OK, here's a base class I made some time ago, something between a caster and a warlock. I would like answers to the following questions;

1) Can the class be more powerful than a straight wizard or sorceror in combat? Assume good spell combos for the wizard or sorceror.
2) How about a cleric or druid?
3) How does the class compare to ToB classes power-wise?
4) Are there any prestige class and/or feat choices that can break the class?

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Quote Originally Posted by Belial_the_Leveler View Post
Wizards learn to access the infinite magical potential of the world around them and store, through study and preparation, portions of that ambient energy in their own minds to be later unleashed in the form of powerful preconstructed spells.
Warlocks have a permanent link with the ambient power of the Cosmos through their extraplanar heritage. This flow of power strengthens them in mind and soul both, making them supernaturally resilient and enabling them to constantly shape and unleash blasts of power as easily as they can breathe.

Since the meeting of those two different magical disciplines, many individuals have sought to walk down both paths, learning arcane power and shaping eldritch energies. For generations, those individuals had to study first each separate path on its own before mastering them and being able to join them, study them as one. For a long time, noone had the innate talent of combining both paths in one at the very beginning. But from the schools that pursued those paths and the rare merging of the bloodlines of warlock and wizard were born individuals that did just that, manifesting a new talent that was the merging of the two. Like their wizard ancestors, they could learn and cast arcane spells while also inheriting the ability to invoke eldritch energies from warlocks in the bloodline. Unlike their wizard ancestors, they didn't store those energies in advance when resting but rather slowly gathered them from the world around them at all times like warlocks. Also unlike their warlock ancestors, the extra power required to sustain arcane spellcasting did not go into strengthening their physical bodies and additionally taxed them as well, resulting into physically weaker individuals with great supernatural power. Those new wielders of arcane energy were called magisters.

Magister
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0
|
+0
|
+0
|
+2
|Eldritch Blast 1d6, Cantrips, least invocation, Scorn the Material

2nd|
+1
|
+0
|
+0
|
+3
|1st level spells, least invocation

3rd|
+1
|
+1
|
+1
|
+3
|Eldritch Blast 2d6, Arcane Defence

4th|
+2
|
+1
|
+1
|
+4
|2nd level spells, least invocation

5th|
+2
|
+1
|
+1
|
+4
|Eldritch Blast 3d6, sustain dweomer 1

6th|
+3
|
+2
|
+2
|
+5
|3rd level spells, lesser invocation

7th|
+3
|
+2
|
+2
|
+5
|Eldritch Blast 4d6, lesser invocation

8th|
+4
|
+2
|
+2
|
+6
|4th level spells, Arcane Shield

9th|
+4
|
+3
|
+3
|
+6
|Eldritch Blast 5d6, lesser invocation

10th|
+5
|
+3
|
+3
|
+7
|5th level spells, sustain dweomer 2

11th|
+5
|
+3
|
+3
|
+7
|Eldritch Blast 6d6, greater invocation

12th|
+6/+1
|
+4
|
+4
|
+8
|6th level spells, greater invocation

13th|
+6/+1
|
+4
|
+4
|
+8
|Eldritch Blast 7d6, Spell Resistance

14th|
+7/+2
|
+4
|
+4
|
+9
|7th level spells, greater invocation

15th|
+7/+2
|
+5
|
+5
|
+9
|Eldritch Blast 8d6, sustain dweomer 3

16th|
+8/+3
|
+5
|
+5
|
+10
|8th level spells, dark invocation

17th|
+8/+3
|
+5
|
+5
|
+10
|Eldritch Blast 9d6, sustain dweomer 4

18th|
+9/+4
|
+6
|
+6
|
+11
|9th level spells, dark invocation

19th|
+9/+4
|
+6
|
+6
|
+11
|Eldritch Blast 10d6, sustain dweomer 5

20th|
+10/+5
|
+6
|
+6
|
+12
|Delay Reduction, dark invocation [/table]

HD: d4, 2 skill points/level. Skills from both warlock and wizard list as class skills.

Attack Bonus: Use the indicated attack bonus for everything except Eldritch Blast and ranged touch spells. In these occasions, use the warlock attack bonus instead.

Proficiencies: Magisters are proficient with all simple weapons and light armor.

