Magi (Pathfinder Class)

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Magi[edit]

A magi uses their ability to cause a wide array of effects in strange combinations to cause new effects. Instead of simply forcing magic to cause a single effect Magi are experts of changing an effect on the fly.

Making a Magi[edit]

Fragile and weak Magi often rely on their allies to protect them as they provide protective wards or spend time to creature fire power.

Abilities: Magi mainly rely on their intelligence to create webs of magic and dexterity to help avoid hits.

Races: A Magi may be of any race

Alignment: Any.

Starting Gold: 3d6×10 gp.

Starting Age: As Wizard.

Table: Magi

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Commands Known Special
Fort Ref Will
1st +0 +0 +0 +2 2 Web of Magic
2nd +1 +0 +0 +2 4
3rd +1 +1 +1 +3 6
4th +2 +1 +1 +4 8
5th +2 +1 +1 +5 10 Encoded Staff
6th +3 +2 +2 +5 12
7th +3 +2 +2 +5 14
8th +4 +2 +2 +6 16
9th +4 +3 +3 +6 18
10th +5 +3 +3 +7 20 Encoded Staff 2
11th +5 +3 +3 +7 22
12th +6/+1 +4 +4 +8 24
13th +6/+1 +4 +4 +8 26
14th +7/+2 +4 +4 +9 28
15th +7/+2 +5 +5 +9 30 Encoded Staff 3
16th +8/+3 +5 +5 +10 32
17th +8/+3 +5 +5 +10 34
18th +9/+4 +6 +6 +11 36
19th +9/+4 +6 +6 +11 38
20th +10/+5 +6 +6 +12 40 Encoded Staff 4

Class Skills (4 + Int modifier per level)
Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Magi.

Weapon and Armor Proficiency: Magi are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a Magi's movements, which can cause his webs to have a chance to fail.


Web of Magic: A Magi is able to take magic and issues different commands to it. Using a command is a standard action. A Magi may use multiple commands at once. For two commands it is a full round action, another may be added for a standard action on the next turn, or two may be added by taking a second full round action. If a command states it takes up more than one daily use, it takes up that many actions as stated before. Typically a Magi uses 2 commands at a time with an area it affects and an affect. Affects without an area command are always treated as touch or personal. Effects without a time command are treated as instant unless otherwise stated. The table shows how many commands a Magi knows, and they gain an additional amount equal to their intelligence modifier. A Magi can use 10 commands per day per level. They may recover daily commands through a long rest. The DC for any saves mentioned in the effects is 10+ 1/2 lvl+ Int. Talk to your gm about possible outcomes for a combination if it doesn't seem like it is spelled out. Web of magic does have an arcane spell fail chance.

Table: Area Commands
Command Effect
Remote This allows other area commands to treat a square within 10 ft/level + 5 ft per extra command used as the caster for the purpose of other area commands. If no other area commands are a part of the web, the web becomes a ranged touch with the same distance.
Spread The effect gains a burst on the caster with a range of 5 ft+ 5 ft per 2 levels + an additional 5 feet per extra command used. This may be reduced down to a burst of 5 feet.
Cone The effect gains a 10 ft+ 5 ft per 2 levels cone+ an additional 5 feet per extra command used. This may be reduced down to 10 ft.
Line The effect occurs in a 20 ft+ 5 ft per level+ an additional 5 feet per extra command used line.
Cube The effect occurs in a 5 ft cube around the caster. For every level the caster may create another cube within 75 ft+ 5 feet per command used of the caster. This uses up 2 daily uses. For each extra command used this effect gains an additional cube.
Wall Creates a 10 foot wide per lvl and 5 foot tall per level visible effect. This effect is increased by 10 foot wide and 5 foot tall per extra command used. Anything passing through the area is subject to the spell effect. The effect lasts 1 round per level without a time command.

Area commands may stack, but overlapping areas do not have the effect happen more than once.


