Sub-Epic Offerings

Obly99

Hero
This is a boss class, with elements taken from both the version of Jaerom Darkwind and the Wizard of Shadowfell. For the 10th+ level spells I have recovered some of them from the manual Netheril: Empire of Magic. Other are Epic Spells which have been made easier to cast (which is in fact true: Epic spells of 3.5 are a brutally nerfed version of level 10+ spells of 2e).


Alters spellcasting, arcane school; Replaces bonus languages, bonus feats of 20th level

Centuries ago, before the Time of Trouble on the Crystal Sphere of Abeir-Toril, existed an Empire of great magical power called "Netheril". These "Arcanist" as they preferred to be called possessed a mastery of not only magic, but of the very substance of magic itself known as "The Weave". The Weave is a powerful force that flows through us, surrounds us, penetrates us and keeps the entire nature of magic stable and balanced and without it only disaster takes place... The Arcanist of Netheril relied on the Weave as did all life on the Crystal Sphere, however this reliance would eventually prove to lead to their down fall, when a lone Arcanist known as Karsus, casted a spell known as "Karsus' Avatar". That wrestled the control over the weave from the Goddess of Magic herself, Mystryl. During this struggle Karsus not only doomed his entire people, but altered the very rules of Magic itself. During the age of Netheril, Magic practitioners had access to spells FAR beyond the scope of our modern perception of Magic and after the event historians refer to as "Karsus' Folly", this was taken away from not just the Netherese, but all the races of Abier-Toril. Arcanist were now required to memorize spells and now magic was much more heavily wrested on the casters physique. No longer could everyone simply learn magic, only an elite few had the potential to become Arcanist now (or as they slowly began to be known as "Wizards")... However... Some living descendants of Netheril have found methods to cling to the old ways of casting…

Spellcasting: A netheril arcanist must have the Follower of the Ancient Ways archetype.

Bonus Languages: A netheril arcanist gains Loross and Netherese as bonus languages. This replaces the wizard bonus languages.

Arcane Schools: The Netherese used an entirely different system of magic then that which was casted after the Fall of their Empire. The Arcanist schools of magic were considered to be so powerful that a majority of them when casted against enemies that would normally be immune to them simply weren't. Their Spellcraft was just too powerful and dominating. This extends to how spells that were limited to a certain amount of power weren't: when an arcanist cast a sorcerer/wizard spell that has a limitation based on caster level that is in his major field, he ignore that limit (eg. a fireball spell casted by an Invention Arcanist with a caster level of 16 dealt 16d6 damage instead of being limited to 10d6 as if it were casted by a regular Wizard).

The Arcanist gains a number of benefits from their specialized field of magic (see fields of magic).

Field Specialization: Arcanists differ from other spellcasters in their division of magic into three fields—invention, mentalism, and variation—rather than the traditional nine schools. Every Arcanist must select at 1st level one field as his major field of specialization, and one as his minor field. The Arcanist gains the benefit of the field of specialization for his major field. The Arcanist gains a +4 bonus on Spellcraft checks to identify and scribe spells from his major field and +2 from his minor field. An Arcanist can never prepare a spell that is in his third field—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from his third field, he must use the Use Magic Device skill to do so. The third field is considered for all effects a prohibited school.

In addition to this, when casting a spell, unlike a normal Follower of the Ancient Ways, an Arcanist may use more Arcs then necessary for the spell to increase the DC to resist the spell by 1 for every 2 additional Arcs. Also, when casting a spell, he may increase the caster level of the spell by 1 for every 2 additional Arcs added to the spell. The Arcanist may not add more Arcs to a spell then twice his caster level using this. He may not use excessive Arcs for the different functions. A spell modified to have a +1 to bonus to the DC did not also confer a +1 bonus to the caster level of the spell.

Fields of magic are treated just like schools where feats and effects such as Spell Focus or the Flexible School mythic ability are concerned. Effects that specifically target a certain school only affect those spells of a field that fall into that school. So, for example, an Arcanist can gain Spell Focus (mentalism) as a feat, but an effect that specifically blocks enchantment spells and effects would not necessarily block all mentalisms.

Because a field can be selected as if was a single magic school, if the Arcanist gains an ability that remove even a single prohibited or opposite school, like the Harmonious Mage mythic ability (but not the Opposition Research arcane discovery), he can remove the limitation and gains access to the spells in that field, but without any bonus on Spellcraft checks to identify and scribe spells of his third field.

If the Arcanist gains an ability that give another arcane school or its powers, like the Flexible School mythic ability, he select instead another field, gaining its powers (he cannot select his third field unless he already remove the limitation with Harmonious Mage or similar abilities).

True Netherese Battle Curse (Su): At 4th level, when making a melee attack the Arcanist can consume a number of Arcs up to equal the highest arcane spell he can cast (minimum 1). He gains a bonus on the attack roll equal to the Arcs expended. If your attack hits, the target must succeed on a Will save (DC 10 + number of Arcs expended + his Intelligence modifier) or take a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 1 minute. This penalty increase by 1 at 7th level and every 4 levels thereafter. The effects of multiple battle curses don't stack, and any foe that successfully resist battle curse cannot be affected by it again from the same Arcanist for 24 hours. Any effect that dispels or removes a curse eliminates the battle curse (caster level equal to the arcane caster level of the Arcanist).

