Counter Mage (3.5e Prestige Class)

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Counter Mage

Is that a spell you are casting there? Well, it would be a shame if someone were to cancel your little magic!
—Exos, an elven Counter Mage during the famous Mage Wars.

A Counter Mage is a mage whose specialty is to ruin the fun out of every other spellcaster. The role of the Counter Mage was created during the Mage Wars where being able to cancel the enemy's spells was of uttermost importance.

Becoming a Counter Mage

Entry Requirements  
Alignment: Any. 
Skills: Knowledge (arcana) 8 ranks, and Spellcraft 10 ranks,. 
Feats: Improved Counterspell, spell focus (abjuration). 
Spellcasting: Must be able to cast 3rd level spells.. 
Special: Must abandon all spell schools except Abjuration and Divination.

Table: The Counter Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Spontaneous Counterspelling +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Sense Magic, Swift Counterspelling +1 level of existing arcane spellcasting class
3rd +2 +1 +1 +3 Aura Of Arcane Disrupt +1 level of existing arcane spellcasting class
4th +3 +1 +1 +4 Spell Bender, Natural Counterspelling +1 level of existing arcane spellcasting class
5th +3 +1 +1 +4 Arcane Ruin (1d4/1d6) +1 level of existing arcane spellcasting class
6th +4 +2 +2 +5 Reverse Metamagic, Dispel At Will +1 level of existing arcane spellcasting class
7th +5 +2 +2 +5 Neutralise Magic, Arcane Ruin (1d4+2/1d8) +1 level of existing arcane spellcasting class
8th +6/+1 +2 +2 +6 ntimagic Shield +1 level of existing arcane spellcasting class
9th +6/+1 +3 +3 +6 Crush The Mind, Arcane Ruin (1d4+4/1d10) +1 level of existing arcane spellcasting class
10th +7/+2 +3 +3 +7 Total Cancelation, Counterspell God +1 level of existing arcane spellcasting class

Class Skills (4 + Int modifier per level)
Concentration (Con), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).

Class Features

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

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 spellcasting class before becoming a Counter Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spontaneous Counterspelling: A level 1 Counter mage can counterspell a spell using any spell he knows provided they are on the same level or higher. For any of his counterspell abilities to work the spell slots that are used MUST NOT be empty. The Counter Mage can choose either divine or arcane spell slots but if he begins casting an ability with, saying, arcane spell slots, he can't switch to divine for that ability unless noted otherwise.

Sense Magic (Su): At 2nd level a Counter Mage can cast detect magic at will.

Swift Counterspelling: A Counter mage of level 2 needs no loger ready himself as a standard action for using counterspell, he can instead do it as a swift action. He can use his "ready" action for a second counterspell, so by spending a swift and a standard action he can counterspell 2 spells on the same round.

Aura Of Arcane Disrupt (Su): Anyone trying to cast a spell withing 60ft of the Counter Mage must succeed on a SRD:concentration check of 10 + the the spell's level + 1/2 of the Counter Mage's level, or fail to cast that spell, this ability is considered a gaze ability.

Spell Bender: A Counter Mage can choose to attempt a counterspell making a Spellcraft check with double the spell's level and instead of cancelling the spell he can redirect it to anyone he chooses, he must roll for the attack again but gains a bonus equal to half the original caster's spellcasting modifier. The spell he tries to bend must be a spell with a single target such as a frost ray or a magic missile.

Natural Counterspelling: A Counter Mage gets his Counter Mage level as a bonus in spellcraft checks used to Counterspell.

Arcane Ruin (Su): Whenever someone gets countered by a Counter Mage he must roll two Will saves equal to the DC of the spell that the Counter Mage used to counter the spell. On the first failed roll, he who got countered gets all the spell slots, of the same level as the spell that got countered, locked for 1d4 rounds (1d4+2 on the 7th and 1d4+4 on the 9th level). On a second failed save, the opponent takes 1d6 typeless magic damage for every level that the spell was that got countered (1d8 on the 7th and 1d10 on the 9th level). For example, a wizard casts a 6th level spell, the Counter Mage manages to counter it using a 9th level spell, the wizard rolls two Will saves, he fails both, the wizard gets all his 9th level spell slots locked for 1d4+4 rounds and takes 9d10 points of typeless magic damage.This is not applied when spell bending or with reverse metamagic and dispel magic.

