Specialist Mage (3.5e Class)

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Specialist Mage[edit]

Some spellcasters like their thematics, and focus on certain spell schools above all else. For most that simply means being a specialist wizard. And then some take it farther...

Making a Specialist Mage[edit]

Abilities: Specialist mages can choose which of their mental ability scores determines their spellcasting. From there, they usually need a strong Dexterity for armor (or lack thereof), and Constitution for survivability. Strength is least important.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As wizard.

Table: The Specialist Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Advanced Learning, Arcane Bond, Cantrips, Specialization, Variable Mental Ability 3 1
2nd +1 +0 +0 +3 Advanced Learning, Specialization Power, Spellcraft Specialist 4 2
3rd +1 +1 +1 +3 Advanced Learning 4 2 1
4th +2 +1 +1 +4 Advanced Learning, Specialization Power 4 3 2
5th +2 +1 +1 +4 Advanced Learning, Specialization Feat 4 3 2 1
6th +3 +2 +2 +5 Advanced Learning 4 3 3 2
7th +3 +2 +2 +5 Advanced Learning 4 4 3 2 1
8th +4 +2 +2 +6 Advanced Learning, Specialization Power 4 4 3 3 2
9th +4 +3 +3 +6 Advanced Learning 4 4 4 3 2 1
10th +5 +3 +3 +7 Advanced Learning, Specialization Feat 4 4 4 3 3 2
11th +5 +3 +3 +7 Advanced Learning 4 4 4 4 3 2 1
12th +6 +4 +4 +8 Advanced Learning, Specialization Power 4 4 4 4 3 3 2
13th +6 +4 +4 +8 Advanced Learning 4 4 4 4 4 3 2 1
14th +7 +4 +4 +9 Advanced Learning 4 4 4 4 4 3 3 2
15th +7 +5 +5 +9 Advanced Learning, Specialization Feat 4 4 4 4 4 4 3 2 1
16th +8 +5 +5 +10 Advanced Learning, Specialization Power 4 4 4 4 4 4 3 3 2
17th +8 +5 +5 +10 Advanced Learning 4 4 4 4 4 4 4 3 2 1
18th +9 +6 +6 +11 Advanced Learning 4 4 4 4 4 4 4 3 3 2
19th +9 +6 +6 +11 Greater Advanced Learning 4 4 4 4 4 4 4 4 3 3
20th +10 +6 +6 +12 Greater Advanced Learning, Specialization Feat, Specialization Mastery, Specialization Power 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Specialist Mage.

Weapon and Armor Proficiency: Specialist mages are proficient with all simple weapons, but not with any type of weapon or shield. Armor of any type interferes with a specialist mage's movements, which can cause her spells with somatic components to fail.

Spells: A specialist mage casts arcane spells which are determined by their specialist selection. Their specialist selection makes the class spell list of this class. In addition they can add additional spells via their advanced learning class feature. In addition the casting ability modifier the specialist mage uses is determined by their Variable Mental Ability.

To prepare or cast a spell, the specialist mage must have the chosen mental ability's score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a specialist mage’s spell is 10 + the spell level + the specialist mage’s chosen mental ability modifier.

Like other spellcasters, a specialist mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Specialist Mage. In addition, she receives bonus spells per day if she has a high chosen mental ability score.

A specialist mage prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A specialist mage may prepare and cast any spell on the specialist mage spell list (its contents determined by their specialization and their advanced learning), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily studies.

Advanced Learning (Ex): At every level, a specialist mage can add a new spell to her list, representing the result of personal study and experimentation. The spell can be any spell from the sorcerer/wizard list up to one level lower than the specialist mage already knows, or from any spell list up to two levels lower than the specialist mage already knows as long as it is limited to their spell school, or three levels lower is its not on the sorcerer/wizard spell list nor in their chosen school. As such, at 1st level they can only pick up sorcerer/wizard cantrips. At 3rd level, they can begins to pick up cantrips from other spell lists such as cleric and druid, and 5th level they can pick up cleric and druid cantrips not in their spell school. Once a new spell is selected, it is forever added to that specialist mage's spell list and can be cast just like any other spell on the specialist mage's list.

