Unlimited Mage (3.5e Class)

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Unlimited Mage[edit]

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Human Unlimited Mage

These mages have learned to tap into the resources of the planes themselves and can cast spells without using any of their own power. An endless resevoir of power to smite the enemies that lay before them. These spellcasters develop their own abilities over developing spells and can cast them more powerfully and develop abilities to make the very gods admire their capabilities.

Making an Unlimited Mage[edit]

The Unlimited Mage finds themselves at a loss during melee combat and choose to keep their distance, but where fighters fail they shine proving themselves a unique asset in combat. They are intellectuals and loathe getting their hands dirty for mundane tasks, preferring servants or magic to perform everyday tasks.

Abilities: Dexterity, Intelligence, and Charisma are all abilities that let the Unlimited Mage shine giving them more capability to stay out of combat, hit with increasingly devastating damage, and talk their way around most situations.

Races: An Unlimited Mage is more commonly a race who likes magic but can be found anywhere.

Alignment:Any but tend to be chaotic


Starting Gold: 3d4 x 10 gp(Average 75 Starting Gold)

Starting Age: Complex as Wizard

Table: The Unlimited Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells Points per Day Single Target
Spells Known
Ally Target
Spells Known
Multiple Target
Spells Known
Great Magicks
Known
Fort Ref Will
1st +0 +1 +1 +2 Lost Magicks, Mystic Abilities 3 1 - - -
2nd +1 +1 +1 +3 7 2 1 - -
3rd +1 +2 +2 +3 11 3 1 - -
4th +2 +2 +2 +4 16 4 1 1 -
5th +2 +2 +2 +4 24 5 1 2 -
6th +3 +3 +3 +5 33 5 1 2 -
7th +3 +3 +3 +5 44 5 1 3 -
8th +4 +3 +3 +6 56 5 1 3 -
9th +4 +4 +4 +6 72 5 2 4 -
10th +5 +4 +4 +7 88 5 2 4 -
11th +5 +4 +4 +7 104 5 3 5 -
12th +6/+1 +5 +5 +8 120 5 3 5 -
13th +6/+1 +5 +5 +8 136 5 4 5 -
14th +7/+2 +5 +5 +9 152 5 4 5 -
15th +7/+2 +6 +6 +9 168 5 5 5 -
16th +8/+3 +6 +6 +10 Great Magicks 184 5 5 5 1
17th +8/+3 +6 +6 +10 200 5 5 5 2
18th +9/+4 +7 +7 +11 216 5 5 5 3
19th +9/+4 +7 +7 +11 232 5 5 5 4
20th +10/+5 +7 +7 +12 246 5 5 5 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff(CHA), Concentration(CON), Decipher Script(INT), Diplomacy(CHA), Disguise(CHA), Gather Information(CHA), Hide(DEX), Intimidate(CHA) Knowledge[All Individually](INT), Move Siilently(DEX), Search(INT), Spellcraft(INT), Tumble(DEX)

Class Features[edit]

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

Weapon and Armor Proficiency: An Unlimited Mage is proficient with all simple weapons and is only proficient with light armor.

Spells: An Unlimited Mage casts spells by calling upon the Elemental Chaos that has existed since before creation itself. They manifest that power into spells that seem to be created right there and not drawn from another source, such as a sorcerer's fireball being fire drawn from the elemental plane of fire. An Unlimited Mage casts spells using her Intelligence score to determine DC and bonus spells(See Table: Bonus Spells Points below). Unlimited Mage's choose their spells from the following list.

