Magician, Generic Caster (3.5e Class)
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A spellcaster that fully replaces other prepared casters. 20 1 Poor Poor Poor Good Prepared Arcane Spellcasting, Prepared Divine Spellcasting Full
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Magician[edit]
The Magician is a master of magic, able to wield power from any discipline, no matter how obscure. While an Elementalist or a Dread Necromancer might outstrip the Magician in their particular field, nobody can match the breadth of the Magician's learnings. Magicians who draw spells primarily from Arcane sources are commonly called Wizards, those who prefer Divine magic work as Priests, and those who wander the woods naked communing with trees are called Druids and probably know better than them.
Wizards tend to focus on their arcane repertoire, studying Arcana that allow them to improve their spells, create magic items, or directly add to the magic that they can perform. Solutions to their issues beyond magic are a last resort. They can be found working as sages to hero kings who offer them a quiet environment, hedge mages using their currently meager magical learnings to impress and assist small towns, or joining vast colleges. Wizard Colleges care not for the morality of their members, only instituting rules to not make trouble in the backyards of other powerful Wizards.
Priests often join temples where the higher ranked priest are more scholarly and focus on expanding their capabilities to match portfolios while the missionaries and town priests are more militant in order to survive in the harsh world. Temples may be polytheistic or opportunistic, worshiping whole pantheons or providing the common folk knowledge of all deities known to the temple. Magical purity tests are common, so corruption is very rare in the temples with very public executions of traitors using methods that prevent resurrection.
Druids spend most of their time in nature, only dealing with towns or cities in order to procure goods they cannot make from the land. Druids see bloom and decay as a natural cycle, although one they might meddle with that order to further their study of nature or for their own interests. Druid Circles share secrets but not goals. They work against each other as a matter of course, seeing their attempts to impose their will upon the natural world as part of the struggle of nature. A Druid will not intentionally kill another Druid, although they might beat them senseless and leave them naked in the wilds with only an Antilife Shell to protect them. If a Druid cannot survive after having their schemes unraveled, then they weren't strong enough to truly live naturally.
There are as many ways a Magician might see themselves as there are spells printed for D&D, so think about how your Magician chooses to interact with that world.
Making a Magician[edit]
There are at least two ways to solve the flavor issue of Wizards in D&D. One is to eliminate casters with wide ranges of abilities entirely and make many caster class that cover a narrow school. The other is embrace the generic flavor of the Wizard and apply it to all casters, allowing players to create their own magical discipline through their spell choices. This class takes the latter route, giving access to all spells and a wide array of abilities that the Magician gains slowly but steadily over their career. They aren't nearly as overtuned as the standard Cleric or Druid, but they do have access to the strongest spells in the game and with a strong spell selection will be able to contribute to any party.
Although Magicians in the same party can freely share spells, players will wish to distinguish their own characters, choosing spells that complement their fellow Magician without overlapping. For a prepared spellcaster, it is not how many spells they know that truly define who they are as a character, but what spells they wish to have available each day.
The class can be used as a spontaneous caster by substituting its casting mechanics for Sorcerer and Int for Cha with the understanding that they will be generally weaker. Domains add to Spells Known and a Sorcerer can only learn one spell from their Opposed Schools per spell level from leveling.
Abilities: Intelligence is the class's casting stat while Wisdom is used for all of its other abilities.
Races: Most races have members of this class although some favor Arcane or Divine magic.
Alignment: Any
Starting Gold: 4d4 x 10 gp.
