Caelistis (3.5e Campaign Setting)/Classes/SpellbreakerPrestige

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...It's a terrible feeling. Like your faith being ripped from your body, or like the color being drained from your perception. I can't imagine anyone who would willingly subject themselves to such deprivation for even a moment, let alone devote themselves to it like they have.
Nerreth Alban on Spellbreakers
During the Age or Mortality, certain gods gave a few of their followers a terrifying ability. Stripping from them any trace of divine spark, the were completely immune to magic, and their slightest touch sundered divinity from even the most devout caster. Originally created to hunt Arcanists, over time their abilities were used to hunt all spellcasters, regardless of how they acquired their magic. Now their power has dwindled, but they still exist, harboring ancient secrets. Their presence come across as very frightening to most folk; as a soldier who exists to tear the energy of the gods out of mortal hands, they are feared and often hated. It creates a sense of doubt when those who garner power from the gods are being hunted by the same people who hunted heretics in the past.
Fighters are the most common choice for Spellbreaker, as they fit the martial prowess while not possessing any spellcasting abilities. There have been more than a few Fighters who tried to become Spellbreakers because of a severe jealousy and hatred of those who could wield magic. Paladins are a rare case; no average Paladin can reach the prerequisites for Spellbreaker before they are touched by divine magic. Rogues also struggle, and are not usually fit for the aggressive style that Spellbreakers provide. Rangers have the same trouble as both Rogues and Paladins; in addition, Cold Iron projectile weapons would not imbue their arrows with antimagic properties, forcing them to avoid archery.

Hit Die: d10.


To qualify to become a Spellbreaker, a character must fulfill all the following criteria.

  • Feats: Mage Slayer, Weapon Focus (Any)
  • Special: Character must not have any previous spellcasting ability.
  • Special: In order to become a Spellbreaker, the character must train under another Spellbreaker, learning from them the secret to creating Cold Iron. They must then journey to the Spellbreaker Headquarters, where they will begin their training and craft their weapon.

Class Skills[edit]

The Spellbreaker’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (Magic) (Int) and Spellcraft (Cha).

Skill Points at Each Level: 2 + Int modifier.

Table: Spellbreaker
Level Base
1st +1 +0 +0 +2 Negate Spell, Cold Iron Bond
2nd +2 +0 +0 +3 Dispelling Attacks
3rd +3 +1 +1 +3 Bond +1
4th +4 +1 +1 +4 Counterspell Strike
5th +5 +1 +1 +4 Bond +2
6th +6 +2 +2 +5 Antimagic Aura
7th +7 +2 +2 +5 Bond +3
8th +8 +2 +2 +6 Nondetection
9th +9 +3 +3 +6 Bond +4
10th +10 +3 +3 +7 Bond +5, Disjunction

Class Features[edit]

All of the following are Class Features for the Spellbreaker.

Weapon and Armor Proficiency: Spellbreakers do not gain any proficiency with weapons or armor.

Cold Iron Bond (Ex): Upon entering the prestige class, a Spellbreaker is taught by his superiors the secret to creating the feard Cold Iron, a metal that seems to naturally resist magic, giving it a reputation for being ungodly. The Spellbreaker spends the next 7 days working to gather the proper materials and smith himself a weapon of this heretical metal, after which he performs a ritual to create a bond with their creation. The result is a Masterwork version of the weapon they have the Weapon Focus feat for, that deals an additional 1d6 damage against any creature capable of casting spells or using Spell-Like abilities. This weapon must be weilded in order to use any of the class's features that rely on attacking. If the Spellbreaker wishes, he may also craft a second weapon for use with dual-weilding. This must still be a weapon the character has the Weapon Focus feat for.

Cold Iron has unique properties as a weapon. It cannot be targeted by spells, nor can it be enchanted. However, as the Spellbreaker gains levels, their bond with the weapon grants it increased effectiveness. At the levels listed, their weapon improves, gaining extraoridinary bonuses to attack and damage as if it were enchanted. These bonuses are not magical, and thus presist even in magic-negating areas, but only function in the hands of the Spellbreaker with whom the bond was created. It does, however, count as magical for the purpose of overcoming damage reduction, as its strange qualities differ enough from mundane material to count.

Negate Spell (Ex): It is said that all Spellbreakers were destined to be such from birth, and all have the ability to simply will spells that effect them away. Performing the Binding Ritual brings out thier natural abilities to negate spells that target them. A number of times per day equal to their Wisdom bonus (minimum 1) plus their class level, a Spellbreaker may cancel a spell as it effects them. When targeted by a spell, they may make a Will Save with a DC equal to the Spell's DC, even if it is a spell that would not normally offer a saving throw. If they succeed, then the spell does not effect them. They may use this ability even if they are not the only target of the spell, in which case it effects the other targets as normal.

Dispelling Attacks (Ex): The first thing a Spellbreaker learns is to use their weapons to cancel magical effects. Whenever the Spellbreaker hits an enemy with their bound weapon, they make make a roll to dispell a magical effect on their target. The DC is 11 + the spell's caster level. They roll a d20, with a bonus to their roll equal to their Base Attack Bonus. If the Spellbreaker has already identified an active spell on their target with a Spellcraft check, they may chose to dispell that effect. If the are not aware of any specific effects, or choose not to, the dispell instead affects a random spell on the target.

Counterspell Strike (Ex): At level 4, a Spellbreaker learns to use their Dispelling Strike to stop a spell as it is being cast. If the Spellbreaker readies an action to attack as a spellcaster casts a spell, they may instead make a roll as if they were using their Dispelling Attacks ability to counter a spell. This deals no damage to the caster.

Antimagic Aura (Ex): At 6th level is when a Spellbreaker's terrible power truly comes. As a free action, they may toggle an Antimagic Field effect. Any caster level checks use the same roll as their Dispelling Attacks, and the effect only lasts for 2 rounds per Spellbreaker level per day. However, this effect may be toggled off and the rounds need not be used consecutively.

Nondectection (Ex): Upon reaching 8th level, a Spellbreaker has spent so much time negating magic that some spells seem to purposefully avoid him. The spellbreaker gains protection from divination spells equivalent to a Nondetection spell with a caster level equal to their base attack bonus, except that it only affects the Spellbreaker and his possessions.

Disjunction (Ex): Once per day upon reaching 10th level a Spellbreaker gains the ability to strip the magic from an object permanently. This ability functions as the Mage's Disjunction spell, except that it can only target one item. The DC for the save is 20 + WIS modifier.