Single Target—Fire Lance, Frigid Damsel, Prismatic Missile, Sacred Javelin, Dark Savior

Ally Target—Heal, Might Reinforce, Guard Reinforce, Spell Reinforce, Invoke Feather

Multiple Target—Fire Storm, Icicle Edge, Lightning Bolt, Mystic Cross, Shadow Servant

Great Magick—Ifrit Caress, Absolute Zero, Dragon Bolt, Celestial Star, Cosmic Spear, Dragon's Might, Dragon's Guard, Spell of the Lich

Table: Unlimited Mage Bonus Spells Points
Intelligence
Modifier
Bonus Points
12-13 1
14-15 9
16-17 12
18-19 13
20-21 13
22-23 21
24-25 24
26-27 25
28-29 33
30-31 36
32-33 37
34-35 37
36-37 45
38-39 48
40-41 49
42-43 57
44-45 60
46-47 61
48-49 61
50-51 69

Lost Magicks: At level 1 the Unlimited Mage gains access to the lost powers that created the planes themselves. These powers take time to access. After casting a Lost Magick another Magick cannot be cast until after several rounds have passed. This wait also applies to Great Magick. Every 3rd Unlimited Mage class level adds one additional damage die of the same size to their spells(level 3, level 6, level 9 etc.). Lost magicks require a cost to be paid from their pool of Lost Points which regenerate after resting 1 hour or after 3 hours of light activity. An Unlimited Mage must meditate for 1 hour every day to keep their link with the Lost Magicks. If they fail to do so than it takes meditating for 4 hours a day for 2 days to reconnect with the Lost Magicks. Due to the nature of the magicks, metamagics cannot be applied to them. All spells an Unlimited Mage casts are considered Arcane Spells.

Great Magick: At level 16 an Unlimited Mage taps into the true power of the Lost Magicks and can cast powerful spells of unrivaled proportions. A Great Magick does not gain the damage die based on you full class level, instead it gains 1 damage die for every 2 levels after 16. Due to the nature of the magicks, metamagicks cannot be applied to them. After casting a Great Magick another Magick cannot be cast until after several rounds have passed. This wait also applies to Lost Magick. All spells an Unlimited Mage Casts are considered Arcane Spells.


Mystic Abilities (Ex): These special abilities develop similar to skills, but instead affect your combat abilities and are raised by Mystic Points instead of Skill Points. You can have a maximum of 8 ranks in each Mystic Ability. An Unlimited Mage gains 5 Mystic Points each level.

Resist Damage: Costs 2 Mystic Points to place one Mystic in Resist Damage. You gain damage reduction 2/melee for each Mystic in this ability.

Resist Magick: Costs 2 Mystic Points to place one Mystic in Resist Magick. You gain spell resistance 3 for each Mystic in Resist Magick.

Survival: Costs 2 Mystic Points to place one Mystic in Survival. You gain 10 Hit Points for each Mystic in this ability.

Avoid: Costs 1 Mystic Point to place one Mystic in Avoid. You gain a +1 insight bonus to your AC for each Mystic in this ability.

Hit: Costs 1 Mystic Point to place one Mystic in Hit. You gain +1 to DC saves against spells you cast for each Mystic in this ability and +1 for each Mystic in this ability to all melee attack rolls.

Magick Power: Costs 4 Mystic Points to place 1 Mystic in Magick Power. You deal 1 extra damage die of same size for every 2 Mystic in this ability and add 1 to caster level checks for overcoming spell resistance equal to the Mystic in this ability(Rounded down, minimum 1.)

Mage Concentration: Costs 2 Mystic Points to place 1 Mystic in Concentration. After casting a spell the character can make a concentration check, as an immediate action, to reduce the number of turns they have to wait to cast another Lost Magick spell. They gain a +1 competence bonus on the check for each Mystic in this ability and if the check succeeds you take damage equal to 1/8th your total hit points and reduce the wait time by one half. DC 10 + Unlimited Mage lvl + Spell Level

Guts: Costs 1 Mystic Points to place 1 Mystic in Guts. When your hit points would be reduced to 0 or lower you roll percentile. For each Mystic point in Guts you have a 5% chance of retaining 1d6 of hit points(40% at 8 ranks).

First Aid: Cost 3 Lost Points to place 1 Mystic in First Aid. You have a 50% chance of recovering Hit Points at the end of you turn as if you had Fast Healing. You recover 5 points per Mystic Point in First Aid.


