Mage Hunter Core Class
In a world that is filled with magic and supernatural forces there are a few that are born apart from the embrace of magic. When these men and women reach adulthood they feel an unyielding urge to extinguish magic in its many forms. They call themselves Spellstrife or Witchbane but the rest of the world has another name for them: Mage Hunters.
Theses few mortals who are born with the mark of the hunter are set apart from others of their flock. The mere touch of things magical cause them sharp pain and grief. Mage hunters take this sting and with a simple touch give it back to those that created such items. Each form of magic causes them to feel a different type of suffering but arcane is by far the worst and the most common.
Mage hunters detest magic of all kinds but they hold Arcane as the vilest form of magic. While most mage hunters will tolerate Divine magic and they have a tendency to ignore psionic powers, they will actively hunt down arcane sources of magic.
Most spellcasters (especially arcane casters) feel that mage hunters are a scourge upon the world and that they go against the natural order of things. The superstitious common folk believe that they are sent by the gods to punish those who wield black magic. In reality the truth is somewhere in-between. In nature every force has an opposite and equal reaction. Mage hunters are the inverse of spellcasters. Spellcasters exude magic while mage hunters absorb magic energy and render it harmless.
Adventures: Mage Hunters often see themselves as protectors of the common folk against the forces of magic. Many of them have grudges against magical foes and seek them out in order to rid the world of such pests. When magic is at its peak a mage hunter is there.
Characteristics: Mage hunters are proficient with all simple weapons and a few martial ones. A mage hunter's abilities focus on combating and taking down magical prey. Mage hunters are fairly tough and heal quickly. They gain the ability to stop spell casters in their tracks and can learn to absorb their spells and use them to fuel their abilities. They are known the world over to have allergic reactions to magic items and never use such devices.
Alignment: Mage hunters can be of any alignment but most of them are good. As protectors of the common folk against magic they seek out evil casters to vanquish. Evil mage hunters seek to destroy all magic whether good or evil from the world. Law and chaos have little meaning to a mage hunter and they tend to be neutral.
Religion: Mage hunters when they do seek divine guidance usually worship gods of strength, luck and retribution. They stay away from the gods of magic for they are often allied with their greatest foes. A few mage hunters worship nature deities because they feel that nature is the true life force of the world and that magic is a plague infecting it.
Background: Unlike some other classes mage hunters are born with their abilities. All mage hunters are born with the mark of the hunter but some don't learn of their abilities until later in life. Some have formal training while others stumble their way through life and are self-taught. All mage hunters have a common bond and a hate for magic. They are mostly loners but they have been known to form or join groups to get the task at hand done.
Races: Human Mage Hunters seem to the most common. A dwarf's inborn fear of magic is exemplified in a mage hunter. Elves and half-elves consider themselves cursed if they are born a mage hunter, it goes against their very being to despise magic but the pull of the hunter is strong. Gnomes are so in touch with magic that none of their race has ever been born a Mage Hunter. Half-orcs raised among orcs consider a Mage Hunter a blessing used to defeat their enemies. Halflings born Mage Hunter tend to be a bit more venturesome then most because they feel a pull to fight magic.
Other Classes: Mage Hunters cooperate with other classes as circumstances dictate, but they always shun away from wielders of magic. When seeking company or help mage hunters most often look for fighters and rogues. Fighters help them combating spellcasters and rogues have a knack for getting into places where they want to be. Wary of all forms of magic, they avoid associating with the spellcasting classes unless forced by circumstance. Generally they will endure clerics and druids, since they see them as having some benefit to the world with their healing magic. Sorcerers and Wizards on the other hand are prey to be hunted.