Legendary Craftsman (Ex): At 16th level, the Arcanist can craft any mundane or magic item as if he had the necessary item creation feats, using Knowledge (arcane) in place of the normal Craft for that specific item. The Arcanist is considered to possess the prerequisites necessary to craft any magic item and construct, even if he does not otherwise meet the requirements or does not have the ability to cast the necessary spells. Also, the Arcanist make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost. An Arcanist can craft potions of 4th level or higher (and of any spell, not only of one with a casting time of less than 1 minute and targets one or more creatures or objects) and wand of 5th level or higher. Finally, an Arcanist can make an item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks.

Craftsman of Myths (Ex): At 20th level, the Arcanist can craft magic items that exceed the normal limits for such items and with unique powers. For instance, he could create a magic sword with an enhancement bonus higher than +5 (that overcome DR/epic), an amulet of natural armor higher than +5, and so on. Finally, the Arcanist may now forge major and minor artifacts, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with gods, fire from the heart of an active volcano, or any number of special prerequisites. Perhaps the most famous artifacts of Netheril are the Mythallar.

Mythallar (Major Artifact)
Slot
none; Aura overwhelming transmutation; CL 30th (but see creation below); Weight 500 lbs.
DESCRIPTION
A mythallar is usually a large, polished crystal as tall as a man, though it may take other forms as well, and some mythallar are know to be large up to 150 ft. Like a mythal, a mythallar creates a city-sized (1-mile radius per caster level of the mythallar) envelope of pure magical energy. Unlike a mythal, however, a mythallar always incorporates a major special ability that permits the creation and use of quasi-magic items. Quasi-magic items function exactly like normal magic items within the bounds of a mythallar but become inert when taken beyond its borders. The Netherese arcanists who first discovered and used mythallars viewed this restriction as a fair tradeoff, since the creation cost of any quasi-magic item, no matter how powerful, included no gp component and ignore the normally necessary item creation feat (the gp cost of spells with such components, however, still had to be paid). This lack of a gp cost opened up item creation to even low-level spellcasters and made the creation of vastly powerful, near-artifact items such as floating mountaintop enclaves feasible. Without mythallars, Netheril would never have reached the zenith of magical power that it achieved.
DESTRUCTION
A mythallar can be destroyed by transporting it inside a dead magic zone where it can be destroyed by a deity's unarmed strike.
CREATION
An Arcanist of 20th level can create a mythallar more easily than with another artifacts: crafting a mythallar requires him 6 months of work, 500,000 gp in raw materials for both the stand and the crystal itself, and finally the casting of any 10th level spell (which has no effect other than giving the energy to power up the artifact). The caster level of a mythallar is 30th or the arcane caster level of the Arcanist, whichever is higher.

Epic Spellcasting: At 20th level, an Arcanist gains the Epic Spellcasting epic feat as a bonus feat without the need to meet its prerequisites. The base Spellcraft DC for developing and casting spells in the Arcanist’s major field of specialization is reduced by 10. He cannot develop or cast epic spells based on seeds from his restricted field (unless he remove its restriction with Harmonious Mage or similar abilities). For the sake of Schools, the Mythal seed is treated as apart of the Universal school of magic.

Eternal Study: At 20th level, the Arcanist has reached the apex of the study of magic. His Intelligence score permanently increases by 4 and he no longer age. An Arcanist no longer takes penalties to his ability scores for aging (any bonus to mental scores still occur), loses any previously accrued penalties gained by aging, and cannot be magically aged.

Magnum Opus: At 20th level, the Arcanist gains the ability to cast 10th level spells. This is considered a simple progression of level: the Arcanist can cast as many times as he want the 10th level spell, as long he can pay the Arcs cost. This functions exactly like the slot a level 21th Wizard gains: he can use it to cast spells of any level between 0 and 9 by spending the 10 Arcs cost, including spells with metamagic applied with a final level of 10 (such as an empowered polar ray). But the true power of this ability is that the caster develops his own unique spell, much more powerful than a 9th level one: a 10th level spell. He can cast this spell by spending the 10 Arcs cost. The caster can apply metamagic feats as normal to this spell if the level adjustment is reduce to 0, gain access to slots of 11th or higher (like at 23rd level) or can negate the cost of a metamagic feat (like with the Automatic Metamagic feat). The 10th level spell cannot be of a magic school that is contained in his third field (unless he remove its restriction with Harmonious Mage or similar abilities). The player and DM should work together to develop the spell or can pick any one at the end of this class (at the player discretion).

As for read magic, the Arcanist can cast from memory without the need of his spellbook all 10th and above spells created/selected with Magnum Opus (but not other 10th and above spells added to his spellbook with other means, like from a scroll).

The Arcanist continues new unique spells of level above 9th level, albeit at a slower rate: at 25th level and every 5 levels thereafter an Arcanist gains an additional spell of 10th level (or above, see below).

