feat "Ghostly Grasp" as a bonus feat. Shades have a natural incorporeal touch attack that they can use as a standard action whose effects depend on whether it is a positive energy or negative energy shade (See Below). Their attack bonus with this attack is the Magus's caster level plus the shade's dexterity modifier. They gain other abilities as the Magus levels as well.
Negative Energy Shade
Incorporeal Touch: As a standard action a negative energy shade can with a touch inflict 1d10+the shade's charisma modifier profane damage to a target, healing the shade for the amount of damage dealt gaining any extra as temporary hit points which do not stack with themselves. A creature hit by this attack is sickened for 3 rounds. A negative energy shade can use this touch to heal undead creatures or those healed by negative energy by one hit point.
At 8th level the damage increases by 6 and the duration of the sickened condition is increased to one minute.
At 10th level each touch inflicts one negative level. A fortitude save (DC 10 + 1/2 HD + Shade's Charisma modifier) negates the level.
At 14th level the shade gains the feat life drain (Libris Mortis)
At 16th level the damage increases by 12 and there is no longer a saving throw to resist the negative level.
At 18th level the shade gains the feat spell drain (Libris Mortis)
Positive Energy Shade
Incorporeal Touch: As a standard action the shade infuses a target with positive energy and gives temporary hit points equal to triple the shade's charisma modifier. These temporary hit points do not stack with themselves. These temporary hit points last for a number of rounds equal to 3 + the shade's charisma modifier. After being granted these temporary hit points a creature can not benefit from them again for one minute.
At 8th level the temporary hit points gained increases by 10. In addition, a creature can benefit from these temporary hit points as many times as the shade grants them without having to wait for a minute.
At 10th level each touch also gives +2 moral bonus to all attack rolls, skill checks and saving throws. This bonus lasts as long as the temporary hit points last.
At 14th level the bonus increases to +3 and the duration of the shade's temporary hit points doubles.
At 16th level the temporary hit points increases by 20.
At 18th level the shade can explode as an immediate action to heal an ally within line of sight and line of effect 100 hit points. A creature healed this way also gains the ability "Mettle" until the start of their next turn. This kills the shade.
Aura: (Su) The energy a Twilight Magus holds is quite unstable and experienced Magi can leech excess energy around them creating an aura of negative or positive energy. Whenever the Magus has positive energy points he has the positive energy aura active and if he has negative energy points he has the negative energy aura active. If he has 0 energy points he can switch which aura is active as a move action. The aura can also be suppressed or reactivated as a move action. This aura has a radius of 60ft around the Magus, at 12th level this increases to 100ft radius.
Positive Energy Aura: All allies within the aura heal four points of damage at the beginning of the Magus's turn as long as they have less than half their maximum hit points. This aura can also damage creatures injured by positive energy. The aura deals half the amount healed each round to enemies harmed by positive energy.
At 8th level this healing increases to 6 hit points each round
At 14th level this healing can heal allies to 3/4 of their maximum hit points
At 16th level this healing increases to double the Magus's intelligence modifier or 10. Whichever is higher
At 18th level this healing can fully heal any allies within range
Negative Energy Aura: All enemies harmed by negative energy within the aura take two points of negative energy damage. This aura can also heal allies who are healed by negative energy such as undead. However, they can only be healed to half of their maximum hit points through this aura.
At 8th level this damage increases to 4 hit points each round/
At 14th level this damage also gives them a stacking penalty against negative energy recitations. Each time an enemy takes damage they suffer a -1 on saving throws against negative energy recitations (Maximum penalty of -4).
At 16th level this damage increases to double the Magus's intelligence modifier or 10. Whichever is higher.
At 18th level this damage can heal any allies healed by negative energy to 3/4 their hit points and the penalty on saving throws increases to -2 every time they take damage to a maximum of -8.
Energy Healing: (Su) At 4th level, the Twilight Magus has learned how to sustain his form with both positive and negative energy. Whenever the Twilight Magus is targeted with an ability that deals positive or negative energy damage he is healed by that amount +4. He is still vulnerable to negative levels or other similar effects.
At 6th level this ability improves. The Twilight Magus's body is too infused with positive energy and can withstand mundane and magical toxins as well as recovering at an incredibly fast rate. They gain immunity to all poisons, diseases and negative levels and recover one point of ability damage from each of their ability scores each round and one point of ability drain every hour.
Healer's Hands: (Su): At 5th level the Twilight Magus learns how to harness his powers to help others heal quicker from diseases, poisons or regular wounds. The Magus gains a +4 circumstance bonus to heal checks. This bonus increases by +2 for every 3 class levels beyond 5th. The Magus may also heal creatures more rapidly, providing first aid, treating poison or caltrop injury is now a move action. At 10th level these become swift actions. If the Magus wishes they can use their intelligence modifier instead of their wisdom modifier for heal checks. As well they can make a DC 20 heal check as a full round action to diagnosis a creature, sending small amounts of positive energy into their body to diagnosis their health, what conditions they are affected by, whether they are being afflicted by diseases or poisons and the state of their body. If the Magus succeeds on a DC 30 heal check they can diagnosis any ongoing non epic spell or magical effects on the creature and their effects (Though they might not know how to remove or treat those magical effects).
