Difference between revisions of "Sorcery Traits for the GT Mage (3.5e Other)"

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'''Undead Mastery'''
 
'''Undead Mastery'''
''Path of Necromancy Mage 8, or Mage 15''
+
''Necromancer and Grade 3 spells, or Grade 6 spells''
 
When using a spell that allows you to control or create undead, the amount of undead you can create or control is increased by (Your Charisma bonus x your Caster Level).
 
When using a spell that allows you to control or create undead, the amount of undead you can create or control is increased by (Your Charisma bonus x your Caster Level).
  
 
'''Undead Minion'''
 
'''Undead Minion'''
''Path of Necromancy, or Mage 4''
+
''Necromancer, or Grade 2 spells''
 
You gain an Undead Minion as per the [[Publication:Unearthed_Arcana/Necromancer_Variants#Skeletal_minion|Skeletal Minion]] class feature, except it costs nothing to summon and it may be a human warrior skeleton or a human warrior zombie. Your Undead Minion has weapon and armor proficiencies as a fighter. If you have a Necromantic Creation feat that allows you to create additional types of undead with the [[SRD:Animate_Dead|''animate dead'']] spell, your undead minion may be of one of those types instead. The Undead Minion is always mindless (Int-)
 
You gain an Undead Minion as per the [[Publication:Unearthed_Arcana/Necromancer_Variants#Skeletal_minion|Skeletal Minion]] class feature, except it costs nothing to summon and it may be a human warrior skeleton or a human warrior zombie. Your Undead Minion has weapon and armor proficiencies as a fighter. If you have a Necromantic Creation feat that allows you to create additional types of undead with the [[SRD:Animate_Dead|''animate dead'']] spell, your undead minion may be of one of those types instead. The Undead Minion is always mindless (Int-)
  
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'''Necromantic Rituals'''
 
'''Necromantic Rituals'''
''Path of Necromancy or the Priesthood or Healer Mage 6, or Mage 12''
+
''Necromancer or Cleric and Grade 2 spells, or Grade 4 spells''
 
The mage may craft a necromancer's altar for 1000 gp and 8 hours of work, she may only a single altar at any time and may create another if her previous altar was destroyed or lost. A mage does not need to use material components when creating undead or resurrecting the dead within 30 feet of his altar. An altar is a large object with 100 hit point, 10 hardness and weighs 6 tons. The mage gains a +2 caster level bonus on his necromancy and healing spells while in a graveyard, cemetery, hospital, church, or burial/healing/worship site. If installed for at least 24 hours her necromancer's altar the caster level bonus increase to +4 while in proximity of his altar.  
 
The mage may craft a necromancer's altar for 1000 gp and 8 hours of work, she may only a single altar at any time and may create another if her previous altar was destroyed or lost. A mage does not need to use material components when creating undead or resurrecting the dead within 30 feet of his altar. An altar is a large object with 100 hit point, 10 hardness and weighs 6 tons. The mage gains a +2 caster level bonus on his necromancy and healing spells while in a graveyard, cemetery, hospital, church, or burial/healing/worship site. If installed for at least 24 hours her necromancer's altar the caster level bonus increase to +4 while in proximity of his altar.  
  
 
'''Improved Undead Minion'''
 
'''Improved Undead Minion'''
''Undead Minion, Path of Necromancy Mage 6 or Mage 10''
+
''Undead Minion''
 
The Undead minion's BAB improves one step (poor to average, average to good), its Fortitude save progression becomes good, and it gains the weapon, armor, and shield proficiencies of the Fighter class. The Undead gains the benefits all the Improved feats for various combat options (bull rush, disarm, feint, grapple, overrun, sunder, and trip) and the Improved Unarmed Strike, Power Attack, and Combat Expertise feats. It is treated as having these feats for the purpose of prerequisites.  
 
The Undead minion's BAB improves one step (poor to average, average to good), its Fortitude save progression becomes good, and it gains the weapon, armor, and shield proficiencies of the Fighter class. The Undead gains the benefits all the Improved feats for various combat options (bull rush, disarm, feint, grapple, overrun, sunder, and trip) and the Improved Unarmed Strike, Power Attack, and Combat Expertise feats. It is treated as having these feats for the purpose of prerequisites.  
 