Table: Unlimited Mage Spell Factors
Spell Type
Spell Cost Rounds
Before Next
Casting
Spell Level
Equivalence
Single
Target
2 1 2
Ally
Target
5 2 4
Multiple
Target
9 3 6
Great
Magick
12 4 9

Ex-Unlimited Mage[edit]

If an Unlimited Mage has class levels in another spellcaster class an Unlimited Mage loses access to Lost Magick and all abilities and bonuses of the Unlimited Mage(Including Base Attack Bonus and Saving Throws). An Ex-Unlimited Mage cannot gain class levels in Unlimited Mage ever again.

Epic Unlimited Mage[edit]

Table: The Epic Unlimited Mage

Hit Die: d4

Level Special
21st
22nd
23rd Bonus Feat
24th
25th
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

4 + Int modifier skill points per level.

Mystic Abilities(EX): The Unlimited Mage continues to gain Mystic points at the rate of 5 mystic points each level. An Unlimited Mage can spend 8 Mystic Points to "buy" a bonus feat. This feat must be a general feat that you meet the prerequisites.

Bonus Feats: The epic Unlimited Mage gains a bonus feat (selected from the list of epic Unlimited Mage bonus feats) every 3 levels after 20th starting at level 23.

Epic Unlimited Mage Bonus Feat List: Epic Spellcasting, Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative, Fast Healing, Damage Reduction, Additional Magic Item Space, Armor Skin, Epic Speed, Craft Epic Magic Arms and Armor, Craft Epic Wondrous Items, Craft Epic Rod, Craft Epic Staff, Efficient Item Creation, Epic Spell Penetration, Extended Life Span,Great Intelligence, Improved Combat Casting, Improved Spell Resistance, Polyglot, Tenacious Magic.

Human Unlimited Mage Starting Package[edit]

Weapons: Light Crossbow

Skill Selection: Concentration, Diplomacy, Gather Information, Intimidate, Knowledge(Arcana), Spellcraft

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 CON -
Diplomacy 4 CHA -
Gather Information 4 CHA -
Intimidate 4 Cha -
Knowledge(Arcana) 4 INT -
Spellcraft 4 INT -

Feat: Improved Initiative

Bonus Feats: Toughness

Gear: Sack, 7 Days Trail Rations, Paper, Ink, Ink Pen, Bedroll, Lantern Hooded

Gold: 45

Ability Scores: Strength 10 Dexterity 13 Constitution 14 Intelligence 15 Wisdom 8 Charisma 12

Campaign Information[edit]

Playing an Unlimited Mage[edit]

Religion: Unlimited Mages tend to see Religion as a false guide. Not believing that Gods are unreal, but that there are greater things than even them. They find themselves drawn to gods that are closer to the Elemental Chaos when they do worship a deity. The worship of a deity is rare, but not unheard of.

Other Classes: Unlimited Mages get along with people of knowledge, such as wizards, and rarely get along with barbarians for more than the need to have a meat shield. Others tend to see Unlimited Mages as know it all's or arrogant, but they can't help it, they just know more than everyone else and they still want to know more.

Combat: Unlimited Mages are almost never good with physical combat and shy away from the front line using spells and other ranged attacks to keep the opposition in check.

Advancement: Most Unlimited Mages will only continue their own dedication to the Lost Magicks, but when one does decide to learn other arts, they look to the arts of the Fighter or Rogue to improve their capabilities with physical combat while they wait to cast another spell.

Unlimited Mages in the World[edit]

I want information on Yggdrasil and Bifrost.
—Mystina, <-Human-> <-Unlimited Mage->

Unlimited Mages are the ones who seek information and know how to gather information, the ones who can devastate an enemy or even group with ruinous spells. Unlimited Mages travel for the sake of expanding their own personal knowledge.