Level BAB Fort Ref Will SR Special
1st +0 +2 +0 +2 11 Divination Void, Mark of the Hunter and Sense Magic
2nd +1 +3 +0 +3 11 Feel the Pain and Hunter's Reprieve
3rd +2 +3 +1 +3 12 Spellbane 1/Day
4th +3 +4 +1 +4 12 Find Weakness +1
5th +3 +4 +1 +4 13 Evasion
6th +4 +5 +2 +5 13 Spellbane 2/Day
7th +5 +5 +2 +5 14
8th +6/+1 +6 +2 +6 14 Find Weakness +2
9th +6/+1 +6 +3 +6 15 Spellbane 3/Day
10th +7/+2 +7 +3 +7 15 Improved Evasion
11th +8/+3 +7 +3 +7 16
12th +9/+4 +8 +4 +8 16 Find Weakness +3 and Spellbane 4/Day
13th +9/+4 +8 +4 +8 17 Ritual of Cleansing
14th +10/+5 +9 +4 +9 17
15th +11/+6/+1 +9 +5+ 9 18 Spellbane 5/Day
16th +12/+7/+2 +10 +5 +10 18 Find Weakness +4
17th +12/+7/+2 +10 +5 +10 19
18th +13/+8/+3 +11 +6 +11 19 Spellbane 6/Day
19th +14/+9/+4 +11 +6 +11 20
20th +15/+10/+5 +12 +6+ 12 20 Spell Scourge
Game Rule Information
Mage hunters have the following game statistics.
Abilities: Strength is important for mage hunters since it improves their melee attack and damage rolls. Constitution is important for mage hunters because it give mage hunters more hit points, which they need for combat. Dexterity is important for mage hunters who want to be good at range weapons or who want to increase their defense and mobility. Wisdom is somewhat important since it increases several of the mage hunter's class skills and their will saves.
Alignment: Any.
Race: Any without innate magical (spells, spell-like or supernatural) abilities such as the gnome.
Hit Die: d8.
Starting Gold: 6d4 x 10.
Class Skills
The Mage Hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Heal (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str) and Wilderness Lore (Wis). Mage hunters can never take any ranks in the Use Magic Devices skill no mater what class she multi-classes with.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: A mage hunter is proficient with all simple weapons, shortbow (simple and composite), longbow (simple and composite), and one other martial weapon of the characters choice. They are proficient with light armor, medium armor and shields.
Spell Resistance (Ex): A Mage Hunters life essence's makes it extremely hard for others to cast spells on them. This innate ability to manifests itself as spell resistance. This value increases by +1 for every two levels with the base value of 11.
Spell resistance does not apply if an effect fools the mage hunter's senses such as minor illusion or phantom sound does. The mage hunter does not have the ability to voluntary deactivate this ability. This can be a boon or a bane depending on what spell is being cast at her. It resists Fireball as well as helpful spells like Cure Light Wounds.
If an arcane spell or spell-like ability makes it past the SR and the mage hunter fails her save she immediately Rages as a barbarian. The mage hunter must attack the opponent who caused her to rage and she will not stop attacking until the opponent is defeated or out of range of her senses.
Divination Void (Ex): Though shear will and instinct a mage hunter can ward off the effects of divination spells that reveal aura such as discern lies and detect chaos. A mage hunter can use her spell resistance to thwart these effects. When a divination spell is cast at the mage hunter the only thing the caster sees (if the spell resistances works) is a shimmering black void or a hole in space where the mage hunter should be.
Mark of the Hunter: Ingrained in the very being of the mage hunter is a loathing of all things magical. Each and every mage hunter is born with a unique birthmark that tells the world that they are hunters. Mage hunters have a painful reaction to anything and everything magical. Their life essence will not allow them to interact with magic items without consequences. The very touch of a magic item (arcane, divine or psionic) causes them to react in one of three ways. Items of arcane origin have a burning sensation, divine items feel ice-cold and psionic items have an electrical sensation when touching or holding the item.
For each round the mage hunter is in contact with such items they receive a -1 to all d20 rolls. This effect increases by -1 each round and is cumulative. For example if a Mage Hunter has been holding a wand for 3 rounds their total modifier would be -3. After the first round a mage hunter must make a Concentration check with a DC20 for arcane items, DC15 for divine items and a DC10 for psionic items in order to remain in contact with the item.
A cursed item causes an even worse reaction. So powerful is this reaction there is a chance that the hunter will die from it. Including the penalty described above mage hunters lose 1 hit point per round and this is cumulative. The type of damage the mage hunter receives depends on the items magical origin (see above).
Magic items include but are not limited to: weapons, armor, rings, staves, rods, amulets, and potions.
