New PrC-the Death Magus

The Death Magus

There are few brave enough to talk about these few wizards and sorcerers, as Death Maguses specialize in being assassins with their spells. They carefully twist negative energy, entwining it with their regular spells in order to snuff out the life force of their opponents. As such, they are notorious and feared for their sheer killing potential-even some of the most potent spells of protections are ineffective against their death magick.

Hit Die: d4

Requirements
In order to be a Death Magus, the character must fulfill all of the following criteria:
Skills: Spellcraft 8 ranks
Feats: Death Spell (see below), Heighten Spell, Spell Focus (Necromancy), Spell Penetration
Spells: Access to 4th level arcane spells, at least one of which must be from the necromancy school.
Alignment: Any Evil
Special: The Death Magus must be a specialist necromancer.

Class Skills:
The Death Magus' class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (Any) (Int), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier

Code:
    Level  BAB  F/R/W    Special                        
    1st    +0   2/0/2    Apprentice of the Forbidden Arts, Extra Specialization 
    2nd    +1   3/0/3    Bypass Wards (1st)
    3rd    +1   3/1/3    Evil's Favor
    4th    +2   4/1/4    Bypass Wards (2nd)
    5th    +2   4/1/4    Extra Specialization, Necromantic Expert
    6th    +3   5/2/5    Bypass Wards (3rd)
    7th    +3   5/2/5    Death's Wish
    8th    +4   6/2/6    Bypass Wards (4th)
    9th    +4   6/3/6    Final Utterance
   10th    +5   7/3/7    Bypass Wards (5th), Mastery of the Forbidden Arts


Class Features
The following are class features of the Death Magus prestige class.
Weapon and Armor Proficiency: A Death Magus gains no new weapon or armor proficiencies.
Spells Per Day/Spells Known: At each Death Magus level except level 10, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. he does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a Death Magus, the player must decide to which class to add each Death Magus level for the purpose of determining spells per day and spells known.
Extra Specialization:Upon gaining this class, and later upon reaching 5th level, the Death Magus must choose a spell school not already banned. From here on, he may not learn any new spells from this school, but he maintains the knowledge and ability to cast any spells of this school he learned prior to gaining a level in the Death Magus class (or 5th level in the class, for the second time).
Apprentice of the Forbidden Arts: Whenever the Death Magus casts a spell with the [Death] descriptor, his effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).
Bypass Wards: All spells that a Death Magus casts with the [Death] descriptor are immune and bypass other spells of a level equal or lower to the number indicated on the chart (using an effect similar to Globe of Invulnerability, meaning spells heightened to a level above the Bypass Wards ability function normally). This ability even defeats Dispel Magic at level 6.
Evil's Favor: At 3rd level, the Death Magus gains the Evil Domain, gaining its domain power (this stacks with the Apprentice of the Forbidden Arts ability) and adding its domain spells to his spellbook or spells known for free.
Necromantic Expert: Whenever the Death Magus casts a spell from the Necromancy school, his effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability stacks with Apprentice of the Forbidden Arts ability and the Evil domain.
Death's Wish: At 3rd level, the Death Magus gains the Death Domain, gaining its domain power (the death touch ability uses his Death Magus level to determine its effects) and adding its domain spells to his spellbook or spells known for free.
Final Utterance (Su): Upon reaching 0 or less hitpoints, the Death Magus automatically let's loose with a Power Word: Kill immediately, targeting whomever he wishes (as long as he could target normally), even interrupting his attacker's action. This effect, being supernatural, does not provoke an AoO, and functions even if the Death Magus goes below -10 hitpoints. If the Death Magus somehow manages to survive the encounter, he may use this ability only once per day.
Mastery of the Forbidden Arts: Once per day, a 10th level Death Magus may declare that he is using this ability before casting a spell with the [Death] descriptor. The target or targets of the spell must make two successful consecutive Fortitude saves for the death effect of the spell or else suffer its full effects. If they make both saves they only take any secondary damage the spell may have, if any. Furthermore, when the Death Magus apples Death Spell metamagic feat, it only uses a spell slot one level higher than normal.

New Feat:

Death Spell [Metamagic]
Requisite: Spell Focus (Necromancy)
Benefit: This metamagic feat may only be applied to a spell that deals damage and has a duration of instantaneous. All targets who take damage from the spell must make a Fortitude save (DC 10+1 for every 10 points of damage suffered) or die. Furthermore, the spell gains the [Death] descriptor (and is thus it is negated by spells like Death Ward). Undead targeted by the spell suffers damage normally, but are immune to the death effect. A death spell uses up a spell slot two levels higher than the spell's actual level.