Daily Life: In a forest, dungeon, or a town, an Unlimited Mage always looks for new understanding and connections to the Lost Magick that created all things.

Notables: Mystina, Jelanda, Lezard Valeth, Lyseria

Organizations: An Unlimited Mage is always out for more knowledge and can find it in many organizations, but tend to find themselves most comfortable in spellcasting organizations.

NPC Reactions: Most combatants find Unlimited Mages to be powerful allies and use them to better their own abilities against difficult enemies. Most commoners and non-combatants find Unlimited Mages to be nosey, arragont, and frightful.

Unlimited Mage Lore[edit]

Characters with ranks in Knowledge(Arcana or The Planes) can research Unlimited Mage to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(Arcana or The Planes)
DC Result
5 Unlimited Mages control powerful magicks that are unknown to most of the world.
10 Unlimited Mages control attack, buff, and healing magicks.
15 Unlimited Mages draw their power from the Lost Magicks that created reality.
20 Unlimited Mages are capable of casting spells as many times per day as necessary with brief periods between castings.
30 [Knowledge(The Planes) only] Unlimited Mages are capable of casting spells as many times per day as necessary with brief periods between castings.

Unlimited Mages in the Game[edit]

Unlimited Magi often find themselves in conflict with brutish barbarians or even other Unlimited Magi who see them in a bad light(such as not truly looking for knowledge). This makes combat a potentially common occurrence and is why most Unlimited Magi become charismatic and capable of talking to be to avoid such conflicts.

Adaptation: The Unlimited Mage can make an excellent opponent. The knowledge they had gained led them to a life of tyranny trying to impose on others to make "a better world" as they see it. They could also fight the tyranny themselves realizing that the oppression will keep them from learning everything they can.

Sample Encounter: An Unlimited Mage could be found deep inside of a dungeon surrounded and outnumbered. Being as smart as they are and seeing the party they may call for assistance and even offer them a reward. If the party members inquire the Unlimited Mage may tell the party that they know of a place with lots of treasure or even this Unlimited Mage can tell what they may be looking for and offer information about that in exchange for rescue. The Unlimited Mage may also be found badgering a group of guards who are barring entrance to the restricted archives and begins to assault them to get through. The party may choose to help or stop the Unlimited Mage, either way gaining some reward as to the next destination where they may find what they are looking for.


Nepthys Ophelia

CR 8

Female Human Unlimited Mage 8
N Medium humanoid (Human)
Init/Senses +5/Listen −1, Spot −1
Languages Common, Elven, Draconic
AC 13, touch 13, flat-footed 10
hp 47 (8d4+24 HD)
Fort/Ref/Will +6/+4/+5
Speed 30 ft. (6 squares)
Melee Unarmed Strike +0 (1d3/20)
Ranged light crossbow +2 (1d6/19–20)
Base Atk/Grp +4/5
Spells Known (CL 8th
 Single Target= Fire Lance, Frigid Damsel, Prismatic Missile, Sacred Javelin, Dark Savior
Ally Target= Cure
Multiple Target= Fire Storm, Lightning Bolt, Mystic Cross
Spell Points Per Day= 2
Don't ask about the Smiley Face!):
Abilities Str 10, Dex 13, Con 16, Int 15, Wis 8, Cha 12
SQ Survival 8, Avoid 8, Hit 8, Guts 8
Feats Improved Initiative, Magical Training, Practiced Spellcaster, Precise Shot
Skills Concentration +14, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (Arcana) +13, Spellcraft +13
Possessions Light Crossbow, Ink, Ink Pen, Paper, Lantern Hooded, Oil, Ring of Protection+2, 10 Days Trail Rations, Bedroll, 13,532 gp

Back to Main Page3.5e HomebrewNPCsCR 8

Back to Main Page3.5e HomebrewNPCsECL 8


List of Spells And Effects:


MULTIPLE TARGET

Fire Storm

Evocation [Fire]
Components: S
Casting Time: 1 round
Range: Medium 100 ft.
Area: Cylinder(20ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d8 points of fire damage.