Eldritch Blast: Magisters can create Eldritch Blasts like warlocks can. However, their Eldritch Blasts are slightly stronger than those of warlocks as indicated in the progression.

Invocations: Just like warlocks, Magisters learn a set number of invocations from the warlock list. At each level an invocation is listed, the magister learns a new invocation of the indicated level.

Spellcasting: Magisters can learn and cast arcane spells. At every odd level, they can access spells of the indicated level and automatically learn a single spell of that level. They must learn further spells from scrolls up to a limit of 1 additional spell per spell level per point of intelligence modifier-those spells are added to their spells known. To cast a spell, they must have an intelligence of 10+the spell's level. Spell save DCs are based on charisma rather than intelligence. Spells known for a magister are those formulae commited to memory that can be easily accessed. A magister keeps a permanent record of all spells she has gathered in a spellbook. Though it is not required to record spells, a magister with a spellbook can alter their repository of spells known by exchanging one spell known for another of equal level from her spellbook. This process requires meditation for a number of days equal to the spell level to be exchanged.
Unlike wizards, magisters neither memorise specific castings of spells nor require spell slots to cast their spells. They can cast all their spells known at will as a standard action by using their own innate energy. However, after a magister casts a spell she becomes mentally fatigued and cannot cast another spell for a number of rounds equal to the level of the spell cast. For example, a magister casting fireball cannot cast another spell for 3 rounds. A magister casting meteor swarm cannot cast another spell for 9 rounds. Magisters can cast cantrips and 1st level spells round after round since the delay is only 1 round. If a spell has a duration other than permanent or instantaneous, a magister has to sustain it subconciously. A magister can only sustain a single active spell at a time. Additional lasting spells either replace the previous spell or fail (magister's choice). Rendering the magister unconcious or otherwise helpless does not end the sustained spells but killing him does.
Spells cast by Magisters do not require non-expensive material components (magisters are considered to have the eschew materials feat). They still require any material component costing more than 1 gp, focuses and XP components. Magister spells still have the standard spell failure penalties from wearing armor, including light armor, even though their eldritch blast and invocations ignore light armor spell failure. Magister spells work normally with metamagic feats-the delay time is simply increased instead of spell slot level-though a magister can't metamagic a spell beyond his maximum available spell level.

Scorn the Material: Magisters focus exclusively on the supernatural. They not only receive little physical training but the energies flowing through them weaken their physical frame. Add only half the constitution modifier (round up) to a magister's hit points, to a minimum reduction of 1 HP per character level if the constitution modifier is 1 or less. This applies to all current and future HD, not only magister levels.

Arcane Defence: Add a magister's charisma modifier as a bonus to all saving throws versus spells and spell-like effects. This bonus is capped by the magister's class level.

Sustain Dweomer: Normally, a magister can only sustain one active spell at a time. Experienced magisters can sustain a number of additional spells at a time as indicated in the sustain dweomer progression.

Arcane Shield: While young magisters become physically weaker from the strain of channeling massive amounts of eldritch power, experienced magisters gain a compensation: those same energies that physically weaken them protect them against magical damage. Arcane Shield adds the magister's charisma modifier to hit points per level. Those extra hit points only absorb hit point damage dealt by supernatural sources. All damage from spells, spell-like effects andsupernatural abilities is first dealt to Arcane Shield. Arcane Shield can be replenished normally by resting or magical healing (healing is converted to supernatural energy and transferred to the shield, resulting in the same HP regain) and abilities such as fast healing and regeneration apply. The heal skill and other methods of mundane healing do not apply.

Spell Resistance: Powerful magisters can outright resist spells cast at them. At 13th level the magister gains a spell resistance score of 12+class level.

Delay Reduction: At that level of mastery, a magister is faster at replenishing her magical energies. All delay times are reduced by 1 round.


EPIC MAGISTER

The epic magister is a master of arcane magics surpassed by none. While a wizard is still more powerful in the short run, the magister's lasting energies and higher versatility can eventually tip the scales in her favor. Wether the magister wields her magical might in the forefront of every cosmic struggle, develops epic spells in her study or pursues the crafting of artifacts, she stands beside other legends as an equal.