Reverse Metamagic (Su): A Counter Mage can attempt to cancel a single metamagic feat added to a spell instead of the whole spell, by making a successful Spellcraft check equal to (15 + the spell's level + (the metamagic level increasement)X2) you can provide a spell slot equal to the increasement of the spell's level by the metamagic and cancel it's properties. For example, a Counter Mage attempts to dispel a maximize spell metamagic feat, he succeeds on his spellcraft check and because the maximize feat has a level increasement +3 he burns a 3rd level spell slot and cancels the feat, the spell then continues its effect normaly but without the maximize metamagic feat.

Dispel At Will (Su): At this point a Counter Mage can cast Dispel Magic at will.

Antimagic Shield (Su): A Counter Mage can cast a shield as a reaction 1/day for ever three level he posses in the Counter Mage class that grants magical damage reduction 60 for as long as he concentrates. The shield burns a random spell slot for every 20 damage dealt to it on a single attack (roll a d10, if you roll 10, reroll). For every spell slot burnt this way both the damage reduction and the damage needed for a new slot to get expended are reduced by 5 (to a minimum of 5). If the Counter Mage runs out of spell slots the antimagic shield vanishes.

Neutralise Magic: A Counter Mage at this level can suppress the powers of magic items for long periods. The magic item is allowed a Will save with its wielder's Will modifier or if unattended a simple d20 against (15 + the Counter Mage's Int modifier + half his Spellcraft ranks-ru-). On a failed save it's powers vanish for 1d10 days. Items of divine origin or powerfull artifacts are not affected by this ability. Items of legacy are affected no matter their origin but get a +10. The bonus from Natural Counterspelling applies as well.

Crush The Mind (Su): A Counter Mage of this level can attempt to wipe the spell slots of a single creature by expending spell slots equal to the level of the creature he chose, for example, for a level 20 wizard he must spend 2 level 9 spell slots and 1 level 2 slot, or 2 level 8 slots and 2 level 2 slots etc. etc. The Counter Mage must then make a spellcraft check equal to (15 + the creature's caster level + it's spellcasting modifier) adding only half his spellcraft ranks. If he succeeds he rolls 5d4 and the creature must burn that many spell slots starting from the top ones. This ability is considered an enchantment, the only enchantment that a Counter Mage can cast. This ability threatens the Counter Mage as well, because afterwards he takes 1d4 typeless magic damage + the number of spell slots he wiped out and also becomes fatigued.Even if the spellcraft check fails, the spell slots used are still expanded. Crush the mind can use both arcane and divine spell slots in order to fustion.

Total Cancelation (Su): A Counter Mage's apotheosis is that he can cast, once per day, an antimagic field with a radius of 300 ft. around himself that cancels magic completely in this area. No magical item can be used and no spell or spell like ability can be cast inside this field. The Counter Mage must burn 2 spell slots of every level of spell slots from 6 to 9 and 3 spell slots of every level of spell slots from 0 to 5 (this must be done on the list of spells from the spellcasting class with the best caster level). The fied works exactly as an SRD:antimagic field except of the following : The field dispells any effect, banishes any summons and cancels completely any spells, furthermore all magical items are instantly affected by Natural Counterpselling although they sre allowed a will save and all spell like abilities are suppressed for 1d10 hours after this antimagic field is gone. This field doesn't work on creatures that were brought through planar binding or other forms of planar travel, although a gate or portal can't be opened inside the field. Artifacts and deities are not affected. Every spellcaster that happens to have an ongoing effect from a spell originating from himself, must succeed on a Will save equal to Counter Mage casting a 9th level spell or lose all his spell slots and spellcasting abilities for 1d4 hours after the field is gone. Furthermore everyone gets a spell failure 25% for 1d6 hours after the field is gone or they are outside his perimeter. The field has a duration of 10 minutes + as long as the Counter Mage concentrates, for every round he concentrates he burns 1 random spell slot (roll a d10, reroll on a 10 or if you roll a level of spell slots that are used completely). When there are no more spell slots to burn the antimagic field vanishes. After the duration of Total Cancelation the Counter Mage becomes exhausted. Total Cancelation can drain both arcane and divine spell slots in order to fuction.

Counterspell God: A Counter Mage can now use counterspell as many times as he wants without being "ready" but he must be able to see the source of the spell.



Back to Main Page3.5e HomebrewClassesPrestige Classes

Article BalanceVery High +
AuthorJustarandomperson +
Base Attack Bonus ProgressionModerate +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillConcentration +, Decipher Script +, Knowledge +, Speak Language +, Spellcraft + and Use Magic Device +
Skill Points4 +
TitleCounter Mage +
Will Save ProgressionGood +