I made this class in response to an old complaint that in 3e all the old "combat magic," "non-combat magic" was gone. Spells that used to last hours, now only last seconds or minutes (sleep being one of the biggest offenders). This PrC was put toward addressing that lack. However, as balancing this class would require going through and testing each of the abilities with all applicable spells, I made some generalizations. Please point out any glaring errors that I've made!
[edit] - Incorporating ideas from niko781, Quetzocotal, and HomerSimpson of the WotC boards.
Fenweather stared at the spectacle in front of them, his mind refusing to accept what his eyes were telling him. A roiling cloud of fire extended all the way around the castle, looking like a fierce wall of flame. But it was not the spell that he had used in the past; it was not the proper violet hue, and instead of being a vertical curtain of flame, the wall was a series of burning globes at least some forty feet across. Eyes wide, he realized that what he was seeing was a series of furiously burning fireballs that had been merrily burning for the ten minutes he had been watching them, and gods know how long before...
"Your magic is such an ephemeral thing, lasting mere seconds, minutes, or hours. But my magic will outlive you, outlive me, outlive you all," Daucha, The Endless
The Endless
An Endless is a wizard who has concentrated on not amassing great amounts of magical items, but making the spells he knows last for hours, days, years, or even centuries. Many mages try to emulate this with special knowledge to make their spells last twice as long, or even as much as a day, but the Endless would rather have them last as long as he lives, or even longer. Thus the Endless pour their own lifeforce into their magic, making it strong enough to stand against the ravages of time (and rival spellcasters). Often it is the wish of an Endless to see a spell last forever. The cold power of locking a spell into a blade, breastplate, or bauble is seen as no challenge at all, for what comfort can their be in cold metal? The Endless does not seek immortality for their bodies, but rather immortality for their spirits through their magic.
The Endless' desire to let their magic live forever allows them to pour their lifeforce into their spells. However, their bodies become so tuned to the flow of magical energy it rejects other sorts of energy. The Endless are often sickly, and do not heal well, but their magic is so potent that few dare their wrath.
Hit Dice: d4
Requirements
Skills Knowledge (Arcana) - 10 ranks, Concentration - 10 ranks
Feats - Extend Spell, Persistent Spell (T&B), Spell Focus (any school), Spell Girding (MaoF) *
Special Must be able to cast permanency
Special - Must have made a spell permanent on yourself (see description of permanency) and on an object or area.
Special: Must not have taken any Item Creation feats, and refuse to learn any in the future.
Spellcasting - Must be able to cast arcane spells of at least 5th level.
* T&B - Tomb and Blood. MaoF - Magic of Faerun.
Class Skills: Concentration (Con), Craft (Int), Knowledge (all skills bought separately) (Int), Profession (Wis), Scry (Int), Spellcraft (Int)
Skill Points: 2 + Int mod per level
Lvl...BAB...Fort..Ref..Will
1.....+0....+0....+0...+2
2.....+1....+0....+0...+3
3.....+1....+1....+1...+3
4.....+2....+1....+1...+4
5.....+2....+1....+1...+4
6.....+3....+2....+2...+5
7.....+3....+2....+2...+5
8.....+4....+2....+2...+6
9.....+4....+2....+2...+6
10....+5...+3....+3...+7
Level-------Special
1st--------Magic for Hours, Lifeblood of Magic, Arcane Blood, +1 caster level
2nd------+1 caster level
3rd-------+1 caster level
4th-------Magic for Days, +1 caster level
5th-------+1 caster level
6th-------+1 caster level
7th-------Magic for a Week, +1 caster level
8th-------+1 caster level
9th-------+1 caster level
10th-----Forever Burn, +1 caster level
Magic for Hours - The Endless learns to use the feats he already knows more effectively to make his spells persist longer than others. When using Extend Spell, the duration is a fourth longer than it would be when using this spell. I.e if a spell with the duration of 1 hour/level were Extended, it would be 2 hours/level. By using Magic for Hours, the duration would be 2.5 hours/level. When using this ability, in addition to preparing it one level higher (as usual for Extend Spell), the Endless takes temporary hit point damage equal to level needed to prepare the spell. An Extended Cat's Grace would last 2.5 hours and would require 3 hit points. While the spell is active, the hit point loss from this ability cannot be overcome in any way. When the spell ends, the hit points return. (Sp)
Arcane Blood: - The Endless' constant immersion in magic damages their bodies and the way they heal. Any non-natural (magical) healing only does heals half as many hit points as normal. (Ex)
Lifeblood of Magic - When one invests in spells that persist, the last thing you want is someone coming along and dispelling all your hard work. For every point of temporary Constitution damage that an Endless spends on a particular spell, any dispel checks made against that spell(s) are at a -2 penalty. This stacks with Spell Girding. While the spell in question is still active, the temporary Constitution damage cannot be overcome in any way. Once the spell ends, the Constitution points return.
