Spellmaster

Emperor Xan's picture

Spellmaster

Who needs weapons crafted by the flesh when those of the mind are stronger and never dull? Have not the planes taught us that the mind is infinitely more valuable than the flesh when belief shapes all? The life of the spell master may seem easy and unchallenging, but few can muster up the dedication needed to forego weaponry and armor and still embark on the road of adventure.

The spellmaster requires intensive study that keeps characters with their noses buried in ancient tomes while they eat, walk, or ride. The intensity of their study habits exceeds those of the wizard, nearly eclipsing all other aspects of life. To the spellmaster, magic is life; it is more precious than the air itself.

Adventures: Spellmasters conduct themselves with rigorous discipline and maintain a strict regimen. Before starting out, a spellmaster researches the goal and prepares a plan full of contingencies based off of earlier research. Spellmasters know they are vulnerable to physical attacks, which is why they plan ahead; forewarned is forearmed. Spellmasters tend to seek out knowledge and resources to further their studies. Most see other goals as base and therefore beneath their cerebral pursuits.

Characteristics: The spellmaster's only strength lies in magic. Anything else is a result of the drive for more knowledge. Spellmasters gain new insights into the workings of magic, which leads to new spells, as their experience with the arts grows. Spellmasters also learn how to shape their spells to their whim to cause a greater effect, to extend their reach, or to increase some other aspect of their repertoire of spells.

The Spellmaster

Level

Base Attack

Fort

Ref

Will

Special

Spells Per Day

 

 

Bonus

Save

Save

Save

 

0

1

2

3

4

5

6

7

8

9

 

1

+0

+0

+0

+2

Summon familiar, Scribe Scroll

4

2

-

-

-

-

-

-

-

-

 

2

+0

+0

+0

+3

 

5

3

1

-

-

-

-

-

-

-

 

3

+1

+1

+1

+3

 

6

4

2

-

-

-

-

-

-

-

 

4

+1

+1

+1

+4

Bonus feat

6

5

3

1

-

-

-

-

-

-

 

5

+1

+1

+1

+4

 

6

6

4

2

-

-

-

-

-

-

 

6

+2

+2

+2

+5

 

6

6

5

3

1

-

-

-

-

-

 

7

+2

+2

+2

+5

Bonus feat

6

6

6

4

2

-

-

-

-

-

 

8

+2

+2

+2

+6

 

6

6

6

5

3

1

-

-

-

-

 

9

+3

+3

+3

+6

 

6

6

6

6

4

2

-

-

-

-

 

10

+3

+3

+3

+7

Bonus feat

6

6

6

6

5

3

1

-

-

-

 

11

+3

+3

+3

+7

 

6

6

6

6

6

4

2

-

-

-

 

12

+4

+4

+4

+8

 

6

6

6

6

6

5

3

1

-

-

 

13

+4

+4

+4

+8

Bonus feat

6

6

6

6

6

6

4

2

-

-

 

14

+4

+4

+4

+9

 

6

6

6

6

6

6

5

3

1

-

 

15

+5

+5

+5

+9

 

6

6

6

6

6

6

6

4

2

-

 

16

+5

+5

+5

+10

Bonus feat

6

6

6

6

6

6

6

5

3

1

 

17

+5

+5

+5

+10

 

6

6

6

6

6

6

6

6

4

2

 

18

+6/+1

+6

+6

+11

 

6

6

6

6

6

6

6

6

5

3

 

19

+6/+1

+6

+6

+11

Bonus feat

6

6

6

6

6

6

6

6

6

4

 

20

+6/+1

+6

+6

+12

 

6

6

6

6

6

6

6

6

6

6

 

Spellmasters can choose to specialize in one school of arcane magic, but due to their already intensive studies and foregoing of one school of magic to begin with, specialized spellmasters are rare.

Alignment: Any lawful. Given the rigors of study and self-discipline, spellmasters must be lawful.

Religion: Spellmasters take a happenstance approach to religion. Given their intensive studies, spell masters usually neglect their religious needs. While they respect the deities of their chosen faith, they are too aloof in their pursuit of knowledge to regularly worship them. As such, many choose to worship deities like Boccob.

Background: Spellmasters know their peers exist, but are usually too busy to pay any real attention to them past their apprenticeship. Spellmasters will associate with other spellmasters based on their common bonds via the magical arts. Spellmasters gathered in institutional settings are very aware of their peers, but again are more aloof concerning matters outside their cluster of buildings commonly frequented. Since they are so intent on their studies and detest being disturbed, many have learned to hide in out-of-the-way locations to avoid as much notice as possible. Most spellmasters have ran away as children to hide while they escaped chores to read new books.Races: Human spellmasters are more intense than their non-human peers. This would seem to be at odds with the spellmaster's patient nature. Humans are diverse in their reasons for becoming spellmasters, but the intensity never seems to waver.