Epic Magister
{table=head]Level|Standard|Special

21st|Eldritch Blast 11d6, 10th level spells|

22nd|sustain dweomer 6|

23rd|Eldritch Blast 12d6|

24th|11th level spells|

25th|Eldritch Blast 13d6|bonus feat

26th|sustain dweomer 7|

27th|Eldritch Blast 14d6, 12th level spells|

28th|high arcana|

29th|Eldritch Blast 15d6|

30th|13th level spells|bonus feat

31st|Eldritch Blast 16d6|

32nd|sustain dweomer 8|

33rd|Eldritch Blast 17d6, 14th level spells|

34th|high arcana|

35th|Eldritch Blast 18d6|bonus feat

36th|15th level spells|

37th|Eldritch Blast 10d6|

38th|sustain dweomer 9|

39th|Eldritch Blast 19d6, 16th level spells|

40th|high arcana|bonus feat [/table]

Invocations: The epic magister does not learn new invocations at epic levels-she is required to invest feats-but her eldritch blast continues to increase in power. The caster level is still equal to her class level.

Spells: The epic magister continues to gain access to more powerful spell levels though at a slower rate. However, she does not gain new spells known and her delay time does not decrease unless she invests epic feats. In fact, delay times continue to increase with spell levels normally therefore a magister can only use her more powerful magics only once in a usual encounter.

Sustain Dweomer: The epic magister can hold active more spells at a time as her power increases-though the rate of increase is half of that in nonepic levels.

High Arcana: At 28th level and every 6 levels thereafter, the epic magister gains a high arcana as per the Archmage high arcanas. Magisters do not have spell slots-but a spell modified by one or more high arcanas has its delay time increased by 1. High Arcanas apply to invocations with no added cost provided they are compatible.

Bonus feat: The epic magister gains a bonus feat every 5 levels in epic.

Bonus feat list:
Additional Magic Item Space, Augmented Alchemy, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Black Gate*, Delay Reduction, Efficient Item Creation, Eldritch Sculptor*, Energy Resistance, Epic Spellcasting, Epic Spell Penetration, Eldritch Fury*, Eldritch Holocaust*, Extended Lifespan, Fast Healing, Improved Combat Casting, Improved Spell Resistance, Improved Arcane Shield, Lord of All Essences*, Master of the Dark Flame*, Word of Power*, Scribe Epic Scroll, Lord of Darkness*, Superior Initiative.
*epic invocation





DESIGNER'S NOTES:

For all those people crying out loud against the batman here is arcane magic without the brokenness of huge spell combos or going nova in high levels or getting only 2 spells per day at low levels. Magisters are stronger than standard casters at low levels while being weaker at the higher levels. They are physically weaker than the warlock in hit points, armor class and normal attack bonus (they're supposed to be casters) and even weaker than wizards due to Scorn the Material but they are considerably stronger in later levels in defences against magic.
Yes, they can cast arcane spells at will. However, the delay time after casting prevents any attempts at going nova and overwhelming opponents in a round or two. A magister will pull off one, two at most, big spells during a fight while relying on her eldritch blast and invocations for attacks in other rounds.

Magisters are DM-friendly. They can't go nova at high levels. They require a more even ability score spread than wizards so no overwhelming spell DCs. They only get 1 spell known automatically per level, allowing the DM to better control available spells (if you don't want celerity or shivering touch, don't put a scroll in the game and they can't learn them). They are difficult to powergame-their spell level access is slower than that of the wizards and their good abilities are at mid levels so taking a dip in another class hurts. Taking a dip in magister for easy access to low level abilities nets a large penalty from Scorn the Material so dipping in the class is not very effective. By having both invocations and spells, they don't have a prestige class very suitable to them, with the sole exception of eldritch disciple. Due to their limit of sustained spells, they can't overbuff like CoDzilla.

On the other hand, they are also player-friendly. They have both invocations (cool) and arcane magic (also cool). They are more versatile than either wizard or warlock because they can do a wide range of spells, invocations, metamagic and item creation (cool) and they don't run out of magic (very cool). They are useful combat-wise where warlocks usually are not due to low damage output compared to everyone else (cool) but they don't outshine the other classes in high levels (cool-for the other players in the party).