Sense Magic (Su): All mage hunters have a keen sense that works on an unconscious level that allows them to sense of magic around them. Theses are sensations are physical response to the presence of magic. This ability allows them Detect Magic (as the spell) at will.
Feel the Pain (Su): Mage hunters have the ability to turn charged magic items into fuel for their wraith. By grasping a magic item (assuming they make their Concentration check for the Mark of the Hunter) they are able to drain one charge from a magic item per round. They can hold these charges for 1 hour per class level. If an item is magical but does not have a charge (such as a magic sword +2) the mage hunter can't drain anything from it. For each charge the mage hunter drains she can use it to make a touch attack causing one of three different types of damage. Drained arcane items cause 1d8 fire damage per charge, divine items cause 1d6 cold damage per charge and finally psionic items cause 1d4 electrical damage per charge. The target can make a saving throw equal to the mage hunter's innate spell resistance + Wisdom modifier to reduce the damage in half. This attack is a full-round action but the mage hunter can chose how many charges (up to half her level) she will use.
Hunter's Reprieve (Ex): Mage hunters regain hit points at a faster rate then most of their kind. At 2nd level the mage hunter regains hit points equal to her Constitution bonus (if positive) per hour. The number of hit points regained per hour increases by +1 every four levels.
Spellbane (Su): Starting 3rd level once per day, a Mage Hunter with a melee touch attack can drain spells (or spell slots) from an arcane spell caster. Each attack drains 2d6 levels of prepared spells or unused spell slots, starting with the highest-level spells and working down. For example, when a mage hunter touches a sorcerer with a 4th level spell slot, a 3rd level slot, two 2nd level slots, and five 1st level slots left unused. The mage hunter rolls an 8. It drains the 4th and 3rd level slots, as well as one 1st level slot. Additionally for each spell drained the mage hunter can generate an anti-magic field in a 10ft radius for one minute. The mage hunter has the option of increase the duration by 1 minute or the range by 10ft for each additional spell slot. Drained spells can be held for one hour per mage hunter level. For example: Thesa drains 8 spells from a victim and then she uses 4 of those drained spells to generate an anti-magic field for 2 minutes with a 30ft radius
The use of this field per day increases by once per day at 6th, 9th, 12th, 15th and 18th level. A mage hunter is not effected by her own or another mage hunter's anti-magic field.
Find Weakness (Ex): Beginning at 6th level the Mage Hunter can focus her mental energies to find a weakness in an opponent's body. If the mage hunter makes a Spot check with the DC equaling the target's AC vs. a touch attack then any weapon she uses functions as if it were a +1 weapon for overcoming damage reduction. At 8th level this increases to +2, at 12th it increases to +3 and finally at 16th level it increases to +4.
Evasion/Improved Evasion (Ex): At 5th level, a mage hunter gains evasion. If exposed to any effect that normally allows mage hunters to attempt a Reflex save for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the mage hunter is wearing light armor or no armor. At 10th level mage hunters learn Improved Evasion. With Improved Evasion a mage hunter takes only half damage on a failed save.
Ritual of Cleansing: This powerful ritual allows 13 mage hunters to purge a 1000ft square area of magic for a year and a day. This cleansed area now acts as if it was an Anti-magic field. It takes the thirteen mages hunters ten days of preparing, chanting and using the Spellbane ability. If the mage hunters are interrupted (they fail a Concentration check of some kind) during this process the ritual fails and cannot be done again for a month. Mage hunters who complete this ritual sustain damage as if they where hit by a 1d4 energy drain attack. To determine the save the mage hunter is considered the "attacker".
Spell Scourge (Su): The mage hunter was become so well adapted to in fighting the forces of magic they can now generate an Anti-magic field in a 30ft radius around her body with out draining spells from someone. The fuel for this field is a part of the hunter's soul. Each minute that this field is active the mage hunter takes 5 points of damage. If a mage hunter dies or is killed when Spell Scourge is active they transform upon death to an Unholy Riven.
Ex-Mage Hunters: A Mage hunter, who gains the ability to cast spells or spell-like abilities, loses all of her supernatural abilities but retains the Mark of the Hunter. She may never again progress in levels as a mage hunter or regain her supernatural abilities.