If it already possesses a feat for one of the Improved combat options, the feat instead grants a +8 bonus instead of the usual +4 and ignores any size limitations (such as being unable to grapple creatures two or more size categories larger than you). If it has Improved Feint, it can feint as a swift action. If it already has Improved Unarmed Strike, it instead gains Superior Unarmed Strike ToB feat. If it already has Power Attack, it instead gains Heavy Power Attack. If it already has Combat Expertise, it instead gains Superior Expertise. This applies retroactively, even if it gains these feats at a later date. . Additionally it now retroactively gain feat as if it was a intelligent creature.
 
If it already possesses a feat for one of the Improved combat options, the feat instead grants a +8 bonus instead of the usual +4 and ignores any size limitations (such as being unable to grapple creatures two or more size categories larger than you). If it has Improved Feint, it can feint as a swift action. If it already has Improved Unarmed Strike, it instead gains Superior Unarmed Strike ToB feat. If it already has Power Attack, it instead gains Heavy Power Attack. If it already has Combat Expertise, it instead gains Superior Expertise. This applies retroactively, even if it gains these feats at a later date. . Additionally it now retroactively gain feat as if it was a intelligent creature.
  
 
'''Intelligent Undead Minion'''
 
'''Intelligent Undead Minion'''
''Undead Minion, Path of Necromancy Mage 6 or Mage 10''
+
''Undead Minion''
 
The Undead minion now gain all the benefits and bonuses of a [[SRD:Familiars|familiar]] as if you were a wizard of your class level and counts as a familiar for all purposes.  
 
The Undead minion now gain all the benefits and bonuses of a [[SRD:Familiars|familiar]] as if you were a wizard of your class level and counts as a familiar for all purposes.  
  
 
'''Zone of Desecration'''
 
'''Zone of Desecration'''
''Path of Necromancy or Mage 7''
+
''Necromancer or Grade 3 spells''
 
You radiate a [[SRD:Desecrate|''desecrate'']] effect out to a radius of (10ft x highest grade spell you have access to). If you have the Necromantic Rituals sorcery trait, the altar counts for the ''desecrate'' effect. At Mage level 10, you count as an altar, if your altar from Necromantic Rituals is also in your zone of desecration then the bonuses and penalties are tripled instead (–9 profane penalty on turning checks, +3 profane bonus and +3 hit points per HD for undead in the area).
 
You radiate a [[SRD:Desecrate|''desecrate'']] effect out to a radius of (10ft x highest grade spell you have access to). If you have the Necromantic Rituals sorcery trait, the altar counts for the ''desecrate'' effect. At Mage level 10, you count as an altar, if your altar from Necromantic Rituals is also in your zone of desecration then the bonuses and penalties are tripled instead (–9 profane penalty on turning checks, +3 profane bonus and +3 hit points per HD for undead in the area).
  
 
'''Death Magic'''
 
'''Death Magic'''
''Path of Necromancy Mage 10, or know 5 or more [death] spells''
+
''Necromancer and Grade 4 spells, or know 5 or more [death] spells''
 
Creatures who are immune to [death] effects are no longer immune to your [death]. Instead, they gain a +4 bonus to their saving throw. This even affects creatures that are constructs or undead, but they gain a +8 bonus to their save instead of the normal +4. Whenever a creature succeeds on a saving throw against one of your [death] effects, it takes 1d6/2 caster levels damage and dies if its hit points drop below 0.
 
Creatures who are immune to [death] effects are no longer immune to your [death]. Instead, they gain a +4 bonus to their saving throw. This even affects creatures that are constructs or undead, but they gain a +8 bonus to their save instead of the normal +4. Whenever a creature succeeds on a saving throw against one of your [death] effects, it takes 1d6/2 caster levels damage and dies if its hit points drop below 0.
  
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'''Undead Apotheosis, Least'''
 
'''Undead Apotheosis, Least'''
''Necromancer 1 or Mage 5''
+
''Necromancer or Grade 2 spells''
 
You gain a +4 racial bonus on any save or check that a creature with the [[SRD:Undead|undead]] type would either be immune to or not have to make. You gain a 25% chance to ignore critical hits and precision damage. You are healed by negative energy and damaged by positive energy like an undead, you can be targeted or affected by effect which only work on the undead (but have a +4 bonus against such effects), and mindless undead will ignore you unless you attack them.
 