 Elves are drawn to magic for its inherent beauty. Elven spellmasters differ from elven wizards in the same manner that an artist differs from a scholar. While they still appreciate magic's inherent beauty, elven spellmasters seek to uncover the the physics of magic.

Gnomes can become spellmasters, but most are too focused on illusions to care about the other schools. Gnome spellmasters who specialize in illusions work to expand the school's number of spells, which gnome illusionists thoroughly appreciate. Thus, gnome spellmasters are a highly respected group amongst their race.

Half-elves disillusioned by humanity's violent nature and elvish smugness sometimes turn to the spellmaster as a way to escape. As spellmasters, half-elves can forego weaponry and bury themselves so deeply in their books, they can all but ignore their heritage. Half-elves are by far the strongest spellmasters given their drive to immerse themselves in their work.

Dwarves and halflings rarely become spellmasters. Few can forego their cultural upbringings as deeply as needed to be a spellmaster. Those that wish to become practitioners of magic normally become wizards. Half-orcs almost never become spellmasters; it requires too much patience and intellect for their tastes.

Other Classes: Spellmasters willingly hire on with other classes. They are ineffective in melee combat, but they can help their fellows from a safe distance. Spellmasters get along with all the classes, but find they enjoy the company of monks, who share their sense of self-discipline and commitment to their chosen arts.

Factions: Spellmasters may be found in any nonchaotic faction. More often than not, the spellmasters are commonly found in the Fraternity of Order.

Game Rule Information

 

Spellmasters have the following game statistics.

Abilities: Intelligence determines how powerful a spell a spellmaster can cast and how hard it is to resist. Spellmasters have the same rules as wizards concerning spellcasting in that they must memorize spells in order to cast them. High Dexterity is a good thing for spellmasters since they can't wear armor. A good Constitution score is also useful for spellmasters since they're somewhat lacking in the hit point department.

 

Alignment: Any lawful.

Hit Die: d4.

 

Class Skills

The spellmaster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Hide (Dex), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

 

Skill Points at 1st Level: (2 + Int modifier) x 4.

Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

All of the following are class features of the spellmaster.

Weapon and Armor Proficiency: Spellmasters have no skill with any weapon except the dagger. They can't wear armor and are barred from learning combat-oriented skills and feats (save those dealing with magic), or any weapon or armor proficiency.

Spells: Spellmasters must prepare their spells in advance in the same manner as wizards.

Bonus Languages: Spellmasters follow the same rules as wizards.

Familiar: A spellmaster summons a familiar in the same manner as a sorcerer.

Scribe Scroll: Spellmasters start with this bonus item creation feat.

Bonus Feats: Spellmasters gain a bonus feat every three levels after the first (4th, 7th, 10th, etc.). This feat must be an item creation feat, metamagic feat, or Spell Mastery (described on page 54 of the Player's Handbook).

Spellbook: Spellmasters must prepare their spells from a spellbook. Each day, the spellmaster must spend an hour studying his or her spellbook in the same manner as wizards.

Starting Funds: 3d4 x10gp.

 

Ex-Spellmasters

A spellmaster who becomes nonlawful cannot gain new levels, but retrains all spellmaster abilities previously gained.

Spellmasters cannot multiclass. This is due to their intense levels of study. If a spellmaster were to multiclass, the character would become a wizard of the equivalent level. All abilities gained would be retained, but the character would progress as a wizard from that point forward.

Eco-Mono's picture
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Namer
Joined: 2004-05-10
Just a better Wizard

One must remember when creating a class like this that the system is balanced to assume that the earliest a particular spell can be learned is ((spell level*2)-1)th level. This class gets every spell level 1 level early, and has more spells-per-day and feats than the Wizard.

There's some serious rebalancing needed here.

Eternal Zzyx's picture
Offline
Namer
Joined: 2004-11-15
Just a better Wizard

I think LegatoX is right, it is way overpowered, I mean what is its drawback, being lawful is no problem, no weapons or armor? big deal, you have access to some very powerfull magic very quickly the only problem I can see is getting to level two without beeing killed...

Emperor Xan's picture
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factotums
Joined: 2004-06-29
Just a better Wizard

This class is overpowered as opposed to the number of spells Clerics have access to?

Gerzel's picture
Offline
factotums
Joined: 2004-05-10
Just a better Wizard

'Emperor Xan' wrote:
This class is overpowered as opposed to the number of spells Clerics have access to?

Yes. Clerics have a different spell list and they are really the most powerful base class themselves.

LegatoX's picture
Offline
Namer
Joined: 2005-01-30
Just a better Wizard

So, by being lawful the wizard just becomes more powerful than a normal wizard. Isn't it just a no brainer to be this class instead of a wizard if you are going to be lawful?

I don't think it's anything special. It's a wizard that gets all his higher level spells quicker with no drawback other than "has to be lawful" and lose one school (most wizards don't cast spells from every school). It just seems like an excuse to get better spells quicker and is perfect for the "power gamer".

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