Mage Prc- Help with balance

Dimensional

First Post
Hi all.

I was looking around for a PRC for the NPC quest Pimp in my next campaign. He's going to be a reclusive mage, looking to unlock the secrets of all magic(hey gotta go with the cliche's)

anyway, thought of lore master etc. but didn't realy like them all that much so came up with this. And It feels horribly out of balance to me. Now this isn't much of a problem scine he's the characters quest Pimp and unlikly to ever end up actiivly crossing the pc's or anything and as such I could just wing it. But scince I spend some time whiping this up I thought I'd ask for some comments.

Oh and a better name

Thanks

Comments - I came up with the final ability as what I thought this NPC would be working towards so started with that end in Mind - I worry that It comes to soon and with out enough cost.

Jeremy

Master Magus Prc

Prerequisites

Ability to cast 2nd lvl divine and arcane spells; ability to cast any 3rd level spells; Member of 4 spell casting classes; Ability to cast arcane spells spontaneously; not barred from casting spells of any school; Access to the magic clerical domain.

10 ranks of Knowledge religion, arcane and nature, 10 ranks spellcraft.

Description.

Master Magus's study as many fields of magic as possible, taking bits and pieces from each class and merging them into a unified whole, seeking to unite the many diverse fields of magical endeavor. Most wielders of magic laugh at such a persuit, but some few theories that it is the path to true power.

Class abilities
HD - d4
Skill Points each lvl 2+int modifier
Class skills : Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), and Spellcraft (Int).

LVL BAB Fort Ref Will Spells per day Class abilities
1 +0 +0 +0 +2 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class Minor Unified Caster
2 +1 +0 +0 +3 +1 level of existing divine spellcasting class Divine Unity
3 +1 +1 +1 +3 +1 level of existing arcane spellcasting class Minor Arcane Spontaneity
4 +2 +1 +1 +4 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class Arcane Unity
5 +2 +1 +1 +4 +1 level of existing divine spellcasting class Unified Caster
6 +3 +2 +2 +5 +1 level of existing arcane spellcasting class Unified Understanding
7 +3 +2 +2 +5 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class Arcane Spontaneity
8 +4 +2 +2 +6 +1 level of existing divine spellcasting class Unified Theory
9 +4 +3 +3 +6 +1 level of existing arcane spellcasting class Arcane Spontaneity
10 +5 +3 +3 +7 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class Total Unification




Minor Unified Caster
Master Magi, learn to cast all spells with equal and devastating efficiency.
From this point use only the highest caster lvl the Master Magi has whenever he makes a caster lvl check. The master Magus's Caster lvl increases whenever he gains a lvl of spell casting from an existing class regardless of source (this means that a a master magus who's highest previous caster lvl was 5 on the gaining of this ability has his caster lvl raised to 7 (he gained 1 lvl of both divine and arcane spell casting and by the time he reaches lvl 10 master Magus he will have a caster lvl of 19)

Divine Unity
The Master Magus can at this prepare and cast divine spells of up to his master Magus lvl as arcane spells and cast them using Arcane spell slots

Minor Arcane Spontaneity
The Master Magus can at this lvl by spending a day in study swap out any spell he can cast spontaneously for any other spell he knows and can cast at that lvl, this includes Divine spells known as arcane spells through Divine Unity

Arcane Unity
The Master Magus at this lvl learns to tap into the energy of the universe itself as a source of divine energy rather than any one specific god, the Master Magus may Prepare Arcane spells as divine spells and cast them from divine spell slots. The Master Magus does however loose access to his domain that is not Magic - this includes domain abilities.

Unified Caster
The Master Magus at this lvl begins to understand the unity of focus required by his discipline, regardless of spell type cast the master magus can use the spell casting attribute modifier of his choice for the purposes of Spell DC etc. Bonus spells fr high attribute still work as normal

Unified Understanding
The Master Magus at this Level gains insights into the connections underpinning, all branches of magic. Knowledge(Arcana), Knowledge(Religion) and Knowledge(Nature) all provide synergy bonus to each other for the purposes of any check related to magic or magical theory.

Arcane Spontaneity
The Master Magus can at this level may choose up to 3 plus Chr mod spells known and add them to his list of spontaneous spells, Spells of a lvl higher than the master magus can spontaneously cast may not be selected. The unified Caster ability is not relevant for this ability. - From know on the Master magus may choose Arcane spontaneity as one of his feats for the same benefit.


Unified Theory
The Master Magus's Understanding of Magic is further enhanced; the master Magus gains a +2 bonus to all spell craft checks

Total Unification
The Master Magus Finally unlocks the boundaries that separate the different domains of magic. All spell slots are added into a single pool, any know spell may be prepared using any spell slot of the correct lvl. Spontaneous spells can only be cast from spell slots left open, and only from the list of spells know for the purposes of spontaneous casting.

Bonus spells from high ability scores are only added once for each ability(this may result is some slots being lost) but all 3 abilities are counted for bonus spells for any future spell casting levels gained.
 

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Very overpowered in my opinion. If you want to do something like this I'd point you to two existing classes that handle it in a more balanced manner:

Magister from Arcana Unearthed (unified spell system)
Mystic Theurge

Just my thoughts ...
 

This is a really interesting idea. Power-wise it reminds me of the original D&D wizard: wimpy at low levels and god-like at high. This is not necessarily a bad thing, but I think that's what you'd get.

That "member of 4 spell-casting classes" is a killer. I think that means this class can't be taken until at least the character's 11th level (5th level wizard for 3rd level arcane spells, 3rd level cleric for 2nd level divine, plus at least one level in two other casting classes). So your concern about the last power coming too soon is unwarranted. It can't happen until at least 20th character level.

Now whether that power is too gonzo, I have no idea. I like the caster level and casting stat changes.
 

Tessarael said:
Very overpowered in my opinion. If you want to do something like this I'd point you to two existing classes that handle it in a more balanced manner:

Magister from Arcana Unearthed (unified spell system)
Mystic Theurge

Just my thoughts ...

Ok so It's overpowered - That was my initial opinion as well, but what makes it so bad? what should it loose to balance it better?

as to your other suggestions well I don't have Aracan Unearthed so a summary of the magister might help.

as for Mystic theurge - Hate it. has no flavour which I was trying to add here. also I was looking for a feel of unification which MT doesn't give it's just a mage and a cleric rather than somthing which is greater than it's parts.

Jeremy
 

JimAde said:
This is a really interesting idea. Power-wise it reminds me of the original D&D wizard: wimpy at low levels and god-like at high. This is not necessarily a bad thing, but I think that's what you'd get.

That "member of 4 spell-casting classes" is a killer. I think that means this class can't be taken until at least the character's 11th level (5th level wizard for 3rd level arcane spells, 3rd level cleric for 2nd level divine, plus at least one level in two other casting classes). So your concern about the last power coming too soon is unwarranted. It can't happen until at least 20th character level.

Now whether that power is too gonzo, I have no idea. I like the caster level and casting stat changes.

Thnaks for your comments, Your right that it is very low powered early. actualy That might just break it for me as it doen't seem like anyone could survive to progress in it. but I can't see how to get the unified magic thing to feel right withought having a requirment of all 4 classes.

the question is how powerful is it at high levels? at the end of the class the character has unified acces to what 12th lvl casting form one class and 10th from another. that's at max 6th lvl spells. though you should have a ton of them.

I guess I'll fiddle it a bit more and see how it feels.

Jeremy
 

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