As his arcane power grow, the Arcanist continues to gain access to greater depths of the magic: at 30th wizard level and every 10 levels thereafter, the Arcanist gains access to spells of one level higher (eg. a 30th level Arcanist gains access to 11th level spells, a 40th level Arcanist would have access to 12th level spells, a 50th level Arcanist would have access to 13th level spells, etc.): he can select them in place of a 10th level spell when he create/select them every 5 arcane caster level with Magnum Opus. The player and DM should work together to develop the spell or can pick any one at the end of this class (at the player discretion).

Raw Magic Manipulation: At 20th level, the Arcanist learns the very basic and fundamental technique, that is to access into the Raw magic: he do not need the Weave for casting his spells. Thus, Mystra has no power over him. This ability is intended for the standard setting of D&D.

Feats

Extra Magnus Opus [Epic]
Prerequisite:
Magnus opus class feature.
Benefit: You develop a new spell of 10th level (or greater if 30th level or above).
Special: You can take this feat multi ple times. Its effects stack.

Fields of Magic

A field is one of three groupings of spells, each defined by a common theme. The three fields are invention, mentalism, and variation.
  • Invention: Conjuration, evocation.​
  • Mentalism: Divination, enchantment, illusion.​
  • Variation: Abjuration, necromancy, transmutation.​
In addition to this the Arcanist gains special benefits for Specializing in each of these fields, however unlike the Wizard the Arcanist may, after expending these benefits, restore his access to these benefits and powers by spending 10 Arcs for each use.


Invention

An Arcanist who chooses invention is called an inventor. Inventions are spells that create things, destroy things and summon creatures. Inventors are often mighty battle-mages. The Inventor creates new forms of magic and the most primitive form of magic create is simply merging two spells into the same casting.

Prince of Creation (Ex): While casting a spell of the invention school, the Arcanist may fuse two spells into a singular casting, both spell must have the same casting time. For example an Inventor casting a fireball spell, may also cast a lightning bolt in the same action (he must still spend any Arcs necessary for casting the second spell). For the purpose of immunity and resistance, the damage produced by both spells is untyped damage.

Living Artifice (Su): The Inventor is so powerful in his ability to "create" that he can apply a semblance of life to almost any item he sets his hands on. The Arcanist, once per day per points of Intelligence bonus he possess, may apply an effect similar to an animate object spell that last 1 hour per wizard level instead of 1 round. This item is limited to Tiny in size, however by using an additional use of this ability the object manipulated will be increased by 2 size categories to a maximum of Colossal (from Tiny to Medium, Medium to Huge, Huge to Colossal). The animate object does not gains construction points but gains automatically the metal or stone CP if it’s of the appropriate material. The Arcanist cannot create an animate object with a CR higher than his wizard level. In addition to this, when creating a magical item, he can put in a full 8 hours/day of magic item crafting while adventuring as if he was working in a comfortable and distraction free environment and does not require specific environments for create magic items (like a forge for a magical sword or an alchemical lab for potions). Also, the Arcanist reduce the cost of raw materials for creating magic items to 1/3 (this reduce likewise the crafting time and the selling price).

Transdimensional Emperor (Su): At 8th level, the Inventor has developed a method of completely disregarding the idea of a summoned or called creatures freedom. The duration of all creation and summoning spells changes to 1 day/wizard level unless already higher. The creatures become utterly loyal to the arcanist as if a dominate monster spell had been casted upon them (any subject forced to take actions against its nature receives a saving throw with a DC 10 + ½ wizard level + Inventor Intelligence for break free, in this case as a fail-safe for the Inventor the spell is automatically terminated and the creature is sent back to its home plane if it break free of the control). These creatures may be dismissed at will and are sent back to their home plane as long they are under the control of the Inventor. This effect bypasses any immunity against compulsion or mind-affect the creature possess.


Mentalism

An Arcanist who chooses mentalism is called a mentalist. Mentalisms are spells that affect the mind, create realistic illusions and foresee great events. The Mentalist uses an advanced understanding of the mind, perception and destiny to overcome his enemies. Mentalism is more subtle in it's use then Invention and Variation.

Mental Overlord (Su): The Mentalist control over the mind is in fact so powerful that nothing is capable of preventing them from assuming control over the subject. Whenever the Mentalist cast a mind-affecting spell on a target that would otherwise be immune to it, they are not. Instead they are treated as if they had no immunity. This ability may only be used once per day for each wizard level the character possess and only affects creatures who have less CR (or level for creatures without racial HD) then he has wizard levels. In addition to this, an Arcanist with this ability exerts a stronger control over the subjects mind, allowing for the charm and dominate series of spells to last for as twice as long and also affected one additional target per caster level when casted.

Peer beyond the Veil (Su): Whenever the Mentalist cast a Divination spell that would normally be impeded by a mind blank, nondetection or any other affect that would normally impede the spell is instead not. The Mentalist makes a check (1d20 + wizard level + Int modifier) against 11 + caster level of the spell (or HD of the effect), if successful the Divination is not impeded. In addition, the Mentalist may always act in a surprise round even if he fails a Perception check to notice a foe.