In addition a number of times per day equal to the Magus's intelligence modifier he can channel positive or negative energy as appropriate into a creature with a touch. This takes a standard action and has varying effects depending on the level of the Magus. At 5th level the Magus allows the subject to make an immediate saving throw against any poison or disease or negative energy effect using the Magus's heal skill modifier in place of his normal saving throw. If this saving throw succeeds then the effect is instantly removed, this doesn't heal any damage the effect has already caused. At 8th level the Magus can send a minor amount of negative energy into an undead creature allowing it to recover hit points and naturally like a living creature and preventing the creature from rotting as if the spell gentle repose was cast upon it. Both effects last for one day per intelligence modifier. At 11th level the Magus can remove 1d4 negative levels from the subject with this touch. At 14th level the Magus can also regenerate one limb as the spell (http://www.d20srd.org/srd/spells/regenerate.htm) except it doesn't restore hit point damage, fatigue, exhaustion and also only restores one limb or extremity. At 17th level the Magus can restore all points of ability damage and remove all ability drain on one ability score of the Magus's choosing as well as removing any effect removable by greater restoration.
Energy Inverse: (Su) Once per day as a free action a Twilight Magus of 7th level can abruptly change his energy pool and his style of fighting. When using this ability he multiplies his energy pool by negative 1. He can not use this ability while at 100 or -100 energy points. At 13th level he can use this ability 2/day and at 19th level he can use it 3/day.
Final Recitations: (Su) At 10th level the Twilight Magus may select one of the 10th level final recitations below. At 15th level he may select a 15th level final recitation and at 20th he may select a 20th level one. A final recitation works like a normal recitation except that a positive energy final recitation requires 100 energy points to use and a negative energy final recitation requires -100 energy points. Using any final recitation sets the Magus's energy points to 0. Each final recitation can only be used once per day. (See here (https://forums.giantitp.com/showthread.php?321731-Maelstrom-of-Light-and-Shadows-3-5-Base-Class&p=16682194#post16682194) for the list of Final Recitations)
Energy Well: (Su) At 11th level with a minute long ritual the Twilight Magus can summon up a spectral well filled to the brim with positive or negative energy at his choosing. This energy can restore a creature's magical, psionic, or similar power. A well can restore a number of spells, spell like abilities, recitations, mysteries, or similar abilities equal to 1 plus 1/3rd of the Magus's charisma modifier (rounded up). This allows the spells or abilities selected to be used again as if the creature had not expended them. The spells or recitations restored may be of any level that the character can use, although prepared spellcasters must regain spells that they have already prepared and cast this day. The well can restore psionic power points as well, and one spell is equivalent to a number of power points equal to the manifester level of the creature. The DM may allow other subsystems to benefit from the well if appropriate. The Magus can limit how many spells or power points each creature can pull from the well if they so wish. Pulling a spell or refilling power points from the well requires the creature to touch the well and spend one standard action pulling the required energy out of the well. The well lasts for one hour and can't be moved, at the end of this duration any excess energy the well has remaining is wasted. Multiple creatures can pull from the same well. At 18th level the Magus can conjure the well two times per day.
Energy Transformation: The Twilight Magus of 16th level transforms into a new form which is cloaked in positive or negative energy based on the choice of the Twilight Magus. The Twilight Magus can choose any of the following templates to choose from, Vampire, Serath Lich, or Radiant Conduit. Find them all here (http://www.giantitp.com/forums/showpost.php?p=14492054&postcount=11). The DM may grant another template if he so wishes but it should be LA 2 or less and be thematically tied to positive or negative energy.
Feats
Extra Recitation [General]
You study has allowed you to learn more recitations than normal
Prerequisites: The ability to cast recitations
Benefit: You can learn an extra recitation. This recitation is one grade lower than the maximum you can learn. If you select a recitation that is two grades lower than the maximum you can learn you can select an additional recitation at least two grades lower than your maximum.
Special: This feat may be selected multiple times
Enduring Recitation [General]
You study has allowed you cast a particular recitation more than normal
Prerequisites: The ability to cast recitations
Benefit: Chose one recitation you can use, that recitation can now be used a number of times per day as if it were one grade lower.
Special: This feat may be selected multiple times, but you may not select the same recitation again. You must choose a different recitation. If you lose the recitation which you have selected with this feat you may select another recitation that you can cast and apply this feat to that recitation.
Perfected Recitation [General]
You study has allowed you cast a particular recitation more than normal
Prerequisites: Enduring Recitation Taken Twice, once for a Positive Energy Recitation and Once for a Negative Energy Recitation, Energy Healing (Immunity to Disease and Poisons)
Benefit: Choose one positive and one negative recitation that you have selected with the Enduring Recitation feat. Both recitations are now treated as an additional one grade lower for the purpose of how many times per day you can use them.
Special: This feat may not be selected multiple times unlike Enduring Recitation. If you lose access to one of the recitations which you had selected with this feat you may select another recitation of the same type that you have taken Enduring Recitation for.
Improved Mediation[General]
You can align yourself with positive or negative energy much easier than normal
Prerequisites: The Meditation Twilight Magus Class Feature
Benefit: Whenever you use meditation to gain or lose energy points you can choose to lose or gain up double the normal amount.
Improved Linking[General]
You can form webs of negative energy which contain more creatures than normal
Prerequisites: The Linking Twilight Magus Class Feature, Twilight Magus level 3
Benefit: The maximum amount of creatures in a web increases by 1/3rd the character's Twilight Magus caster level and whenever they link a target to their positive or negative energy web they can select an additional target.
Greater Linking[General]
You can form webs of negative energy much quicker than normal
Prerequisites: The Linking Twilight Magus Class Feature, Twilight Magus level 9, Improved Linking
Benefit: Using the link ability takes either a swift or a move action
Powerful Meditation[General]
You use your will power to fuel your connection to the positive and negative energy plane
Prerequisites: Energy Casting
Benefit: Upon taking this feat the Magus may select either intelligence or charisma. Whichever ability score she chose she may use her wisdom modifier instead of that ability modifier for the purpose of all class features, DCs, etc of the Twilight Magus. In addition, she gains the ability to overchannel her connection to the negative and positive energy plane. At the start of her turn she may make a will save DC 20 as a free action. Regardless of her success she gets a +1 bonus to caster level for that round. However, if she fails the will save she takes 5 points of damage. At 8th level and 16th level the bonus to caster level and the damage increase by 1 and 10 respectively.