Arcane Bond: A specialist mage must choose to gain either a familiar or a bonded object. If they choose a familiar they gain a familiar as if they were a wizard. If they choose the object, they gain the bonded object alternate class feature instead. Once selected it cannot be changed.

Cantrips: A specialist mage can cast cantrips (0th level spells) an unlimited number of times per day, with exception of cure minor wounds or inflict minor wounds, which are expended as normal.

Specialization: A specialist mage is super specialized. Choose one school of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation). All spells of this school from the sorcerer/wizard spell list become your class spell list. You also automatically gain all universal spells from the sorcerer/wizard spell list on your class spell list.

Specialization also determines the abilities of other powers, such as from your Specialization Powers and Specialization Feats, as well as a Specialization Arcana (see below) which you obtain at 1st level.

Variable Mental Ability: A specialist mage chooses one mental ability score (Intelligence, Wisdom, or Charisma), which determines the mental ability score used for the specialist mage's spellcasting. They also obtain additional skills based on which ability is selected.

Intelligence: Appraise, Decipher Script, and Search become class skills.

Wisdom: Listen, Sense Motive, and Spot become class skills.

Charisma: Bluff, Diplomacy, Gather Information, and Intimidate become class skills.

Spellcraft Specialist (Ex): A 2nd level specialist mage gains half her class level as a bonus on Spellcraft checks with spells from their chosen specialization school.

Specialization Power: At 2nd, 4th level and every four levels beyond, a specialist mage gains a specialization power chosen from their chosen specialization school (see below).

Specialization Feat: At 5th level and every five levels beyond, a specialist mage gains a specialization feat chosen from their chosen specialization school (see below).

Greater Advanced Learning (Ex): At 19th level and each level beyond, a specialist mage's advanced learning ability may now select spells up to the highest level they can cast, or spells not on the sorcerer/wizard spell list up to one level lower than they can cast, or spells neither from the sorcerer/wizard spell list nor in their chosen school up to two levels lower than they can cast. This augments their advanced learning ability.

Specialization Mastery: At 20th level, a specialist mage gains the specialization mastery chosen from their chosen specialization school (see below).

Epic Specialist Mage[edit]

Table: The Epic Specialist Mage

Hit Die: d6

Level Special
21st Greater Advanced Learning
22nd Greater Advanced Learning
23rd Greater Advanced Learning
24th Bonus Feat or Specialization Power, Greater Advanced Learning
25th Greater Advanced Learning, Specialization Feat
26th Greater Advanced Learning
27th Greater Advanced Learning
28th Bonus Feat or Specialization Power, Greater Advanced Learning
29th Greater Advanced Learning
30th Greater Advanced Learning, Specialization Feat

4 + Int modifier skill points per level.

Greater Advanced Learning: The epic specialist mage continues to gain a greater advanced learning each level.

Bonus Feat or Specialization Power: The epic specialist mage continues to gain specialization powers, or they may select an epic bonus feat from the epic specialist mage bonus feat list, every four levels (see below).

Specialization Feat: The epic specialist mage continues to gain specialization feats every five levels.

Epic Specialist Mage Bonus Feat List: PENDING.

Specializations[edit]

Abjuration[edit]

Abjuration specialists suffer from a constrained list, but they are masters of defense and negation.

Specialization Arcana: The abjuration specialist mage can Extend Spell abjuration spells up to 3/day. This stacks with the actual Extend Spell feat for three times duration.

Specialization Feats: Dodge, Extend Spell, Great Fortitude, Improved Counterspell, Improved Residual Rebound, Improved ToughnessCW, Iron Will, Lightning Reflexes, Quicken Spell, or Residual Rebound.

Specialization Powers: The abjuration specialist mage can choose from the following powers. Unless listed otherwise they can only choose a power once.

Specialization Mastery: You can choose to automatically succeed on any one saving throw once every 5 rounds. You must choose this before rolling.