In a world that is filled with magic and supernatural forces there are a few that are born apart from the embrace of magic. When these men and women reach adulthood they feel an unyielding urge to extinguish magic in its many forms. They call themselves Spellstrife or Witchbane but the rest of the world has another name for them: Mage Hunters.
Theses few mortals who are born with the mark of the hunter are set apart from others of their flock. The mere touch of things magical cause them sharp pain and grief. Mage hunters take this sting and with a simple touch give it back to those that created such items. Each form of magic causes them to feel a different type of suffering but arcane is by far the worst and the most common.
Mage hunters detest magic of all kinds but they hold Arcane as the vilest form of magic. While most mage hunters will tolerate Divine magic and they have a tendency to ignore psionic powers, they will actively hunt down arcane sources of magic.
Most spellcasters (especially arcane casters) feel that mage hunters are a scourge upon the world and that they go against the natural order of things. The superstitious common folk believe that they are sent by the gods to punish those who wield black magic. In reality the truth is somewhere in-between. In nature every force has an opposite and equal reaction. Mage hunters are the inverse of spellcasters. Spellcasters exude magic while mage hunters absorb magic energy and render it harmless.
Adventures: Mage Hunters often see themselves as protectors of the common folk against the forces of magic. Many of them have grudges against magical foes and seek them out in order to rid the world of such pests. When magic is at its peak a mage hunter is there.
Characteristics: Mage hunters are proficient with all simple weapons and a few martial ones. A mage hunter's abilities focus on combating and taking down magical prey. Mage hunters are fairly tough and heal quickly. They gain the ability to stop spell casters in their tracks and can learn to absorb their spells and use them to fuel their abilities. They are known the world over to have allergic reactions to magic items and never use such devices.
Alignment: Mage hunters can be of any alignment but most of them are good. As protectors of the common folk against magic they seek out evil casters to vanquish. Evil mage hunters seek to destroy all magic whether good or evil from the world. Law and chaos have little meaning to a mage hunter and they tend to be neutral.
Religion: Mage hunters when they do seek divine guidance usually worship gods of strength, luck and retribution. They stay away from the gods of magic for they are often allied with their greatest foes. A few mage hunters worship nature deities because they feel that nature is the true life force of the world and that magic is a plague infecting it.
Background: Unlike some other classes mage hunters are born with their abilities. All mage hunters are born with the mark of the hunter but some don't learn of their abilities until later in life. Some have formal training while others stumble their way through life and are self-taught. All mage hunters have a common bond and a hate for magic. They are mostly loners but they have been known to form or join groups to get the task at hand done.
Races: Human Mage Hunters seem to the most common. A dwarf's inborn fear of magic is exemplified in a mage hunter. Elves and half-elves consider themselves cursed if they are born a mage hunter, it goes against their very being to despise magic but the pull of the hunter is strong. Gnomes are so in touch with magic that none of their race has ever been born a Mage Hunter. Half-orcs raised among orcs consider a Mage Hunter a blessing used to defeat their enemies. Halflings born Mage Hunter tend to be a bit more venturesome then most because they feel a pull to fight magic.
Other Classes: Mage Hunters cooperate with other classes as circumstances dictate, but they always shun away from wielders of magic. When seeking company or help mage hunters most often look for fighters and rogues. Fighters help them combating spellcasters and rogues have a knack for getting into places where they want to be. Wary of all forms of magic, they avoid associating with the spellcasting classes unless forced by circumstance. Generally they will endure clerics and druids, since they see them as having some benefit to the world with their healing magic. Sorcerers and Wizards on the other hand are prey to be hunted.