Lord of Illusion (Su): At 8th level, the Mentalist is capable of infusing his Illusions with shadow stuff which allows him to create much more real and destructive effects with seemingly nothing. Illusion spells with the figment descriptor can be altered to instead have the Shadow descriptor. These spells are able to replicate the effects of a Conjuration (creation), Conjuration (Summoning), or Evocation spell of one level lower then the Illusion spell casted. The altered spell effectively functioned as a Shadow Conjuration or Shadow Evocation spell with a strength equal to 10% per 2 wizard levels (to a maximum of 100%). Spells that already possessed the Shadow Descriptor instead gained a +1% competence bonus per level of wizard to a maximum of 100%. Illusions created by a Mentalist are so detailed and life like that even creatures normally immune to Figments, Glamers, patterns and Phantasms are not for 1 round per Intelligenge modifier. Finally, as a full-round action, a number of times per day equal to his Intelligence modifier, the Mentalist can temporarily transform a single object created by an arcane Illusion spell that he cast into a physical, non-magical version of that object. The object lasts for 5 minutes per wizard level, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the Illusion gains all the physical properties of the depicted illusory object. The Mentalist must touch the illusion to use this ability, and the object can be no larger than 5 cubic feet per 2 wizard levels. For example, if he create an illusory stone door, he transform it into an actual non-magical stone door.


Variation

An Arcanist who chooses variation is called a variator. Variations are spells that alter and shape things—even magic itself. Many variators are masters of metamagic. The Variator is so well versed in the study of Arcane spell structure that they are capable of adjusting anything from a mundane rock to the very energies powering a magical item.

Master of Many Forms (Su): The Variator knows the very basics of his own physiology and the physiology of other creatures to the point where through the light applications of magic he may change his form as if affected by an Alter Self spell (a move action) with unlimited duration. The Variator may do this once per day per wizard level and must also spend a single Arc when manifesting this ability. At 9th level, by spending 5 Arcs and 3 uses of this ability the Arcanist may gain the benefits of a Polymorph spell instead of Alter Self. At 13th level, by spending 7 Arcs and 5 uses of this ability the Arcanist may gain the benefits of a Greater Polymorph spell instead of Alter Self. At 15th level, by spending 8 Arcs and 10 uses of this ability the Arcanist may gain the benefits of a Polymorph any Object spell instead of Alter Self. Finally, at 17th level, by spending 9 Arcs and 15 uses of this ability the Arcanist may gain the benefits of a Shapechange spell instead of Alter Self.

Arcana Dictator (Ex): Through a special study of Arcane magic the Variator learns how to distort the flow of magic. When casting an Abjuration spell that targets only the caster, the Arcanist momentarily gains a form of Spell Immunity to any offensive spell of the spell level or lower for 1 round/2 wizard levels (minimum 1) (eg. by casting a 3rd level Abjuration spell that targets only himself, a Variator of 9th level gains immunity to all non-harmless 3rd level spells and below for 4 rounds). The Arcanist may do this once per day per wizard level. In addition, when applying a metamagic feat to a spell, the Arcanist treats the metamagic as if it had a spell level adjustment less by 1 (eg. the Empowered Spell feat for a Variator increase the level only by 1 instead of 2) to a minimum of 1. By spending 2 Arcs when casting a spell modified with a metamagic feat, the Variator may decrease the level of adjustment by another 1 (eg. the Empowered Spell feat with this ability has an adjustment level of +0). This ability cannot be used to decrease the metamagic level to under +0.

Monarch of Undeath (Su): At 8th level, the Variator masters control over Undeath and gains the Power over Undead ability of the Necromancy school of the Wizard (Command Undead only). A Variator ignore caster level prerequisites for create specific undead with the create undead and create greater undead spells. A Variator can create any undead with a CR up to 11 with create undead, and up to his wizard level with create greater undead. The GM decides any extra specific components for each undead (ex: thirty bodies of people starved for a Gashadokuro). A Variator can create undead based on template (like vampire, lich, dread ghoul, etc.) with create undead and create greater undead only if the undead final CR is equal or lower than 11 for create undead or his wizard level with create greater undead. If the creation of the undead require particular components (like the phylactery of a lich), that components must be provided during the casting as an additional material and/or focus component. A Variator can use create undead and create greater undead spells even when is not night. Also, by spending a single Arc, the Variator can touch a dead creature and animate it as a skeleton or zombie (based on the condition of the corpse), as if using animate dead a number of times per day equal to his Intelligence modifier. Alternatively, he can consumed a daily use to force a soul to return to its old body against its will by touching the body. The soul is forcibly returned to its body. The creature's type changes to undead (recalculate racial HD, saves, and skills) but retains its Intelligence score as well as all its abilities and feats (including levels and class features). Constructs, undead, or creatures that cannot being brought back to life are immune to this effect. Undead created in this way are automatically under his control. The Variator does not need to expend any material components when using this ability. At 11th level he can use this ability to animate the body as a different type of undead, as if using create undead (the Variator count as having casting all the necessary spells, like teleport for a Crypt Thing, but the corpse must meet other prerequisites, like wearing suit of heavy armor for creating a Guardian phantom armor). At 15th level he can use this ability to animate the body as a different type of undead, as if using greater create undead (the Variator count as having casting all the necessary spells). The Variator treats his wizard level as his caster level for these effects. These Undead will obey the Arcanist orders at the best of their abilities (mindless undead will also follow sucidal orders) for 5 days/wizard level. Commands are issued telepathically and are performed as intended. At 20th this ability can be used at will.


