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Old 01-27-2010, 01:13 AM   Top  -  End  -  #1
arguskos
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Default The Magister [3.5 Base Class, PEACH, Spells Updated!]

The Magister

A magister provoked.

Some mages walk the long and lonely path that no others will walk. Wizards sit in high cold towers, asking questions of the stars. Sorcerers live vicariously through themselves. Magisters walk the path of variability, shifting as often as the seasons, and with as much force.

The life of a Magister is one that is difficult. Other arcane spell casters will frown upon your arts as undisciplined or unrefined, but you know the truth: that only a magister truly knows magic. Sorcerers throw it around like children, Wizards probe and prod it, you, you speak magic, it flows through you, and you can shape it with but a thought.

Inspiration: This class has much stolen and adapted from Monte Cook's Arcana Unearthed Magister class. Credit for the idea, and many concepts below go to him. I've just made it 3.5 friendly, added some ideas, and expanded on where he began in places.

Game Rule Information

Alignment: Any. Magisters strongly favor chaos over law, but anyone can in theory become a magister.
Hit Die: d6. The link between a magister and magic strengthens them.
Starting Gold: As Wizard.

Class Skills:
The class skills for a magister (and the key ability for each skill) are Concentration (Con), Craft (Int, each taken individually), Decipher Script (Int), Knowledge (Int, each taken individually), Profession (Wis, each taken individually), and Spellcraft (Int).
Skill Points at 1st Level: (4+Int Mod) x4
Skill Points at Each Additional Level: (4+Int Mod)

The Magister
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Magister's Staff, Magister's Shield, Flare of Power, Spellcasting
2nd
+1
+0
+0
+3
Bonus Feat
3rd
+1
+1
+1
+3
Aspect of Power
4th
+2
+1
+1
+4
Spell Weaving
5th
+2
+1
+1
+4
Bonus Feat
6th
+3
+2
+2
+5
Improved Magister's Staff
7th
+3
+2
+2
+5
Aspect of Power
8th
+4
+2
+2
+6
Bonus Feat
9th
+4
+3
+3
+6
Magical Wellspring
10th
+5
+3
+3
+7
Superior Focus
11th
+5
+3
+3
+7
Bonus Feat, Aspect of Power, Superior Magister's Staff
12th
+6/1
+4
+4
+8
Arcane Beyond Material
13th
+6/1
+4
+4
+8
Overcome
14th
+7/2
+4
+4
+9
Bonus Feat
15th
+7/2
+5
+5
+9
Aspect of Power
16th
+8/3
+5
+5
+10
Ultimate Magister's Staff
17th
+8/3
+5
+5
+10
Bonus Feat
18th
+9/4
+6
+6
+11
Magic Endures
19th
+9/4
+6
+6
+11
Aspect of Power
20th
+10/5
+6
+6
+12
Bonus Feat, Prime Magister

Class Features:

Weapon and Armor Proficiency: Magisters are proficient in the use of quarterstaffs, and all quarterstaff derivatives (such as longstaffs, staffspears, staffswords, etc). They are proficient in no types of armor, nor shields or any other weapons, trusting to their mighty magics to do the job for them.

Magister's Staff (Ex): A magister is intimately connected to a single staff, and uses it to fuel his magical abilities. This staff is gained at first level, free of charge, and can be any staff or staff derivative (as listed above). Due to it's unique link to the magister, this staff (no matter it's composition) has a hardness of 12, 50 hitpoints, and a break DC of 30. It gains 2 hitpoints for each magister level the magister has, and gains 1 hardness and +1 to the break DC for each two magister levels the magister has.

Should the magister's staff be lost or destroyed, the magister is dazed for 1d4 rounds. The magister can gain a new staff, but it requires one week of uninterrupted work and expenditure of 100 gp per magister level.

Magister's Shield (Su): The rituals required to become a magister have some left over potency, which coalesces into an intangible field of force about the magister himself. This shield of force grants the magister +1 deflection to his AC for every three magister levels he has.

