| Raiderrpg |
The tower/chest was more or less an idea to fill dead levels; if anyone has a really good replacement, toss it at Elghinn, if he likes we'll work it in place of >:3
A fun fact- the prestiges are set up almost perfectly for sorcerers (less spells, sure, but they do boost skill use through the roof in exchange), though as a GM I might force them to have the appropriate item at-hand to use the prestige abilities themselves ;3
| Oceanshieldwolf |
Well I think the "secret/visitable vanishing extra-D spaces" is actually thematic, both in popular culture and in grognardia - pretty sure Leomund and Mordenkainen could squirrel away if needed. So there isn't any real problem or critique with the chest ot tower per se, more just personal preference that they... disappear. Then again, this class isn't really my cup of rabbit so I'll butt out.
Very well done guys, I think you've managed to capture the quintessence of the Magician, the pop-culture Illusionist, Prestidigitator, the... Prestige...
Ooh! Archetypes? Alternate Classes? Fakirs and Brujos? Slightly Sinister Carnival Magicians?
| Raiderrpg |
Oh double crap, not OSW too!
Nothing to see here, folks, move along, just coralling my fellow MCP'ers... Where'd I put that stop sign...
*CLANG! THWACK! ZOP! BOPPO! ADAM WEST SOUND REEL! BLOOD SPLATTER!*
-----
All jokes aside, thanks, OSW. It took a fair bit of work to get it up this way- it's good to know the flavor suits you.
A little secret I don't think Elghinn caught onto- when we were working on this guy, I considered what Jack Snipe from Erfworld might be able to do, the ol' foolamancer :P May he rest in peace- and not get Decrypted by Wanda <_<;
| Goth Guru |
Great, now I have to dig through all this rules mush to find the decent stage magician. :p
Really, extra dimensional spaces can be individualized a lot more than you think. You could have a carnivorous chest of holding like I designed for The Cleaves. Any other magic container placed inside is incorporated, space and contents. I think a bag of devouring would be hurt and would pull back to the main body.
| +5 Toaster |
Oh double crap, not OSW too!
Nothing to see here, folks, move along, just coralling my fellow MCP'ers... Where'd I put that stop sign...
*CLANG! THWACK! ZOP! BOPPO! ADAM WEST SOUND REEL! BLOOD SPLATTER!*
-----All jokes aside, thanks, OSW. It took a fair bit of work to get it up this way- it's good to know the flavor suits you.
A little secret I don't think Elghinn caught onto- when we were working on this guy, I considered what Jack Snipe from Erfworld might be able to do, the ol' foolamancer :P May he rest in peace- and not get Decrypted by Wanda <_<;
(hiding behind bush)
| Elghinn Lightbringer |
Sure. Here!
Prestige fixes.
AMULET PRESTIGE
Amulet of Truth (Ex): At 1st level, you add 1/2 your magician level to all Knowledge (arcana), Knowledge (planes), and Perception skill checks.
CLOAK PRESTIGE
Cloak of Concealment (Ex): At 1st level, you add 1/2 your magician level to all Disguise, Escape Artist, and Stealth skill checks.
WAND PRESTIGE
Wand of Enchantment (Ex): At 1st level, you add 1/2 your magician level to all Disable Device, Perform, and Sleight of Hand skill checks.
Hat Prestige was fine.
| Elghinn Lightbringer |
Oh. Then be specific. I hate having to reformat everything when I don't need to.
When the word “magician” is spoken, the first thing that often comes to mind is an image of the consummate entertainer who performs simple tricks of sleight of hand and deception to the delight of children and adults alike. However, there are those who take their prestigious acts to new heights by incorporating powerful illusion spells to mislead those nearby. A true magician employs a special bonded item to enhance his magic, obtain additional spells, and gain powerful new abilities. Magicians are masters of illusions, intrigue, and subterfuge, allowing them to pass by their foes unnoticed or catch their enemies unaware. The main source of their power is their illusions, using them to hide themselves or others from sight, project terrifying images to frighten the masses, or create distractions in hopes of gaining victory over their enemies. Whether it is vanishing from sight, reading another’s fortune, influencing the mind, or pulling the proverbial rabbit from his hat, the magician is a terrific addition to any party in search of a cunning and useful ally.