Epic Spells


Army of Death

School
necromancy [death, evil]; Level 10

CASTING

Casting Time 1 round

Components V, S, M (the skull of an undead creature of CR 18 or higher)

EFFECT

Range 100 ft./level

Area 100-ft. radius centered on you/level

Duration instantaneous and 24 hours (D) (see text)

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

All living creatures in the area other than the caster takes 1d6 points of negative energy damage per level (this does not heal undead or living creatures with negative energy affinity, can only damage living creatures). A successful Fortitude save reduce the damage to 5d6 + caster level points of damage. A creature that is slain by this spell has its flesh that falling to dust. The next round, these creatures rise as skeletons. These skeletons are automatically under your control, do not count toward the maximum of animate dead, and last 24 hours before returning to be normal inanimate skeletons. Multiple casting of army of death do not stack, only the most recently skeletons created remains, all others are returned to their rest eternal. You can half the 24 hours duration of existence of the skeletons for instead animate them as acid, blood, burning, electric, explosive, or frost skeletons (you cannot chose to split multiple templates on the army or select a specific number of undead for a template; you apply a single template to all of them or none).


Beast of a Thousand Legs

School
evocation; Level 10

CASTING

Casting Time 10 minutes

Components V, S

EFFECT

Range 0 ft.

Area 1 mile/level

Duration 1 hour/level (D)

Saving Throw none (see text); Spell Resistance no

DESCRIPTION

You manipulate the atmosphere to create a terrible, roiling storm from which tornados sprout randomly and writhe across the land. The storm forms over the course of 10 minutes after the spell is cast. At any time, ten tornados are active in the storm, and each tornado is 150 feet across. A particular tornado touches the ground for 1d6×10 minutes; when this duration expires, another tornado appears at a random location elsewhere within the storm.


Mavin’s Create Volcano

School
conjuration [creation, earth, fire]; Level 10

CASTING

Casting Time 1 day

Components V, S, M (volcanic shield and a suit of armor with the volcanic enhancement)

EFFECT

Range 10 miles/level

Area 1 mile/level

Duration 1 year (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

The casting of the spell would produce an earthquake in the effect’s area. With a week, ash and steam would be seen pouring through the earth. With a month, a complete, erupting volcano would be present until the spell end.


Mavin’s Earthfast

School
transmutation; Level 10

CASTING

Casting Time 1 month

Components V, S, M (6 scrolls of transmute mud to rock, an earth elemental belt, and a stone of conjuring earth elementals)

EFFECT

Range 0 ft.

Area 1 mile centered on the place of casting/level

Duration instantaneous

Saving Throw no; Spell Resistance no

DESCRIPTION

This spell was initially created to allow further mining of areas that were too dangerous to work otherwise. By casting the earthfast spell, large areas of underground tunnels became impervious to cave-ins, earthquakes and other similar catastrophes, the magic supporting the ceiling so that additional mining could continue. The spell was also used for other purposes, since it also halted the natural weathering of city streets and buildings. Many cities sought out casters who would cast the earthfast spell to preserve important areas of their community.


Dire Drought

School
evocation [fire]; Level 10

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range 0 ft.

Area 1 mile centered on the place of casting/level

Duration 1 hour/level (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

You call forth the heat and drought of the deep desert. The creature or object you target emanates heat to a radius of the spell for its duration. The emanated heat deals 2d6 points of nonlethal damage per round to unprotected creatures, or 2d8 points to plants or elementals with the water subtype (the target is susceptible if not magically protected or otherwise resistant to energy). The intense heat evaporates water from the soil, killing ordinary plant life. The difference in temperature from the surrounding area causes a strong wind, which blows the soil away and produces a duststorm within the area. Creatures damaged by this spell are dehydrated. Dire drought counter and dispel dire winter.


Dire Winter

School
evocation [cold]; Level 10

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range 0 ft.

Area 1 mile centered on the place of casting/level

Duration 1 hour/level (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

You summon winter. The creature or object you target emanates bitter cold to a radius of the spell for its duration. The emanated cold deals 2d6 points of cold damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area. Dire winter counter and dispel dire drought.


Global Warning

School
evocation [fire]; Level 10

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range 0 ft.

Area 5-mile-radius emanation/level

Duration permanent (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

You increase the temperature of the region, drying up water and baking the soil within the affected area. 10 minutes after the spell is cast, the climate band increases to by one step (arctic→ temperate → subtropical → tropical). If the region was ice-covered, the snow and ice melt rapidly, which might result in flooding. If the result if subtropical or higher, open water and moisture in soil and plants evaporates, creating desert conditions that last until global warming is dispelled. This can only be done with a wish spell that make a caster level check against a DC of 15 + your caster level at the time of casting global warning, ice age, or legendary wish. Global warning counter and dispel ice age.