Empowered Shades[General]
Your shades are more powerful and have various abilities
Prerequisites: Shade (One Shade) class feature
Benefit: The Twilight Magus' shades are now stronger. They gains an insight bonus to hit and their AC equal to the Magus's charisma modifier and gain 10 hit points. In addition the Twilight Magus may select one ability for each their positive and negative shades from the list below
Fell Drain: Whenever the shade inflicts damage with its touch attack it grants 5 temporary hit points to the Magus. This increases to 15 temporary hit points at 16th level. These temporary hit points don't stack with themselves but do stack with other sources of temporary hit points.
Enervating Touch: This ability requires the Magus to be 10th level to select. His shades deal an additional negative level when they hit a creature.
Crippling Weakness: The penalties inflicted by the shade's touch's sickness condition are increased by 2.
Critical Strike: The Shade's touch attack gains a critical threat range of 16-20
Stealthy Shade: The Shade gains a +10 racial bonus to hide checks and gains the darkstalker feat as a bonus feat. As well the telepathic link between the magus and the shade increase's its range to 1000ft while the shade is a negative energy shade.
Devouring Touch: This ability requires the Magus to be 10th level to select. Whenever his shades strike a creature they may choose to dispel one random ongoing spell effect on a creature. Their bonus to dispel is equal to the Magus's caster level versus a DC of 11 + the spell's caster level. This ability can't dispel spells on objects or affect the environment, nor can it suppress items, they can only dispel ongoing spells on creatures. If the creature is affected by a spell that blocks negative energy effects specifically, such as Death Ward, that spell is targeted automatically instead of trying to dispel a random ongoing spell effect. If the creature has multiple such spell effects choose one randomly.
Immune System: Any creature who has temporary hit points granted by the Shade gains a +10 bonus on saving throws versus disease and poison effects.
Resurgence: This ability requires the Magus to be 10th level to select. Whenever the shade grants temporary hit points to a creature he can grant them the benefits of the spell Resurgence (SpC). A particular creature can only be affected by this ability once per hour, regardless of how many different shades grant them temporary hit points.
Restorative Shields: Whenever a creature who is under the effects of the positive energy shade's temporary hit points is healed the amount healed increases by the shade's charisma modifier.
Emergency Shielding: The Shade can sacrifice itself when granting temporary hit points to a creature. This allows the shade to grant the creature twice as many temporary hit points as normal.
Protective Shielding Shade: Any creature with temporary hit points granted to them by a positive energy shade gain +2 divine bonus to AC and saving throws as long as those temporary hit points remain. This bonus increases by 1 at 8th and 16th level.
Warding Shields: This ability requires the Magus to be 10th level to select. Any creature with temporary hit points granted to them by a positive energy shade gains the benefits of the spell Death Ward as long as those temporary hit points remain. However, this effect fades from a given creature as soon as it negates one effect. It can be refreshed as soon as the creature is granted temporary hit points by a positive energy shade again.
Special: This feat may be selected multiple times. Each time the shades gain an additional 10 hit points and may select an additional ability from the list for each of their shades.
Meta-Recitation[Divine]
You can empower your recitations with various effects
Prerequisites: Recitations, Turn/Rebuke Undead
Benefit: When you take this feat you may select one metamagic feat with a spell level adjustment of 2 or less. If you have access to moderate recitations you can instead select a metamagic feat with a spell adjustment level of 3 or less. Regardless, you can apply the effects of your metamagic feat to any recitation you can cast whose casting time is a standard action or less by expending a number of turn undead or rebuke undead attempts equal to the spell level adjustment (minimum 1 turn/rebuke attempt per use of this feat). In addition, using this feat means that the recitation takes a full round action instead of its normal casting time. You can only apply one metamagic feat to a given recitation regardless of how many times you select this feat. You can not apply a metamagic feat to a [Taxing] recitation.
Special: This feat may be selected multiple times. Each time selecting another metamagic feat. You may treat Fell Animate (Libris Mortis) as a metamagic feat with a spell level adjustment of +2 for the purpose of this feat due to its use of negative energy. However, until you have access to moderate recitations you can only control twice your caster level in HD for undead rather than the standard 4 times your caster level.
Personal Conduit[General]
Your connection to the two energy planes makes healing effects more potent on you
Prerequisites: Energy Healing class feature
Benefit: Whenever you are healed or granted temporary hit points the amount is increased by 50%.
https://i.pinimg.com/564x/b4/40/8b/b4408be7bf4bc1d4637b83da16131c4a.jpg
Light is good? Darkness is evil? Your worldview is simply naïve. There is a necessary balance between the light and the darkness, both have their place in the world.
Image From: http://images.mmosite.com/my/upload/31/26/67a9619c3ba25982ae5b02a68b9f7ce2/theme/6fdb0880c68d62a0e0075ad98f894704318.jpg
Info: Twilight Magi are spell casters who delve into the study of life or death and find out the balance or synergy of both life and death. Finding harmony or a balance between cold negative and warm yet erratic positive energy Twilight Magi are powerful casters who can bestow blessings or curses as appropriate for the situation.