Starting Age: Complex.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Spellcasting, Spellbook, Aura, Minor Arcana | 3 | 1 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Minor Arcana | 3 | 2 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Minor Arcana | 3 | 2 | 1 | — | — | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Minor Arcana | 4 | 3 | 2 | — | — | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Minor Arcana | 4 | 3 | 2 | 1 | — | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Minor Arcana | 4 | 3 | 3 | 2 | — | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | Major Arcana | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Major Arcana | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | Major Arcana | 5 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Major Arcana | 5 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | Major Arcana | 6 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | Major Arcana | 6 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | High Arcana | 6 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
14th | +7+/2 | +4 | +4 | +9 | High Arcana | 7 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | High Arcana | 7 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | High Arcana | 7 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | High Arcana | 8 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | High Arcana | 8 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | Sublimation | 8 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | Ascension | 9 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) Class Features[edit]All of the following are Class Features of the Magician class. The Magician gains abilities according to the above table. All save DCs are 10+1/2 character level+Wis modifier unless stated otherwise. Weapon and Armor Proficiency: Magicians are proficient with the following weapons: club, dagger, sling, spear, and quarterstaff. Magicians are proficient with no armor or shields. They are also proficient with all natural attacks of forms they assume with Magician abilities. Spellcasting: The Magician casts spells as a Wizard. Their spells are both Arcane and Divine, detecting as either or both depending on which spell lists they appear on. They have a chance for spell failure for wearing armor regardless of what kind of spell they're casting. They use Intelligence for casting spells and Wisdom for any Arcana feature even if it would call for Charisma. A Magician's caster level is equal to their character level and their spells have a save DC of 10+1/2 character level+Int modifier regardless of level. They don't need to match any stat minimum for casting spells. A Magician's prepared cantrips are not expended upon being cast. Spellbook: The Magician records their learned spells in some sort of object, be it an traditional grimoire, a shimmering crystal of many facets, or a rosary inscribed with runic sigils. This functions exactly as a Wizard's spellbook except that the Magician draws spells from the spell list of every class that can cast ninth level spells and the Spellbook is not a particularly costly magic items. Scribing costs only apply to the research of the spell, not its replication, so the Magician can make unlimited backups of their books for cheap. The Magician can take any feat that requires levels in a specific spellcasting class if they learn spells off that class's spell list. A Magician starts the game with all cantrips of any class's spell list and learns one cantrip every level in addition to their normal spells. Aura (Ex): A Magician who casts a spell with an alignment descriptor detects as that alignment as a cleric of their class level for a number of days equal to the spell level. Upon taking an alignment domain, this aura becomes permanent for that alignment.
Sublimation (Ex): Although the Magician has reached the height of magical power, learning forever continues. With a month of study, the Magician can select an additional Minor Arcana. Study for two months and four months allows for a Major or High Arcana, respectively. Ascension (Ex): The Magician becomes a Demigod in their own right, allowing prayers towards them to grant spells. The Magician is treated as a Deity for any effect that recognizes deities and if killed, they simply reform after a week in an Outer Plane matching their alignment or an Inner Plane if True Neutral. Multiclassed Magicians[edit]A Magician cannot have levels in Wizard, Cleric, or Druid. A Magician who previously had levels in those classes replaces them with Magician. Kinda obvious. Maybe like...a Kaelik Cleric would be fine or something, I dunno, you wouldn't want to multiclass a full caster anyway. Epic Magician[edit]
Epic Spellcasting: The Magician gains Epic Spellcasting as a bonus feat. You should probably buy your DM the stiffest drink they can handle. Epic Arcana: The Magician gains two High Arcanas or an Epic Feat of their choice at 22nd level and every even level thereafter. They must meet any prerequisites of the feat. Campaign Information[edit]Magician Lore[edit]Characters with ranks in Knowledge (arcana, religion, nature) can research Magicians to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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Article Balance | Very High + |
Author | Limitrophic Researcher + |
Base Attack Bonus Progression | Poor + |
Class Ability | Prepared Arcane Spellcasting + and Prepared Divine Spellcasting + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Skill | Appraise +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Handle Animal +, Heal +, Knowledge +, Listen +, Profession +, Sense Motive +, Speak Language +, Spellcraft +, Spot +, Survival + and Swim + |
Summary | A spellcaster that fully replaces other prepared casters. + |
Title | Magician, Generic Caster + |
Will Save Progression | Good + |