Tuesday, July 31, 2007

Anti-Mage

Anti-mages are specialists in preventing arcane magic effects. They become increasingly quick at counterspelling, and begin to lose their normal spellcasting abilities. As the anti-mage advances, she takes on less and less magic abilities, appearing more like a fighter or rogue. Unfortunately, with the extreme loss of arcane power that enables the anti-magic abilities, there is a high rate of madness among anti-mages. Anti-mages also age at rapid rates proportional to their level.

Hit Die: d4.

Requirements

To qualify to become an anti-mage, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.

Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic. These two schools will be the two that the anti-mage is most effective against (+5 to counterspell).

Spells: Ability to cast 5th-level arcane spells, knowledge of 4th-level or higher spells from at least two schools.

Class Skills

The anti-mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

The Anti-Mage
Level Base AttackFort Ref Will Other
1st +0 +0 +0 -2 Chance to counterspell all spells +1, SR 10, -1 known spell per level
2nd +1 +1 +1 -3 Counterspell +2, SR 13, -2 known spells for levels 1-2, -1 for levels 3+
3rd +1 +1 +2 -3 Counterspell +4, SR 16, -3 known spells for levels 1-3, -2 for levels 4+
4th +2 +2 +3 -4 Counterspell +8, SR 19, -4 known spells for levels 1-4, -3 for levels 5+, can create anti-magic areas that last for 5 hours
5th +2 +2 +4 -4 Counterspell +10, SR 22, -5 known spells for levels 1-5, -4 for levels 7+, can create anti-magic areas that last for a day
6th +3 +3 +5 -5 Counterspell +14, SR 25, loses all magical abilities, can sunder magical items, can create anti-magic areas that last for 6 days
7th +4 +3 +6 -6 Counterspell +18, SR 28, arcane magic items cannot affect the anti-mage, for good or ill, can sunder artifacts, can create permanent anti-magic areas


Class Features

All the following are Class Features of the anti-mage prestige class.

Weapon and Armor Proficiency: Anti-mages gain no special proficiency with any weapon or armor. However, there are certain anti-mages that use shields as their focus. These anti-mages can wield shields normally as well as for magical shielding purposes.

Spells per Day/Spells Known: When a new anti-mage level is gained, the character loses the capacity to cast as many spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an anti-mage, he must decide to which class he removes each level of anti-mage for the purpose of determining spells per day.

Create Anti-magic Zone (Su): The anti-mage can create a 30'x30' space wherein spells are ineffective. This lasts as long as listed in the character level above.

Mastery of Counterspelling: When the anti-mage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. The counterspelling ability of anti-mages increases with each level: 1,2,4,8,10,14,18.

Sunder Magical Items: The anti-mage can attempt to destroy magic items at +20 to sunder.

Sunder Artifacts: As magic items, but including artifacts and other unique items.

Arcane Magic Resistance: Anti-mages gain improved innate spell resistance for every level they gain.

1 comment:

Priest of Doom said...

Haha, I love it, especially the declining will save :)

I made a couple changes, mostly dropping the super-high spell resistance and counterspelling bonus. I feel like the numbers I changed them to still make the character very powerful.