Counterspell: You can attempt to counterspell as an immediate action, 3/day. Doing this uses up an attack of opportunity, and cannot be done if you are flatfooted.

Deflective Armor: Abjuration effects which add either an armor or shield bonus now apply to their touch AC.

Dispel Mastery: You may spontaneously cast dispel magic or greater dispel magic. If you prepare and cast either, you get a +4 bonus on your dispel check. You must have 3rd level spells or higher to take this ability.

Extra Armor: Abjuration effects which add either an armor or shield bonus now apply an additional +2 to their granted AC.

Extra Resistance: Abjuration effects which add either damage reduction or energy resistance increase the reduction or resistance by +5.

Quick Abjuration (Ex): You can use your specialization arcana to instead quicken an abjuration spell, up to 3rd level spells. You may take this ability three times, the second time being able to quicken up to 6th level spells, and the third time being able to quicken up to 9th level spells. You must be at least 12th level to take this ability.

Recoil Armor (Su): If you are under any abjuration effect and you are struck by an attack in melee, you deal retributive damage equal to your spellcasting ability modifier, or your class level, whichever is less. The damage is untyped.

Specialization Focus: The save DC for all abjuration spells rises by +1.

Spirit Shield (Su): Each round you gain temporary hp equal to your spellcasting ability modifier, or your class level, whichever is less.

Sturdy (Ex): As an immediate action, any attack which would bring you down to 0 hp or less (including death effects) instead drops you down to 1 hp. You may use this ability 1/day. You must be at least 8th level to take this ability.

Conjuration[edit]

Conjurations specialists have many abilities, most focusing on battlefield control and summoning.

Specialization Arcana: The conjuration specialist mage's summon spells have their duration increased by +50%.

Specialization Feats: Accurate Jaunt, Augment Summoning, Blind-Fight, Eschew Materials, Extend Spell, Improved Accurate Jaunt, Improved Familiar, Negotiator, Persuasive, or Rapid SpellCD.

Specialization Powers: The conjuration specialist mage can choose from the following powers. Unless listed otherwise they can only choose a power once.

Specialization Mastery: You can increase the duration of any one summoning effect to Permanent, but you only may have one permanent summon at a time. You cannot use Tough Summons on a permanent summon.

Bamf Cloud (Ex): Whenever you use a teleportation effect, you can choose to have your entry, exit, or both squares be filled with a cube of smoke equal to your character's square. Treat this as a smokestick and it ends in 1 round.

Delayed Teleportation: When you cast a teleport spell, you can delay you and your traveler's re-appearance up to 5 rounds.

Durable Creations (Ex): Objects generated by a Conjuration (Creation) spell have +5 hardness and +10 hp more than normal.

Efficient Healing: Whenever you cast a Conjuration (Healing) spell you always deal a minimum of average healing. For example, if you heal 1d8+5 damage, the lowest you can roll is a 4.

Explosive Summoning (Su): When you summon a creature, you can choose to have them explode into being. A 10 ft radius explosion goes off where the summon appears, dealing 1d10 damage + 1 point per caster level. Creatures get a Reflex save for half, equal to the DC the summon spell would have (10 + spell level + spellcasting ability modifier).

Flammable Gases (Su): Whenever you cast a spell that creates a cloud or fog effect, this cloud is flammable. If fire damage goes off within its boundaries the entire thing explodes, dealing 1d10 points of fire damage per spell level, with a Reflex save for half (10 + spell level + spellcasting ability modifier). This ends the cloud or fog effect immediately.

Specialization Focus: The save DC for all conjuration spells rises by +1.

Summoner's Bond (Su): You gain telepathy out to 100 ft, but only with creatures you summon.

Teleport Mastery: You can roll twice and take the better result when determining miss chance while teleporting, and if the spell allows for multiple creatures to be teleport you may teleport one additional creature than normal.

Tough Summons: You can choose to have your summons appear with maximum hp, but the duration is halved.

Divination[edit]

Divination specialists do not have much for offense, but are rarely ever caught with their gaurd down.

Specialization Arcana: The divination specialist mage can add 5 + 1/2 their class level on any d20 roll they make (max +15), once per hour.