Comments, suggestions, and feedback welcome :)
 
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A very interesting class! I have a few random questions and comments:

Since the primary purpose of the bypass wards ability is to bypass a Death Ward, why not just make it one ability instead of 5? Is there some specific application of bypass wards 1,2, and 3 that I'm not seeing?

Is the skill section correct? The reference to peddlar (death peddlar?) seems a little extraneous. And Hide and Move Silently are pretty strong skills for a wizard type to have. If you do have these, I would add some kind of roguish pre-requisite; ability to sneak attack, say. Or require the would-be Death Magus to have the death attack special ability of an assassin. My recommendation would be to simply drop the Hide and Move Silently skills.

I like the focus on death, evil and necromancy. The extra specialization at levels 1 and 5 seem to be a good way of reflecting the narrowing focus of the Death Magus.

On the whole, though, I think that it is a little strong for a straight class specialist. Either make it necessary to pick up a level or two of rogue, assassin or something similar, or tone back some of the abilities a little. Maybe drop Mastery of the Forbidden Arts (which is really two abilities) and make Final Utterance the capstone ability. For instance, make the abilities as such:

1... Apprentice of the Forbidden Arts, extra specialization
2...
3... Evil's Favor
4...
5... Necromantic Expert, extra specialization
6...
7... Death's Wish
8...
9... Bypass Death Ward
10. Final Utterance

Your BAB, Fort saves and Will saves are going up every even level, so every level has a "cookie"- something to look forward to.
 

This prestige class definately needs to have it's spell progression toned down. I recommend that they never actually achieve 9th level spells, and so lose a level of progression at 1st, 4th, 7th, and 10th.
 

Anabstercorian said:
I recommend that they never actually achieve 9th level spells, and so lose a level of progression at 1st, 4th, 7th, and 10th.

Hmmm. The difference between a 16th level wizard's daily spellcasting and a 20th level wizard's daily spellcasting is four 9th level spells, three 8th level spells, two 7th level spells, and one 6th level spell. Not to mention the -4 to caster level checks, which make SR much harder to penetrate.

The Death Magus gives up the two wizard feats and familiar progression, and also gives up two more schools, in addition to the two he gave up when specializing (at least the high level spells in two schools).

Do you really think the Death Magus's special abilities are worth all that?
 
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Cheiromancer

Er, Peddler was an accident, yep, just one I missed :D (i'll fix it in just a sec) I started with the Peddler for the basic stuff like HD, skills, just for the skeleton, then forgot to edit that part out, lol.

Hide and Move Silently-I'm not sure, I couldn't find alot of relevent skills for the Death Magus, and it felt like it would work for them since they'd still have 7 levels with them both as a cross-class skill, so they definately wouldn't be near as good at hiding and being quiet as a rogue or bard or monk would.

Bypass Wards, I figured that Death ward needed some counter, but also it helps with other spells-Resistance cantrip, Minor Globe of Invulnerability (4th), Spell Immunity (4th), Spell Resistance (5th), and similar just come off the top of my head, I'm sure there's a few other defensive wards out there.

Edit-Plus, remember, since the Death Spell metamagic feat adds the [Death] descriptor to your spell, you can combine it with things like fireball so it goes through spells like resist elements.

Yeah, the 10th ability is very nice, the 9th ability I think much less so, since you're probably dead anyways-just a nice little add on IMO. Also in reply to Anabstercorian, I think its balanced in this fashion since you give up 2 Extra schools, for a total of *Four* banned schools (even tho 2 of them are just partial ban, they mean you'll have a much more limited high spell selection). Plus, they have to basically waste 2 feats, Heighten Spell and Skill Focus, lose 2 more bonus feats, and familiar advancement. Plus the fact that you can only qualify for it at 7th level makes it IMO, balanced. I'll put more thought into it, though.

Thanks for the comments, keep em coming :)

Edit-is the metamagic feat ok/balanced?
 