You gain a +4 racial bonus on any save or check that a creature with the [[SRD:Undead|undead]] type would either be immune to or not have to make. You gain a 25% chance to ignore critical hits and precision damage. You are healed by negative energy and damaged by positive energy like an undead, you can be targeted or affected by effect which only work on the undead (but have a +4 bonus against such effects), and mindless undead will ignore you unless you attack them.
  
 
'''Undead Apotheosis, Moderate'''
 
'''Undead Apotheosis, Moderate'''
''Undead Apotheosis, Least and Necromancer 5 or Mage 10''
+
''Undead Apotheosis, Least and (Necromancer and Grade 2) or Grade 4''
 
The bonuses from UA,L become +6 and 50%. Your soul is bound to your body, you are immune to effects that affect your soul (''magic jar'', possession), and will never die of old age (but you do continue to age, penalties and bonuses accrue).
 
The bonuses from UA,L become +6 and 50%. Your soul is bound to your body, you are immune to effects that affect your soul (''magic jar'', possession), and will never die of old age (but you do continue to age, penalties and bonuses accrue).
  
 
'''Undead Apotheosis, Greater'''
 
'''Undead Apotheosis, Greater'''
''Undead Apotheosis, Moderate and Necromancer 10 or Mage 15''
+
''Undead Apotheosis, Moderate and Necromancer Grade 4 or Grade 6''
 
The bonuses from UA,L become +8 and 75%.  You may use your Charisma in place of your Constitution for all purposes (HP/HD, concentration checks, how long you can run, Fortitude saves, etc...).
 
The bonuses from UA,L become +8 and 75%.  You may use your Charisma in place of your Constitution for all purposes (HP/HD, concentration checks, how long you can run, Fortitude saves, etc...).
  
 
'''Undead Apotheosis, Final'''
 
'''Undead Apotheosis, Final'''
''Undead Apotheosis, Greater and Necromancer 15 or Mage 20''
+
''Undead Apotheosis, Greater and Necromancer Grade 5 or Grade 7''
 
Your type changes to [[SRD:Undead|Undead]], you still count as a creature of your previous type when beneficial.  
 
Your type changes to [[SRD:Undead|Undead]], you still count as a creature of your previous type when beneficial.  
  
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* Walking Corpse<sup>3</sup>: [[Improved_Body_Assemblage_(3.5e_Feat)|Improved Body Assemblage]], [[Walls of Flesh (3.5e_Feat)|Walls of Flesh]], [[Reanimator Specialist (3.5e Feat)|Reanimator Specialist]]
 
* Walking Corpse<sup>3</sup>: [[Improved_Body_Assemblage_(3.5e_Feat)|Improved Body Assemblage]], [[Walls of Flesh (3.5e_Feat)|Walls of Flesh]], [[Reanimator Specialist (3.5e Feat)|Reanimator Specialist]]
  