Flare of Power (Su): The first true taste of power, the magister gains the ability to shoot a bolt of pure magical energy at-will. This bolt deals 1d4 damage, +1 damage per 2 magister levels, and has a range of 50 ft, and requires a ranged touch attack.

Spellcasting: A magister casts arcane spells, but not as other spellcasters do. A magister has a certain number of spell slots each day, and a certain number of readied spells each day. The magister may cast any spell he has readied using an appropriate level spell slot. This does not expend the readied spell. A magister knows all spells of each level he has access to. To ready or cast a spell, a magister must have an Intelligence score of at least 10+the spell's level. The Difficulty Class for a saving throw against a magister's spell is 10+the spell level+the magister's Intelligence modifier. Magister spells always have both somatic and verbal components, and thus incur spell failure chance. Magisters, due to how their spells work, do not require any special timing to apply metamagic effects to their spells, though they will have to expend the correct spell slot to power a metamagic magister spell. Magisters can ready spells in one hour, and may switch readied spells as often as they wish, provided they take one hour to do so. Magister spell slots refresh after 8 hours of uninterrupted rest.

The true difference between magister spells and other arcane spells is the ability to diminish or heighten a spell as it is being cast. All magister spells have diminished and/or heightened effects. To diminish a spell, the magister simply declares he is casting a diminished version of the spell, and expends a spell slot one level lower than the spell's level. To heighten a spell, the magister simply declares he is casting a heightened version of the spell, and expends a spell slot one level higher than the spell's level. Each spell describes it's diminished/heightened effects. If, somehow, another character manages to cast a magister spell, they cannot alter it in any way.

Finally, the magister requires his staff to cast spells. Should the magister lose his staff for any reason, all magister spells take twice as long to cast (standard action becomes a full-round, full-round spells become 2 rounds, etc).

Spell Slots Per Day and Spells Readied Per Day in the Spoiler:
Spoiler


Bonus Feats (Ex): At 2nd level, and every 3 levels thereafter, the magister may select a bonus feat from the following list: Hands of the Mage, Eyes of the Mage, Footsteps of the Mage, Ears of the Mage, Countenance of the Mage, Voice of the Mage, Presence of the Mage, Name of the Mage, Improved Initiative, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Enhanced Diminish Spell, Enhanced Heighten Spell, any reserve feat, or any metamagic feat. They must still meet all the prerequisites for any feat they select, save for the caster level requirement on the X of the Mage feats, which magisters ignore. At 5th level, they may add Enhanced Weave Spell to the list of bonus feats they may select.

Aspect of Power (Su): At 3rd level, and every 4 levels thereafter, the magister's connection to the soul of magic grows just that tiny bit deeper. He gains one ability from the following list. The choice cannot be changed once made and no ability may be selected more than once, unless stated otherwise. Aspects of Power are detailed in the spoiler.
Spoiler


Spell Weaving: The Magister gains the power to weave and divide spell slots. When he refreshes spell slots, the magister may weave three lower level spell slots into one higher level spell slot (ie. 3 1st level slots become 1 2nd level slot, etc). The magister may also divide 1 higher level slot into 2 lower level slots (ie. 1 2nd level slot becomes 2 1st level slots). This imbalance is because magic resists being divided, and thus magisters cannot divide spells as well as they can weave them.

Improved Magister's Staff (Su): At 6th level, the magister's staff becomes more powerful. It gains a +1 enhancement bonus that scales with the magister's level (+1 enhancement per 3 magister levels past 6th level). It also gains one single spell the magister currently knows as a spell-like ability, usable 1/day.

Magical Wellspring (Ex): At 9th level, the magister reaches the next step in their evolution towards the soul of magic. 1/day, the magister may regain a single spell slot they have expended already. This spell slot may be of any level they wish. In addition, the magister now only needs 30 minutes to ready spells.

Superior Focus (Ex): At 10th level, the magister's focus through his staff is refined. He cast normally without a staff for up to a single day. At that point, he suffers from the lack of a focus as normal, and must acquire a new staff.