Characteristics: Twilight Magi tend to be fairly warm and open to their friends and can be cold and brutal to enemies. The amount of positive energy they tend to wield gives them more energy than the average person. On the counterpoint the amount of negative energy they hold can cause them to become coldly analytic and calm. These emotional effects can be suppressed by a competent Twilight Magus but they are also increased the more a Twilight Magus uses their abilities. Using more negative energy abilities causes the Magus to become temporarily colder and calmer while using more positive energy abilities causes the Magus to be more emotional and friendlier.
Races: Races with strong religious ties have a slightly higher tendency of becoming Twilight Magi as their culture often deals with positive and negative energy which draws people to study the connection between the two types of energy. Undead can sometimes become Twilight Magi as well and it is decently common for a good aligned undead to become a Twilight Magus to capitalize on his newfound negatively powered soul.
Alignment: Twilight Magi are fairly varied for alignment. Evil empires need healers as well and the Twilight Magi's ability to heal and harm makes them valuable to evil cults who normally lack the healing ability of good aligned churches. Likewise though Good aligned churches also need healers and the added offensive power of the Magi can help defend themselves from other threats. It is rare but not entirely uncommon for Magi to be neutral on the good-evil spectrum, usually they find themselves drawn to one side or another. It is fairly common for Twilight Magi to be neutral on the law-chaos spectrum as the art of the Twilight Magi requires finding common ground from the chaotic positive energy plane and the unchanging void of the negative energy plane.
Other Classes: A Twilight Magi's relationship with other classes varies on the individual Twilight Magus. Good aligned Twilight Magi can find themselves in good company with good aligned clerics and paladins while also being able to maintain friendly relationships with a natural necromancer or vampire lord. An evil aligned Twilight Magi can find himself right at home with evil aligned clerics, demons and necromancers.
Roles: A Twilight Magus is a healer and primary spell caster. Using recitations to protect, shield, heal his allies or debuff or harm his enemies. His shades can protect allies or harm enemies depending on his current energy point total and depending on his recitation selection a Twilight Magus can provide numerous summoned creatures to help flank and control enemies. Twilight Magi are also quite adept at manipulating energy that people use and are quite adept at refueling spell caster's spells and other character's limited resources.
GAME RULE INFORMATION
Twilight Magi have the following game statistics.
Abilities: Charisma is the most important stat for Twilight Magi as it influences their recitation saving throw DC and several other class features. Intelligence is almost as important as it influences several other class features and recitations as well as the size of the Twilight Magus's energy webs.
Alignment: Any
Hit Die: d8
Starting Age: As cleric
Starting Gold: As cleric
Class Skills
The Twilight Magus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Twilight Magus
Level
Base Attack Bonus
Fort
Ref
Will
Special
Recitations
1st
+0
+2
+0
+2
Energy Casting, Recitations (Least), Linking, Turn or Rebuke Undead
2
2nd
+1
+3
+0
+3
Meditation, Flux Recitation (1)
3
3rd
+1
+3
+1
+3
Shade (One Shade)
4
4th
+2
+4
+1
+4
Energy Healing, Aura (30ft), Recitations (Lesser)
6
5th
+2
+4
+1
+4
Healer's Hands +2(Poisons and Diseases)
7
6th
+3
+5
+2
+5
Energy Healing (Immunity to Diseases and Poisons)
8
7th
+3
+5
+2
+5
Energy Inverse 1/Day
9
8th
+4
+6
+2
+6
Healer's Hands +4 (Restore Undead), Flux Recitation (2), Recitations (Moderate)
11
9th
+4
+6
+3
+6
Shade (Two Shades)
12
10th
+5
+7
+3
+7
Final Recitation (10th)
13
11th
+5
+7
+3
+7
Healer's Hands +6 (Negative Levels), Energy Well 1/Day
14
12th
+6
+8
+4
+8
Aura (60ft), Recitations (Greater)
16
13th
+6
+8
+4
+8
Energy Inverse 2/Day
17
14th
+7
+9
+4
+9
Healer's Hands +8 (Regenerate Limb), Flux Recitation (3)
18
15th
+7
+9
+5
+9
Final Recitation (15th)
19
16th
+8
+10
+5
+10
Recitations (Perfect),Energy Transformation
21
17th
+8
+10
+5
+10
Shade (Three Shades)
22
18th
+9
+11
+6
+11
Healer's Hands +10 (Ability Damage And Drain), Energy Well 2/Day
23
19th
+9
+11
+6
+11
Energy Inverse 3/Day
24
20th
+10
+12
+6
+12
Final Recitation (20th), Flux Recitation (4)
25
Class Features
All of the following are class features of the Twilight Magus
Weapon and Armor Proficiencies: Twilight Magi are proficient with all simple weapons and light armor and with shields (except tower shields)
Energy Casting: Twilight Magus use their own bodies as conduits for both positive and negative energy allowing them to manipulate such forces with great power and finesse. However, using too much positive energy harms the magus's ability to use negative energy and vise versa. The Magus starts with 0 energy points each day and can have at most 100 energy points and as little as -100. Whenever he uses a recitation he gains or loses energy points (Positive energy recitations adds energy points negative energy recitations subtract energy points). While the Magus has 50 energy points he gains a +2 CL on casting positive energy recitations and becomes unable to use negative energy recitations and if he has -50 energy points he gains a +2 CL on casting negative energy recitations and he becomes unable to use positive energy recitations. Every round the Magus's energy point pool approaches 0 by 1. Thus if he has a negative amount of energy points he gains one and if he has a positive amount he loses one. If a magus gains 100 energy points he becomes unable to use any negative energy recitations until he can rest for eight hours which resets his energy points to 0. Similarly, if a magus gains -100 energy points he becomes unable to use any positive energy recitations until he can rest for eight hours which resets his energy points to 0. In addition, the Magus's energy pool doesn't approach 0 when he has either 100 or -100 energy points. However, the Magus can use final recitations at 100 or -100 energy points (Positive final recitations at 100 and negative final recitations at -100). Final recitations are described below.