Specialization Feats: Alertness, Breadth of Knowledge, Expand Spell, Eyes to the Sky, Improved Breadth of Knowledge (3.5e Feat), Improved Eyes to the Sky, Improved Initiative, Improved Omniscient Whispers, Omniscient Whispers, or Quicken Spell.

Specialization Powers: The divination specialist mage can choose from the following powers. Unless listed otherwise they can only choose a power once.

Specialization Mastery: You may take 15 on initiative checks, and are never flatfooted or surprised.

Clear Senses (Ex): You become immune to blinding, dazzling, and deafness. You must be at least 8th level to select this ability.

Danger Sense (Ex): You always act in a surprise round, and you are not flatfooted in the first round of combat. You must be at least 8th level to select this ability.

Insightful Attacker (Su): You get an insight bonus on attack rolls equal to your spellcasting ability modifier, or your class level, whichever is lower.

Insightful Defender (Su): You get an insight bonus on AC equal to your spellcasting ability modifier, or your class level, whichever is lower.

Insightful Resistance (Ex): You get an insight bonus on one saving throw of your choice equal to your spellcasting ability modifier, or your class level, whichever is lower. You may select this ability up to three times, choosing a different saving throw each time.

Object Reading (Ps): You gain object reading as a psi-like ability at will. You must be 8th level or higher to select this ability.

Specialization Focus: The save DC for all divination spells rises by +1.

Sudden Divination: You can cast any divination spell with a duration of 1 round/level or longer as an immediate action, but if you do the spell only lasts for 1 round.

Swift Focus: You can concentrate on a divination spell as a swift action.

Tactile Telepathy (Ex): You gain telepathy with a range of touch. You can speak to even non-sapient creatures or creatures without a language, but you only get vague images and thoughts rather than words.

Enchantment[edit]

Enchantment specialists are very dangerous, though they must have a method to handle enemies immune to their mind affects.

Specialization Arcana: The enchantment specialist mage can choose to deal 1d6 points of damage per spell level to creatures that negate their enchantment spells on a successful save, or who are immune.

Specialization Feats: False Pretenses, Greater Spell Penetration, Heighten Spell, Improved False Pretenses, Iron Will, Persuasive, Silent Spell, Spell Penetration, Still Spell, or Undetectable Spell.

Specialization Powers: The enchantment specialist mage can choose from the following powers. Unless listed otherwise they can only choose a power once.

Specialization Mastery: You automatically gain the effect of status and telepathy (unlimited range on the same plane) with anyone under the effects of one of your enchantment spells. In addition, if you die you may force a Will save (DC 10 + 1/2 HD + casting ability modifier) on your killer. If successful they are effectively under the effect of magic jar with a 1 day/level duration, and no receptacle required.

Biological Alteration: You can choose to have your enchantment spells which normally target Will to target Fortitude instead.

Break Mental Defenses (Su): If you cast an enchantment effect against a creature is immune via magic (such as mind blank) the spell fails as normal but you get a free dispel attempt to remove the spell, as if using greater dispel magic.

Counter Charm (Ex): You can attempt to break someone out of a charm or compulsion effect as a standard action, as long as they are within 30 ft. When you do they get an additional saving throw to end the effect. You can only use counter charm once per instance of charm or compulsion they are under.

Enchant Type: Choose a type which has immunity to mind affects by virtue of their type. You can now use enchantments on that type, bypassing immunities, though they receive a +6 bonus on their saving throws. In addition, effects which normally affect only one type (such as charm person) now also affect your chosen type. You may take this ability multiple times, each time choosing a new type.

Fascinating Voice (Su): You can fascinate as a bard of your level, using your caster level +3 as your ranks in Perform.

Resist Enchantment (Ex): You gain your spellcasting ability modifier as a bonus on saving throws against enchantment effects.

Specialization Focus: The save DC for all enchantment spells rises by +1.

Smooth Talker (Ex): Add your spellcasting ability modifier to your Bluff, Diplomacy, Gather Information, and Intimidate checks. This can result in adding Charisma twice if your spellcasting is Charisma based.