Role: Magicians seek to perfect their skills in sleight of hand and deception, as well as increase the potency and believability of their vast array of illusory magic. Most magicians spend long hours researching illusion magic, and therefore exhibit a propensity towards patience, mental strength, and creativity. They are often tricksters by nature, and are often found in the company of those who share their inclination for entertainment or exhibit a rakish demeanor, and therefore get along well with bards and rogues, though alchemists and summoners often enjoy their company for eclectic reasons.
Alignment: Any.
Hit Dice: d8.
Class Skills: The magician’s class abilities are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (all) (Int), Lingusitics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: The magician is proficient with all simple weapons. A magician is not proficient with armor or shields. Armor interferes with a magician’s gestures, which can cause his spells with somatic components to fail.
Spells: A magician casts arcane spells drawn from the magician spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a magician must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magician’s spell is 10 + the spell level + the magician’s Charisma modifier.
A magician can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Magician. In addition, he receives bonus spells per day if he has a high Charisma.
A magician’s selection of spells is extremely limited. A magician begins play knowing four 0-level spells and two 1st-level spells of the magician’s choice. At each new magician level, he gains one or more new spells as indicated on Table: Magician Spells Known. (Unlike spells per day, the number of spells a magician knows is not affected by his Charisma score. The numbers on Table: Magician Spells Known are fixed.)
Upon reaching 5th level, and at every third magician level thereafter (8th, 11th, and so on), a magician can choose to learn a new spell in place of one he already knows. In effect, the magician “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level magician spell he can cast. A magician may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A magician learns a number of cantrips, or 0-level spells, as noted on Table: Magician Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Deceptive Intuition (Ex): A magician adds half his level to all Bluff and Sense Motive skill checks.
Prestige Focus: Each magician has a focus for his magic that grants him a bonded object, class skill bonus, spells, tricks, and other special abilities. This focus represents the magician’s training and study in a specific area of the arts of illusory magic. Regardless of the focus, this bond manifests in a number of ways as the magician gains levels. The magician must choose one prestige focus upon taking his first level of magician. Once made, this choice cannot be changed. Prestige focuses are described in detail hereafter.
At 1st level, the magician begins play with a bonded object at no cost. Objects that are the subject of arcane prestige must fall into one of the following categories: amulet, cloak, hat, or wand. These objects are always masterwork quality. If the object is an amulet, cloak, or hat, it must be worn to have effect, wands must be wielded. If a magician attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is an amulet, hat, or cloak, it occupies the neck, shoulder, or head slot accordingly.
A magician can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a magician with a bonded amulet must be at least 3rd level to add magic abilities to the wand (see Craft Wondrous Item feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the magician who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the magician rests to regain his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per magician level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A magician can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
In addition to this bonded item, a prestige focus grants the magician a number of additional powers and abilities. Prestige powers are gained at the levels indicated on Table: Magician, and are described in each individual arcane prestige’s description.
At 2nd level, and every four levels thereafter, a magician learns one prestige trick, chosen from a list specific to each arcane prestige. The magician must meet the prerequisites for these tricks.
At 3rd level, and every three levels thereafter, a magician learns an additional spell, derived from his arcane prestige. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
Illusion Resistance (Ex): At 2nd level, a magician becomes resistant to illusions in general. The magician gains a +2 bonus on Will saves against all illusion spells and spell-like abilities. This bonus increases to +4 at 5th level, and again to +6 at 8th level.
Extended Illusions (Su): Starting at 4th level, any illusion spell cast by the magician with a duration of “concentration” lasts a number of additional rounds equal to 1/2 his magician level after he stops maintaining concentration (minimum +1 round).
Illusory Pool (Su): At 4th level, a magician gains a reservoir of mystical arcane energy that he can draw upon to enhance his illusion spells. This illusory pool has a number of points equal to 1/2 his magician level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the magician rests for 8 hours to regain his spells.
A magician can expend points from his illusory pool to cast any illusion spell that he knows. An illusion spell cast in this way lasts for 1 minute or the spell’s duration, whichever is shorter. At 4th level, a magician can cast any illusion spell of up to 1st–level that he knows, and any illusion spell of each subsequent level every three levels thereafter, up to 6th level illusion spells at 19th level. This expends 1 illusory point per level of the spell. Spending the points and casting the spell requires an immediate action.
At 9th level, whenever a magician casts an illusion spell enhanced by a metamagic feat, he can spend points from his illusory pool to reduce the feats level increase modifier as an immediate action. For each point spent from his illusory pool, the level increase modifier of the enhanced spell is decreased by 1. A magician cannot reduce a metamagic feat’s level increase below 0. A magician can only reduce one enhanced illusion spell in this way at one time.
