Aegiomancer (PEACH) [Archive] - Wizards Community

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wjliii3

03-17-08, 11:32 PM
Aegiomancer

The wizard is a powerful force; spells of unspeakable devastation are at his fingertips. But for all that, he is frail, easily harmed, and unable to withstand great damage. The Aegiomancer makes it his path to keep himself from that danger. He is the master of protection. In his home, he is untouchable, bathed in wards and protections. Even when he leaves, he carries with him a shield that is nearly as powerful. Above all else, the Aegiomancer is protected.
Hit Die: d4

Requirements
To qualify to become an Aegiomancer (Aeg), a character must fulfill all the following criteria.
Spellcasting: Ability to cast 9th-level arcane spells, knowledge of the spells permanency, contingency, guards and wards, trap the soul, and knowledge of one spell of the abjuration school from each level, in addition to those listed.
Skills: Spellcraft 20 ranks, Knowledge (arcana) 20 ranks.
Feats: Spell Focus (Abjuration), Greater Spell Focus (Abjuration), Attune Gem
Special: Must have a sanctum location chosen and prepared (see below).

Class Skills
The aegiomancer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int Mod

Class Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Sanctum +1 level of existing class
2nd +1 +0 +0 +3 Spell mantle 1, sanctum perception +1 level of existing class
3rd +1 +1 +1 +3 Unbreakable defense +2 +1 level of existing class
4th +2 +1 +1 +4 Efficient warding, spell mantle 4 +1 level of existing class
5th +2 +1 +1 +4 Escape, empower sanctum +1 level of existing class
6th +3 +2 +2 +5 Unbreakable defense +4 +1 level of existing class
7th +3 +2 +2 +5 Spell mantle 8 +1 level of existing class
8th +4 +2 +2 +6 Efficient creation +1 level of existing class
9th +4 +3 +3 +6 Unbreakable defense +6 +1 level of existing class
10th +5 +3 +3 +7 Ward mastery, spell mantle 12 +1 level of existing class