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Death Spell [Metamagic]
Benefit: This metamagic feat may only be applied to a spell that deals damage and has a duration of instantaneous. All targets who take damage from the spell must make a Fortitude save (DC 10+1 for every 10 points of damage suffered) or die. Furthermore, the spell gains the [Death] descriptor (and is thus it is negated by spells like Death Ward). Undead targeted by the spell suffers damage normally, but are immune to the death effect. A death spell uses up a spell slot two levels higher than the spell's actual level.[SIZE]

It is, unfortunatly, too powerful. Imagine a fireball, cast at 10th LV, with Death Spell and Maximize. It does 60 points of damage, and is DC 16 Fortitude or death. Even if the save is made, a reflex save is still needed to reduce damage to 30. Now, this would make it a 8th level spell, but it requires 2 saves and has a good radius for a death effect. Compare that to Finger of Death, a 7th LV spell, death or 3d6+1/LV (25 max) avg of 36. So, for +1 LV of spell, you gain radius, and higher damage. Then again, the DC 16 is compared to the DC 17+INT Mod - at least a DC 20, probably a DC 22. How about a 3 LV adjustment?

Also, change the name of additional specialization (sounds like an improvement). How about Narrow Focus, or Limited Field?
 

"Extra Specialization" should be renamed "Enhanced Specialization." That's the name of the Red Wizard ability that works exactly the same way.

***

I don't think Death Magic is quite as powerful as it looks.

Say someone takes 60 points of damage from a maximized death fireball.

If they had less than 60 hp originally, the death effect is irrelevant.

If they are otherwise immune to death effects (undead, construct, whatever), the death effect is irrelevant.

If none of these conditions apply, there is a chance that they will be killed. Since they probably have lots of hit dice and a high constitution score, this chance is fairly small. The wizard could have used an empowered fireball instead of making it a death fireball, which would apply another 17 points of damage, guaranteed.

Let's say you are fighting a hill giant. Reflex +3, so it probably fails the reflex save. 102 hit points to start, down to 42. Fort save +12, say he makes the massive damage check. Fails the death save on a 1-3; this is eqivalent to a 15% chance of losing 52 hp (to bring him to -10), or an expected value of 7.8 hp. No stronger than empower, which gives a guaranteed 17 hp each time.

Try running the numbers with other creatures, and I think it will be relatively uncommon to find a case where the death effect makes a damaging spell more dangerous than an empowering effect. Certainly there are many cases where it is much less dangerous.

***

Even though I am of the "prestige classes should be slightly more powerful" school of thought, I think the class is a little over the top. I reiterate that Final Utterance makes a dandy capstone ability; forget the fact that there is probably a clone somewhere (or a cleric who will resurrect him), knowledge of this ability will make adventurers hesitant to kill a death magus. This uncertainty is what makes the Penetrate Ward ability so neat- they can't guarantee themselves immunity to the effect.

And I still think that Hide and Move Silently are inappropriate skills. They do not have to do with death, or evil, or necromancy. Add Knowledge (Religion) and Knowledge (undead) to the skills instead. Or just keep the wizard skill list.
 
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Updated-Fixed skill list, adding Concentration (whoops!) and taking away Hide/Move Silently. Change Took away caster level progression at 10th, added requisite to the Death Spell metamagic feat. Changed requisites to disclude Skill Focus (spellcraft) since Spell Focus (necromancy) is now a requisite for Death Spell, so 5 feats as requisite was 1 too many.

-Changed Extra Specialziation to Enhanced Specialization, thanks Cheiromancer and Beholder Bob :)

Beholder Bob-With the new change in Death Spell, the Fort save for that Finger of Death will be 1 point (3.5e) or 2 points (3e or 3.5e) higher, and said spellcaster might even pick up Greater Spell Focus in Necromancy and Spellcasting Prodigy (FRCS), if it's allowed. I think since the DC of the Death Spell metamagic feat is dependant on the damage dealt, and isn't effected by other feats, it's fair-especially considering the DC comparison in your example is by a whopping 6 points (30% difference of dying there), and that's without the change. Let's not forget using Death Spell requires you to take the metamagic feat, and in your example, a second metamagic feat to pull off that combo.

Cheiromancer-I gave them no spellcaster progression on 10th level, I hope that balances things a little. By the time they get Final Utterance they're level 16, and the PCs *should* be afraid of a Death Magus ;) At least PW: K doesn't effect those with more than 50 hps for the targetting version, so if the battle is swift it may potentially do nothing at all.

Thanks again for the comments :)
 
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To quote Buffy: "You always were a bit slow." Just kidding ;), yep, Sollir Furryfoot is my name at ENWorld, as it was my original play by post character in the non-iconics game (Sollir coming from Rillos, my original Game of Death tournament character)-it used to be Demilich, but that was a very long time ago. Index Arcana/Arcanis (can't remember which) is just a name I fancy, used to be the name of an Enchanter I had while being a mind-numbed EverQuest player :)

<<Index, I need clarity!>>

Anyways, back to your regularly scheduled PrC-athon, comment now while the price is right! (or something..)
 

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