At 13th level, a magician can expend points from his illusory pool to make his illusion spells more difficult to resist. As an immediate action, a magician can spend 1 illusory point to increase the save DC of any illusion spell he casts by 1, up to a maximum of 3 points.
At 17th level, whenever the target of a magician’s illusion spells makes a successful saving throw against it, the magician can spend 3 illusory points to force the target to make a second saving throw as an immediate action. A magician can only do this once per casting.
Deep Pockets (Ex): Starting at 7th level, a magician has collected a number of items as well as lore, picking up small amounts of this or that throughout his travels. As a result, he may carry unspecified equipment worth up to 100 gp per magician level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the magician may dig through his pockets to retrieve an item he specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the magician can retrieve no more items until he refills her deep pockets by spending a few hours and an amount of gold to bring his total up to 100 gp per magician level.
In addition, if he takes 1 hour to pack his gear each day, he gains a +4 bonus to Strength to determine his light encumbrance. This does not affect his maximum carrying capacity. The efficient distribution of weight simply encumbers him less than the same amount of weight normally should. Finally, the magician gains a +4 bonus on Sleight of Hand checks made to conceal small objects on his person.
Magician’s Chest (Sp): At 11th level, a magician can hide a specially crafted chest on the Ethereal Plane and retrieve it at will. This chest is bonded to the magician and persists until he crafts a new one or is slain. This allows the magician to know whether his chest is being opened or tampered with while on the Ethereal Plane, and there is no cumulative chance of it being lost. At 16th level, he can choose to store his chest in his magician’s tower without any repercussions from the two extra-dimensional effects occupying the same space. A magician can only have one chest in existence at a time. This ability otherwise functions as the secret chest spell.
Magician’s Tower (Sp): At 16th level, a magician can conjure up an extra-dimensional tower on the Ethereal Plane and summon forth a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those the magician designates may enter the tower, and the portal is shut and made invisible behind him when he enters. The magician may open it again from his own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond and above. The atmosphere is clean, fresh, and warm.
The magician can create any tower floor plan he desires up to the effect’s limit of three 10-foot cubes per level. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the tower.
Since the tower can be entered only through its special portal, outside conditions do not affect the tower, nor do conditions inside it pass to the plane beyond. The magician can also store his chest in his tower if he so chooses. The magician’s tower persists until the magician is slain, and remains unchanged from the last time he entered it. The magician (and those he designates) can only enter the tower for 1 hour per two levels of the magician each day. These hours do not need to be consecutive, but they must be spent in 1-hour increments. This ability otherwise functions as the mage’s magnificent mansion spell.
Master Magician (Su): At 20th level, a magician can maintain an illusion spell he can cast for a 24 hour period or a number of hours equal to his Charisma modifier, whichever is shorter, once per day. If the spell has a longer duration, this ability has no effect. The magician can also make one illusion spell with a duration of “concentration” become permanent. He can have no more than one illusion made permanent in this way at one time. If the magician designates another illusion as permanent, the previous permanent illusion ends. In addition, a magician becomes completely immune to phantasm effects.
MAGICIAN SPELL LIST
Magicians gain access to the following spells.
0-Level Magician Spells—arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, read magic, touch of fatigue.
1st-Level Magician Spells—adjuring step, air bubble, alarm, animate rope, anticipate peril, burning hands, cause fear, charm person, color spray, delusional pride, disguise self, endure elements, enlarge person, feather fall, floating disk, grease, hypnotism, identify, illusion of calm, interrogation, jury-rig, lock gaze, mount, obscuring mist, polypurpose panacea, reduce person, shield, silent image, sleep, snapdragon fireworks, unseen servant, vanish, ventriloquism, vocal alteration.
2nd-Level Magician Spells—acid arrow, alter self, arcane lock, blur, darkness, darkvision, detect thoughts, enter image, fire breath, flaming sphere, fog cloud, glitterdust, ghostly disguise, gust of wind, gusting sphere, hideous laughter, hold person, hypnotic pattern, invisibility, levitate, locate object, knock, mad hallucination, minor image, mirror image, obscure object, pilfering hand, pyrotechnics, resist energy, rope trick, scare, shatter, whispering wind.