For example, if Daucha cast mage armor and chose to take two points of temporary Constitution damage to fortify it, all dispel checks would be made at -6 (-2 each from the two Con points sacrificed, plus another -2 from Spell girding). While any spell fortified with Lifeblood of Magic is still active, the Endless cannot gain back those Constitution points by any means. When the spell ends, the Constitution points will return.
When using the abilities of this PrC in conjunction with Lifeblood of Magic, calculate temporary hit point damage first before applying the Constitution damage.(Sp)
Magic for Days - In an extension of the Persistent Spell feat, the Endless can cause his spells to last for days on end. Spells cast in this manner last for 1 day/Endless level. They are subject to the same restrictions as Persistent Spells (must have a personal or fixed range, no spells of instantaneous or until discharge duration, see Persistent Spell feat). When cast, the spell uses up a spell slot five levels higher than the spell's actual level. Also, the Endless has to spend hit points to keep this spell active, as per the Magic for Hours ability. However, this time three times the spell level needed to cast the spell in hit points are unavailable.
For example, if Daucha casts mage armor using Magic For Days, he must use a 6th level spell slot (mage armor is a 1st level spell, plus five more) and 18 hit points are simply not available to him for the duration of the spell. They cannot be healed by any means, as they are powering the spell. The hit points return when the spell's duration is ended, the spell is dispelled, or the spell is voluntarily ended. (Sp)
Magic for a Month - Very similar to the Magic for Days ability, the Endless can make his magic persist for a whole month (whatever a month is in your campaign). All information is the same as Magic for Days, except for the hit point cost. Now five times the spell's casting level worth of hit points are unavailable to the Endless while the spell is in effect. (Sp)
Forever Burn - In the ultimate expression of the Endless, he can now make spells of instantaneous, until discharge duration, or timed duration last forever. The sacrifice, however, is great. The site or subject of the spell must be chosen, and once chosen, can never change. Damage, if applicable, must be rolled once, then used for all subsequent uses of the spell. Until discharge duration spells must have a trigger designated. Attack rolls, if applicable, are rolled once and used for all subsequent. This can create permanent fireballs, held forever at the peak of their destruction, burning for eternity; disrupt undead can create an eternal arc of positive energy that undead are loathe to pass through; shout can embody the scream of the eternal damned, and guard entrances to tombs with its never-ending shriek; animate dead can create a zone fit to raise an army, provided one has the will to control it.
The cost for this ability is tremendous. To Forever Burn a spell required a hit point sacrifice of six times the level of the slot used to cast it, a sacrifice of XP equal to 3,000 + 500 per level, plus any Constitution used through the Lifeblood of Magic ability.
For example, if Daucha wants to Forever Burn a Maximized fireball twice fortified with Lifeblood of Magic, it costs him 36 hit points, 6,000 XP, and 4 points of Constitution.
The spell being Forever Burned can have any of the following qualities (though some obviously cancel each other out), though the qualities can be left out or changed at the Endless' discretion:
1. Freely shaped - within the range or area of the spell, it can be shaped accoring the Endless' whim.
2. Changed range - A range can be changed to zone or targeted. A zone spell has an area of 25 ft. by 25 ft. by 25 ft. Useful for spells like animate dead. A targeted spell (for instance Melf's Acid Arrow) is able to target any creature that comes within the normal range of the spell. A zone spell is used with the Continuous quality, while a targeted spell has the Firing quality.
3. Continuous - The spell continues to explode, fire, or what have you, continuously. This can be modified to let certain types of creatures through by being of a particular race, alignment, or religion (wearing a holy symbol is sufficient for the spell to recognize it), or by a password spoken. The person must come to the perimeter of the zone before identification occurs. Once identified as being allowed to pass, the spell shuts down for as long as the individual creature is in it's zone. Once clear of the zone, the spell resumes.
4. Firing - This spell discharges once per round at any creature within the normal range of the spell. This can be modified to let certain types of creatures through by being of a particular race, alignment, or religion (wearing a holy symbol is sufficient for the spell to recognize it), or by a password spoken. The person must come to the extreme of the range before identification occurs. Once identified as being allowed to pass, the spell shuts down for as long as the individual creature is in it's range. Once clear of the range, the spell resumes.
5. Themed - The spell can have slight, personal modifications. A fireball can be blue, or look like a skull made of fire. A zone of animate dead might chant softly in Infernal. There is a +4 to the DC to identify Themed spells with Spellcraft.