 +
'''Violent Animation'''
 +
''Necromancer Grade 7''
 +
Whenever he kills any creatures of his CR or less with a melee attack or a spell, it is animated as per [[SRD:Animate_Dead|''animate dead'']] with no HD limits.
 +
 +
'''Speaker for the Dead'''
 +
''Necromancer or Grade 2 spells''
 +
You can speak with mindless undead with perfect ease, replicating the effect of wild empathy as a druid of his level (except for mindless undead only). Additionally he can use [[SRD:Speak_with_Dead|''speak with dead'']] as a supernatural ability at will and can always communicate with intelligent undead as if they had a shared language.
 +
 +
'''Ghost Whisperer'''
 +
''Necromancer or Grade 2 spells''
 +
You gain blindsense out to double close range (50ft +5/lv), but you only detect incorporeal and ethereal creatures. You may pinpoint the location of any of such creature as a move action. This blindsense is based on your instinct and thus is extraordinary and ignore effect which make creatures undetectable by blindsense. In addition you can use [[Séance_(3.5e_Spell)|''séance'']] at will. Lastly you, and any equipment you wear, hold, or carry, are treated as being ghost-touch. Equipment that leaves your possession loses this property after 1 round.
 +
 +
'''Ectomancer'''
 +
''Ghost Whisperer and Grade 2 spells''
 +
You gain [[Phantasmal_Summons_(3.5e_Feat)|Phantasmal Summons]] and [[Master_of_Shrouds_(3.5e Feat)|Master of Shrouds]] as bonus feats and can summon creatures with the [[Phantom (3.5e Template)|Phantom]] template with a CR equal to 1/2 your caster level but no more than twice the spell's grade. You add [[Spiritual_Projection_(3.5e_Spell)|''Spiritual Projection'']] your list of spells known as a bonus spell known.
 +
 +
 +
'''Unseen Servant'''
 +
''Grade 2 spells, must know Unseen Servant''
 +
You gain a permanent [[SRD:Unseen Servant|''unseen servant'']] effect as long as you maintain your mystic focus, except that its effective Strength score is equal to your Charisma bonus (min. 2) and it can take additional damage from area attacks equal to your Wisdom bonus x your highest Grade of spell. It may use the following skills using your skill ranks and intelligence bonus: Disable Device, Open Lock, Sleight of Hand, and Use Rope. You can command your Unseen Servant telepathically. If destroyed or out of range, it returns to your side 1 round later. You can expend your mystic focus to use ''[[SRD:Telekinesis|telekinesis]]'' except the duration is one round and you may only use the combat maneuver or violent thrust options.
 +
 +
Any time you cast ''unseen servant'', you gain an additional servant with the same changes for the duration. Multiple castings give you Multiple Servants.
 +
 +
If you possess a familiar, your Servant does not disappear for moving out of range as long as it is within range of you or your familiar.
 +
 +
'''Phantom Servant'''
 +
''Ectomancer and Unseen Servant''
 +
Your Unseen Servant gains the Incorporeal Nature ability of a [[Phantom (3.5e Template)|Phantom. Its Speed is equal to 15ft + (5x highest spell grade), and it counts as a creature of the undead type that you have created.
 +
 +
'''Improved Unseen Servant'''
 +
''Unseen Servant''
 +
Your Unseen Servant's Strength is equal to your Charisma score and its speed doubles. The range of your Unseen Servant doubles. When you expend your mystic focus to use ''telekinesis'', it has a +4 bonus to its caster level and becomes uncapped.
 +
 +
'''Unseen Forces'''
 +
''Unseen Servant''
 +
You have multiple permanent Unseen Servants. You have a number of permanent servants equal to your highest spell grade. You can command all of them with a single action, each may perform a different action. When you expend your mystic focus to use telekinesis, you may target a number of creatures with the combat maneuver option equal to the number of Servants you can have, and target objects and creatures to be thrown can be further apart than 10ft if they are within the range of your Servant.
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 +
'''Magehand'''
 +
''Grade 1 spell, must know mage hand''
 +
You are under a permanent ''[[SRD:Mage Hand|mage hand]]'' effect as long as you maintain your mystic focus. The weight of an object that can be affected is a Light Load, using your Charisma score as your Strength score. Complex actions are possible as long as they could be performed with one hand, use your Intelligence instead of Dexterity, and Charisma instead of Strength for checks to perform these actions. You cannot use magehand to perform attacks.
 +
 +
'''Telekinetic Tricks'''
 +
''Magehand''
 +
When using magehand, you may perform actions that require two hands. You can move objects up to 30 feet per round instead of 15. You can expend your mystic focus to use ''[[SRD:Telekinesis|telekinesis]]'' except the duration is one round and you may only use the combat maneuver or violent thrust options.  In addition, as long as you maintain your mystic focus you can use your Intelligence instead of your Dexterity score for dexterity checks, dexterity based skill checks, and in place of dexterity for attack and damage rolls.