3rd-Level Magician Spells—blink, blood biography, clairaudience/clairvoyance, daylight, deep slumber, dispel magic, explosive runes, ghost wolf, invisibility sphere, lesser animate dead, lightning bolt, magic circle against chaos/evil/good/law, major image, marionette possession, nondetection, phantom steed, reckless infatuation, scrying, secret page, seek thoughts, shrink item, stinking cloud, suggestion, tongues, vision of hell, water breathing, wind wall.
4th-Level Magician Spells—baleful polymorph, bestow curse, confusion, detect scrying, dimension door, fire shield, fire trap, hallucinatory terrain, ice storm, invisibility (greater), lesser astral projection, lesser geas, minor creation, minor phantom object, phantasmal killer, protection from energy, resilient sphere, scrying, shadow conjuration, shout, solid fog, true form, wall of fire, wall of ice.
5th-Level Magician Spells—break enchantment, dream, feeble mind, getaway, life bubble, mage's private sanctum, magic jar, mislead, passwall, planar binding, prying eyes, secret chest, seeming, sending, shadow evocation, suggestion (mass), telepathic bond, teleport, treasure stitching.
6th-Level Magician Spells—analyze dweomer, cloak of dreams, dispel magic (greater), eyebite, forceful hand, freezing sphere, geas, globe of invulnerability, guards and wards, legend lore, permanent image, serenity, telekinesis, true seeing, veil.
Table: Magician
Base
Class Attack Fort Ref Will Spells per Day
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, deceptive intuition, prestige power 3 1 — — — — —
2nd +1 +0 +3 +3 Prestige trick, resist illusions +2 4 2 — — — — —
3rd +2 +1 +3 +3 Prestige power, prestige spell 4 3 — — — — —
4th +3 +1 +4 +4 Extended illusions, illusory pool 4 3 1 — — — —
5th +3 +1 +4 +4 Resist illusions +4 4 4 2 — — — —
6th +4 +2 +5 +5 Prestige spell, prestige trick 5 4 3 — — — —
7th +5 +2 +5 +5 Deep pockets 5 4 3 1 — — —
8th +6/+1 +2 +6 +6 Resist illusions +6 5 5 4 2 — — —
9th +6/+1 +3 +6 +6 Prestige power, prestige spell 5 5 4 3 — — —
10th +7/+2 +3 +7 +7 Prestige trick 5 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Magician’s chest 5 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Prestige spell 5 5 5 4 3 — —
13th +9/+4 +4 +8 +8 5 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Prestige trick 5 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Prestige power, prestige spell 5 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Magician’s tower 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Prestige spell, prestige trick 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Master magician, prestige power 5 5 5 5 5 5 5
PRESTIGE FOCUS
The prestige focuses listed hereafter are the only sources of power that a magician can draw upon. Unless otherwise noted, most sorcerers are assumed to have the wand prestige.
You are trained in the nebulous arts of divination, mind reading, and telling the fortune of those who seek your wisdom. By grasping your amulet, you can delve into the minds and memories of others, seek advice from the netherworld, and divine the purpose of magical artifacts from around the world.
Prestige Skill Focus: Knowledge (arcana), Knowledge (planes), and Perception.
Prestige Spells: identify (3rd), detect thoughts (6th), harrowing (9th), scrying (12th), telepathic bond (15th), true seeing (18th).
Prestige Tricks: You can choose from the Alertness, Combat Casting, or Skill Focus feats, or the Canny Observer*, Esoteric Scholar†, Hard to Fool*, Obfuscate Story‡, Steal the Story‡ rogue talents whenever you gain a prestige trick. At 10th level, you add the Rumormonger† and Thoughtful Reexamining advanced talents to the list of rogue talents you can choose. (*Advanced Player’s Guide, ‡Advanced Races Guide, †Ultimate Combat)
Prestige Powers: Divining magic and truth seeking are aspects of your arts that are deeply rooted within your heart. As you gain levels you become more adept at ferreting out the truth, obtaining guidance from true planar powers, and become increasingly less susceptible to the deceitful and insincere.
Amulet of Truth (Ex): At 1st level, you add 1/2 your magician level to all Knowledge (arcana), Knowledge (planes), and Perception skill checks.
Divining Sphere (Su): At 3rd level, you can bring into existence a transparent sphere of force about 6 inches in diameter that serves you as a magical scrying device as a standard action. While the orb is held, you can use it to perform an augury (as the spell) once per day, plus an additional time per day every five levels thereafter, to a maximum of four times per day at 18th level. At 10th level, this ability functions as the divination spell. At 16th level, this ability functions as the contact other plane spell. Peering into the sphere and receiving the results of the divination requires 1 minute regardless of the effect. A diving sphere remains for a number of rounds equal to his magician level + his Charisma modifier (minimum 1).
