Caelistis (3.5e Campaign Setting)/Classes/Magi

Magi
===Magi=== "What is it like, you ask? It has taken me months to discover, but I shall show you in seconds."

The Magi are the elite spellcasters of Caelistis. Whereas Clerics learn to cast spells to further the ideals of their deity, Magi are tasked with exploring the possibilities of magic. They manipulate their magic with finesse, they let their power come crashing against foes in miraculous displays of might.

===Playing a Magi=== ====Playing a Magi====

The abilities Magi get are focused around using spells and defending against them. Their ability to lower the increase to spell level from a few metamagic feats is very powerful-- It allows them to more easily manipulate the magic they use. The bonus metamagic feats they get means that they can use their normal feats on improving other aspects of spellcasting. Many choose to focus on one particular school with their feats, while others take reserve feats or devotion feats to expand their abilities without using up spell slots.

Races: Humans and Elves have the most disposition towards the ways of the Magi, and trying to learn more about magic rather than simply using it. Orcs, dwarves, and other races with a more martial or pragmatic bent tend to care less about how magic works and more about simply using it.

Alignment: Magi can be of any alignment, though many tend towards a form of neutrality in order to focus more on the "how" than the "why".

Starting Gold: 6d4 x 10 gp

Starting Age: As Wizard.

====Class Features==== =====Class Features=====

All of the following are class features of the Magi.

Weapon and Armor Proficiency: Magi are proficient with all simple weapons. Magi are proficient with light and medium armor.

Prayerbook: A Magi casts spells by preparing them from a prayerbook. Any divine spell may be added to a prayer book, whether from the Cleric, Druid, or even Shugenja lists. The divine insight that allows a Magi to spontaneously learn new spells upon leveling, however, restricts them to only choosing from the cleric list for those choices. Preparing spells from a prayerbook takes 30 minutes of meditation and prayer.

To add a cleric spell to the prayerbook, the Magi must spend 10 minutes per spell level and expend magical unguents worth 10 gp per level of the spell, along with expending a scroll of the new spell. Adding a spell from a different spell list required 30 minutes per spell level, 50 gold per spell level, and again to expend a scroll of the new spell. If any spells are instead copied from another Magi's prayerbook, then scrolls need not be used, and the spells written in the second prayerbook remain completely intact.

A Magi may use another Magi's prayerbook to prepare spells, but unless the prayerbook's original owner is present, a DC 25 Spellcraft check must be made to decipher each spell.

Spells: A Magi begins play with a number of spells in their prayerbook equal to 3 + INT bonus chosen from the cleric spell list. At each level, the character learns 3 more spells of any level they can cast that are also chosen from the cleric spell list. To cast a spell, a Magi must have an Intelligence score of 10 + Spell Level. For example, to cast Bull's Strength, a level 2 spell, the character must have at least 12 INT. The DC of any spell cast is 10 + Spell Level + INT modifier.

Divine Manifest: While Clerics show their unique connection to the gods through their domain powers and spells, Magi have a slightly different ability. They gain a unique familiar, similar to that of a wizard, based on a single domain of their choosing or the diety they worship. While many of the creatures function mechanically the same, they often look different and unique to each Magi.

No matter the shape of the Manifest, it has a number of HD equal to your Magi level for the purpose of determining what can affect it, and a number of hitpoints equal to 1/2 yours or equal to your INT score, whichever is higher. Unless otherwise states, Manifest that resemble animals use those stats.

If a Divine Manifest is destroyed, the Magi who owned it gets a -1 penalty to caster level. If this penalty would reduce their caster level below 1st, then they instead lose the ability to cast spells beyond orisons. This penalty lasts for 24 hours, after which the Magi may take part in a 2-hour-long prayer to be granted another Manifest. The Manifest comes to life beside the Magi, usually in a flash or a puff of smoke.

Scribe Scroll : Magi gain the Scribe Scroll feat for free at first level.