Surprise Enchantment: If you cast an enchantment spell on a flatfooted opponent, they get a -4 penalty to their saving throw.

Unbound Enchantment: If an enchantment spell has a HD cap (such as with daze or sleep), the HD cap becomes equal to your own HD, if higher.

Evocation[edit]

Evocation specialists are all about the blast, but sometimes have other useful spells as well.

Specialization Arcana: The evocation specialist mage can ignore up to 2 points of energy resistance per level.

Specialization Feats: Controlled Immolation, Conductivity, Empower Spell, Greater Spell Penetration, Improved Controlled Immolation, Improved Conductivity, Improved Polar Chill, Maximize Spell, Polar Chill, Spell Penetration.

Specialization Powers: The evocation specialist mage can choose from the following powers. Unless listed otherwise they can only choose a power once.

Specialization Mastery: You can cast your evocation spells twice before the spell is expended, effectively doubling your spell slots for evocation spells.

Anti-Evasion (Ex): By increasing the casting time of an evocation spell by one step (typically from a standard action to a full round action), you can have it where evasion does not work against this spell. You must be at least 12th level to select this ability.

Capbreaker: By increasing the casting time of an evocation spell by one step (typically from a standard action to a full round action), you can increase the damage cap for spells by +5. For example, burning hands would cap out at 10d4 damage.

Elemental Ignition: Those who fail their saves against your evocations which deal energy damage catch on fire (regardless if its actually fire or not, allowing things to "catch on cold" or "catch on acid"). This "fire" can be snuffed as any normal fire regardless of the energy type.

Energy Coat (Su): When you cast an evocation with the energy descriptor, you gain 2 points of energy resistance per level for 1 round, with the energy type the same type as your spell. For example, a 13th level caster uses fireball and gains fire resistance 26 for 1 round.

Energy Substitution: Choose an energy type (acid, cold, electric, of fire). You can convert any energy descriptor evocation into dealing the chosen energy damage instead. You count as possessing the Energy SubstitutionCA feat for the purposes of pre-requisites. You can select this ability multiple times, each time picking up a new energy type.

Erode Spell Resistance: If your evocation spell fails to work due to spell resistance, you reduce the target's spell resistance by a number of points equal to the spell level until the end of your next turn.

Self-Immunity: You can exclude yourself from the damaging effect of your own evocation spells. You must be at least 8th level to select this ability.

Specialization Focus: The save DC for all evocation spells rises by +1.

Stable Evocation: You always deal at least half damage on your damaging rolls of your evocation spells. For example, a 10d6 fireball deals a minimum of 30 points of damage, even if you roll lower, before saving throws and resistance are factored in.

Strengthen Evocation: You add your spellcasting ability modifier to the damage of your evocation spells.

Illusion[edit]

Illusion specialists's power comes from their creativity. They can also mimic universal mastery through shadow spells.

Specialization Arcana: The illusion specialist mage's illusion spells do not show up as magic under effects such as detect magic.

Specialization Feats: Deceitful, Improved Live My Nightmare, Iron Will, Live My Nightmare, Magical Aptitude, Persuasive, Silent Spell, Stealthy, Still Spell, or Undetectable Spell.

Specialization Powers: The illusion specialist mage can choose from the following powers. Unless listed otherwise they can only choose a power once.

Specialization Mastery: You become half unreal. You have a 20% miss chance, which is not bypassed by true seeing or ghost touch, as 20% of the time you don't exist.

Lying Casting (Ex): You can make a bluff check as part of casting a spell. If the creature fails the Sense Motive check, they believe you to be casting a different spell entirely.

Mysterious Casting (Ex): The spellcraft check to identify your illusion spells increases by +1 per level.

Retributive Illusion: Successfully making a save to believe one of your illusions deals 1 point of nonlethal damage per caster level from the mental shock.

Shade Walk (Su): You gain a +10 bonus to all movement speeds, and if you cast shadow walk you always end up the least off course as possible.