Superior Magister's Staff (Su): At 11th level, the magister's connection to his staff increases yet again. The magister's staff now counts as a spell storing weapon, but it can store up to three spells at a time.

Arcane Beyond Material (Ex): At 12th level, the magister's link to the soul of magic deepens. He gains arcane sight permanently. Additionally, the magister now adds his Int modifier to his hitpoints and AC instead of Con and Dex, respectively.

Overcome (Su): The magister, through his link to the soul of magic, learns the secret of defeating magical defenses with his spells. Whenever a spell the magister casts would affect another creature or object that has an on-going spell effect on it, that effect is suppressed for 1d4+1 rounds. If the target has multiple effects, only one is suppressed, of the target's choice. A creature or object can only be affected by 1 triggering of Overcome at a time.

Ultimate Magister's Staff (Su): At 16th level, the magister's connection to his staff is now complete. The magister's staff grants the magister protection from spells, true seeing, and globe of invulnerability as long as the magister is holding it.

Magic Endures (Ex): At 18th level, the magister is nearing the pinnacle of his abilities. The magister's type changes to outsider (native). He gains darkvision 60 ft, no longer needs to eat, drink, sleep or breathe, and only needs 4 hours of uninterrupted rest each day to regain spell slots.

Prime Magister (Ex): When the magister achieves 20th level, they are literally the incarnation of magic's soul on earth. The magister regains expended one spell slot each hour, starting with the highest spell slot he has expended. Further, the magister can use Spell Weaving to divide spells into three lower level slots. Finally, the magister takes only 10 minutes to ready spells.

New Feats:
Enhanced Diminished Spell
Prereqs: ability to ready spells, caster level 5th
Benefit: 3/day, you may cast a diminished spell using a spell slot two levels lower than normal. If this isn't possible (1st level spells), then that spell cannot be diminished in this way.

Enhanced Heighten Spell
Prereqs: ability to ready spells, caster level 7th
Benefit: 1/day, you may cast a heightened spell using it's normal spell slot.

Enhanced Weave Spell
Prereqs: Spell Weaving ability, caster level 7th
Benefit: 3/day, you may use Spell Weaving during the day, instead of right when you regain spell slots. The Spell Weaving ability otherwise works normally.

Designer Notes:
Spoiler
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Last edited by arguskos : 07-11-2010 at 10:59 PM.
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Old 01-27-2010, 01:21 AM   Top  -  End  -  #2
arguskos
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Magister Spells
To come!

Level 0
Spoiler


Level 1
Spoiler


Level 2
Spoiler


Level 3
Spoiler


Level 4
Spoiler
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Last edited by arguskos : 08-01-2010 at 12:36 PM.
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Old 01-27-2010, 01:25 AM   Top  -  End  -  #3
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Magister Spells, Continued!

Level 5
Spoiler


Level 6
Spoiler


Level 7
Spoiler


Level 8
Spoiler


Level 9
Spoiler
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Old 01-27-2010, 02:06 AM   Top  -  End  -  #4
Dante & Vergil
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

I remember Arcana Unearthed and thought it was ok, but I would use 3.5 spells, since that seems to be the direction you're going anyway. I'd also stick with the original spells names, at least for most of them, so it's easier to reference.
I'll finish with saying it's good and wishing you well in your endeavor.
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Old 01-27-2010, 02:27 AM   Top  -  End  -  #5
arguskos
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Quote:
Originally Posted by Dante & Vergil View Post
I remember Arcana Unearthed and thought it was ok, but I would use 3.5 spells, since that seems to be the direction you're going anyway. I'd also stick with the original spells names, at least for most of them, so it's easier to reference.
I'll finish with saying it's good and wishing you well in your endeavor.
Well, there will be some direct ports (such as magister's flameray), but many new spells (such as obelisk, a spell yet to be written). The idea is that many magister spells will be heavily modal, giving the magister supreme versatility.

