Magiter (3.5e Race)

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Author: the bluez in the dungeon (talk)
Date Created: 22/06/2023
Status: Complete
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Magiter

Born out of living magic, these humanoids hold incredible prowess over the arcane. Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.

Personality

Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.

They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.

Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.

Physical Description

Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.

Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.

Relations

Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.

Common people usually refer to them as anglerfolk.

Alignment

Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.

Lands

They usually live in dark, damp places, such caves, especially coastal or underwater, or in the Underdark. They are not amphibious nor breath water, so they need to have fresh air. They are quite primitive, living in mud huts, or stone buildings.

Religion and Society

They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.

They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.

Language

They are strangely proficient in multiple languages, such as Common, Aquan and Undercommon, which enrich their oral tradition. They also learn languages customary for their neighbours.

Names

Their names are very similar to sahuagin's names, usually in Aquan or Undercommon.

Racial Traits

  • +2 Intelligence or +2 Wisdom or +2 Charisma: Magiters have strong minds, which can develop in numerous ways.
  • Humanoid (Magiter) 
  • Medium: As a Medium creature, a magiter has no special bonuses or penalties due to its size.
  • Magiter base land speed is 30 feet.  
  • Arcane Skill: They gain a racial +2 to Use Magic Device checks, and can use the skill even if untrained. 
  • Dispelling Weakness: Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as dispel magic or break enchantment) they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an antimagic field, unless they force through, suffering the aboved described damage. Failing the save against mage's disjunction outright slays them, disintegrating them, while passing it only deals half the damage, as described above. 
  • Natural Caster: Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher. 
  • Magic Spark (Su): They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit. 
  • Tinge of Magic (Sp): As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the Tinge of Magic feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).
  • Automatic Languages: Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran
  • Bonus Languages: Any, except secret ones
  • Favored Class: Any arcane caster
  • Level Adjustment: +0
  • Effective Character Level: 1

Racial Options

Feats

  • Magic Surge: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.

Pathfinder

In Pathfinder games they also have .

Alternate Racial Features

Facts about "Magiter (3.5e Race)"
Authorthe bluez in the dungeon +
Effective Character Level1 +
Favored ClassAny arcane caster +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments+2 Intelligence or +2 Wisdom or +2 Charisma +
RatingUndiscussed +
SizeMedium +
SubtypeMagiter +
SummaryBorn out of living magic, these humanoids hold incredible prowess over the arcane. +
TitleMagiter +
TypeHumanoid +