Difference between revisions of "Weave Incarnate (3.5e Prestige Class)"

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(Becoming a Weave Incarnate)
(Becoming a Weave Incarnate)
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{{3.5e Prestige Class Prereqs
 
{{3.5e Prestige Class Prereqs
|alignment= any
 
|race= any
 
 
|skills= Spellcraft 15 ranks, Knowledge (Arcane) 15 ranks
 
|skills= Spellcraft 15 ranks, Knowledge (Arcane) 15 ranks
 
|feats= Any three metamagic feats,
 
|feats= Any three metamagic feats,
 +
 
|spellcasting= Ability to cast spontaneously 7th level arcane spells, or spells from 5 schools of at least 5th level
 
|spellcasting= Ability to cast spontaneously 7th level arcane spells, or spells from 5 schools of at least 5th level
 
}}
 
}}
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|special3=Weave Alteration
 
|special3=Weave Alteration
 
|special4=Weave Alteration
 
|special4=Weave Alteration
|special5=Weave Alteration
+
|special5=Weave Alteration, One with the Weave
 
|skillpoints=2
 
|skillpoints=2
 
|skills=  
 
|skills=  
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'''{{Anchor|Spells}}:''' To cast a particular spell, you must have an Charisma score of at least 10 + the spell's level.  Your bonus spells are based on your Charisma.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Charisma bonus (if any). You cast spells as a Sorcerer does.
 
'''{{Anchor|Spells}}:''' To cast a particular spell, you must have an Charisma score of at least 10 + the spell's level.  Your bonus spells are based on your Charisma.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Charisma bonus (if any). You cast spells as a Sorcerer does.
  
'''{{Anchor|Powers Known}}:''' You begin play knowing X <-class name-> powers of your choice.  Each time you achieve a new level, you unlock the power of a new power.  You can manifest any power that has a power point cost equal to or lower than your manifester level.
 
 
The total number of powers you can manifest in a day is limited only by your daily power points.
 
 
You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.
 
 
The Difficulty Class for saving throws against <-class name-> powers is 10 + the power's level + your <-abbreviated relevant ability-> modifier.
 
 
Your powers known at each level do not increase automatically after 10th level.
 
 
You choose your powers from the following list (Exception: The [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] feats allow you to learn powers from the lists of other classes.):
 
 
1st&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
2nd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
3rd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
4th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
5th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
6th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
7th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
8th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
9th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
'''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power you can learn at this level.
 
 
To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.
 
 
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->.
 
 
<-Lather, rinse...->
 
 
<-... repeat as necessary.->
 
 
'''{{Anchor|Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.
 
 
The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->. 
 
 
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->
 
 
====Ex-<-pluralized class name->====
 
 
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class.->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION
 
====Playing a <-class name->====
 
  
'''Combat:''' <-Typical role in combat->
+
''{{Anchor|Bonus Metamagic Feat}} At 1st level the Weave Incarnate may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it.
  
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->
+
'''{{Anchor|Accumulation of Magic}}:''' By focusing on deepening her natural talent with Weave, magic itself starts pulling into existence of Weave Incarnate. She gains a pool of power which can be used to empower metamagic rather than normal caster capabilities. Per each level in this class, character gains 1 point of Weave Power which can be used to lower spell level increase due to applying metamagic by one per point spent.  
  
'''Resources:''' <-What kind of assistance members of this class can expect from each other, including possible organizations.->
+
'''{{Anchor|Weave Alteration}}:''' Weave Incarnate focuses on specific way of changing the Weave. She can choose any of the following abilities:
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
+
Expanded Knowledge:
====<-pluralized class name-> in the World====
+
Choose a  two spells up to one level lower than the highest-level spell you can cast from any class's spell list. You can add these spells to the spell list of the same arcane spellcasting class to which you added your increased spellcasting ability at that level.
  
{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}
+
Metamagic Mastery:
 +
Choose one of possessed metamagic feats. Applying it to any spell lowers increase in spell level by one (to a minimum of +1).
  
<-Where characters of this class fit in a d20 world->
+
Spell Mastery:
 +
Choose one spell known. Applying metamagic feats to it lowers spell level increase for each feat by one (to a minimum of +1).
  
'''NPC Reactions:''' <-How NPCs react to characters of this class->
+
Favored by Magic Beasts:
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
+
This ability functions as Extra Familiar Feat.
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
+
Mastery of Counterspelling:
====<-class name-> Lore====
+
When the Archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
  
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
Mastery of Elements:
 +
The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
  
{| class="zebra d20"
+
Mastery of Shaping:
|+ <-the appropriate skills->
+
The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
! DC || class="left" | Result
 
|-
 
| 11 || class="left" | <-not so common knowledge->.
 
|-
 
| 16 || class="left" | <-rare information->.
 
|-
 
| 21 || class="left" | <-very rare information->.
 
|-
 
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.
 
|}
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
+
Spell Power:
====<-pluralized class name-> in the Game====
+
This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.
  
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
+
Metamagic Feat:
 +
Weave Incarnate may select any metamagic feat instead of Weave Alteration powers. She must meet any prerequisites for a feat in order to select it.
  
'''Adaptation:''' <-Fitting this class in your campaign->
+
Item Creation Feat:
 +
Weave Incarnate may select any item creation geat instead of Weave Alteration powers. She must meet any prerequisites for a feat in order to select it.
  
'''Sample Encounter:''' <-DM placement for NPC of this class->
+
'''{{Anchor|One with the Weave}}:''' Weave Incarnate became somehow a part of Weave itself and cannot be separated from it.
 +
First, all spells Weave Incarnate casts are much harder to resist and dispel as they are imbued by the Weave itself. DC of all spells are increased by 1. Dispel DC of her spells is increased by 2. All permanent spells cast by her cannot by dispelled, though successful dispel check stops effect of such spells for 1d6+1 rounds.
  