The amount of energy points a particular recitation grants is determined by its grade. Some recitations are marked with the [Taxing] descriptor. These recitations grant or subtract twice as many energy points as a standard recitation of its grade. The amount of energy points is determined by the formula (5 + the grade's rank multiplied by 5). Thus a least recitation would gain or subtract 10 energy points, a lesser recitation 15, a moderate 20 and so on.
Recitations: A Twilight Magus can channel positive and negative energy in a different way then standard casters. The Magus can produce magical effects through recitations which function as spell-like abilities usable a certain amount of times per day. Unlike regular spell-like abilities, recitations require verbal, material and xp components. All recitations are treated as spells of the Necromancy or Conjuration (Healing) schools whichever is considered beneficial, the Magus's skill at manipulating both energies allows them to benefit from effects that boost both schools. They can not benefit from feats such as Empower Spell Like Ability (But see the Meta-Recitation Feat below). They incur arcane spell failure when the Magus wears any armor heavier than light armor. A Magus may dismiss any ongoing recitation he cast as a standard action. The Magus may use each of his highest grade recitations 2 times per day. His next highest grade can be used 3/day, the next highest level 4/day and any recitations of lower grade than his 3rd lowest level can be used at will (So if he can use perfect recitations he would be able to use lesser and least recitations at will). Recitations have a dc equal to 10+the recitation level+the Magus's charisma modifier. Recitations are presented in the format: Name of Recitation (Level of Recitation, Energy Point Adjustment) [Any Appropriate Descriptors]. Recitations are standard actions unless otherwise noted.
At level 1 a Magus knows one positive energy least recitation and one negative energy least recitation. Then the Magus gains more recitations as shown on the table above. A Magus can never know more than 2 recitations of one type than another. Thus, if a Magus knows 4 negative energy recitations and 6 positive energy recitations the next time he gains a recitation he must select a negative energy recitation.
Upon leveling up he may swap out any known recitation for one of the same type and grade. In addition, a Magus may change one of his previously selected Recitations for another one at any point as long as he performs a ten minute ritual which requires material components equal to 25gp per level of the recitation. In addition, this ritual must take place on either the negative energy plane or positive energy plane. The Magus may then select a new recitation of the same set as the one he wishes to change.
A Magus may select only least recitations at 1st level, he gains access to a new grade of recitations at 4th, 8th, 12th and 16th level.
Linking: (Su) A Twilight Magus is excellent at creating webs of energy to spread spells to allies and efficiently inflict damage upon enemies. As a move action a Twilight Magus can link a creature within close range. The Magus has two types of energy webs, a positive web and a negative web. Usually a Twilight Magus will wish to link allies with their positive web and enemies with their negative web. Certain recitations may affect any creature in a particular web and they are noted as such in their description. The Magus and their Energy Shades (See Below) are always treated as being in either web if they want to be and this does not count against the maximum number of creatures in a web. The Twilight Magus can have a number of other creatures in each web equal to 1 + his intelligence modifier. A creature remains in the Magus's web as long as it stays within line of effect of the Magus (Teleportation or similar instantaneous movement to an area that is still within line of effect of the Magus does not break line of effect for the purpose of this ability).
If the Twilight Magus has no creature other than himself in one of his webs he may link to two creatures instead of one with a move action. Thus if a Twilight Magus has 2 creatures in his positive energy web but no creatures in his negative energy web than as a move action he can link two creatures to his negative energy web or one creature to his positive energy web.
Turn or Rebuke Undead A Twilight Magus can either turn or rebuke undead as a cleric of his class level. If his energy point total is positive he can turn undead, if it is negative he may rebuke undead and if it is 0 then he may choose which one to use. He may use this ability 3 + his charisma modifier times per day.
Mediation: (Su) At second level, the Magus can realign himself with either the positive or negative energy plane. As a move action the Magus may gain or lose a number of energy points equal to 3 plus his charisma modifier. The Magus may not use this ability while at 100 or -100 energy points and can't increase his energy points above 100 or below -100 with this ability.
Flux Recitation: At second level the Magus at the start of each day after recovering their daily uses of recitations they can select one recitation they does not know. They can substitute one use of a recitation of equal grade and type to cast that recitation. They can only cast each flux recitation a number of times equal to the regular amount they would be able to cast it if they had learned it properly. Thus if a 4th level Magus selected "Bestow Curse" as their flux recitation they would need to sacrifice a use of a negative lesser recitation in order to cast it. Flux recitations can not be used for prerequisite purposes. At 8th, 14th and 20th level they can select an additional recitation to function in this way.
Energy Shade: (Su) Twilight Magi can summon embodiments of positive and negative energy through their connection to both energies. A Magus may summon a shade whose abilities depend on how many energy points the Magus has. If you have positive energy points the shade becomes a positive energy shade, if you have negative energy points it becomes a negative energy shade. The shade switches forms if the Magus's energy points change from positive to negative values and vice versa. If the Magus has 0 energy points the Magus can switch which type of shade it is as a move action. Summoning a Shade takes a 30 minute ritual and they last until destroyed. A 3rd level Magus can have only one Shade active at any time. At 9th level and every 8 levels after he can have an additional shade summoned at once. Shades by default look like spectral humanoids but upon first summoning an Energy Shade they may select a custom personal appearance if they wish, though it must be medium sized and has no actual effect on the shade's statistics.