Table: Time Commands
Command Effect
Short The effect lasts 1 round per level and an additional round per command used.
Medium The effect lasts 1 min per level and an additional min per 2 commands used. You must have the short time command before selecting medium.
Long The effect lasts 1 hour per level and an additional hour per 3 commands used. You must have the medium time command before selecting long.
Delayed Delayed may only affect an item, creature or area that is 5 ft+ 5 ft per 2 levels. The affected area, item, or creature does not show any signs of the web immediately. The Magi or a creature who the Magi told the phrase to activate the affect may cause the effect to happen as a standard action as long as they are within 100 feet of it. This may last indefinitely but if the Magi does not renew it using commands equal to the command cost of the spell, it will fade after 1 day per Magi level + 1 additional day per 10 extra commands used, the effect will not occur if this happens. Renewing only takes one full round action that requires touching the target. This takes 5 daily uses of Web of Magic. Delayed may stack with other time effects.
Trap Trap may only affect an item, creature or area that is 5 ft+ 5 ft per 2 levels.The affected area, item, or creature does not show any signs of the web immediately. Whenever a creature other than the magi or creatures that the magi approves (Up two 3 times the Magi's int modifier) moves into the affected area or touches the affected item or creature, the effect occurs. This effect does not include the affected item, or creature in the area. This lasts up to 1 week per level + 1 week per 5 extra commands used and takes up 30 daily uses of web of magic. Trap my be renewed by using up the full daily uses of the command as a standard action, this requires the Magi to touch what she wishes to trap. Trap may stack with other time effects.
Quicken Quicken does not count towards actions when figuring how long it takes to cast a web. By expending 1 command you may use up to your level in commands as a standard action, rather than needing an action for each. Quicken may be used multiple times in a command line, each time it costs 5 more than the last.

All time commands count as 2 commands for the purpose of how long it takes. Example: If a time command takes up 2 daily uses, it takes 2 full round actions to complete or 4 standard actions. Time commands may not stack unless otherwise stated. Effects reoccur every round. Some effects have a lesser effect for times that cause the effect to last longer than one round.