Icicle Edge

Evocation [Cold]
Components: S
Casting Time: 1 standard action
Range: Long (400 ft.)
Area: Cylinder (10-ft. radius, 20 ft. high)
Duration: Instantaeous
Saving Throw: Reflex half
Spell Resistance: Yes

Great magical hailstones pound down dealing 1d6 points of bludgeoning damage and 1d6 points of cold damage to every creature in the area.


Lightning Bolt

Evocation [Electricity]
Components: S
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage to each creature within its line. The bolt comes out of the fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell抯 range permits; otherwise, it stops at the barrier just as any other spell effect does.


Mystic Cross

Evocation [Good]
Components: S
Casting Time: 1 standard action
Range: Immediate
Area: 50-ft. radius
Duration: Instantaeous
Saving Throw: Reflex negates
Spell Resistance: Yes

When the caster calls upon the Material Plane crosses made of Good energy form around the caster and than fire in all directions hitting all creatures and characters within 50-ft. dealing 2d6 of good damage to each creature or character hit.


Shadow Servant

Evocation [Evil]
Components: S
Casting Time: 1 standard action
Range: Immediate
Area: 50-ft. radius
Duration: Instantaeous
Saving Throw: Reflex negates
Spell Resistance: Yes

When the caster calls upon the Material Plane evil energy manifestests as dark creatures under all creatures and characters that are within 50-ft. that rise up hitting the creatures or characters dealing 2d6 of evil damage to each creature or character hit.




ALLY TARGET


Heal

Conjuration (Healing)
Components: V
Casting Time: 1 standard action
Range: 10 ft.
Target: Ally
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By speaking the words "Raise thine instruments of battle," and the targets name you call upon the powers of creation themselves to heal 1d4 Hit Points to the targeted character.


Might Reinforce

Transmutation
Components: V
Casting Time: 1 standard action
Range: 10 ft.
Target: Ally
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: No

By speaking the words "Strike the mighty down," and the targets name you imbue the targeted character with a temporary Strength bonus of 1d4 points x2. This spells dice do not increase.


Guard Reinforce

Transmutation
Components: V
Casting Time: 1 standard action
Range: 10 ft.
Target: Ally
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: No

By speaking the words "Hold your ground," and the targets name you imbue the targeted character with a temporary Natural Armor bonus of 1d6 points. This spells dice only increase to a maximum of 3d6.


Spell Reinforce

Transmutation
Components: V
Casting Time: 1 standard action
Range: 10 ft.
Target: Ally
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: No

By speaking the words "Know your enemies soft spots," and the targets name you imbue the targeted character with a temporary Intelligence, Wisdom, or Charisma(casters choice) bonus of 1d4 points x2. This spells dice do not increase.


Invoke Feather

Conjuration (Healing)
Components: V
Casting Time: 2d6 rounds
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: None

You restore life to a deceased creature by calling the plane of shadow to return the deceased to their body. You can raise a creature that has been dead for no longer than one day. In addition, the subject抯 soul must be free and willing to return (see Bringing Back the Dead, page 171 PH). If the subject抯 soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energydraining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can抰 be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn抰 prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. All poisons and disease are cured in the process of raising the subject. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature抯 equipment or possessions are affected in any way by this spell. A creature who has been turned into an undead creature or killed by a death effect can抰 be raised by this spell. Constructs, elementals, outsiders, and undead creatures can抰 be raised. The spell cannot bring back a creature that has died of old age.



GREAT MAGICK


Ifrit Caress

Evocation [Fire]
Components: V, S
Casting Time: 1 full-round action
Range: 50 ft.
Area: 30-ft. radius
Duration: Instantaeous
Saving Throw: Reflex halves
Spell Resistance: Yes

The caster calls out "I invoke the rites of fiery plane and give my soul up to the inferno's embrace! Ifrit Caress!," as they motion a circle in front of them to create a blaze of fire that encircles the targeted area and shoot flames from sides to side creating an image of a skull in flames. The flames super heat the area inside dealing 4d10 of fire damage to all creatures and characters inside it. It does not damage any natural plant life if the caster chooses not to have it harmed. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.


