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| Half_Dragon_Infernal02-18-08, 11:21 PM | Here is a master of magic in it's purest: Pure Magician You can’t use pure magic, but you can come close There is Divine magic, pure magic channeled through deities. There is Arcane magic, pure magic channeled through elements. And then there is pure magic, the energy of the multi-verse. Pure magicians seek to come as close to using pure magic as they can, through the least amount of mediums. Usually, pure magicians work together, but occasionally bitter rivalries develop between pure magicians. BECOMING A PURE MAGICIAN Since Pure Magic is neither arcane nor divine, pure magicians come from all spellcasting classes. Wizards are especially drawn to this class, with their love of knowledge. Clerics, although able to qualify, sacrifice much of their divine power in advancing this prestige class. Clerics of Boccob usually take this class to further their knowledge of magic. ENTRY REQUIREMENTS To qualify to become a Pure Magician, a character must fulfill all the following criteria: Skills: Knowledge (the planes), Knowledge (Arcana, Religion, or Nature) 10 ranks, 10 ranks, Spellcraft 10 ranks (EDIT: Second knowledge part was added, minimum ranks increased from 9 to 10.) Spellcasting: Able to cast spells of up to 3rd level. Special: Taught about the essence of magic by a pure magician Class Skills A Pure Magician’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any, taken individually) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha) Skills Points at Each Level : 4 + int EDIT: 2 + int Hit Dice: d4 BAB Fort Ref Will Abilities Spellcasting 1. +0 +0 +0 +2 True Magic (0, 1st, 2nd) +1 level of existing spellcasting class 2. +1 +0 +0 +3 Pure Magic Apprentice +1 level of existing spellcasting class 3. +1 +1 +1 +3 True Magic (3rd, 4th) +1 level of existing spellcasting class 4. +2 +1 +1 +4 Pure Magic Adept +1 level of existing spellcasting class 5. +2 +1 +1 +4 True Magic (5th, 6th) +1 level of existing spellcasting class 6. +3 +2 +2 +5 Pure Magic Master +1 level of existing spellcasting class 7. +3 +2 +2 +5 True Magic (7th, 8th) +1 level of existing spellcasting class 8. +4 +2 +2 +6 Pure Magic Grandmaster +1 level of existing spellcasting class 9. +4 +3 +3 +6 True Magic (9th) +1 level of existing spellcasting class 10.+5 +3 +3 +7 Pure Magic Enlightener - Weapon Proficiencies: Pure Magicians gains no new weapon or armor proficiencies. True Magic: Pure Magicians learn how to purify their magic of unnecessary mediums, at a cost. A Pure Magician adds one of the following effects to any spell he casts. The price for this blessing is that whenever a Pure Magician casts a spell, there is a 10% chance the pure magic goes uncontrolled, and an effect as if a rod of wonder was targeted at the caster. This effect is only to spells of the appropriate level, I.E. A 6th level wizard/4th level Pure Magician would only add one of the following effects to any spell of 4th level or lower. Spell is cast as if by a caster 1 level higher Change energy type to any other Apply any meta-magic feat you know with a one level lower spell-slot Change spell from a cone to twice the distance of a line, or vice-versa Effect one extra target in a single-target spell Pure Magic Apprentice: Gain one extra spell slot of your 2nd to highest spell level Pure Magic Adept: Gain one spell you know of 3rd level or lower as a spell like ability, 3/day Pure Magic Master: Apply an extra effect from the True Magic list to spells 5th level and lower. Pure Magic Grandmaster: Your spells are harder to resist due to the pure magic in them increasing their save DC's by 5 Pure Magic Enlightener: Gain the ability to, 3/day, recast any spell you already cast earlier that day. Also, gain the ability to add an extra effect to any spell you know from the True Magic list. (Up to 3 for 5th level and lower, 2 for 6th and up). EDIT: Recast is up to 6th level only. |
| Half_Dragon_Infernal02-19-08, 07:36 PM | Hello? What do people think? :bump: |
| Half_Dragon_Infernal02-20-08, 07:23 PM | :bump:. Why will no one comment? :weep: Is it overpowered? Yes or no? PLEASE COMMENT! |
| Half_Dragon_Infernal02-23-08, 10:34 AM | :bump: no one is commenting! :weep: |
| Nilbog02-23-08, 11:52 AM | Cool. It may be a little high-powered (especially the +5 to DCs), I'm horrible at judging balance. Possibly replace one of those abilities with a free Eschew Materials feat, and another with the ability to skip using divine focuses? Seems like that would fit the flavor better than tons of power boosts. |