Table: Effect Commands
Command Effect
Heal Heal living and undead for 1d4+Int and an additional 1d4 for every command past the first. If the effect last longer than instant the dice size is reduced to 1d2. If used on plants it increases their growth by about 1 week per command used.
Fire The target takes 1d4+Int fire damage and an additional 1d4 for every command past the first. If the effect last longer than instant the dice size is reduced to 1d2. If combined with Ward this gives 5 fire resistance per 2 levels. Creatures affected may make a reflex save for half damage, on a failure creatures also catch fire. The dc to remove the flames is the same as the spell DC. The dcs for this effect increases by 1 for every 5 commands used.
Water The target takes 1d4+Int bludgeoning damage and an additional 1d4 for every command past the first. If the effect last longer than instant the dice size is reduced to 1d4. If combined with Ward this gives 5 bludgeoning resistance per 2 levels. Creatures affected may make a reflex save for half damage, on a failure creatures also have a bubble of water form around their heads, slowly suffocating them. Every round a creature may attempt a fortitude save as a standard action at the same DC to remove this. The dcs for this effect increases by 1 for every 5 commands used.
Float The target becomes weightless for 1 round, slowly floating up 10 feet. If used on a target that is already floating, affected by levitate, or by other means weightless, the caster may direct the movement in any direction at a speed of 30 feet. An unwilling creature may attempt a will save in order to avoid the effect.
Command The affected targets must make a will save or do as the Magi says. The commands may be anything except for doing anything that is obviously harmful to the target. To be commanded the targets must be within 100 feet of the Magi. Targets get a will save every round.
Shield Targets gain a +1 additional armor, DR/-, or deflection bonus that stacks with other bonuses. This may be increased to +2 by using 2 daily uses instead of 1, +3 bonus by paying 4, +4 bonus by paying 8, +5 by paying 16, and so on. By paying twice the cost a Magi can choose two, three times the cost they may choose all three. This effect lasts 1 round.
Compounding Force Target is hit with a force of energy that deals 1+Int points of damage. A Magi use an additional command to add +1 damage. For every 5 commands this deals an additional damage, this bonus increases by 1 for every 5 past this meaning at 10 commands you gain an additional +2 on top of the +1 from having 5. This is a force effect. The target may attempt a reflex save for half damage. Example: Using 11 commands to trigger this deals 14 damage.
Teleport Teleport the target to a location within 100 feet per commands used. If 10 commands are used instead of the range being 100 feet, the range is 10 miles, and every command past this increases the range by 1 mile instead of 100 feet. At 20 commands the range increases to 200 miles and increases the range per command used afterwards is 10 miles. At 50 the range increases to 5,000 miles and increases per extra command. A creature may attempt a will save to resist the effect. This may not be modified by time effects that change duration.
Haste Increase the target's movement speed by 10 ft per 15 commands used. This effect lasts one round. If 105 commands are used the target gains an extra move action and standard action as well.
Slow Reduce the target's movement speed by 5 ft per command used (Minimum 5 ft). This effect last for 1 round. If 5 commands are used, they are staggered as well. A successful will save negates the effect.
Lesser Illusion For 1 round control visuals and audio in a 5 foot area you touch or are in. This requires no focus and you may change image and sounds at will. This is an illusionary effect. A will save may be made if the illusion is interacted with.
Major Illusion For 1 round control a 5 foot area you touch or are in. This may affect all senses and can support weight up to 1000xyour magi level. This requires no focus and you may change the illusion at will. This is an illusionary effect. A will save may be made if the illusion is interacted with. This cost 50 commands.
Temporary Recovery Targets gain 1d2+Int temporary health. For every extra command used they gain an additional 1d2.
Transmute Change any non-creature material into another of equal worth. You can transmute up to 100 gold per command used. Any item with a hardness equal to or less than your Magi level may be changed in chunks rather than transmuting the full object. If this item is held or attended to, the wielder gets a will save.
Rest Target falls asleep for 1 round, during this time they gain fast healing 1 + 1 for every command used past the first. Any effect that would wake a creature, such as spending an action to wake them, or being attacked, will wake them. They may attempt a will save to negate this. If this effect last more than 1 round they may attempt a save every round. If any creature in the area of affect is unwilling and has a higher HD than the Magi, they may choose to ignore the effect entirely. For every 10 commands you use you may count your HD as 1 higher.
Cage A cage of force surrounds each target. While mostly invisible it is still apparent by it's slight shimmer. All affected targets are considered restrained. This effect last for 1 round. A successful fortitude save may negate the effect. If this affect is modified to last longer creatures gain a save every minute, unless 10 commands are spent to cast this, then they may not attempt to save until the effect runs out. Another creature may attempt to break the cage with a successful strength check equal to 10+lvl+(Intx2). The cage is immobile unless 20 commands are spent, in which case it moves as if it was almost weightless, and falls slowly at a rate of 60 feet per round.
Ward A creature, object, or area affected by a ward is immune to all hostile magic. Whenever a hostile spell/Supernatural ability/SLA/Any other negative magical effect that comes from a creature is used against an affected target both the caster and the Magi roll opposed caster level checks. If the Magi's is higher the spell is ignored, if the caster's is higher one layer of the ward is broken. When cast with the base cost of 5 one ward layer is applied, for every command afterwards another layer is applied. If multiple layers are on a creature, after a layer is broken through, roll again. If there are more layers than the Magi's level only roll up to the level. Every time a layer is broken through the Magi takes 1 point of damage for every layer that is left. This effect lasts 1 round.