Absolute Zero

Evocation [Cold]
Components: V, S
Casting Time: 1 full-round action
Range: 50-ft.
Area: 20-ft. radius
Duration: See text
Saving Throw: Reflex halves
Spell Resistance: Yes

The caster calls out "If ye shall accept the benedictions of beauty, then ye, let these chains of aster surround thee! Absolute Zero!," to cause a large crystal of ice form around the targeted area forming a large rose trapping and dealing 3d10 of cold damage to every creature or character inside the area when the spell is cast. After the spell is cast the creatures and characters inside the area must make a Strength check or Escape Artist check to move. If they fail the check they cannot move and all creatures and characters inside it move half speed when they succeed in the check. DC = Unlimited Mage level + INT MOD

Dragon Bolt

Evocation [Elecrticity]
Components: V, S
Casting Time: 1 full-round action
Range: 125ft.
Area: 125-ft. cone
Duration: Instantaeous
Saving Throw: Reflex halves
Spell Resistance: Yes

The caster calls out "As the harmoniums of thunder sound, their very melody stirs the ancient lightning to wake! Dragon Bolt!," as the caster shoots a cone of electricty from their palms that deals 4d10of elecricity damage to all creatures or characters in the cone. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.


Celestial Star

Evocation [Good]
Components: V, S
Casting Time: 1 full-round action
Range: 25 ft.
Area: Cylinder (20-ft. radius, 200 ft. high)
Duration: Instantaeous
Saving Throw: Reflex halves
Spell Resistance: Yes

The caster calls out "Needless desire rested from thy empty existence, though shalt have it! Celestial Star!," as they raise their hands to they sky bringing down large bursts of good energy from the sky dealing 6d8 of good damage to all creatures or characters within the targeted area.


Cosmic Spear

Evocation [Evil]
Components: V, S
Casting Time: 1 full-round action
Range: 45ft.
Area: Cylinder (40-ft. radius, 150 ft. high)
Duration: Instantaeous
Saving Throw: Reflex halves
Spell Resistance: Yes

The caster calls out "If ye trust that thy eternal bonds may be broken, then let my words be as a vengeful blade upon thee! Cosmic Spear!," and motions as if to hurl a spear at the center of the targeted area bring down a large spear of evil energy from the sky dealing 6d8 of evil damage to all creatures or characters in the targeted area.


Dragon's Might

Transmutation
Components: V, S
Casting Time: 1 full-round action
Range: Immediate
Area: 20 ft.
Target: Ally
Duration: 1d6 rounds
Saving Throw: None
Spell Resistance: No

By speaking the words "Be as the dragon, a dragon's might is it's ultimate protection," and spreading their arms to the side, the caster imbues all allies within 20 ft. of them with a temporary Strength bonus of 1d4 points x2.


Dragon's Guard

Transmutation
Components: V, S
Casting Time: 1 full-round action
Range: Immediate
Area: 20 ft.
Target: Ally
Duration: 1d6 rounds
Saving Throw: None
Spell Resistance: No

By speaking the words "Be as the dragon, do not faulter in the wake of thine enemy," and spreading their arms to the side, the caster imbues all allies within 20 ft. of them with a temporary Natural Armor bonus of 1d8 points.


Spell of the Lich

Transmutation
Components: V, S
Casting Time: 1 full-round action
Range: Immediate
Area: 20 ft.
Target: Ally
Duration: 1d6 rounds
Saving Throw: None
Spell Resistance: No

By speaking the words "See your enemies greatest flaws," and spreading their arms to the side, the caster imbues all allies within 20 ft. of them with a temporary Intelligence or Wisdom(casters choice) bonus of 1d4 points x2.


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