| Half_Dragon_Infernal02-23-08, 12:09 PM | I doubt the bonus things would be horribly unbalanced. Plus, you have to be a pretty high level to get the ability, Pure Magic Grandmaster. |
| StevenO02-23-08, 02:24 PM | OVER POWERED. You keep begging for comments and you may get told what you don't want to hear. Now why is it overpowered? What does a wizard give up taking this class? Two bonus feats and familiar abilities. What does a Sorcerer give up? Familiar abilities again and a few more skill points to meet the skill requirement. The skill requirements for the class are a joke; spellcraft is already useful which means those 9 ranks in Know(planes) must be less than nothing to make up for the additional 20 skill points this class would award beyond the spellcasting standard of 2 per level. True Magic just seems like an excuse to power up spells with the threat (or boon) of adding a 2ed Wild Magic like effect. The Pure Magic abilities are just gravy. You may not give the last level any spellcasting but the PM Enlightener letting you recast spells makes up for lost spell slots in addition to adding more power to the PM abilites which are already overly strong. Also note that with post #2 (and then because if it post #3) you are bumping a thread more than once in a 48 hour period which goes against the CoC. |
| Half_Dragon_Infernal02-23-08, 02:45 PM | Thanks for letting me know it was overpowered. I picked up D&D with 3.5, so i don't know what you mean by the 2nd edition wild magic. I'll try and weaken it. I'll reduce the skill, and weaken the enlightener. |
| StevenO02-23-08, 07:24 PM | If you do make changes and choose to edit them into the original post don't "lose" everything that was already there. It makes it possible to track a homebrew's evolution and keeps any discussion relevant. I for one hate it when someone changes their class and then the question gets asked "Why is that ability too strong? It looks fine to me." because they don't realize an ability has changed. A general rule about spell advancing PrCs: Ask yourself "what does class X REALLY give up to enter this class and how does it compare to what they get back." |
| Half_Dragon_Infernal02-23-08, 08:35 PM | Thanks for the tips. I'll make the changes. |
| Half_Dragon_Infernal03-01-08, 09:55 PM | Any more improvements? :bump: |
| Half_Dragon_Infernal03-05-08, 06:20 PM | This is the second to last bump until someone else talks! |
| Kuros8104-06-08, 05:27 PM | I have to agree with StevenO, this class is not even remotely balanced. The problem is True Magic. Hell, True Magic is so good, you don't even need the other feats, provided you have a +1 spellcasting progression. Let's take a look: Spell is cast as if by a caster 1 level higher Change energy type to any other Apply any meta-magic feat you know with a one level lower spell-slot Change spell from a cone to twice the distance of a line, or vice-versa Effect one extra target in a single-target spell I like some of these. But the last one has to go. 'Effect one extra target in a single-target spell.' So my wizard can now Discern Location as a two-fer with a mere 10% fail chance? Because with spells like that, I just have to cast within a cleared 100ft firing range to avoid Rod of Wonder nastiness. What else would I ditch? Pure Magic Grandmaster: Your spells are harder to resist due to the pure magic in them increasing their save DC's by 5 Increase DCs by 5? You know, the feats give you a +1 DC to a single school. You've just given a feat that duplicates a headband of INT +10. Dump it. Or limit a DC increase by 1 for true magic infused spells only. But even that is a little powerful. Remember that they altered archmage to get rid of its DC pumps because it was considered too much. Pure Magic Enlightener: Gain the ability to, 3/day, recast any spell you already cast earlier that day. Also, gain the ability to add an extra effect to any spell you know from the True Magic list. (Up to 3 for 5th level and lower, 2 for 6th and up). EDIT: Recast is up to 6th level only. Okay, so I see you've limited this a bit. Note that a pearl of power allows you to recast once more an ability you've already cast. A pearl of power for 6th level spells is worth 49k gp. And its not overpriced. I'd love for my 17th level character to have that pearl of power! You want to limit this more. Pure Magic Adept: Gain one spell you know of 3rd level or lower as a spell like ability, 3/day Dump it. I'd also make this class harder to get into. You've got enough skills, now put in a feat or two. I like that you have to be at least 7th level to get into this class, because its very powerful! |