 +
 +
'''Telekinetic Strength'''
 +
''Magehand''
 +
When using magehand, you can lift more weight. You can lift Medium and Heavy Loads, but doing so reduces the speed at which you can move objects (medium = 2/3, and Heavy = 1/3). In addition, as long as you maintain your mystic focus you can use your Charisma instead of your strength score for strength checks, strength based skill checks, in place of strength for attack and damage rolls, and determining carrying capacity.
 +
 +
'''Telekinetic Durability'''
 +
''Magehand''
 +
While maintaining your mystic focus, you gain a deflection bonus to AC equal to your Wisdom bonus and temporary hp equal to your HD x your Wisdom bonus. You may expend your focus as a nonaction whenever an attack or effect would kill you, if you do so, you survive with 1 hp.
 +
 +
'''Telekinetic Puppet'''
 +
''Magehand, Grade 2 and at least one of Telekinetic Durability, Telekinetic Strength, or Telekinetic Tricks''
 +
As long as you are maintaining your mystic focus you can move your body telekinetically, allowing you to act while your body would be unable. This allows you to act when Stunned, Paralyzed, at Strength or Dexterity of 0 or similar situation where you cannot move but able to take mental action. This does not apply to status caused by an external force holding you, simply when you lack agency to do it yourself. While telekinetically controlling yourself you count as having a Strength or Dexterity score equal to it normal score, or 10, whichever is lower. Add [[SRD:Control Body|''control body'']] to your spells known. When you cast this spell it is fully augmented.
 +
 +
If you have Telekinetic Strength, use your Charisma Score as your Strength Score for all purposes while using Telekinetic Puppet. Also use Charisma instead of Wisdom for Will saves.
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 +
If you have Telekinetic Tricks, use your Intelligence Score as your Dexterity Score for all purposes while using Telekinetic Puppet.
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 +
If you have Telekinetic Durability, use your Wisdom Score as your Constitution Score for all purposes while using Telekinetic Puppet. You still die when your Constitution Score becomes 0, but you do not take penalties for it decreasing while using Telekinetic Puppet.
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 +
'''Telekinetic Combat'''
 +
''Magehand''
 +
While mystically focused, you may make attacks with weapons (or improvised weapons) telekinetically at range, attacking as a standard action or full attack action as normal. When doing so, use your Caster level as your base attack bonus. You can attack directly with telekinetic power, treat this as attacking with an unarmed strike (or natural/feral strike weapon if you possess one). You may perform combat maneuvers as per the ''telekinesis'' spell, except you use Charisma for Strength and Intelligence for Dexterity.
 +
 +
You may expend your Mystic focus to use the Violent Thrust version of [[SRD:Telekinesis|''telekinesis'']], except it is uncapped by caster level, you use your caster level as your base attack bonus, and you add your magehand Heavy Load to the amount of weight you can move.
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 +
'''Improved Telekinesis'''
 +
''must know and be able to cast telekinesis, Magehand and/or Unseen Servant''
 +
The amount of weight and speed at which you can move things with the Sustained Force and Volatile Thrust versions of ''telekinesis'', magehand, or unseen servant doubles. The base range of magehand and unseen servant improves to medium (100ft +10/lv).
 +
 +
If you have Unseen Servant, a Servant may maintain concentration on ''telekinesis'' for you and gain a +4 bonus to caster level when casting ''telekinesis'' and similar spells. You may expend your mystic focus to double the bonus to ''telekinesis' caster level to +8.
 +
 +
If you have Magehand, you can multi-task, taking a standard action, to perform two telekinesis based actions, provided they each would normally take a standard action or less to perform, for example you could hold up a bridge, while using violent thrust to push an enemy off it, with a single standard action. In order to multi-task you must make a Concentration check with a DC equal to 15 + 5 x the number of effects. You may perform 1 + (Highest Spell grade /2 (min. 1)) actions with a standard action this way.
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'''Greater Telekinesis'''
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''Improved Telekinesis''
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When you cast ''telekinesis'', you can maintain concentration on it as a swift action and it does not end if you use the violent thrust ability. You can choose to use a new maneuver each round. There is no maximum caster level cap.
 +
You gain one additional maneuver, which acts as violent thrust to all creatures in range and launches them away from the caster. Using this version ends the spell.
  