Please use common sense when determining which spells apply to Forever Burn. Even though it covers a wider range of spells, it doesn't mean that all spells necessarily benefit from it. DM has final approval of which spells can and cannot be be Forever Burned. Wish cannot be Forever Burned. (Sp)
[edit] - Incorporating ideas from niko781, Quetzocotal, and HomerSimpson of the WotC boards.
Fenweather stared at the spectacle in front of them, his mind refusing to accept what his eyes were telling him. A roiling cloud of fire extended all the way around the castle, looking like a fierce wall of flame. But it was not the spell that he had used in the past; it was not the proper violet hue, and instead of being a vertical curtain of flame, the wall was a series of burning globes at least some forty feet across. Eyes wide, he realized that what he was seeing was a series of furiously burning fireballs that had been merrily burning for the ten minutes he had been watching them, and gods know how long before...
"Your magic is such an ephemeral thing, lasting mere seconds, minutes, or hours. But my magic will outlive you, outlive me, outlive you all," Daucha, The Endless
The Endless
An Endless is a wizard who has concentrated on not amassing great amounts of magical items, but making the spells he knows last for hours, days, years, or even centuries. Many mages try to emulate this with special knowledge to make their spells last twice as long, or even as much as a day, but the Endless would rather have them last as long as he lives, or even longer. Thus the Endless pour their own lifeforce into their magic, making it strong enough to stand against the ravages of time (and rival spellcasters). Often it is the wish of an Endless to see a spell last forever. The cold power of locking a spell into a blade, breastplate, or bauble is seen as no challenge at all, for what comfort can their be in cold metal? The Endless does not seek immortality for their bodies, but rather immortality for their spirits through their magic.
The Endless' desire to let their magic live forever allows them to pour their lifeforce into their spells. However, their bodies become so tuned to the flow of magical energy it rejects other sorts of energy. The Endless are often sickly, and do not heal well, but their magic is so potent that few dare their wrath.
Hit Dice: d4
Requirements
Skills Knowledge (Arcana) - 10 ranks, Concentration - 10 ranks
Feats - Extend Spell, Persistent Spell (T&B), Spell Focus (any school), Spell Girding (MaoF) *
Special Must be able to cast permanency
Special - Must have made a spell permanent on yourself (see description of permanency) and on an object or area.
Special: Must not have taken any Item Creation feats, and refuse to learn any in the future.
Spellcasting - Must be able to cast arcane spells of at least 5th level.
* T&B - Tomb and Blood. MaoF - Magic of Faerun.
Class Skills: Concentration (Con), Craft (Int), Knowledge (all skills bought separately) (Int), Profession (Wis), Scry (Int), Spellcraft (Int)
Skill Points: 2 + Int mod per level
Lvl...BAB...Fort..Ref..Will
1.....+0....+0....+0...+2
2.....+1....+0....+0...+3
3.....+1....+1....+1...+3
4.....+2....+1....+1...+4
5.....+2....+1....+1...+4
6.....+3....+2....+2...+5
7.....+3....+2....+2...+5
8.....+4....+2....+2...+6
9.....+4....+2....+2...+6
10....+5...+3....+3...+7
Level-------Special
1st--------Magic for Hours, Lifeblood of Magic, Arcane Blood, +1 caster level
2nd------+1 caster level
3rd-------+1 caster level
4th-------Magic for Days, +1 caster level
5th-------+1 caster level
6th-------+1 caster level
7th-------Magic for a Week, +1 caster level
8th-------+1 caster level
9th-------+1 caster level
10th-----Forever Burn, +1 caster level
Magic for Hours - The Endless learns to use the feats he already knows more effectively to make his spells persist longer than others. When using Extend Spell, the duration is a fourth longer than it would be when using this spell. I.e if a spell with the duration of 1 hour/level were Extended, it would be 2 hours/level. By using Magic for Hours, the duration would be 2.5 hours/level. When using this ability, in addition to preparing it one level higher (as usual for Extend Spell), the Endless takes temporary hit point damage equal to level needed to prepare the spell. An Extended Cat's Grace would last 2.5 hours and would require 3 hit points. While the spell is active, the hit point loss from this ability cannot be overcome in any way. When the spell ends, the hit points return. (Sp)
Arcane Blood: - The Endless' constant immersion in magic damages their bodies and the way they heal. Any non-natural (magical) healing only does heals half as many hit points as normal. (Ex)
Lifeblood of Magic - When one invests in spells that persist, the last thing you want is someone coming along and dispelling all your hard work. For every point of temporary Constitution damage that an Endless spends on a particular spell, any dispel checks made against that spell(s) are at a -2 penalty. This stacks with Spell Girding. While the spell in question is still active, the temporary Constitution damage cannot be overcome in any way. Once the spell ends, the Constitution points return.