Bubble Create a bubble around the target. Inside is breathable air. The bubble acts as a wall. This wall has a hardness equal to the commands used to create this, and hp equal to three times that. Spells cast through the wall that requires line of effect do not occur, and spells that rely on sight has a chance to fail equal to the commands used. No sound comes in or out of the bubble. If the magi is within the bubble or has line of sight of it, they move cause it to fly at a speed of 30 feet as a move action without using any commands. If this is made an area of effect a Magi may choose to have it affect each creature and unattended object, or the area. Unwilling creatures may attempt a will save to resist.
Dispel Magical effects currently affecting the targets have a 0% chance of ending. For every command used the chance increases by 2%. There is a 100% chance that negative affects dispelled this way are transferred the the Magi. This chance decreases by 2% for every command used.
Scry Create an invisible sensor that detects sight and sounds within 100 feet of you per command used. At 10 commands the range becomes 1 mile per command instead. At 50 commands it instead becomes 10 miles per command. At 100 commands the range is unlimited as long as it is on the same plane or through a portal. The image appears in the air in front of you. Instead you may create a sigil on an object that measures 1 inch by 1 inch by using 20 commands. This sigil lasts 1 day per command used past 20. (The sigil duration is not modified by time commands) At any point as a standard action the Magi may activate it to see from the perspective of the sigil for 1 round. By paying twice the cost, a scry may become two way, allowing both sides to be see by the other.
Portal Form a portal in an unoccupied space next to the caster. This portal is large enough to comfortably fit a large creature. The portal may connect to a space that is within 100 feet per commands used. If 10 commands are used instead of the range being 1,000 feet, instead the range is 10 miles, and every command past this increases the range by 1 mile instead of 100 feet. At 20 commands the range increases to 200 miles and increases the range per command used afterwards is 10 miles. At 50 the range increases to 5,000 miles and increases per extra command. The portal lasts 1 round, and has a base cost of 10 commands that is not counted when determining the portal range.
Storage This may only affect a container, or house. Areas affected by this are actually a number of times larger inside equal to the number of commands used. This effect lasts 1 round. Outside dimensions are not affected by opening it will revel its special properties.
Air Change the winds in the affected area to be 1 size category higher or lower. This costs 2 commands. You may change it by 1 additional category by paying double. You may increase or decrease it down the the lowest or highest category. If a creature is targeted rather than an area, they treat the air as being that many categories different. The source of the air can be at any point in the area that is decided by the Magi. If a single creature is targeted they treat any direction the Magi chooses the direction that it treats as the source of the air. Example: If winds are strong and you wish to increase it by 4 categories, you would use 16 commands. The direction of the air is determined by you, despite the direction is was previously blowing in the area. If a creature is affected rather than an area, they may attempt a fortitude save to resist.
Hold Command An object affected by hold may hold one command that may be used for any other commands that the Magi knows as a standard action. This does cost 1 command on top of the one that is going to be stored. 1 more may be stored by spending another command, and this may be repeated. No matter how many commands are being held they may all be used as a standard action to form a Web. While any number up to the maximum may be used from the stored amount, any unused once released simply fade. Hold command may not be modified by time effects. Hold Command lasts on an object for 1 day/Magi level. A Magi cannot use Hold Command to use Hold Command. If Hold command is used and while another container for commands is active those commands fade away.
Magic Infusion The affected creature or creatures within the affected area treat arcane spell fail chance as 1% less or greater. This increases by 1% for each additional command used.
Strength For every 5 commands used, increase the target's Strength score by 1. This effect lasts 1 round.
Dexterity For every 5 commands used, increase the target's Dexterity score by 1. This effect lasts 1 round.
Constitution For every 5 commands used, increase the target's Constitution score by 1. This effect lasts 1 round.
Intelligence For every 5 commands used, increase the target's Intelligence score by 1. This effect lasts 1 round.
Wisdom For every 5 commands used, increase the target's Wisdom score by 1. This effect lasts 1 round.
Charisma For every 5 commands used, increase the target's Charisma score by 1. This effect lasts 1 round.
Resolve Increase a target's fortitude, reflex, or will save by 1. For every 3 commands used increase it by another 1. By paying twice the cost you may apply the bonus to a second save, or triple the cost to affect all 3. This effect lasts 1 round.
Save State When activated record the current state and location of objects, and willing creatures in the area. At any point during the duration as a free action the Magi may revert creatures to their state in the beginning. However this is not a full reversal. For every command it may move a creature 5 feet back towards the saved area, and they recover or take 1 point of damage (Attribute damage drain, negative levels, hp damage, or any other may be changed this way) towards their previous state.