Level BAB Fort Ref Will SR Special
1st +0 +2 +0 +2 11 Divination Void, Mark of the Hunter and Sense Magic
2nd +1 +3 +0 +3 11 Feel the Pain and Hunter's Reprieve
3rd +2 +3 +1 +3 12 Spellbane 1/Day
4th +3 +4 +1 +4 12 Find Weakness +1
5th +3 +4 +1 +4 13 Evasion
6th +4 +5 +2 +5 13 Spellbane 2/Day
7th +5 +5 +2 +5 14
8th +6/+1 +6 +2 +6 14 Find Weakness +2
9th +6/+1 +6 +3 +6 15 Spellbane 3/Day
10th +7/+2 +7 +3 +7 15 Improved Evasion
11th +8/+3 +7 +3 +7 16
12th +9/+4 +8 +4 +8 16 Find Weakness +3 and Spellbane 4/Day
13th +9/+4 +8 +4 +8 17 Ritual of Cleansing
14th +10/+5 +9 +4 +9 17
15th +11/+6/+1 +9 +5+ 9 18 Spellbane 5/Day
16th +12/+7/+2 +10 +5 +10 18 Find Weakness +4
17th +12/+7/+2 +10 +5 +10 19
18th +13/+8/+3 +11 +6 +11 19 Spellbane 6/Day
19th +14/+9/+4 +11 +6 +11 20
20th +15/+10/+5 +12 +6+ 12 20 Spell Scourge
Game Rule Information
Mage hunters have the following game statistics.
Abilities: Strength is important for mage hunters since it improves their melee attack and damage rolls. Constitution is important for mage hunters because it give mage hunters more hit points, which they need for combat. Dexterity is important for mage hunters who want to be good at range weapons or who want to increase their defense and mobility. Wisdom is somewhat important since it increases several of the mage hunter's class skills and their will saves.
Alignment: Any.
Race: Any without innate magical (spells, spell-like or supernatural) abilities such as the gnome.
Hit Die: d8.
Starting Gold: 6d4 x 10.
Class Skills
The Mage Hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Heal (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str) and Wilderness Lore (Wis). Mage hunters can never take any ranks in the Use Magic Devices skill no mater what class she multi-classes with.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: A mage hunter is proficient with all simple weapons, shortbow (simple and composite), longbow (simple and composite), and one other martial weapon of the characters choice. They are proficient with light armor, medium armor and shields.
Spell Resistance (Ex): A Mage Hunters life essence's makes it extremely hard for others to cast spells on them. This innate ability to manifests itself as spell resistance. This value increases by +1 for every two levels with the base value of 11.
Spell resistance does not apply if an effect fools the mage hunter's senses such as minor illusion or phantom sound does. The mage hunter does not have the ability to voluntary deactivate this ability. This can be a boon or a bane depending on what spell is being cast at her. It resists Fireball as well as helpful spells like Cure Light Wounds.
If an arcane spell or spell-like ability makes it past the SR and the mage hunter fails her save she immediately Rages as a barbarian. The mage hunter must attack the opponent who caused her to rage and she will not stop attacking until the opponent is defeated or out of range of her senses.
Divination Void (Ex): Though shear will and instinct a mage hunter can ward off the effects of divination spells that reveal aura such as discern lies and detect chaos. A mage hunter can use her spell resistance to thwart these effects. When a divination spell is cast at the mage hunter the only thing the caster sees (if the spell resistances works) is a shimmering black void or a hole in space where the mage hunter should be.
Mark of the Hunter: Ingrained in the very being of the mage hunter is a loathing of all things magical. Each and every mage hunter is born with a unique birthmark that tells the world that they are hunters. Mage hunters have a painful reaction to anything and everything magical. Their life essence will not allow them to interact with magic items without consequences. The very touch of a magic item (arcane, divine or psionic) causes them to react in one of three ways. Items of arcane origin have a burning sensation, divine items feel ice-cold and psionic items have an electrical sensation when touching or holding the item.
For each round the mage hunter is in contact with such items they receive a -1 to all d20 rolls. This effect increases by -1 each round and is cumulative. For example if a Mage Hunter has been holding a wand for 3 rounds their total modifier would be -3. After the first round a mage hunter must make a Concentration check with a DC20 for arcane items, DC15 for divine items and a DC10 for psionic items in order to remain in contact with the item.
A cursed item causes an even worse reaction. So powerful is this reaction there is a chance that the hunter will die from it. Including the penalty described above mage hunters lose 1 hit point per round and this is cumulative. The type of damage the mage hunter receives depends on the items magical origin (see above).
Magic items include but are not limited to: weapons, armor, rings, staves, rods, amulets, and potions.