Shades are spectral undead that have maximum hit points equal to 5 plus half the Magus's maximum hit points. At 10th and 20th level their maximum hit points increase by 10. All of their ability scores are equal to the Magus's intelligence score except for strength and constitution which are -. Their armor class is equal to 10+their dexterity modifier + their charisma modifier (Deflection Bonus). They have an 80ft flight speed with perfect maneuverability and always act on the Magus' initiative order. They have HD equal to the Magus's caster level for the purpose of spells and effects. The magus has a telepathic link to the Shade and can use the Shade's senses and communicate with it through this link at a range of 100ft. Due to them being a dual existence of positive and negative energy they are immune to being turned/rebuked and can be healed by both positive and negative energy. While Shades look incorporeal and do have an incorporeal touch attack they are not truly incorporeal and can take damage from non magical weapons and do not have a 50% miss chance against other attacks as well as being unable to phase through even thin walls. When the Magus reaches 8th level they become truly incorporeal and gain all the standard traits of the incorporeal subtype. They do not gain skill points or feats based on their HD but do gain a racial bonus on hide, spot and listen checks equal to the Magus's caster level. They gain the feat "Ghostly Grasp" as a bonus feat. Shades have a natural incorporeal touch attack that they can use as a standard action whose effects depend on whether it is a positive energy or negative energy shade (See Below). Their attack bonus with this attack is the Magus's caster level plus the shade's dexterity modifier. They gain other abilities as the Magus levels as well.
Negative Energy Shade
Incorporeal Touch: As a standard action a negative energy shade can with a touch inflict 1d10+the shade's charisma modifier profane damage to a target, healing the shade for the amount of damage dealt gaining any extra as temporary hit points which do not stack with themselves. A creature hit by this attack is sickened for 3 rounds. A negative energy shade can use this touch to heal undead creatures or those healed by negative energy by one hit point.
At 8th level the damage increases by 6 and the duration of the sickened condition is increased to one minute.
At 10th level each touch inflicts one negative level. A fortitude save (DC 10 + 1/2 HD + Shade's Charisma modifier) negates the level.
At 14th level the shade gains the feat life drain (Libris Mortis)
At 16th level the damage increases by 12 and there is no longer a saving throw to resist the negative level.
At 18th level the shade gains the feat spell drain (Libris Mortis)
Positive Energy Shade
Incorporeal Touch: As a standard action the shade infuses a target with positive energy and gives temporary hit points equal to triple the shade's charisma modifier. These temporary hit points do not stack with themselves. These temporary hit points last for a number of rounds equal to 3 + the shade's charisma modifier. After being granted these temporary hit points a creature can not benefit from them again for one minute.
At 8th level the temporary hit points gained increases by 10. In addition, a creature can benefit from these temporary hit points as many times as the shade grants them without having to wait for a minute.
At 10th level each touch also gives +2 moral bonus to all attack rolls, skill checks and saving throws. This bonus lasts as long as the temporary hit points last.
At 14th level the bonus increases to +3 and the duration of the shade's temporary hit points doubles.
At 16th level the temporary hit points increases by 20.
At 18th level the shade can explode as an immediate action to heal an ally within line of sight and line of effect 100 hit points. A creature healed this way also gains the ability "Mettle" until the start of their next turn. This kills the shade.
Aura: (Su) The energy a Twilight Magus holds is quite unstable and experienced Magi can leech excess energy around them creating an aura of negative or positive energy. Whenever the Magus has positive energy points he has the positive energy aura active and if he has negative energy points he has the negative energy aura active. If he has 0 energy points he can switch which aura is active as a move action. The aura can also be suppressed or reactivated as a move action. This aura has a radius of 60ft around the Magus, at 12th level this increases to 100ft radius.
Positive Energy Aura: All allies within the aura heal four points of damage at the beginning of the Magus's turn as long as they have less than half their maximum hit points. This aura can also damage creatures injured by positive energy. The aura deals half the amount healed each round to enemies harmed by positive energy.
At 8th level this healing increases to 6 hit points each round
At 14th level this healing can heal allies to 3/4 of their maximum hit points
At 16th level this healing increases to double the Magus's intelligence modifier or 10. Whichever is higher
At 18th level this healing can fully heal any allies within range
Negative Energy Aura: All enemies harmed by negative energy within the aura take two points of negative energy damage. This aura can also heal allies who are healed by negative energy such as undead. However, they can only be healed to half of their maximum hit points through this aura.
At 8th level this damage increases to 4 hit points each round/
At 14th level this damage also gives them a stacking penalty against negative energy recitations. Each time an enemy takes damage they suffer a -1 on saving throws against negative energy recitations (Maximum penalty of -4).
At 16th level this damage increases to double the Magus's intelligence modifier or 10. Whichever is higher.
At 18th level this damage can heal any allies healed by negative energy to 3/4 their hit points and the penalty on saving throws increases to -2 every time they take damage to a maximum of -8.
Energy Healing: (Su) At 4th level, the Twilight Magus has learned how to sustain his form with both positive and negative energy. Whenever the Twilight Magus is targeted with an ability that deals positive or negative energy damage he is healed by that amount +4. He is still vulnerable to negative levels or other similar effects.
At 6th level this ability improves. The Twilight Magus's body is too infused with positive energy and can withstand mundane and magical toxins as well as recovering at an incredibly fast rate. They gain immunity to all poisons, diseases and negative levels and recover one point of ability damage from each of their ability scores each round and one point of ability drain every hour.