  

Revision as of 02:46, 4 April 2020


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Author: Grog_toad (talk)
Date Created: 4/1/2020
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Sorcery Traits for the GT Mage

This is a List of Sorcery Traits for my base class the Mage

Format:

Name of Sorcery Trait Requirements if any What it does...



Undead Mastery Necromancer and Grade 3 spells, or Grade 6 spells When using a spell that allows you to control or create undead, the amount of undead you can create or control is increased by (Your Charisma bonus x your Caster Level).

Undead Minion Necromancer, or Grade 2 spells You gain an Undead Minion as per the Skeletal Minion class feature, except it costs nothing to summon and it may be a human warrior skeleton or a human warrior zombie. Your Undead Minion has weapon and armor proficiencies as a fighter. If you have a Necromantic Creation feat that allows you to create additional types of undead with the animate dead spell, your undead minion may be of one of those types instead. The Undead Minion is always mindless (Int-)

Undead Creation You gain a bonus feat. This feat must be a Necromantic Creation feat or from the following list: Any feat that has Corpsecrafter as a prerequisite, Horde Controller, Mother CystLM, Necrotic Poisoner. You may select this sorcery trait multiple times, each time select another feat.

Necromantic Rituals Necromancer or Cleric and Grade 2 spells, or Grade 4 spells The mage may craft a necromancer's altar for 1000 gp and 8 hours of work, she may only a single altar at any time and may create another if her previous altar was destroyed or lost. A mage does not need to use material components when creating undead or resurrecting the dead within 30 feet of his altar. An altar is a large object with 100 hit point, 10 hardness and weighs 6 tons. The mage gains a +2 caster level bonus on his necromancy and healing spells while in a graveyard, cemetery, hospital, church, or burial/healing/worship site. If installed for at least 24 hours her necromancer's altar the caster level bonus increase to +4 while in proximity of his altar.

Improved Undead Minion Undead Minion The Undead minion's BAB improves one step (poor to average, average to good), its Fortitude save progression becomes good, and it gains the weapon, armor, and shield proficiencies of the Fighter class. The Undead gains the benefits all the Improved feats for various combat options (bull rush, disarm, feint, grapple, overrun, sunder, and trip) and the Improved Unarmed Strike, Power Attack, and Combat Expertise feats. It is treated as having these feats for the purpose of prerequisites. If it already possesses a feat for one of the Improved combat options, the feat instead grants a +8 bonus instead of the usual +4 and ignores any size limitations (such as being unable to grapple creatures two or more size categories larger than you). If it has Improved Feint, it can feint as a swift action. If it already has Improved Unarmed Strike, it instead gains Superior Unarmed Strike ToB feat. If it already has Power Attack, it instead gains Heavy Power Attack. If it already has Combat Expertise, it instead gains Superior Expertise. This applies retroactively, even if it gains these feats at a later date. . Additionally it now retroactively gain feat as if it was a intelligent creature.

Intelligent Undead Minion Undead Minion The Undead minion now gain all the benefits and bonuses of a familiar as if you were a wizard of your class level and counts as a familiar for all purposes.

Zone of Desecration Necromancer or Grade 3 spells You radiate a desecrate effect out to a radius of (10ft x highest grade spell you have access to). If you have the Necromantic Rituals sorcery trait, the altar counts for the desecrate effect. At Mage level 10, you count as an altar, if your altar from Necromantic Rituals is also in your zone of desecration then the bonuses and penalties are tripled instead (–9 profane penalty on turning checks, +3 profane bonus and +3 hit points per HD for undead in the area).

Death Magic Necromancer and Grade 4 spells, or know 5 or more [death] spells Creatures who are immune to [death] effects are no longer immune to your [death]. Instead, they gain a +4 bonus to their saving throw. This even affects creatures that are constructs or undead, but they gain a +8 bonus to their save instead of the normal +4. Whenever a creature succeeds on a saving throw against one of your [death] effects, it takes 1d6/2 caster levels damage and dies if its hit points drop below 0.

Death Eater Death Magic Whenever you kill a creature whose CR is at least half your ECL (or CR) you regain 2 points of Mana. If the slain creature's CR was equal or higher than your ECL (Or CR) you regain all your Mana.

Undead Apotheosis, Least Necromancer or Grade 2 spells You gain a +4 racial bonus on any save or check that a creature with the undead type would either be immune to or not have to make. You gain a 25% chance to ignore critical hits and precision damage. You are healed by negative energy and damaged by positive energy like an undead, you can be targeted or affected by effect which only work on the undead (but have a +4 bonus against such effects), and mindless undead will ignore you unless you attack them.

Undead Apotheosis, Moderate Undead Apotheosis, Least and (Necromancer and Grade 2) or Grade 4 The bonuses from UA,L become +6 and 50%. Your soul is bound to your body, you are immune to effects that affect your soul (magic jar, possession), and will never die of old age (but you do continue to age, penalties and bonuses accrue).

Undead Apotheosis, Greater Undead Apotheosis, Moderate and Necromancer Grade 4 or Grade 6 The bonuses from UA,L become +8 and 75%. You may use your Charisma in place of your Constitution for all purposes (HP/HD, concentration checks, how long you can run, Fortitude saves, etc...).