Class Features
Spellcasting: At each level, the aegiomancer gain new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane spellcasting class before coming an aegiomancer, he must decide what class to add each level for the purpose of determining spells per day, caster level, and spells known.
Sanctum: Before a character can take a level in Aegiomancer, he must have a properly prepared sanctum. This is a single building of any size, traditionally, but not necessarily, a tower, which he has cast guards and wards on. If his intended sanctum is larger than the area guards and wards can cover, he must cast it enough times that his entire sanctum is protected by it. In addition, he must have prepared 4 gems costing at least 1000 gp each, and one costing at least 2000 gp, to serve as his warding foci. Preparing these foci costs him 6000 gp total, 480 XP, and takes 6 days. The gems, as part of the preparation process, are inserted into the wall. This process can be performed at any time, but until the character becomes an aegiomancer, its only tangible results are that whenever the character is anywhere in his intended sanctum, he can touch any surface, and the gems will emerge beneath his hand. Once the foci are in place, and guards and wards has been cast, the character must perform a ritual to complete the process, wherein he must remain in his sanctum for a week, during which time he is unable to cast spells, as all of his magical energy is being placed within the structure. For as long as the ritual is being performed, guards and wards is not deactivated due to its duration ending. Once the ritual is finished, guards and wards becomes permanent, without the usual XP cost. At this point, the character is an aegiomancer.
If he wishes, however, he may further improve his sanctum. Any spell that can be made permanent on an object or area (see Player’s Handbook, page 260) that he casts within his sanctum becomes part of his sanctum's ward, and can be suppressed, reactivated, and dispelled at will, so long as he is touching the warding focus master gem (the more expensive gem). If he casts permanency on one of those spells, and it is dispelled at any point, he may restore it by spending one-half of the original XP cost for making it permanent. If he has the Persistent Spell metamagic feat, he may cause the spell to reactivate immediately after being dispelled.
Spell mantle (Su): An aegiomancer, through his intense magical studies, has uncovered the lost art of the spell mantle, protective magics used first by the elves in times long forgotten. The spell mantle is an intricate weave of magical energy that can support a wide variety of protective magics. Upon reaching 2nd level, the aegiomancer may spend 10 minutes and spell slots totaling 10 levels to weave a spell mantle around himself. In order to place a spell on the mantle, he must sacrifice one spell slot of the level required to cast it. The spell is then permanently active on him, at his caster level. Adding a spell in such a way is a ritual requiring 1 minute/spell level of uninterrupted solitude. Any spell in his mantle can be suppressed and reactivated as a free action, but a spell that has just been suppressed cannot be reactivated one the same round. He can, at any time, remove a spell from his mantle to regain use of the spell slot. If the spell has a sacrifice cost, as seen in the Book of Exalted Deeds, the character receives that cost as if he had rolled the highest possible result, and any ability damage incurred in this way persists as long as the spell remains in the mantle. The list of spells he may place on a mantle is found below. At second level, this mantle can hold a total of 1 spell level (0-level spells count as ½). At 4th level, it can hold 4 levels total, increasing to 8 at 7th level, and finally 12 at 10th level.
Sanctum perception (Su): At 2nd level, as long as the aegiomancer is touching the master focus, he has a constant range of perception that covers his entire sanctum, allowing him to see and hear as normal all parts of the area. If he wishes, he may cast any spell that alters his senses (such as darkvision, arcane sight, or true seeing) into the foci, and make it permanent, paying the usual cost. If he does, that effect is active on his sanctum perception.
Unbreakable defense (Ex): At 3rd level the aegiomancer reaches a new understanding of the theories of protective magics. His newfound understanding of their workings grants all spells on the list below +2 on the DC of any dispel check. This bonus increases by 2 every three levels.
Efficient warding (Su): At 4th level, the connection between an aegiomancer and his sanctum has developed further, allowing him to draw upon its power to lessen the drain of casting his spells. When he casts permanency on any spell, its XP cost is only half of normal (rounded down). In addition, when a spell which has been made permanent inside the boundaries of the sanctum is dispelled, the ½ XP cost reduction is determined from this new cost, for a total of ¼ the amount listed in the Player’s Handbook.
Escape (Su): At 5th level, the aegiomancer may expend one of his daily 9th level spells and spend one day to cast a complex spell over his sanctum. After he does so, he is able to, as a swift action, sacrifice one prepared spell of 6th level or higher to instantly teleport himself to a predetermined location in his sanctum. This ability requires a somatic or verbal component (character’s choice). If he is on the Astral, Ethereal, or Shadow Plane, the spell sacrificed must be of 7th level or higher. If he is on any of the Inner Planes (Fire, Water, Earth, Air, Positive Energy, Negative Energy), it must be 8th level or higher, and if he is on an Outer Plane, it must be 9th level. Dimensional anchor and similar effects cause this ability to fail and the spell slot to be wasted. If the character has the Sudden Still or Sudden Silent metamagic feat, it may be applied to this ability as if it were a spell.
Empower sanctum (Su): At 5th level, the aegiomancer has devised a new method of making his sanctum safe: powering it with souls. He may, in a ritual requiring 1 day, replace any of his warding foci, starting with the master focus, with a gem containing the soul of a creature imprisoned by trap the soul or a similar effect. Changing the gems in this manner does not remove any spells previously cast into them, that magic is stored in whatever gems are not being removed during the ritual. The creature trapped in this manner must have a CR equal to or greater than his character level at the time he reached 5th level of aegiomancer, and must be a Dragon, Elemental, or Outsider creature type. While within his sanctum, he gains the following abilities according to the number of gems he has replaced in this manner:

1 soul: All spells cast at +1 caster level
2 souls: Eschew Materials as a bonus feat
3 souls: All spells of 6th level or lower silent, as the feat, without spell level adjustment
4 souls: All spells of 6th level or lower still, as the feat, without spell level adjustment
5 souls: All spells of 6th level or lower quickened, as the feat, without spell level adjustment