My design intent was to make the most versatile possible spellcaster. Each spell comes in at least 3 modes, possibly more depending on if some spells have options (like how Ruin Delver's Fortune has choices when cast). Spell Weaving gives more options when it comes to spells per day, and I'll probably be including some new feats to increase options further (such as several mentioned under the bonus feats section). I am really going to have some issues with the spells though. I think I'll probably err on the side of "make the spells somewhat weaker than vanilla counterparts" and trust to the ability to basically do anything whenever to make up the gap.

Also, I thank you for the vote of confidence. It means quite a bit.
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Old 01-27-2010, 05:23 AM   Top  -  End  -  #6
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Quote:
Flare of Power: The first true taste of power, the magister gains the ability to shoot a bolt of pure magical energy at-will. This bolt deals 1d2 damage, +1 damage per 2 magister levels.
Why not 1d6? this ability is worse than crossbow bolts at any level.

Also which abilities are supernatural, extraordinary and spell like?
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Old 01-27-2010, 05:50 AM   Top  -  End  -  #7
Roderick_BR
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

The concept and a lot of the effects makes me think of Gandalf. Yes, that's a good thing.
The spell slots/spells readied thing fells like a mix of Spell Points variants and a Sorcerer's spells known. I've been working on something similar, and approve of this :)

If you think that coming up with a spell list may be too troublesome, you could just allow him to use the wizard/sorcerer spell list, but require him to find and learn the spells. He just adds the spells to his spells known list rather than a spellbook.
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Old 01-27-2010, 08:40 AM   Top  -  End  -  #8
DragoonWraith
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

I don't have time to read this thoroughly, though I will when I get a chance. However, I think the name "Magister" is very odd for a chaotic class like this. "Magister" is Latin for "teacher", which is not, to my mind, a particularly chaotic profession. But I like the idea and look forward to seeing what you've done with it.
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Old 01-27-2010, 12:06 PM   Top  -  End  -  #9
arguskos
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Quote:
Originally Posted by peacenlove View Post
Why not 1d6? this ability is worse than crossbow bolts at any level.

Also which abilities are supernatural, extraordinary and spell like?
I made it low damage to show that the magister prefers to rely on his real spells. He has Flare of Power as a backup for ranged combat (and I totally forgot the range on it >_<), but it's just that: a subpar backup. I will make it 1d4 though. Not sure why it's 1d2.

Also... /headdesk. Good catch, I'll go fix that now.

Quote:
Originally Posted by Roderick_BR View Post
The concept and a lot of the effects makes me think of Gandalf. Yes, that's a good thing.
The spell slots/spells readied thing fells like a mix of Spell Points variants and a Sorcerer's spells known. I've been working on something similar, and approve of this :)

If you think that coming up with a spell list may be too troublesome, you could just allow him to use the wizard/sorcerer spell list, but require him to find and learn the spells. He just adds the spells to his spells known list rather than a spellbook.
I wish I could take credit for the slots/readied, but I really can't. That credit belongs to Mr. Cook. It's a great idea though, which is why I introduced it here.

As for spells... well, I'll have to edit them all anyways (for diminished and heightened effects), so I might as well just make some new ones along the way.

Quote:
Originally Posted by DragoonWraith View Post
I don't have time to read this thoroughly, though I will when I get a chance. However, I think the name "Magister" is very odd for a chaotic class like this. "Magister" is Latin for "teacher", which is not, to my mind, a particularly chaotic profession. But I like the idea and look forward to seeing what you've done with it.
I just liked the name. It's always been my favorite mystical sounding profession name. Thanks for the vote of confidence though. I hope you like what you see.
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Old 01-27-2010, 01:06 PM   Top  -  End  -  #10
DragoonWraith
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

I like the "readying" concept; the Spirit Shaman (CDiv) uses a similar thing, and I was actually planning on making a class that used it (still considering changing how the Arcanist works to incorporate it). If you hadn't used that, I was going to suggest, as it seems exceedingly fitting.