Undead Apotheosis, Final Undead Apotheosis, Greater and Necromancer Grade 5 or Grade 7 Your type changes to Undead, you still count as a creature of your previous type when beneficial.

You receive a special version of the Why Won't You Die feat. However instead of taking effect immediately it take effect 1d4 rounds after destruction, causing the Undead Paragon to rise again immediately at 1 hit point, ignoring the attack which felled it completely. Even if the 50% chance fail the Undead Paragon, unless slain by positive energy, a holy weapon, inside a consecrated zone, while being turned or have it body destroyed it will not be destroyed. Instead it will fall inert for 1 minute, after which it is raised at 1 hit points.

Additionally if you have Undead template or ability which allow you to respawn (such as Ghost or Lich) you respawn at half the normal rate.

You gain the Lich template with no LA. If you meet the prerequisites you may obtain a different undead template.

Violent Animation Necromancer Grade 7 Whenever he kills any creatures of his CR or less with a melee attack or a spell, it is animated as per animate dead with no HD limits.

Speaker for the Dead Necromancer or Grade 2 spells You can speak with mindless undead with perfect ease, replicating the effect of wild empathy as a druid of his level (except for mindless undead only). Additionally he can use speak with dead as a supernatural ability at will and can always communicate with intelligent undead as if they had a shared language.

Ghost Whisperer Necromancer or Grade 2 spells You gain blindsense out to double close range (50ft +5/lv), but you only detect incorporeal and ethereal creatures. You may pinpoint the location of any of such creature as a move action. This blindsense is based on your instinct and thus is extraordinary and ignore effect which make creatures undetectable by blindsense. In addition you can use séance at will. Lastly you, and any equipment you wear, hold, or carry, are treated as being ghost-touch. Equipment that leaves your possession loses this property after 1 round.

Ectomancer Ghost Whisperer and Grade 2 spells You gain Phantasmal Summons and Master of Shrouds as bonus feats and can summon creatures with the Phantom template with a CR equal to 1/2 your caster level but no more than twice the spell's grade. You add Spiritual Projection your list of spells known as a bonus spell known.


Unseen Servant Grade 2 spells, must know Unseen Servant You gain a permanent unseen servant effect as long as you maintain your mystic focus, except that its effective Strength score is equal to your Charisma bonus (min. 2) and it can take additional damage from area attacks equal to your Wisdom bonus x your highest Grade of spell. It may use the following skills using your skill ranks and intelligence bonus: Disable Device, Open Lock, Sleight of Hand, and Use Rope. You can command your Unseen Servant telepathically. If destroyed or out of range, it returns to your side 1 round later. You can expend your mystic focus to use telekinesis except the duration is one round and you may only use the combat maneuver or violent thrust options.

Any time you cast unseen servant, you gain an additional servant with the same changes for the duration. Multiple castings give you Multiple Servants.

If you possess a familiar, your Servant does not disappear for moving out of range as long as it is within range of you or your familiar.

Phantom Servant Ectomancer and Unseen Servant Your Unseen Servant gains the Incorporeal Nature ability of a [[Phantom (3.5e Template)|Phantom. Its Speed is equal to 15ft + (5x highest spell grade), and it counts as a creature of the undead type that you have created.

Improved Unseen Servant Unseen Servant Your Unseen Servant's Strength is equal to your Charisma score and its speed doubles. The range of your Unseen Servant doubles. When you expend your mystic focus to use telekinesis, it has a +4 bonus to its caster level and becomes uncapped.

Unseen Forces Unseen Servant You have multiple permanent Unseen Servants. You have a number of permanent servants equal to your highest spell grade. You can command all of them with a single action, each may perform a different action. When you expend your mystic focus to use telekinesis, you may target a number of creatures with the combat maneuver option equal to the number of Servants you can have, and target objects and creatures to be thrown can be further apart than 10ft if they are within the range of your Servant.

Magehand Grade 1 spell, must know mage hand You are under a permanent mage hand effect as long as you maintain your mystic focus. The weight of an object that can be affected is a Light Load, using your Charisma score as your Strength score. Complex actions are possible as long as they could be performed with one hand, use your Intelligence instead of Dexterity, and Charisma instead of Strength for checks to perform these actions. You cannot use magehand to perform attacks.