Shadow Reality: The reality of all [Shadow] spells increases by +10%, to a maximum of 100%. You may select this ability multiple times, each time increasing the reality of [Shadow] spells by +10%.

Specialization Focus: The save DC for all illusion spells rises by +1.

Stealth Mage (Ex): You gain Hide and Move Silently as class skills, and you gain total concealment whenever you are in shadowy illumination or less.

Tactical Disguise Self: When you cast the disguise self, it includes tactile, scent, and other sensory aspects. It remains illusory, however. As a full round action you can alter your appearance within the limitations of the spell for the duration.

Transparent Invisibility: When you are invisible and seen by creatures which can see invisible, they still suffer a 20% miss chance as you appear to be transparent and hazy.

Unconscious Veil (Su): If you go unconscious for any reason or die, you can choose to have your body go invisible and be under the effects of nondetection with a duration of until you wake up or are revived. Your body can still be detected by other means, such as touch. It is often used to hide while sleeping.

Necromancy[edit]

Necromancy specialists are fantastic at debuffing their enemies, crippling them for others to finish off.

Specialization Arcana: The necromancy specialist mage gains their class level as a bonus against death effects and negative energy effects (or positive energy if the specialist mage is undead).

Specialization Feats: CorpsecrafterLM, Fell AnimateLM, Fell DrainLM, Fell FrightenLM, Fell WeakenLM, Heighten Spell, Improved Life Leech, Improved Stench of the Dead, Life Leech, or Stench of the Dead.

Specialization Powers: The necromancy specialist mage can choose from the following powers. Unless listed otherwise they can only choose a power once.

Specialization Mastery: You become immortal and unaging. If you are slain, and your body is intact, it will return to life in 24 hours at half health.

Bloodless (Ex): Your blood doesn't flow, rendering you immune to things triggered off bleeding (such as the Wounding enhancement or a vampire's blood drain), and you automatically stabilize when dying.

Delay Enervation (Ex): You can delay the effects of negative levels up to 1 round/level. Even if you obtain immunity to negative levels while they are delayed, the negative levels will go into effect normally when the delay ends.

Disrupt Healing (Su): Whenever you cast a hostile necromancy spell on a creature (regardless if they passed or failed the save), the creature has trouble healing. It must succeed on a caster level check (DC 10 + your caster level) or be unable to heal. This lasts for 1 round, and does not stop fast healing or regeneration.

Efficient Inflicting: Whenever you cast a necromancy spell that deals negative energy damage to hp, you always deal a minimum of average damage. For example, if you inflict 1d8+5 damage, the lowest you can roll is a 4.

Expanded Undead Pool: Add your spellcasting ability modifier to the number of HD of undead you can control at one time.

Ghost Touch (Su): All your attacks are considered ghost touch weapons. You must be at least 8th level to select this ability.

One of Us (Ex): Mindless undead consider you one of them and do not naturally attack unless commanded otherwise. Intelligent undead see through the ruse.

Speak to Undead (Sp): You gain the ability to speak to undead as per speak with animals. Mindless undead do not have much to say, though this lets you communicate with intelligent undead regardless of language barriers. You may use this ability at will.

Specialization Focus: The save DC for all necromancy spells rises by +1.

Tomb Tainting (Ex): The specialist mage gains the Tomb-Tainted SoulLM feat. If you are undead, it instead becomes Life-Tainted Soul, acting in reverse.

Transmutation[edit]

Transmutation specialists change and alter pre-existing materials, making them more powerful.

Specialization Arcana: The transmutation specialist mage gains an additional +10 on Disguise checks for any effects which alter their appearance, and if they are forced into a shape unwillingly (or their polymorph effect or altered shape is dispelled or removed), they can delay the change for 1 round.

Specialization Feats: Bladeproof Skin, Endurance, Extend Spell, Great Fortitude, Improved Bladeproof Skin, Improved Momentary Alteration, Improved Photosynthetic Skin, Improved ToughnessCW, Momentary Alteration, or Photosynthetic Skin.

Specialization Powers: The transmutation specialist mage can choose from the following powers. Unless listed otherwise they can only choose a power once.