In addition, if any of the creatures trapped this way had a subtype descriptor, such as [Fire], [Evil] or [Electricity], all spells with that descriptor add +1 to their save DCs. This bonus does not stack with itself (for example, imprisoning a Fire Elemental and a Red Dragon in two separate gems will still give the aegiomancer only +1 to fire spells), and if a creature has two or more subtypes, only one can be applied to this effect, chosen by the character at the time of casting. The creature imprisoned in the master focus does not count for this effect.
Efficient creation (Su): An 8th level aegiomancer has honed his abilities in building magical items to a superior degree, in order to create defenses for his sanctum. When crafting a magic item, he may choose to use the sanctum’s energies in addition to his own to empower it. If he does so, he pays no XP cost, and the item is now part of his sanctum’s ward, and can be completely controlled by way of the warding foci (That is, constructs can be controlled and items with use-activated abilities can be activated). However, the created item cannot move more than 100 ft. from the sanctum, or it becomes an inanimate object once more. If the magicless item is returned to the sanctum, it is not restored, but its physical form remains, which, for constructs, results in a reduction in gp cost to create a new one.
Ward Mastery (Su): At 10th level, the aegiomancer has achieved a complete symbiosis with his sanctum, and has complete control over the sanctum’s wards from anywhere in the multiverse. In addition, while touching the master focus, he can bolster the wards with his own power. If a dispel is cast on any part of the ward, he may spend any number of prepared spells to add their total spell level to his ward’s dispel DC. If Mordenkainen’s disjunction is cast on any part of his wards, he may spend 9 spell levels to counter it, making a counterspell check as usual, though he can sacrifice additional spell levels to add +1 per three levels sacrificed to his roll.
If he has made permanent any spells affecting an area within his sanctum, he may spend a full minute of concentration to move that spell to a different location. He may also alter the dimensions, up to the parameters defined in the spell. For example, if he had previously blocked a 10-foot wide and 10-foot high corridor with a wall of force, he may choose to move that wall to his great hall and make it 20 feet high and 40 feet long, so long as he does not exceed the 1 10-foot square/level limit.
Lastly, he can enhance the power of his sanctum once more by replacing the souls with new, more powerful ones. The new souls must be of CR greater than or equal to his character level at the time he reached his 10th level of aegiomancer, and he must once again replace the master focus first. He gains Ignore Material Component as a bonus feat, as well as those listed below. The abilities from empower sanctum are not lost, but they do not stack with those listed below. The abilities gained are as follows:

1 soul: All spells of 9th level or lower silent, as the feat, without spell level adjustment
2 souls: All spells of 9th level or lower still, as the feat, without spell level adjustment
3 souls: All spells of 9th level or lower quickened, as the feat, without spell level adjustment
4 souls: All spells cast at +2 caster level, character gains +3 insight bonus to AC and all saves
5 souls: Character gains one bonus spell per day of each level he can cast

In addition, the subtype descriptor bonus is now increased to +2, and applies only to the new souls.

Aegiomancer Ward Spells

0 – Resistance
1st – Drug Resistance2, Ectoplasmic Armor6, Feather Fall, Ironguts7, Mage Armor, Protection from [Alignment], Resist Planar Alignment8, Shield, Twilight Luck1,
2nd – Blur, Luminous Armor1, Mirror Image, Protection from Arrows, Resist Energy, Shadow Mask7, Unheavened2
3rd – Avoid Planar Effects8, Brilliant Emanation1, Displacement, Glacial Globe of Invulnerability5, Greater Mage Armor3, Nondetection, Pheiran’s Resolve1, Protection from Energy, Repelling Shield4, Reverse Arrows7
4th –Glacial Ward5, Greater Luminous Armor1, Hell’s Power2, Ice Shield5, Lesser Globe of Invulnerability, Otiluke’s Resilient Sphere, Stoneskin, Sunmantle1
5th – Bigby’s Interposing Hand, Duelward3, Lesser Ironguard7, Planar Tolerance8, Sicken Evil1
6th – Globe of Invulnerability, Mislead, Prismatic Aura4, Repulsion, Starmantle1
7th – Energy Immunity3, Energy Absorbtion4, Greater Glacial Ward5, Greater Ironguard7, Planar Bubble8
8th – Iron Body, Mind Blank, Otiluke’s Telekinetic Sphere, Protection from Spells, Sympathy
9th – Blinding Glory1, Foresight, Prismatic Sphere

1 Denotes a spell from the Book of Exalted Deeds
2 Denotes a spell from the Book of Vile Darkness
3 Denotes a spell from the Complete Arcane
4 Denotes a spell from the Complete Mage
5 Denotes a spell from Frostburn
6 Denotes a spell from the Libris Mortis
7 Denotes a spell from Magic of Faerun
8 Denotes a spell from the Planar Handbook


So there it is. This is mostly a class for NPCs, as evidenced by its power being mostly rooted in being stationary, though I suppose a creative campaign could use it for a PC. Anyone have any suggestions? Perhaps other spells to add to the list? Thanks.
wjliii3

03-21-08, 03:49 AM
No one?

Ah well