That said, I think it seems likely that you have a bit too many a day. The Spirit Shaman has many fewer, and a weak spell list (Druid), compared to this which I assume will be close to the Sor/Wiz list.

Also, Ultimate Magister's Staff and Arcane Beyond Material seem a bit too overpowered. Even DMM Clerics have to do something to persist things. Some (all?) of those are Permanancy targets, but that's also saving the Magister an awful lot of XP, methinks.

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Old 01-27-2010, 02:46 PM   Top  -  End  -  #11
arguskos
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Quote:
Originally Posted by DragoonWraith View Post
I like the "readying" concept; the Spirit Shaman (CDiv) uses a similar thing, and I was actually planning on making a class that used it (still considering changing how the Arcanist works to incorporate it). If you hadn't used that, I was going to suggest, as it seems exceedingly fitting.

That said, I think it seems likely that you have a bit too many a day. The Spirit Shaman has many fewer, and a weak spell list (Druid), compared to this which I assume will be close to the Sor/Wiz list.
Two thoughts. First, the Druid list? Weak? I definitely disagree on this one. Second, this list will bear some similarities to the Sor/Wiz list, yes, but much will be custom. I'm shooting for their spells being somewhat weaker on the whole, save the rare direct port like magister's flameray or see the sky (which I am about to post). Things like obelisk aren't as powerful as their standard Sor/Wiz options. Magister's get obelisk. Sor/Wiz gets black tentacles and solid fog.

Quote:
Also, Ultimate Magister's Staff and Arcane Beyond Material seem a bit too overpowered. Even DMM Clerics have to do something to persist things. Some (all?) of those are Permanancy targets, but that's also saving the Magister an awful lot of XP, methinks.
Arcane Beyond Material should be normal arcane sight That was me writing it at 1 AM showing. Ultimate Magister's Staff comes at level 16, and really isn't that amazing. True seeing is nice, yes, but the other two are sorta meh. Protection from spells is a resistance bonus, and probably will amount to a +3 bonus on saves at this level (since everyone has a cloak of resistance +5 at this point) and globe of invulnerability just means the magister, as a vessel for the soul of magic, can finally ignore weaker effects like magic missile and whatnot. Seems fair, given what else is flying around at these levels.

Good catch on Arcane Beyond Material though.


On the topic of magister spells: I have given it some thought, and here's why I will not be giving them access to the Sor/Wiz list wholesale.
1). I would have to add diminished/heightened effects to every spell anyways.
2). I want the "signature" magister spells to be very unique and iconic. Just like how fireball is an iconic sor/wiz spell, so will certain magister spells be unique and iconic as well.
3). The Sor/Wiz list has tons of broken crap. I mean, TONS OF IT. I want to just skip right past the broken stuff and build from the ground up, making a more reasonable list. That means you won't be seeing anything like Gate, Time Stop, Solid Fog, Streamers, or anything like that on the magister list. You may see a fixed wish though.
4). The Sor/Wiz list has a large amount of redundancy. The magister's diminished/heightened mechanic helps to turn that redundancy into flexibility instead. For a good example, see the soon to be posted see the sky spell.

However, when you start getting the feel for what I'm going for, please, I welcome magister spells. Also, I further welcome Aspect of Power additions. That was an attempt to give the magister some minor magical flavor, with reaaaaally minor mechanical effects (if any at all), and I could probably do with more of them.

Thanks to all who are taking the time to respond. Please, let's keep it up. ^_^
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Old 01-27-2010, 02:59 PM   Top  -  End  -  #12
Dante & Vergil
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

With the flavor of the Magister comparing to Wizards and Sorcerers, I thought it would be cool to bring the Wizard and Sorcerer around like this. Not with how the spells are done but with a lot of awsome and flavorful class abilities.
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Old 01-27-2010, 03:06 PM   Top  -  End  -  #13
arguskos
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Quote:
Originally Posted by Dante & Vergil View Post
With the flavor of the Magister comparing to Wizards and Sorcerers, I thought it would be cool to bring the Wizard and Sorcerer around like this. Not with how the spells are done but with a lot of awsome and flavorful class abilities.
That would be pretty sweet. I might do that after I finish this project, and my next base class (a variant gish for people who want something other than the Duskblade to think about).

