Magician (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Aleolus

03-12-08, 05:39 PM
I've got a couple possibilities for this. I'll put up the code for it after I find out which one people like best. Both are 10 levels, spellcasting classes.

Version 1:
Prerequisites: Able to cast 2nd level Arcane spells

Traits:
d4 Hit Die
4+Int skill points
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis)

Class Features:
Weapon and Armor proficiencies: A Magician gains no new weapon or armor proficiencies

Spells: At every odd-numbered level, you gain an increase to caster level, spells per day, and spells known (if applicable), as though you had gained a level in the arcane spellcasting class to which you had belonged to before becoming a Magician. If you belonged to more than one arcane spellcasting class before becoming a Magician, you must choose which class to apply this benefit to, and cannot thereafter change your decision.

Typical Magery: Upon entering the Magician class, you loose access to most spell schools, as you focus on a small number. Magicians may only prepare and cast spells of the Conjuration, Divination, Enchantment and Illusion schools. You may still use spell completion and spell trigger items of the other schools, such as wands and scrolls.
If a spontanious caster, such as a Sorcerer, gains a level of Magician, and they know spells not of the proper schools, they may trade those spells for spells of the appropriate schools.

Spell Mirror: Magicians are masters of remembering the exact gestures and vocalizations nessicary to cast spells. Whenever a Magician succeeds on a Spellcraft check to identify as spell being cast, he may, on his next turn, make a Sleight of Hand check (DC 15+the spell level), to cast the same spell, so long as it is of a level you would normally be able to cast. If the check succeeds, then the base spell is copied. Only the base spell is copied, not any metamagic feats applied to it, though you may apply any metamagic feats you know to it.

Evasion: At level 4, a Magician gains Evasion as an Extraordinary ability. See the Rogue ability of the same name.

Bonus Feats: At third, sixth, and ninth levels, a Magician gains bonus feats from the Wizard bonus feat list, so long as he qualifies for it normally.

Improved Evasion: At seventh level, a Magician gains Improved Evasion. See the Rogue ability of the same name.
Aleolus

03-12-08, 05:50 PM
Second version:

Prerequisites:
This class must be taken as an individual's Sixth character level, and the character must have at least one level which grants arcane spellcasting ability.

D4 hit die
4+int
Class list: Same

Weapon and Armor proficiencies: No new

Spell Power: At first level, a Magician recieves a +1 bonus to his effective caster level when casting spells of the Conjuration, Divination, Enchantment or Illusion schools. At 4th level, this bonus increases to +2, and at 8th level it increases to +3.

Full spellcasting, Arcane only

Spell Indelling: At each odd-numbered level, a Magician chooses one spell that they can cast normally. They loose the ability to use that spell as a spell, but gain the ability to use that spell as a Spell-like ability three times per day. While material components and focuses are unneeded, you still have to pay any XP cost associated with the spell, and spells with costly material components instead cost double the GP cost of the material in XP.

(this version essentially gives the character 5 spell-like abilities that they can use three times per day, and 10 caster levels, 13 for Conjurations, Divinations, Enchantments and Illusions)