Sense Magic (Su): All mage hunters have a keen sense that works on an unconscious level that allows them to sense of magic around them. Theses are sensations are physical response to the presence of magic. This ability allows them Detect Magic (as the spell) at will.
Feel the Pain (Su): Mage hunters have the ability to turn charged magic items into fuel for their wraith. By grasping a magic item (assuming they make their Concentration check for the Mark of the Hunter) they are able to drain one charge from a magic item per round. They can hold these charges for 1 hour per class level. If an item is magical but does not have a charge (such as a magic sword +2) the mage hunter can't drain anything from it. For each charge the mage hunter drains she can use it to make a touch attack causing one of three different types of damage. Drained arcane items cause 1d8 fire damage per charge, divine items cause 1d6 cold damage per charge and finally psionic items cause 1d4 electrical damage per charge. The target can make a saving throw equal to the mage hunter's innate spell resistance + Wisdom modifier to reduce the damage in half. This attack is a full-round action but the mage hunter can chose how many charges (up to half her level) she will use.
Hunter's Reprieve (Ex): Mage hunters regain hit points at a faster rate then most of their kind. At 2nd level the mage hunter regains hit points equal to her Constitution bonus (if positive) per hour. The number of hit points regained per hour increases by +1 every four levels.
Spellbane (Su): Starting 3rd level once per day, a Mage Hunter with a melee touch attack can drain spells (or spell slots) from an arcane spell caster. Each attack drains 2d6 levels of prepared spells or unused spell slots, starting with the highest-level spells and working down. For example, when a mage hunter touches a sorcerer with a 4th level spell slot, a 3rd level slot, two 2nd level slots, and five 1st level slots left unused. The mage hunter rolls an 8. It drains the 4th and 3rd level slots, as well as one 1st level slot. Additionally for each spell drained the mage hunter can generate an anti-magic field in a 10ft radius for one minute. The mage hunter has the option of increase the duration by 1 minute or the range by 10ft for each additional spell slot. Drained spells can be held for one hour per mage hunter level. For example: Thesa drains 8 spells from a victim and then she uses 4 of those drained spells to generate an anti-magic field for 2 minutes with a 30ft radius
The use of this field per day increases by once per day at 6th, 9th, 12th, 15th and 18th level. A mage hunter is not effected by her own or another mage hunter's anti-magic field.
Find Weakness (Ex): Beginning at 6th level the Mage Hunter can focus her mental energies to find a weakness in an opponent's body. If the mage hunter makes a Spot check with the DC equaling the target's AC vs. a touch attack then any weapon she uses functions as if it were a +1 weapon for overcoming damage reduction. At 8th level this increases to +2, at 12th it increases to +3 and finally at 16th level it increases to +4.
Evasion/Improved Evasion (Ex): At 5th level, a mage hunter gains evasion. If exposed to any effect that normally allows mage hunters to attempt a Reflex save for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the mage hunter is wearing light armor or no armor. At 10th level mage hunters learn Improved Evasion. With Improved Evasion a mage hunter takes only half damage on a failed save.
Ritual of Cleansing: This powerful ritual allows 13 mage hunters to purge a 1000ft square area of magic for a year and a day. This cleansed area now acts as if it was an Anti-magic field. It takes the thirteen mages hunters ten days of preparing, chanting and using the Spellbane ability. If the mage hunters are interrupted (they fail a Concentration check of some kind) during this process the ritual fails and cannot be done again for a month. Mage hunters who complete this ritual sustain damage as if they where hit by a 1d4 energy drain attack. To determine the save the mage hunter is considered the "attacker".
Spell Scourge (Su): The mage hunter was become so well adapted to in fighting the forces of magic they can now generate an Anti-magic field in a 30ft radius around her body with out draining spells from someone. The fuel for this field is a part of the hunter's soul. Each minute that this field is active the mage hunter takes 5 points of damage. If a mage hunter dies or is killed when Spell Scourge is active they transform upon death to an Unholy Riven.
Ex-Mage Hunters: A Mage hunter, who gains the ability to cast spells or spell-like abilities, loses all of her supernatural abilities but retains the Mark of the Hunter. She may never again progress in levels as a mage hunter or regain her supernatural abilities.
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