Mind’s Eye (Su): At 9th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your magician level + your Charisma modifier. You can use this ability for a number of rounds per day equal to your magician level. These rounds do not need to be consecutive.
Time of Reckoning (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. You can add your Charisma modifier to this save.
Limited Omniscience (Sp): At 20th level, you becomes a true master of the divining arts. Once per day, you can use foresight for a number of rounds per day equal to your magician level. These rounds do not need to be consecutive.
You are skilled in the subtle arts of concealment, evasion, and creating convincing illusions. With a flourished sweep of your cloak you can vanish and reappear in a puff of smoke, evade dangerous attacks, and create illusion images that inspire both fear and wonder in the minds of onlookers.
Prestige Skill Focus: Disguise, Escape Artists, and Stealth.
Prestige Spells: vanish (3rd), invisibility (6th), displacement (9th), shadow step (12th), teleport (15th), mislead (18th).
Prestige Tricks: You can choose from the Combat Casting, Deceitful, Skill Focus, or Stealthy feats, or the Fast Stealth, Quick Disguise*, or Shadow Camouflage rogue talents whenever you gain a prestige trick. At 10th level, you add the Master of Disguise* and Skill Mastery advanced talents to the list of rogue talents you can choose. The Shadow Camouflage rogue talent and Hide in Shadows advanced talent are described hereafter. (*Advanced Player’s Guide)
Shadow Camouflage (Ex): A magician can use the Stealth skill to hide in shadows. As long as he is within an area of dim light, a magician can hide himself from view. He cannot, however, hide in his own shadow.
Hide in Shadows (Su): A magician can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a magician can hide himself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Prestige Powers: Deceptive magic comes naturally to you, but as you gain levels you become increasingly adept at evading the senses of others through your own agility and illusory manifestation.
Cloak of Concealment (Ex): At 1st level, you add 1/2 your magician level to all Disguise, Escape Artist, and Stealth skill checks.
Illusory Evasion (Ex): At 3rd level, your talent for perceiving illusions allows you to avoid magical and physical attacks created by illusionary magic. You are granted an immediate Will saving throw against any illusionary attack, such as the claws of an illusionary dragon or a spellcasting wizard, or any illusion spell like shadow conjuration that grants a Will save to disbelieve the effect. If the saving throw succeeds, you take no damage. If the saving throw fails, you only take half damage. This ability functions only while you are conscious, not if you are unconscious of dead.
Vanishing Step (Su): At 9th level, you can use dimension door (as the spell) once per day as a move action. When you disappear, you leave behind a cloud of harmless gray smoke, appearing in a similar fashion at your destination anywhere within the range of the spell. This ability has a caster level equal to your magician’s level.
Master of Disguise (Sp): At 15th level, you can create an illusion that hides your appearance and any number of allies within 30 feet for as long as you concentrate plus 1 minute per magician level once you’ve stopped concentrating. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your magician level + your Charisma modifier. The rounds do not need to be consecutive.
Unseen Ensemble (Sp): At 20th level, you can cause a number of allies (including yourself) equal to your Charisma modifier to vanish (as the invisibility spell) once per day as a standard action. Each affected creature must be within 30 feet when the ability is activated. Unlike mass invisibility, each ally is affected as if by an individual invisibility spell. Thus, only an individual creature becomes visible if it chooses to attack, rather than the whole group.
You are trained in the art of matter manipulation, both living and nonliving, and the conjuring of creatures to serve as your allies. With the tip of your hat you can summon forth creatures, transform matter at its most basic elements, and cause objects to seemingly vanish into thin air, all to the delight of the audience.
Prestige Skill Focus: Craft, Escape Artist, and Spellcraft.
Prestige Spells: reduce person (3rd), levitate (6th), blink (9th), monster summoning IV (12th), fabricate (15th), fluid form (18th).
Prestige Tricks: You can choose from the Combat Casting, Magical Aptitude, Prodigy**, or Skill Focus feats, or the Charmer* or Peerless Maneuver* rogue talents whenever you gain a prestige trick. At 10th level, you add the Fast Tumble and Skill Mastery advanced talents to the list of rogue talents you can choose. (*Advanced Player’s Guide, **Ultimate Magic)
Prestige Powers: You are a consummate entertainer, fusing elegant performance, agility, and magic with panache. As you gain levels you master the ability to create and transform matter, and summon forth creatures at will.