Unlock Unlock may only affect the Magi using it. While affected by Unlock, the Magi may instead use health instead of commands to form webs. When using health, they may choose they may instead form a full web with any amount of commands as a standard action. Using this does however cost twice as much health. Damage dealt to a Magi this way may not be recovered by a Magi's heal command.
Move Move each target that is up to 5 lb as you wish (As a free action once per round) during the duration at a speed of 5 feet per round. Creatures may attempt a will save to resist. For every command used in this increase the weight limit by 5 lb. For every 10 commands increase the speed by 5 feet. Move has a duration of 1 round.
Conjure Create a creature appears as you wish. This creature has a land speed of 30 feet and no other move speeds, and is of tiny size. For every command used to create this creature it has 2 health, and 1 in every attribute. For every 5 commands used increase it's Natural Armor, BaB and all saves by 1. This creature will obey the Magi to the best of it's ability. Whenever a Conjured creature takes damage, the Magi takes half as much. Conjure lasts 1 round.
Time Skip Affected targets vanish for 1 round per command. Unwilling creatures cannot be affected unless 5 commands are used. A successful will save may negate this. Targets reappear when the duration has ended. Anything within the area of the targets when they reappear is moved to the next safe location.
Duplicate Pick any one weapon attack that is not a critical that happened from either the round before the web is made, or during the time of the casting. You may duplicate that attack by expending a number of commands as a free action to attack a target within 100 feet with the same attack as a standard action. This applies any effects the weapon and weilder had when it was used, but may not do more damage than commands expended. This may be done any number of times during the duration. This effect lasts for 1 round.
Past Affected targets show the state they were in and what they were doing at any point within the last 24 hours. This may be increased by 24 hours per extra command used. This allows audio and visual changes to the location, illusions will fill the area to show this. This illusion is obvious and does not require a save to disbelieve. If the target is unwilling they may attempt a will save to resist.
Weaken, Object Targeted items have their hp and hardness reduced by 1 per command used. If the object is attended to the wielder may attempt a fortitude save to resist the effects. If an object has it's hardness reduced to 0 by this effect it turns to ash. This effect is instant and functions as a permanent change. If increased by time commands this effect happens every round.
Weaken, Creature Targeted creatures have their natural armor reduced by 1 (This may reduce a creature's total armor down to 10) per command used, and for every 5 commands used it also lessens every attribute by 1. A creature may attempt a fortitude save to resist the effect. This effect lasts 1 round.
Repair Repair objects for 1d4+Int and an additional 1d4 for every command past the first. If the effect last longer than instant the dice size is reduced to 1d2. If the target is living steel if 50 commands are used it also changes the hp of the item to 1 if it is destroyed before the healing applies.
Reflect Reflect may only be used in combination with ward. If a warded creature has a spell stopped due to ward, it reflects the effects back to the caster, and the warded creature counts as the caster for purposes of spells that require input from the caster. Reflect cost 1 command and is not multiplied. For every 5 commands used, increase the Magi's concentration check for ward by 1.
Craft Increase a craft check by 1 for every 3 commands used. This effect lasts 1 day/level or until an item is crafted. In addition, passively A Magi gains scribe scroll and brew potion as bonus feats. When using these feats a Magi may only store webs. A web that is contained this way acts as 1 spell level per 5 commands used, caster level is the amount of commands used/10 (min 1).
Strike Targets gain a +1 moral bonus on attack and damage. For every 5 extra commands used increase this bonus by 1. This effect lasts 1 round. If strike is modified to last longer than 1 round, the bonus is only increased for every 10 commands used.
Obscure Targets forms are obscured slightly. For every command used, there is a 2% chance that attacks miss. This can only bring the chance up to 70%.
Clone Willing creatures have a duplicate of them appear next to them of the closest available space. These duplicates have all resources available to them that the creatures did when they were cloned. Any roll other than a d20 roll they preform is reduced by half, actions like casting spells that do not use variables and requires a save has the DC reduced by 5. These clones may act on the Magi's turn and is controlled by the Magi as a free action. For every round this is in effect, the Magi spends commands equal to each creature's HD. At any point a Magi may dismiss a creature made this way. Clone lasts for 1 round.
Absorb Absorb may only be used in a web with ward and reflect. The cost of absorb does not increase due to other commands in the web. Whenever an attack misses a creature that is affected by ward, they heal for the number of commands used to cast absorb, This amount may not be more than twice the Magi's level.

You may have multiple effects in a command line, but while the first one cost normal, the second one cost twice as much, second three times, and so on.


Encoded Staff: At 5th level a Magi is able to make and maintain one staff that causes a single time and area effect to affect their webs if they wish. These effects must be 5 cost or less. These do still cost daily commands, but does not take any actions. If the staff is destroyed it takes 8 hours for a Magi to create a new one. If they wish to change the stored commands it takes 2 hours for each command. A Magi may only have one encoded staff at a time. If a new staff is created while another exists, the older one stops functioning and fades into nothing. At levels 10, 15, and 20 a staff may store an additional time and area effect



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