Ice Age

School
transmutation [cold]; Level 10

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range 0 ft.

Area 5-mile-radius emanation/level

Duration permanent (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

You summon an ice age. A massive glacier fills the area area, covering the surface (land, water, and so forth). The temperature drops by 60 degrees (or to -20 C°, whichever results in the lower temperature). All water in the air instantly freezes, creating a blizzard that lasts until ice age is dispelled. This can only be done with a wish spell that make a caster level check against a DC of 15 + your caster level at the time of casting ice age or legendary wish. Ice age counter and dispel global warning.


Karsus’s Avatar

School
enchantment and evocation; Level 12

CASTING

Casting Time 6 hours

Components V, S, M (see below)

EFFECT

Range unlimited

Target one Lesser, Intermediate, or Greater Deity (but see below)

Duration instantaneous

Saving Throw no; Spell Resistance no

DESCRIPTION

The pinnacle of power and pride of ancient Netheril manifested by the archmage Karsus in the form of a spell. Only a mortal can cast this spell. This spell ignore immunity to enchantment and evocation but not immunity to magic (like the one of the golem). The caster must select a deity of which knows the secret true name present in his own universe when he start the casting of this mighty incantation. The god in question is not automatically aware of the casting of the spell. When the spell is finally cast the deity is automatically slay and the caster gains all the former deity quintessence and appropriate divine template for that amount. The caster gains the Portfolio of the slay deity, even if not compatible (like the Evil Portfolio if Good). The caster does not need to make the test of faith or Portfolio trails.

Sidereals and above are normally immune to this spell, but when they are sleeping (like when bound in the fabric of the reality) become vulnerable to it (provided that the caster know their secret true name).

Due to the nature of this spell being completely opposite to their own, creatures with a Divine Rank automatically fail any Knowledge (arcana) and Spellcraft checks involving it (like identify it as is being cast, learn it from a spellbook or scroll, or decipher a scroll of it), this ignore any ability that allow an immortal to automatically succeed a Knowledge (arcana) or Spellcraft check. Creatures with a Perfection bonus instead automatically succeed the Spellcraft check for identify Karsus's Avatar as is being cast, even if untrained in Spellcraft.

Materials:

  • The gizzard of a Great Wyrm Gold Dragon filled with the stone remain of a Primal Earth Elemental, with the epidermis of the pituitary gland of the Tarrasque, and with the heart of a Young Adult or older Time Dragon (epic version of Dragon #359).​
  • One scroll of wish for every Divine Rank of the target deity.​
  • The remains of a phylactery of a destroy Akalich.​
  • Residue of an Elder Quintessence Elemental.​


Lefeber's Weave Mythal

School
evocation; Level 10

CASTING

Casting Time 3 days

Components V, S

EFFECT

Range 0 ft.

Area 300 ft. radius sphere centered on the place of casting/level

Duration permanent (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

This spell created a spherical force of magic that required an activation of some sort to allow entry. All living creatures‚ undead creatures‚ constructs‚ and the like unfamiliar with the activation key were unable to penetrate the perimeter of the spell, including using magical means like teleport or shadow walk. Lefeber included a number of activation formulae for his new Mythal‚ and the archwizards who adopted this protection used some of his ideas or created their own The method used to penetrate a mythal included: somatic movement‚ word‚ or phrase activator; proper alignment or motivation; riding a specific kind of mount; humming a few bars of a song; or an item with a magical imprint of some sort. When creating a mythal, the size of the spherical protection was based on the level of the spellcaster—this was the maximum size of the sphere. The size, however, could be smaller if the caster desired. Once cast, the caster is able to attach one additional spell or effect for every five of his caster levels (rounded down) to the mythal sphere. For instance, a chain lightning could be attached to the mythal to attack anyone who neglected to use the activation key to gain entry, and this chain lightning would strike as many targets as the caster had caster levels when the mythal was created. A Mythal resist normal dispel: it cannot be dispelled with dispel magic or its greater version. Mage’s disjunction, miracle, or wish can terminate the Mythal only if the caster made a successfully caster level check against a DC 11 + caster level of the Mythal. A legendary wish spell can automatically terminate a Mythal.


Legendary Wish

School
universal; Level 11

CASTING

Casting Time 1 standard action

Components V, S, M (diamonds worth 100,000 gp)

EFFECT

Range See text

Target, Effect, Area See text

Duration See text

Saving Throw None; see text; Spell Resistance Yes

DESCRIPTION

Legendary wish pushes beyond the normal boundaries of mortal magic. Available only to those who have access to 11th level spells, and pushing those casters to the brink of oblivion, the legendary wish truly stands above other magic. A legendary wish can produce any of the following effects.