Telekinetic Tricks Magehand When using magehand, you may perform actions that require two hands. You can move objects up to 30 feet per round instead of 15. You can expend your mystic focus to use telekinesis except the duration is one round and you may only use the combat maneuver or violent thrust options. In addition, as long as you maintain your mystic focus you can use your Intelligence instead of your Dexterity score for dexterity checks, dexterity based skill checks, and in place of dexterity for attack and damage rolls.

Telekinetic Strength Magehand When using magehand, you can lift more weight. You can lift Medium and Heavy Loads, but doing so reduces the speed at which you can move objects (medium = 2/3, and Heavy = 1/3). In addition, as long as you maintain your mystic focus you can use your Charisma instead of your strength score for strength checks, strength based skill checks, in place of strength for attack and damage rolls, and determining carrying capacity.

Telekinetic Durability Magehand While maintaining your mystic focus, you gain a deflection bonus to AC equal to your Wisdom bonus and temporary hp equal to your HD x your Wisdom bonus. You may expend your focus as a nonaction whenever an attack or effect would kill you, if you do so, you survive with 1 hp.

Telekinetic Puppet Magehand, Grade 2 and at least one of Telekinetic Durability, Telekinetic Strength, or Telekinetic Tricks As long as you are maintaining your mystic focus you can move your body telekinetically, allowing you to act while your body would be unable. This allows you to act when Stunned, Paralyzed, at Strength or Dexterity of 0 or similar situation where you cannot move but able to take mental action. This does not apply to status caused by an external force holding you, simply when you lack agency to do it yourself. While telekinetically controlling yourself you count as having a Strength or Dexterity score equal to it normal score, or 10, whichever is lower. Add control body to your spells known. When you cast this spell it is fully augmented.

If you have Telekinetic Strength, use your Charisma Score as your Strength Score for all purposes while using Telekinetic Puppet. Also use Charisma instead of Wisdom for Will saves.

If you have Telekinetic Tricks, use your Intelligence Score as your Dexterity Score for all purposes while using Telekinetic Puppet.

If you have Telekinetic Durability, use your Wisdom Score as your Constitution Score for all purposes while using Telekinetic Puppet. You still die when your Constitution Score becomes 0, but you do not take penalties for it decreasing while using Telekinetic Puppet.

Telekinetic Combat Magehand While mystically focused, you may make attacks with weapons (or improvised weapons) telekinetically at range, attacking as a standard action or full attack action as normal. When doing so, use your Caster level as your base attack bonus. You can attack directly with telekinetic power, treat this as attacking with an unarmed strike (or natural/feral strike weapon if you possess one). You may perform combat maneuvers as per the telekinesis spell, except you use Charisma for Strength and Intelligence for Dexterity.

You may expend your Mystic focus to use the Violent Thrust version of telekinesis, except it is uncapped by caster level, you use your caster level as your base attack bonus, and you add your magehand Heavy Load to the amount of weight you can move.

Improved Telekinesis must know and be able to cast telekinesis, Magehand and/or Unseen Servant The amount of weight and speed at which you can move things with the Sustained Force and Volatile Thrust versions of telekinesis, magehand, or unseen servant doubles. The base range of magehand and unseen servant improves to medium (100ft +10/lv).

If you have Unseen Servant, a Servant may maintain concentration on telekinesis for you and gain a +4 bonus to caster level when casting telekinesis and similar spells. You may expend your mystic focus to double the bonus to telekinesis' caster level to +8.

If you have Magehand, you can multi-task, taking a standard action, to perform two telekinesis based actions, provided they each would normally take a standard action or less to perform, for example you could hold up a bridge, while using violent thrust to push an enemy off it, with a single standard action. In order to multi-task you must make a Concentration check with a DC equal to 15 + 5 x the number of effects. You may perform 1 + (Highest Spell grade /2 (min. 1)) actions with a standard action this way.

Greater Telekinesis Improved Telekinesis When you cast telekinesis, you can maintain concentration on it as a swift action and it does not end if you use the violent thrust ability. You can choose to use a new maneuver each round. There is no maximum caster level cap. You gain one additional maneuver, which acts as violent thrust to all creatures in range and launches them away from the caster. Using this version ends the spell.




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AuthorGrog_toad +
Identifier3.5e Other +
RatingUndiscussed +
Summary<--Write a short one or two sentence summary of the article. This is visible on navigation pages.--> +
TitleSorcery Traits for the GT Mage +