Divine Inspiration : At 2nd level, a Magi gains a +2 competence bonus on Spellcraft and Knowledge skill checks.

Spell Thematics : Once a Magi reaches 3rd level, they gain the ability to spontaneously alter already prepared spells as according to several Spell Thematics. These add descriptors to the spell, sometimes even changing (or adding) schools of magic. This ability can be used a number of times equal to 3 + Wisdom modifier, as a free action while casting a Magi spell. A thematic may also be added to a spell when it is prepared, allowing it to be effected by metamagic feats is would not normally be applicable for. At 3rd level, a Magi may choose 3 Thematics from the first list. At every 3 levels past 3rd, a Magi gains another Thematic of the appropriate level, or 2 of the previous level. Any Thematic that calls for a saving throw uses the DC the spell it is applied to would use. Unless otherwise noted, all effects add to the base of the spell. If Thematic adds a school that the spell was not originally, then it is now dual-school. You cannot apply more than one Thematic to a single spell. The Thematic effects can only come into effect when the target is at least partially affected by the original spell. They can only receive this damage once per casting of the spell; for instance, a Fire Themed Hold Person will deal 2d6 points of fire damage to the target when the spell is cast if they fail the save, but will not deal damage the following turns. If they make the save, they are not affected by the Hold Person effect, and thus will not take fire damage either.

Magi's Insight : Upon reaching third level, a Magi's ability to use magic separates from that of a cleric. They now count as an arcane caster with a caster level of their Magi level minus two for the purpose of qualifying for feats.

Spellgrace : At 4th level, a Magi gains a +1 bonus on all saving throws against spells and spell-like abilities. At 9th level, and again at 15th and 19th, this ability increases to a maximum of +4 at 19th level.

Bonus Metamagic Feat : Every 5 levels, a Magi may select any metamagic feat for which he has the prerequisites.

Metamagic Specialization : Upon reaching 8th level, a Magi gains the ability to reduce the cost of using a metamagic feat. Select a Metamagic feat the Magi knows and is capable of applying to his spells already. From now on, the increase to spell level caused by that metamagic feat is lowered by 1 plus 1/4 the Magi's Wisdom Bonus. At 12th level, select another feat, and one metamagic feat you've specialized in is reduced by another 1 spell level (including the one you just selected, if applicable). This happens again at 16th and 20th level. You can never bring the increase caused by a metamagic feat below +0.

Thematics List
3rd Level
 * Fire Thematic: When applied to a spell, the school changes to include Evocation and it gains the Fire descriptor.  If it would deal damage, the damage type is changed to fire.  If it would not normally deal damage, each creature (or object) targeted with the spell takes 1d6 fire damage per spell level in addition to its normal effects.
 * Lightning Thematic: As Fire thematic, but adding the Electric descriptor instead and dealing electricity damage.
 * Ice Thematic: As Fire thematic, but adding the Cold descriptor instead and dealing cold damage.
 * Fearful Thematic: When applied to a spell, the school changes to include Necromancy and gains the Fear and Mind-Affecting descriptors.  On a failed save, the targets of the spell are shaken for a number of turns equal to the level of the spell.  This effect is applied after any other effects of the spell and cannot be combined with another effect to worsen an enemy past shaken.
 * Bolstering Thematic: When applied to a spell, the school changes to include Abjuration.  When the spell is cast on a creature, that creature gains temporary hitpoints equal to the spell's level, which last for an hour per Magi level.  These hitpoints are lost before actual hitpoints, and the effect ends should they be removed before the duration would expire.