  • Duplicate any spell of 10th level or lower, even if it belongs to one of your opposition schools or opposition field.​
  • Undo the harmful effects of many other spells, even those more powerful than geas/quest and insanity.​
  • Grant a creature a +6 inherent bonus to an ability score that already has a +5 inherent bonus.​
  • Remove injuries and afflictions. A single legendary wish can aid one creature per caster level, and all subjects are cured of all kinds of afflictions. For example, you could heal all the damage you and your companions have taken, and remove all poison effects from everyone in the part​
  • Revive the dead. A legendary wish can bring a dead creature back to life by duplicating a true resurrection spell. A greater wish can also revive a dead creature whose body has been destroyed (unlike a wish spell which requires two wishes: one to recreate the body and another to infuse the body with life again). A legendary wish also prevents a character who was brought back to life from gaining a permanent negative level. This can also revive characters obliterated by the story who cannot even be returned with the power of a deity, like a monk of the healing hands that use its final sacrifice class feature.​
  • Transport travelers. A legendary wish can lift two creatures per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.​
  • Undo misfortune. A legendary wish can undo a single recent event. The legendary wish forces the success or failure of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a legendary wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The result does not count as a natural 20 or a natural 1 but does count as a success or failure. An unwilling target gets a Will save to negate the effect, and Spell Resistance (if any) applies.​
  • You may try to use a legendary wish to produce greater effects than these, but doing so is dangerous. (The legendary wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM’s discretion; Per GM discretion, this use of a legendary wish may attract the attention of a deity or similarly powerful being.) This generally is equivalent in power to a direct divine intervention.​
Duplicated spells allow saves and Spell Resistance as normal (but save DCs are for 10th-level spells and are further increased by).

After casting a legendary wish you are exhausted and sickened. After 10 minutes, a successful DC 25 Fortitude save removes the sickened condition; this save attempt may also be repeated every 10 minutes until it is lifted. The exhausted condition persists indefinitely until 1 hour of complete rest or it is otherwise magically removed.


Ioulaum's Longevity

School
transmutation; Level 10

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range 1,000 ft./level

Area 10-ft. radius/level

Duration instantaneous

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

This spell deals 1d6 points of damage per level to every creature within its area, this also apply to construct and undead. A successful Fortitude save reduce the damage to 10d6 damage. A creature that is slain by this spell is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. A plant that isn’t a creature doesn’t receive a save and immediately withers and is reduced to dust. This spell extends the caster’s current age category by 1 year for every living creature it slays (plants that aren’t creatures and living creatures with only 1 racial HD and a CR less than ½ do not extend the age because their life force is too weak). The caster can select a living creature within close range (25 ft. + 5 ft./2 levels) that instead benefit from this age extension. This creature does not need to be willing, but if unwilling SR apply. The age extension effect is also instantaneous.


Mavin’s Worldweave

School
transmutation; Level 11

CASTING

Casting Time 10 days

Components V, S, M (a staff of weather)

EFFECT

Range 0 ft.

Area 1 mile centered on the place of casting/level

Duration permanent (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

With a cast, the caster is able to change the climate of an area by one grade—either up or down. Refer to the table below to determine the grade changes possible. It was possible to change the climate more than one step, but multiple layers of Worldweave were required.

Arctic
Temperate
Subtropical
Tropical
Arctic
–​
1​
2​
3​
Temperate
1​
–​
1​
2​
Subtropical
2​
1​
–​
1​
Tropical
3​
2​
1​
–​


Megaton

School evocation [fire, light, sonic]; Level 11

CASTING

Casting Time 1 day

Components V, S, F (a complex series of crystals and coils to accelerate magical particles to great speeds, and key in "igniting" the collected magical energy. The strange device is worth 1,000,000 gp), M (500,000 gp worth of refined uranium ore)

EFFECT

Range 150 miles/level

Area 6 miles radius (see text)

Duration instantaneous and 1 day/level; see text

Saving Throw Fortitude partial; see text; Spell Resistance no

DESCRIPTION

Megaton releases a terrible mysterious force into the world, the power of the atom. After the casting is complete a terrible glowing point of light like a small sun begins to blossom and rocket skyward. It blasts through the air traveling 1800 mph until striking its target.

The blast is so powerful that penetrate the effect of any spell of 9th level or lower that creates silence.

The area of effect is staggering, and the blast damage tapers out the farther you are from it. Even after the blast, the land is afflicted with severe radiation. This spell ignores evasion, mettle, stalwart, and similar abilities. This spell ignore immunity to Fortitude save of corporeal organic creatures in the area (like most living creatures, undead, or some constructs like flesh golems). Structures within the area of the blast fare just as poorly against the force of the atom: Megaton damage ignore hardness and deal full damage to objects. Creatures or objects destroyed by Megaton are blasted into dust and can be recovered only through a wish or miracle spell. A disintegrated creature’s equipment is unaffected. Refer to the chart to see the type of damage taken.