EDIT: See the Sky and Obelisk are posted. I'll probably post some Cantrips later as well.
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Old 01-27-2010, 08:13 PM   Top  -  End  -  #14
Strudel110
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Obelisk seems a bit powerful, can immobilize an enemy for three rounds and deal up to 120 dmg thats like instant death to half the stuff in Monster Manual I, but I like the Idea of this class, it's strong but not gamebreaker strong.
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Old 01-27-2010, 08:18 PM   Top  -  End  -  #15
Temotei
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Quote:
Originally Posted by Strudel110 View Post
Obelisk seems a bit powerful, can immobilize an enemy for three rounds and deal up to 120 dmg thats like instant death to half the stuff in Monster Manual I, but I like the Idea of this class, it's strong but not gamebreaker strong.
On average, it does 70 (not counting Reflex saves, which would modify the average slightly...making it lower--probably around 64 or so).

I look forward to more spells.

Although, I must say, heightening obelisk is way better than just the normal spell. At 9th level, you're able to get four enemies instead of one, for one higher-level spell slot. I like it though.
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Old 01-27-2010, 08:22 PM   Top  -  End  -  #16
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On average, it does 70 (not counting Reflex saves, which would modify the average slightly...making it lower--probably around 64 or so).

I look forward to more spells.

Although, I must say, heightening obelisk is way better than just the normal spell. At 9th level, you're able to get four enemies instead of one, for one higher-level spell slot. I like it though.
That's the idea. But then again, 5th level has good effects too.

Also, glad ya'll liked Obelisk. I really enjoyed writing that one. What about the other spells up so far? Or the class itself?

I'm kinda impressed there's only been one real comment on the class itself. Is that a good thing?
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Old 01-27-2010, 08:25 PM   Top  -  End  -  #17
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That's the idea. But then again, 5th level has good effects too.

Also, glad ya'll liked Obelisk. I really enjoyed writing that one. What about the other spells up so far? Or the class itself?

I'm kinda impressed there's only been one real comment on the class itself. Is that a good thing?
The class's power is largely based off its spells, so I imagine most people are waiting to comment until more are up.
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Old 01-27-2010, 08:27 PM   Top  -  End  -  #18
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The class's power is largely based off its spells, so I imagine most people are waiting to comment until more are up.
While true, I was still curious what folks thought about the class features currently in residence. I mean, I made damn sure to have something every level, just because getting nothing is boooooring.

I will get a 1st, 5th, 6th, and 8th level spell up tonight, just so folks can really take a look at some examples of the mechanics.

I also welcome more Aspects of Power and perhaps spells.
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Old 01-27-2010, 08:28 PM   Top  -  End  -  #19
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While true, I was still curious what folks thought about the class features currently in residence. I mean, I made damn sure to have something every level, just because getting nothing is boooooring.
What about the bonus feats? There's Enhanced Diminish Spell and Enhanced Heighten Spell, as well as Enhanced Weave Spell. What are those?