6th Level
 * Positive Thematic: When applied to a spell, the school changes to include Conjuration (Healing).  If the effect would normally channel negative energy, it instead channels positive energy, thus healing the living and harming undead.  If it would not normally channel negative energy, then it heals 1d4 points per spell level to living or deals that much to undead.
 * Negative Thematic: When applied to a spell, the school changes to include Necromancy.  If the effect would normally channel positive energy, it instead channels negative energy, thus healing undead and harming the living.  If it would not normally channel negative energy, then it heals 1d4 points per spell level to undead or deals that much damage to the living.
 * Acid Thematic: When applied to a spell, the school changes to include Conjuration (Creation) and it gains the Acid descriptor.  If it would deal damage, it now deals half acid damage.  If it would not normally deal damage, it deals 1d6 acid damage per spell level in addition to its normal effects.
 * Screaming Thematic: When applied to a spell, the school changes to include Evocation and it gains the Sonic descriptor.  Any creature affected by the spell must make a fortitude save or be deafened for a number of rounds equal to the spell level.
 * Blinding Thematic: When applied to a spell, the school changes to include Evocation and it gains the Light descriptor.  Any creature affected by the spell must make a fortitude save or be blinded for a number of rounds equal to the spell level.
 * Strengthening Thematic: When applied to a spell, the school changes to include Transmutation.  Any creature targeted by the spell gains a +2 Enhancement Bonus to Strength for a number of rounds equal to the spell level.

9th Level
 * Sonic Thematic: When applied to a spell, the school changes to include Evocation and it gains the Sonic descriptor.  If it would deal damage, the type is changed to sonic damage and it deals 1 less damage per die (this can lower the die roll to zero).  If it would not normally deal damage, it instead deals 1d4 points of sonic damage in addition to its normal effects.
 * Dooming Thematic: When applied to a spell, the school changes to include Necromancy.  Any creature affected by the spell must make a Will save or take a penalty to all saving throws equal to the Magi's Wisdom modifier for a number of turns equal to the spell's level.
 * Protecting Thematic: When applied to a spell, the school changed to include Abjuration.  Any creature targeted by the spell gains a resistance bonus to all saves equal to the spell level for a number of rounds equal to the Magi's class level.

12th Level
 * Force Thematic: When applied to a spell, the school changes to include Evocation and it gains the Force descriptor.  If it would deal damage, it now deals half force damage.  If it would not normally deal damage, it now deals 1d4 points of force damage per spell level in addition to its normal effects.
 * Nauseating Thematic: When applied to a spell, the school changes to include Necromancy.  Any creature affected by the spell must make a Fortitude save or be Nauseated for a number of rounds equal to the spell level minus 2.
 * Vigorous Thematic: When applied to a spell, the school changes to include Transmutation.  Any creature targeted by the spell gains Fast Healing equal to the level of the spell that last for a number of turns equal to the spell level.
 * Enervating Thematic: When applied to a spell, the school changes to include Necromancy.  Any creature affected by the spell must make a Fortitude save or gain 1 negative level for a number of rounds equal to the spell level.
 * Shielding Thematic: When applied to a spell, the school changes to include Abjuration.  Any creature affected by the spell gains a shield bonus to AC equal to the spell level for a number of rounds equal to the Magi's class level.

15th Level
 * Stunning Thematic: When applied to a spell, the school changes to include Enchantment and it gains the Mind-Affecting descriptor. Any creature affected by the spell must make a Will save or be stunned for a number of rounds equal to the half the Magi's Wisdom modifier (minimum 1).
 * Frightening Thematic: When applied to a spell, the school changes to include Necromancy, and it gains the Fear and Mind-Affecting descriptors.  Any creature affected by the spell must make a Will save or be frightened for a number of rounds equal to the level of the spell.

18th Level
 * Destroying Thematic: When applied to a spell, the school changes to include Transmutation.  Any creature affected by the spell takes 1d0 untyped damage per spell level.
 * Combined Thematic: When applying this Thematic to a spell, you may choose two Thematics of 6th or 3rd level that you know, applying them both to the spell.  If they would both change the damage type, it is now both types.  Otherwise, if one effect would cancel out the other, select one of the effects and disregard the other.