Healer's Hands: (Su): At 5th level the Twilight Magus learns how to harness his powers to help others heal quicker from diseases, poisons or regular wounds. The Magus gains a +4 circumstance bonus to heal checks. This bonus increases by +2 for every 3 class levels beyond 5th. The Magus may also heal creatures more rapidly, providing first aid, treating poison or caltrop injury is now a move action. At 10th level these become swift actions. If the Magus wishes they can use their intelligence modifier instead of their wisdom modifier for heal checks. As well they can make a DC 20 heal check as a full round action to diagnosis a creature, sending small amounts of positive energy into their body to diagnosis their health, what conditions they are affected by, whether they are being afflicted by diseases or poisons and the state of their body. If the Magus succeeds on a DC 30 heal check they can diagnosis any ongoing non epic spell or magical effects on the creature and their effects (Though they might not know how to remove or treat those magical effects).
In addition a number of times per day equal to the Magus's intelligence modifier he can channel positive or negative energy as appropriate into a creature with a touch. This takes a standard action and has varying effects depending on the level of the Magus. At 5th level the Magus allows the subject to make an immediate saving throw against any poison or disease or negative energy effect using the Magus's heal skill modifier in place of his normal saving throw. If this saving throw succeeds then the effect is instantly removed, this doesn't heal any damage the effect has already caused. At 8th level the Magus can send a minor amount of negative energy into an undead creature allowing it to recover hit points and naturally like a living creature and preventing the creature from rotting as if the spell gentle repose was cast upon it. Both effects last for one day per intelligence modifier. At 11th level the Magus can remove 1d4 negative levels from the subject with this touch. At 14th level the Magus can also regenerate one limb as the spell (http://www.d20srd.org/srd/spells/regenerate.htm) except it doesn't restore hit point damage, fatigue, exhaustion and also only restores one limb or extremity. At 17th level the Magus can restore all points of ability damage and remove all ability drain on one ability score of the Magus's choosing as well as removing any effect removable by greater restoration.
Energy Inverse: (Su) Once per day as a free action a Twilight Magus of 7th level can abruptly change his energy pool and his style of fighting. When using this ability he multiplies his energy pool by negative 1. He can not use this ability while at 100 or -100 energy points. At 13th level he can use this ability 2/day and at 19th level he can use it 3/day.
Final Recitations: (Su) At 10th level the Twilight Magus may select one of the 10th level final recitations below. At 15th level he may select a 15th level final recitation and at 20th he may select a 20th level one. A final recitation works like a normal recitation except that a positive energy final recitation requires 100 energy points to use and a negative energy final recitation requires -100 energy points. Using any final recitation sets the Magus's energy points to 0. Each final recitation can only be used once per day. (See here (https://forums.giantitp.com/showthread.php?321731-Maelstrom-of-Light-and-Shadows-3-5-Base-Class&p=16682194#post16682194) for the list of Final Recitations)
Energy Well: (Su) At 11th level with a minute long ritual the Twilight Magus can summon up a spectral well filled to the brim with positive or negative energy at his choosing. This energy can restore a creature's magical, psionic, or similar power. A well can restore a number of spells, spell like abilities, recitations, mysteries, or similar abilities equal to 1 plus 1/3rd of the Magus's charisma modifier (rounded up). This allows the spells or abilities selected to be used again as if the creature had not expended them. The spells or recitations restored may be of any level that the character can use, although prepared spellcasters must regain spells that they have already prepared and cast this day. The well can restore psionic power points as well, and one spell is equivalent to a number of power points equal to the manifester level of the creature. The DM may allow other subsystems to benefit from the well if appropriate. The Magus can limit how many spells or power points each creature can pull from the well if they so wish. Pulling a spell or refilling power points from the well requires the creature to touch the well and spend one standard action pulling the required energy out of the well. The well lasts for one hour and can't be moved, at the end of this duration any excess energy the well has remaining is wasted. Multiple creatures can pull from the same well. At 18th level the Magus can conjure the well two times per day.
Energy Transformation: The Twilight Magus of 16th level transforms into a new form which is cloaked in positive or negative energy based on the choice of the Twilight Magus. The Twilight Magus can choose any of the following templates to choose from, Vampire, Serath Lich, or Radiant Conduit. Find them all here (http://www.giantitp.com/forums/showpost.php?p=14492054&postcount=11). The DM may grant another template if he so wishes but it should be LA 2 or less and be thematically tied to positive or negative energy.
Feats
Extra Recitation [General]
You study has allowed you to learn more recitations than normal
Prerequisites: The ability to cast recitations
Benefit: You can learn an extra recitation. This recitation is one grade lower than the maximum you can learn. If you select a recitation that is two grades lower than the maximum you can learn you can select an additional recitation at least two grades lower than your maximum.
Special: This feat may be selected multiple times
Enduring Recitation [General]
You study has allowed you cast a particular recitation more than normal
Prerequisites: The ability to cast recitations
Benefit: Chose one recitation you can use, that recitation can now be used a number of times per day as if it were one grade lower.
Special: This feat may be selected multiple times, but you may not select the same recitation again. You must choose a different recitation. If you lose the recitation which you have selected with this feat you may select another recitation that you can cast and apply this feat to that recitation.
Perfected Recitation [General]
You study has allowed you cast a particular recitation more than normal
Prerequisites: Enduring Recitation Taken Twice, once for a Positive Energy Recitation and Once for a Negative Energy Recitation, Energy Healing (Immunity to Disease and Poisons)
Benefit: Choose one positive and one negative recitation that you have selected with the Enduring Recitation feat. Both recitations are now treated as an additional one grade lower for the purpose of how many times per day you can use them.
Special: This feat may not be selected multiple times unlike Enduring Recitation. If you lose access to one of the recitations which you had selected with this feat you may select another recitation of the same type that you have taken Enduring Recitation for.
Improved Mediation[General]
You can align yourself with positive or negative energy much easier than normal
Prerequisites: The Meditation Twilight Magus Class Feature
Benefit: Whenever you use meditation to gain or lose energy points you can choose to lose or gain up double the normal amount.