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Old 01-27-2010, 08:32 PM   Top  -  End  -  #20
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What about the bonus feats? There's Enhanced Diminish Spell and Enhanced Heighten Spell, as well as Enhanced Weave Spell. What are those?
...right. TOTALLY FORGOT about those. The first two are simple "x/day, you can enhance/diminish easier" feats. Enhanced Weave Spell was a "1/day, you can use Spell Weaving on the fly, rather than when you regain slots". I'll probably add those to a post somewhere in a bit (off to go hunt for food).
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Old 01-27-2010, 09:14 PM   Top  -  End  -  #21
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Spell Thematics: The magister's spells may take on a unique themed appearance, as he wishes when he casts a spell. When he selects Spell Thematics, he selects a theme. He may then leave a spell as normal, or alter it with one of his themes when he casts it. This may be selected more than once. Each time it is selected, the magister gains a new theme. This does not interfere with Spellcraft checks to identify the spell being cast, as the gestures and incantations do not change. Additionally, themes such as "invisibility" and other such obvious attempts at subterfuge may not be chosen. Magister magic resists being hidden.
I'd like more info on this, I may get some ideas for you...
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Old 01-27-2010, 09:25 PM   Top  -  End  -  #22
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Spell Thematics: The magister's spells may take on a unique themed appearance, as he wishes when he casts a spell. When he selects Spell Thematics, he selects a theme. He may then leave a spell as normal, or alter it with one of his themes when he casts it. This may be selected more than once. Each time it is selected, the magister gains a new theme. This does not interfere with Spellcraft checks to identify the spell being cast, as the gestures and incantations do not change. Additionally, themes such as "invisibility" and other such obvious attempts at subterfuge may not be chosen. Magister magic resists being hidden.
I'd like more info on this, I may get some ideas for you...
I think it's a feat in Complete Arcane (or Complete Mage).
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Old 01-27-2010, 09:53 PM   Top  -  End  -  #23
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I think it's a feat in Complete Arcane (or Complete Mage).
It was based on the feat, Spell Thematics, from several places. However, I changed the mechanics somewhat from the actual feat (namely, that the Aspect of Power Spell Thematics doesn't give you anything mechanically, is exists as pure flavor). The actual feat makes your spells harder to identify and lets you designate certain spells as "thematic" and cast them at +1 CL.

I wanted the Aspects of Power to be all flavor, almost no mechanics, since that way diversity is encouraged instead of number crunching.
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Old 01-27-2010, 09:55 PM   Top  -  End  -  #24
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Cool so it displays strange visual effects to mask the type of spell being cast, or what?
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Old 01-27-2010, 09:56 PM   Top  -  End  -  #25
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Cool so it displays strange visual effects to mask the type of spell being cast, or what?
You pick a theme for your spells, like skulls, flaming, light, dark, etc.

Your spells gain aspects of your theme.
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Old 01-27-2010, 10:00 PM   Top  -  End  -  #26
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You pick a theme for your spells, like skulls, flaming, light, dark, etc.

Your spells gain aspects of your theme.
At your whim, to be super technical. Basically, let's say a level 3 Magister selects Spell Thematics. He then picks a theme (lets use "lightning"). Anytime he casts any spell at all, he can replace it's normal visual effects with something lightning-y. If it was obelisk, the obelisks might be made of solid sheets of lightning. If it was bash, his melee weapon might be wreathed in lightning bolts. These visuals don't mechanically DO anything, but look sweet.
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Old 01-27-2010, 10:13 PM   Top  -  End  -  #27
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Hmm mechanics wise... useless, roleplay wise... Awesome! It would add character to you spellcaster and the theme chosen could say things about a person. (Crushing Obelisk of skulls doesn't scream friendly merlin-type wizard)
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Old 01-27-2010, 10:21 PM   Top  -  End  -  #28
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Hmm mechanics wise... useless, roleplay wise... Awesome! It would add character to you spellcaster and the theme chosen could say things about a person. (Crushing Obelisk of skulls doesn't scream friendly merlin-type wizard)
That's the idea. ^_^

Also, I have spells of every level except 6th and 8th up, and I edited those feats into the first post.
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Old 01-27-2010, 10:27 PM   Top  -  End  -  #29
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Default Re: The Magister [3.5 Base Class, PEACH, WIP]

Why would you ever want to cast a Diminished Wildest Dreams? It still costs a crapload, so I see no point to casting the weaker version.
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Old 01-27-2010, 10:31 PM   Top  -  End  -  #30
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Why would you ever want to cast a Diminished Wildest Dreams? It still costs a crapload, so I see no point to casting the weaker version.
I don't think I've ever seen you post a positive thing ever, but most of time you have some good advice.
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