For example, if Daucha cast mage armor and chose to take two points of temporary Constitution damage to fortify it, all dispel checks would be made at -6 (-2 each from the two Con points sacrificed, plus another -2 from Spell girding). While any spell fortified with Lifeblood of Magic is still active, the Endless cannot gain back those Constitution points by any means. When the spell ends, the Constitution points will return.
When using the abilities of this PrC in conjunction with Lifeblood of Magic, calculate temporary hit point damage first before applying the Constitution damage.(Sp)
Magic for Days - In an extension of the Persistent Spell feat, the Endless can cause his spells to last for days on end. Spells cast in this manner last for 1 day/Endless level. They are subject to the same restrictions as Persistent Spells (must have a personal or fixed range, no spells of instantaneous or until discharge duration, see Persistent Spell feat). When cast, the spell uses up a spell slot five levels higher than the spell's actual level. Also, the Endless has to spend hit points to keep this spell active, as per the Magic for Hours ability. However, this time three times the spell level needed to cast the spell in hit points are unavailable.
For example, if Daucha casts mage armor using Magic For Days, he must use a 6th level spell slot (mage armor is a 1st level spell, plus five more) and 18 hit points are simply not available to him for the duration of the spell. They cannot be healed by any means, as they are powering the spell. The hit points return when the spell's duration is ended, the spell is dispelled, or the spell is voluntarily ended. (Sp)
Magic for a Month - Very similar to the Magic for Days ability, the Endless can make his magic persist for a whole month (whatever a month is in your campaign). All information is the same as Magic for Days, except for the hit point cost. Now five times the spell's casting level worth of hit points are unavailable to the Endless while the spell is in effect. (Sp)
Forever Burn - In the ultimate expression of the Endless, he can now make spells of instantaneous, until discharge duration, or timed duration last forever. The sacrifice, however, is great. The site or subject of the spell must be chosen, and once chosen, can never change. Damage, if applicable, must be rolled once, then used for all subsequent uses of the spell. Until discharge duration spells must have a trigger designated. Attack rolls, if applicable, are rolled once and used for all subsequent. This can create permanent fireballs, held forever at the peak of their destruction, burning for eternity; disrupt undead can create an eternal arc of positive energy that undead are loathe to pass through; shout can embody the scream of the eternal damned, and guard entrances to tombs with its never-ending shriek; animate dead can create a zone fit to raise an army, provided one has the will to control it.
The cost for this ability is tremendous. To Forever Burn a spell required a hit point sacrifice of six times the level of the slot used to cast it, a sacrifice of XP equal to 3,000 + 500 per level, plus any Constitution used through the Lifeblood of Magic ability.
For example, if Daucha wants to Forever Burn a Maximized fireball twice fortified with Lifeblood of Magic, it costs him 36 hit points, 6,000 XP, and 4 points of Constitution.
The spell being Forever Burned can have any of the following qualities (though some obviously cancel each other out), though the qualities can be left out or changed at the Endless' discretion:
1. Freely shaped - within the range or area of the spell, it can be shaped accoring the Endless' whim.
2. Changed range - A range can be changed to zone or targeted. A zone spell has an area of 25 ft. by 25 ft. by 25 ft. Useful for spells like animate dead. A targeted spell (for instance Melf's Acid Arrow) is able to target any creature that comes within the normal range of the spell. A zone spell is used with the Continuous quality, while a targeted spell has the Firing quality.
3. Continuous - The spell continues to explode, fire, or what have you, continuously. This can be modified to let certain types of creatures through by being of a particular race, alignment, or religion (wearing a holy symbol is sufficient for the spell to recognize it), or by a password spoken. The person must come to the perimeter of the zone before identification occurs. Once identified as being allowed to pass, the spell shuts down for as long as the individual creature is in it's zone. Once clear of the zone, the spell resumes.
4. Firing - This spell discharges once per round at any creature within the normal range of the spell. This can be modified to let certain types of creatures through by being of a particular race, alignment, or religion (wearing a holy symbol is sufficient for the spell to recognize it), or by a password spoken. The person must come to the extreme of the range before identification occurs. Once identified as being allowed to pass, the spell shuts down for as long as the individual creature is in it's range. Once clear of the range, the spell resumes.
5. Themed - The spell can have slight, personal modifications. A fireball can be blue, or look like a skull made of fire. A zone of animate dead might chant softly in Infernal. There is a +4 to the DC to identify Themed spells with Spellcraft.
Please use common sense when determining which spells apply to Forever Burn. Even though it covers a wider range of spells, it doesn't mean that all spells necessarily benefit from it. DM has final approval of which spells can and cannot be be Forever Burned. Wish cannot be Forever Burned. (Sp)
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