Master of (Insert Your Chosen Spell Here)! (PrC)

I liked the idea of someone mastering one particular spell, and I think it gives more flavor to your campaign's NPCs if they don't have any other PrC, give them this one and pick an appropriate spell, and suddenly they become a bit more defined.

From here on, insert the spell of your choice in (Spell)

Master of (Spell)

Requisites:
Skills-Knowledge (Arcana) 6 ranks
Feats-Must have 1 of the following: Spell Focus of the appropriate school, Spell Penetration, or Spell Mastery (With one of the spells being the Chosen spell)
Spells-Must be able to cast the chosen spell.
Special-The character must either be a Bard, Cleric, or Sorcerer, or must be a Specialist wizard in the school that his Chosen spell belongs to (or a Generalist wizard if the spell is a Universal one)

Note: You may not take this PrC more than once, even if its with another spell

BAB-As Wizard
Saves-If the chosen spell relies on one or more saving throw categories, the Master of (Spell) has a good saving throw progression in those categories, with a poor saving throw progression in the rest. If the spell has no save, he has a good Will save, and poor Fortitude and Reflex saves.
Skill List-As Wizard
Skill Points Per Level-2+Int mod

Level Progression
1-(Spell) Specialization, +1 caster level
2-Apply Metamagic (1), +1 caster level
3-(Spell) Specialization, +1 caster level
4-Apply Metamagic (1), +1 caster level
5-(Spell) Mastery, +1 caster level

Class Features

Spell Specialization- The Master may choose one of the following benefits at levels 1 and 3. Any benefit may be taken more than once and are effected by metamagic feats (where appropriate) along with the spell.
Example: An extended Shield spell with the 5 extra units ability cast by a 5th level caster would last 20 minutes.
* +1 DC on the chosen spell
* +1 Caster level when casting the chosen spell
* +2 Caster level vs. SR checks when casting the chosen spell
* +5 extra units of duration on the chosen of spell (according to spell, the units may be rounds, minutes, hours, days, etc...), this ability may not be used in conjunction with an instantaneous spell
* Add 2 extra dice of damage to the spell of the appropriate type
* Improve the spell's range from Close to Medium or from Medium to Long.

Apply Metamagic- The Master may choose a single metamagic feat that normally raises the spell's level by 1 and apply it to his chosen spell. From here on, the Master may use the spell with the metamagic feat applied once without having to raise its level. The Master may choose to save the first Apply Metamagic ability gained at 2nd level to apply a metamagic feat that normally raises the spell's level by 2 when he gains this ability again at level 4.
Note: This does not increase the spell's casting time.

Spell Mastery- The Master may choose one of the following benefits:
* Become immune to chosen spell, regardless of the caster.
* You may add metamagic feats to this spell at a cost 1 level lower per feat, to a minimum of 1 extra level per metamagic feat. (This does not benefit the Apply Metamagic ability)
* Choose any 2 benefits from Spell Specialization.
* As Apply Metamagic but with 2 levels instead of 1, may stack with the other Apply Metamagic abilities if they were saved til this level.
* Gain the ability to trade out a prepared spell slot of equal or higher level to spontaneously cast the chosen spell.
* Gain the ability to cast your chosen spell, if it's range is personal, upon a willing recipient within touch range.

Just a quick thought I had (so the wording isn't perfect), comments and suggestions welcome :)
 
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The "add two extra dice of damage" could be problematic. All you need is a spell that causes 1d6 ability damage, and this would triple its effectiveness!

You need something like "for purposes of determining damage treat your caster level as if it were two levels higher. For spells that cap with level, treat the cap as if it were two levels higher than normal. Thus a fireball could do up to 12d6 damage instead of 10d6."

Similar kind of problem with the "add 5 units of duration" ability. Suppose it only lasts 1 round- this would make it last 6 times as long as usual! I don't think any spells have a capped duration, so you could just say "for purposes of determining spell duration, treat your caster level as if it were 5 levels higher."
 


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