Hat of Mysteries (Ex): At 1st level, you add 1/2 your magician level to all Craft, Escape Artist, and Spellcraft skill checks.
Summon Familiar (Sp): At 3rd level, you cast summon minor monster as a spell-like ability a number of times per day equal to your Charisma modifier. You can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).
Alternatively, you can use this ability to summon forth any single creature from the wizard’s list of familiars (see Familiars). When summoned, the creature functions in every way as a familiar appropriate for your level. You can choose to summon a different creature or the same creature each time you use this ability.
Gone in a Flash (Su): At 9th level, you can cause one item held in your hand to shrink and disappear from sight on command. The item can weigh no more than 20 pounds plus 2 pounds every two levels beyond 9th and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of your fingers, the item reappears. You can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of your hand that it cannot be seen. Spell durations are not suppressed, but continue to expire. If this effect is suppressed or dispelled, the stored item appears instantly. Any item stored in this manner is not subject to the Disarm or Steal combat maneuvers.
Creative Mind (Sp): At 15th level, you can cast major creation as a spell-like ability. You can have no more than one major creation active at a time. If you cast the spell again, the previous casting immediately ends. You can use this ability a number of times per day equal to 1/2 your magician level.
Monstrous Form (Sp): At 20th level, you can use monstrous physique IV as a spell-like ability for a number of rounds per day equal to your magician level. These rounds do not need to be consecutive. While the ability is in effect, you can change into a different form each round if you so desire as a swift, otherwise the initial activation of this ability requires a standard action.
You are trained in the art of enchanting the mind and skilled performances, all with a fair of magical showmanship. With the flick of your wand you can place creature under your control, implant mental suggestions, free others from bondage, or move objects across the room with a mere thought.
Prestige Skill Focus: Disable Device, Perform, and Sleight of Hand.
Prestige Spells: snapdragon fireworks (3rd), daze monster (6th), suggestion (9th), charm monster (12th), telekinesis (15th), geas/quest (18th).
Prestige Tricks: You can choose from the Combat Casting, Deft Hands, Prodigy**, or Skill Focus feats, or the Coax Information*, Convincing Lie†, Deft Palm†, Combat Swipe, Fast Fingers*, or Honeyed Words* rogue talents whenever you gain a prestige trick. At 10th level, you add the Skill Mastery advanced talents to the list of rogue talents you can choose. (*Advanced Player’s Guide, **Ultimate Magic)
Prestige Powers: You are a consummate entertainer, fusing elegant performance, agility, and magic with panache. As you gain levels you master the ability to create and transform matter, and summon forth creatures at will.
Wand of Enchantment (Ex): At 1st level, you add 1/2 your magician level to all Disable Device, Perform, and Sleight of Hand skill checks.
Fascinate (Ex): At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic performance ability, except the save DC is 10 + 1/2 your magician level + your Charisma bonus, and it lasts 1 round/level. You may use this ability once per day at 3rd level plus an additional time per day every five levels thereafter, to a maximum number of four times per day at 18th level.
Ranged Legerdemain (Su): At 9th level, you can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. You can only use this ability if you have at least 1 rank in the skill being used.
Telekinesis (Sp): At 15th level, you can use telekinesis as a spell-like ability for a number of rounds per day equal to your magician level. These rounds do not need to be consecutive.
Dominate Monster (Sp): At 20th level, you can use dominate monster as a spell-like ability, with a caster level equal to your magician level. This effect lasts for a number of minutes equal to your magician level.
| AinvarG |
I like the Magician's Chest and Tower, FWIW, but I'm not sure it's necessary to dictate a duration for the magician's allies' time in the tower. Two hours/level is already longer than a day when he first gets the ability, so it would appear that they can remain in the tower indefinitely.
Or am I misreading it?
| Elghinn Lightbringer |
I like the Magician's Chest and Tower, FWIW, but I'm not sure it's necessary to dictate a duration for the magician's allies' time in the tower. Two hours/level is already longer than a day when he first gets the ability, so it would appear that they can remain in the tower indefinitely.
Or am I misreading it?
While similar to Mage's Magnificent Mansion (and It appears we'll need to clarify some), and that the Magician's Tower is permanent, the magician (and allies) can only access the tower for 1 hour per two levels. i wanted a permanent abode for the magician to store things, etc., but not have it accessible for an unlimited period of time.