Improved Linking[General]
You can form webs of negative energy which contain more creatures than normal
Prerequisites: The Linking Twilight Magus Class Feature, Twilight Magus level 3
Benefit: The maximum amount of creatures in a web increases by 1/3rd the character's Twilight Magus caster level and whenever they link a target to their positive or negative energy web they can select an additional target.
Greater Linking[General]
You can form webs of negative energy much quicker than normal
Prerequisites: The Linking Twilight Magus Class Feature, Twilight Magus level 9, Improved Linking
Benefit: Using the link ability takes either a swift or a move action
Powerful Meditation[General]
You use your will power to fuel your connection to the positive and negative energy plane
Prerequisites: Energy Casting
Benefit: Upon taking this feat the Magus may select either intelligence or charisma. Whichever ability score she chose she may use her wisdom modifier instead of that ability modifier for the purpose of all class features, DCs, etc of the Twilight Magus. In addition, she gains the ability to overchannel her connection to the negative and positive energy plane. At the start of her turn she may make a will save DC 20 as a free action. Regardless of her success she gets a +1 bonus to caster level for that round. However, if she fails the will save she takes 5 points of damage. At 8th level and 16th level the bonus to caster level and the damage increase by 1 and 10 respectively.
Empowered Shades[General]
Your shades are more powerful and have various abilities
Prerequisites: Shade (One Shade) class feature
Benefit: The Twilight Magus' shades are now stronger. They gains an insight bonus to hit and their AC equal to the Magus's charisma modifier and gain 10 hit points. In addition the Twilight Magus may select one ability for each their positive and negative shades from the list below
Fell Drain: Whenever the shade inflicts damage with its touch attack it grants 5 temporary hit points to the Magus. This increases to 15 temporary hit points at 16th level. These temporary hit points don't stack with themselves but do stack with other sources of temporary hit points.
Enervating Touch: This ability requires the Magus to be 10th level to select. His shades deal an additional negative level when they hit a creature.
Crippling Weakness: The penalties inflicted by the shade's touch's sickness condition are increased by 2.
Critical Strike: The Shade's touch attack gains a critical threat range of 16-20
Stealthy Shade: The Shade gains a +10 racial bonus to hide checks and gains the darkstalker feat as a bonus feat. As well the telepathic link between the magus and the shade increase's its range to 1000ft while the shade is a negative energy shade.
Devouring Touch: This ability requires the Magus to be 10th level to select. Whenever his shades strike a creature they may choose to dispel one random ongoing spell effect on a creature. Their bonus to dispel is equal to the Magus's caster level versus a DC of 11 + the spell's caster level. This ability can't dispel spells on objects or affect the environment, nor can it suppress items, they can only dispel ongoing spells on creatures. If the creature is affected by a spell that blocks negative energy effects specifically, such as Death Ward, that spell is targeted automatically instead of trying to dispel a random ongoing spell effect. If the creature has multiple such spell effects choose one randomly.
Immune System: Any creature who has temporary hit points granted by the Shade gains a +10 bonus on saving throws versus disease and poison effects.
Resurgence: This ability requires the Magus to be 10th level to select. Whenever the shade grants temporary hit points to a creature he can grant them the benefits of the spell Resurgence (SpC). A particular creature can only be affected by this ability once per hour, regardless of how many different shades grant them temporary hit points.
Restorative Shields: Whenever a creature who is under the effects of the positive energy shade's temporary hit points is healed the amount healed increases by the shade's charisma modifier.
Emergency Shielding: The Shade can sacrifice itself when granting temporary hit points to a creature. This allows the shade to grant the creature twice as many temporary hit points as normal.
Protective Shielding Shade: Any creature with temporary hit points granted to them by a positive energy shade gain +2 divine bonus to AC and saving throws as long as those temporary hit points remain. This bonus increases by 1 at 8th and 16th level.
Warding Shields: This ability requires the Magus to be 10th level to select. Any creature with temporary hit points granted to them by a positive energy shade gains the benefits of the spell Death Ward as long as those temporary hit points remain. However, this effect fades from a given creature as soon as it negates one effect. It can be refreshed as soon as the creature is granted temporary hit points by a positive energy shade again.
Special: This feat may be selected multiple times. Each time the shades gain an additional 10 hit points and may select an additional ability from the list for each of their shades.
Meta-Recitation[Divine]
You can empower your recitations with various effects
Prerequisites: Recitations, Turn/Rebuke Undead
Benefit: When you take this feat you may select one metamagic feat with a spell level adjustment of 2 or less. If you have access to moderate recitations you can instead select a metamagic feat with a spell adjustment level of 3 or less. Regardless, you can apply the effects of your metamagic feat to any recitation you can cast whose casting time is a standard action or less by expending a number of turn undead or rebuke undead attempts equal to the spell level adjustment (minimum 1 turn/rebuke attempt per use of this feat). In addition, using this feat means that the recitation takes a full round action instead of its normal casting time. You can only apply one metamagic feat to a given recitation regardless of how many times you select this feat. You can not apply a metamagic feat to a [Taxing] recitation.
Special: This feat may be selected multiple times. Each time selecting another metamagic feat. You may treat Fell Animate (Libris Mortis) as a metamagic feat with a spell level adjustment of +2 for the purpose of this feat due to its use of negative energy. However, until you have access to moderate recitations you can only control twice your caster level in HD for undead rather than the standard 4 times your caster level.
Personal Conduit[General]
Your connection to the two energy planes makes healing effects more potent on you
Prerequisites: Energy Healing class feature
Benefit: Whenever you are healed or granted temporary hit points the amount is increased by 50%.