Specialization Mastery: You gain the traits of the Shapechanger subtype when beneficial, and you can recover hp and ability damage as if you rested for 8 hours over the course of 1 round of focus.

Augmented Boost: Any transmutation spell that grants a numerical bonus to ability scores has the bonus increased by +2. You must be at least 8th level to select this ability.

Augmented Speed: Any transmutation spell which improves or grants a movement speed has that speed further improved by +10 ft. You may take this ability multiple times, each time gaining +10 ft speed.

Delay Polymorph (Ex): You can delay the effects of any petrification or polymorphing for 1d4 rounds.

Durability Adjustment: Objects affected by your transmutation spells can either have their hardness doubled or halved for the duration of the spell. This cannot effect things with Instantaneous duration, such as wall of stone.

Enduring Self-Modification: By increasing the casting time of an transmutation spell by one step (typically from a standard action to a full round action), you can have transmutation spells targeted on yourself be automatically extended. This does not stack with Extend Spell.

Force Breaker (Su): Your physical attacks can break force effects. For the purpose of breaking through a force effect treat it as a substance with hardness equal to the caster level, and 5 hp/caster level of the effect.

Return to Dust (Su): When you make a coup de grace attempt on a creature and you kill them, you can choose to reduce them to dust as if they were hit by disintegrate. You can also dust objects you successfully sunder.

Specialization Focus: The save DC for all transmutation spells rises by +1.

Toughen Skin (Ex): You gain a +1 natural armor bonus. You may take this ability multiple times, each time gaining a +1 natural armor bonus.

Transmuting Healing: Whenever you cast a transmutation spell, you can have the target heal a number of points equal to the spell level. This is not positive energy and works equally well on undead and constructs.

Human Specialist Mage Starting Package[edit]

Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Constitution 4 Con
Knowledge Arcana 4 Int
Knowledge Local 4 Int
Knowledge The Planes 4 Int
Spellcraft 4 Int

Feat: Improved Initiative.

Bonus Feats: Spell Focus (any school).

Gear: Backpack.

Gold: 123 gp.

Campaign Information[edit]

Playing a Specialist Mage[edit]

Religion: Specialist mages have no more proclivity to religion than your average wizard or sorcerer.

Other Classes: Wizards may think specialist mages are too focused and do not properly understand magic, but sorcerers, used to a limited list, may be more understanding. Most other classes don't have a care.

Combat: The specialist mage is a mage, and the nature of their specialization often determines the type of mage they are.

Advancement: Any spellcasting friendly prestige classes work well with the specialist mage.

Specialist Mages in the World[edit]

You're a necromancer? I AM NECROMANCY ITSELF!
—Persephone, Human Specialist Mage

Daily Life: Specialist mages often go searching for new and exotic spells in their school, even if they're not on the sorcerer/wizard spell list.

Organizations: Specialist mages usually can be found in wizardly organization as, well, specialists.

NPC Reactions: The average man does not know the difference between spell schools, magic is magic.

Specialist Mage Lore[edit]

Characters with ranks in Knowledge Arcana can research Specialist Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Specialist mages only know a single spell school, but they know it very well. They can change their spells each day with no spellbook.
15 Specialist mages can pick up spells outside their school, with limitations. They also gain abilities related to their spell school.
20 Powerful specialist mages may even know some of the stronger spells from any school. Many may even dip outside of their field.
30 Those that reach this level of success can learn about specific specialist mages, their specialized schools, recent activity, behavior, and lore about them.

Specialist Mages in the Game[edit]

Adaptation: This can easily be a divine class, with its restrictions being outside of it's clerical or druidic lists.

Sample Encounter: The ultimate necromancer is really scary! Go kill it or something.


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Eiji-kun's Homebrew (5654 Articles)
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Class AbilityArcane Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Knowledge +, Profession + and Spellcraft +
Skill Points4 +
SummaryA spellcaster who focuses on a single school, and only barely dabbles outside of that school. +
TitleSpecialist Mage +
Will Save ProgressionGood +