''EL <- whatever ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->
+
Next, she gain the power to rejuvenate their spent magic. Once per day per class level, by focussing for 1 minute (10 consecutive full round actions) she may regain a spent 1st level spell slot. For every additional consecutive minute that she focuses she can increase the level of the regained slot, to a maximum of the highest level she can cast in the spellcasting class that she has advanced with Weave Incarnate levels, minus one.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
  
 +
Finally she gains a feat that may be changed each time she recover their spells. This feat must be an Item Creation or Metamagic feat. Also, each day she may pick one item creation or metamagic feat she possess (either from this feature or any other feat slot) and either reduce all item creation costs (gold, time, and XP) by 25% (this does not stack with other cost reduction methods) or reduce the spell level increase by 1, to a minimum of 0.
 
----
 
----
 
{{3.5e Prestige Classes Breadcrumb}}
 
{{3.5e Prestige Classes Breadcrumb}}

Revision as of 21:10, 1 July 2020

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Author: Norithus (talk)
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An Archmage-like class for those who pursue mastery in metamagic.

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Spontaneous Arcane Spellcasting Full


Weave Incarnate

Those all powerful bookworms are so proud of their knowledge in Art even though Weave was never part of them. Nut Weave can be understood innately, to the point of becoming one with It.
—Mage becoming transcendent being

Beings, which Weave is part of, can acquire some kind of unity with It. By doing so all spells known are seen just as clay, able to change shape however They please.

Becoming a Weave Incarnate

Those innate spellcasters who seek increasing their freedom in manipulating the Weave can focus their growth in power on their heritage. That allows to deepen the knowledge of how their are connected with Art and thus increase their capibilities to the point of becoming the Weave themselves.

Entry Requirements  
Skills: Spellcraft 15 ranks, Knowledge (Arcane) 15 ranks. 
Feats: Any three metamagic feats,. 
Spellcasting: Ability to cast spontaneously 7th level arcane spells, or spells from 5 schools of at least 5th level.

Table: The Weave Incarnate

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Bonus metamagic feat, Accumulation of Magic
2nd +1 +0 +0 +3 Weave Alteration
3rd +1 +1 +1 +3 Weave Alteration
4th +2 +1 +1 +4 Weave Alteration
5th +2 +1 +1 +4 Weave Alteration, One with the Weave

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis).

Class Features

All of the following are class features of the Weave Incarnate.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spontaneous spellcasting class before becoming a Weave Incarnate, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spells: To cast a particular spell, you must have an Charisma score of at least 10 + the spell's level. Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Charisma bonus (if any). You cast spells as a Sorcerer does.


Bonus Metamagic Feat At 1st level the Weave Incarnate may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it.

Accumulation of Magic: By focusing on deepening her natural talent with Weave, magic itself starts pulling into existence of Weave Incarnate. She gains a pool of power which can be used to empower metamagic rather than normal caster capabilities. Per each level in this class, character gains 1 point of Weave Power which can be used to lower spell level increase due to applying metamagic by one per point spent.

Weave Alteration: Weave Incarnate focuses on specific way of changing the Weave. She can choose any of the following abilities:

Expanded Knowledge: Choose a two spells up to one level lower than the highest-level spell you can cast from any class's spell list. You can add these spells to the spell list of the same arcane spellcasting class to which you added your increased spellcasting ability at that level.

Metamagic Mastery: Choose one of possessed metamagic feats. Applying it to any spell lowers increase in spell level by one (to a minimum of +1).

Spell Mastery: Choose one spell known. Applying metamagic feats to it lowers spell level increase for each feat by one (to a minimum of +1).

Favored by Magic Beasts: This ability functions as Extra Familiar Feat.

Mastery of Counterspelling: When the Archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.

Mastery of Elements: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.

Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.

Metamagic Feat: Weave Incarnate may select any metamagic feat instead of Weave Alteration powers. She must meet any prerequisites for a feat in order to select it.

Item Creation Feat: Weave Incarnate may select any item creation geat instead of Weave Alteration powers. She must meet any prerequisites for a feat in order to select it.

One with the Weave: Weave Incarnate became somehow a part of Weave itself and cannot be separated from it. First, all spells Weave Incarnate casts are much harder to resist and dispel as they are imbued by the Weave itself. DC of all spells are increased by 1. Dispel DC of her spells is increased by 2. All permanent spells cast by her cannot by dispelled, though successful dispel check stops effect of such spells for 1d6+1 rounds.

Next, she gain the power to rejuvenate their spent magic. Once per day per class level, by focussing for 1 minute (10 consecutive full round actions) she may regain a spent 1st level spell slot. For every additional consecutive minute that she focuses she can increase the level of the regained slot, to a maximum of the highest level she can cast in the spellcasting class that she has advanced with Weave Incarnate levels, minus one.

Finally she gains a feat that may be changed each time she recover their spells. This feat must be an Item Creation or Metamagic feat. Also, each day she may pick one item creation or metamagic feat she possess (either from this feature or any other feat slot) and either reduce all item creation costs (gold, time, and XP) by 25% (this does not stack with other cost reduction methods) or reduce the spell level increase by 1, to a minimum of 0.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Article BalanceHigh +
AuthorNorithus +
Base Attack Bonus ProgressionPoor +
Class AbilitySpontaneous Arcane Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Diplomacy +, Intimidate +, Knowledge +, Profession +, Ride +, Search +, Spellcraft + and Spot +
Skill Points2 +
SummaryAn Archmage-like class for those who pursue mastery in metamagic. +
TitleWeave Incarnate +
Will Save ProgressionGood +