Distance
Effect
Ground Zero: 0 – 300 ft.​
Creatures and objects makes a Fort save or be reduced to atomic particles. On a successful save, they take 3d10 points of simultaneous fire, sonic, and bludgeoning damage per caster level. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 5d4 negative levels, catch severe radiation, and are permanently blinded, no save.​
Ground Zero: 300 ft. – 1 mile​
Creatures and objects makes a Fort save or be reduced to atomic particles. On a successful save, they take 1d10 points of simultaneous fire, sonic, and bludgeoning damage per caster level. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 4d4 negative levels, catch severe radiation, and are permanently blinded, no save.​
1 mile – 1,5 miles​
Creatures and objects makes a Fort save or be reduced to atomic particles. On a successful save, they take 1d10 points of simultaneous fire, sonic, and bludgeoning damage per caster level. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 5d4 negative levels and catch severe radiation, with a second Fort save to halve the negative levels and reduce the duration of the blinding from permanent to 20 days (still no save against radiation).​
1,5 miles – 2 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per caster level, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 5d4 negative levels and catch radiation sickness, with a second Fort save to halve the negative levels and change the duration of the blindness from permanent to 20 hours (still no save against radiation).​
2 miles – 3 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per 2 caster levels, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 3d4 negative levels and catch radiation sickness, with a second Fort save to negate both negative levels and radiation, and to change the duration of the blindness from 20 days to 20 minutes.​
3 miles – 4 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per 3 caster levels, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 1d4 negative levels and catch radiation sickness, with a second Fort save to negate both negative levels and radiation. They are blinded for 20 hours duration, but only 2 minutes on a successful save.​
4 miles – 5 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per 6 caster levels, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also must make a second Fort save against blindness for 20 minutes and severe radiation, save negates.
5 miles – 6 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per 20 caster levels, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also must make a second Fort save against blindness for 2 minutes and severe radiation, save negates.​

Immediately after the explosion, wind speeds rise to tornado-force winds (although flames are not extinguished, given the heat) within 3 miles, which slowly decreases in strength every 1 minute, until it reaches "only" strong winds blowing inward after 5 minutes. After that, prevailing weather conditions may change the effect, but usually not for the rest of the day.

For 1 day/level after the explosion, the 2-mile zone outside of ground zero is a hotbed of radiation. Those who explore it unprotected are subject to the possibility of gaining severe radiation every round (continuous Fortitude saves are necessary to avoid this outcome). The effects on the world are devastating, and having been so perfectly purged of life, things often will not grow within 2 miles of ground zero for many months afterward; even as the damaged ecosystem attempts to fill in the gaps, new life is extinguished before it begins by the lingering radiation.


Proctiv’s Move Mountain

School
transmutation; Level 10

CASTING

Casting Time 2 hours

Components V, S, M (boots of levitation and staff of earth and stone)

EFFECT

Range 10 miles

Target one mountain

Duration permanent

Saving Throw no; Spell Resistance no

DESCRIPTION

You shear off a mountain, levitate it into the air, and invert it, creating a floating mass of earth with a smooth surface suitable for construction. You control the movement, both vertical and horizontal, of the floating mountain. The mountain move with a fly speed of 40 miles/hour and with a perfect maneuverability. If the situation require a Fly check, the mountain use your Spellcraft modifier as its Fly modifier (no modifier for size or maneuverability is applied to its Fly checks).


Teleport Through Time

School transmutation; Level 12

CASTING

Casting Time 1 week

Components V, S, M (the earth of a great wyrm time dragon [B4])

EFFECT

Range personal and touch

Target the character and touched objects or other touched willing creatures weighing up to 1,000 lb./level

Duration instantaneous

Saving Throw none and Will negates (object); Spell Resistance no and Yes (object)

DESCRIPTION

A far more powerful version of the teleport spell, this spell instantly transports the character to the same location, but to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The character can bring along objects and willing creatures totaling up to 1,000 pounds per caster level. Unwilling creatures cannot be affected by this spell. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

To cast this spell, the character must be able to state the arrival time accurately, down to the minute. The spell never transports the caster and companions to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus, a caster teleporting to last month arrives closer to her goal than one traveling 250 years. The minimum temporal distance traveled is 1 day, so this spell is not useful for going back to the beginning of a melee that is still progressing.

This spell requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this spell to work. It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time. Since the caster may not know exactly what is transpiring at the destination time, prudent time-travelers prepare for the worst. The errors in arrival for this spell occur in time rather than in location, since the character does not change locations at all. To see how closely the character arrives to the planned arrival time, consult this table.

Temporal
Distance Traveled
Temporal
Drift*
Chance of
Mishap
1 day to 1 month​
+/- 1d8 minutes​
5%​
1 month to 1 year​
+/- 1d8 hours​
7%​
1 year to 10 years​
+/- 1d20 hours​
10%​
10 years to 100 years​
+/- 1d8 days​
15%​
100 years to 1,000 years​
+/- 1d20 days​
20%​
1,000 years +​
+/- 1d20 months​
25%​
* There is a 50% chance that the number is a negative number.

Add or subtract the temporal drift to the destination time to determine the exact time of arrival.

Mishaps result in the spell failing and the character taking 1 point of Intelligence damage for every 10 years of expected time travel due to the mental bombardment that time travel brings with it. Thus, a character trying to transport through 100 years would take 10 points of Intelligence damage. Intelligence can be reduced to 0 through this damage (but not lower).

In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or higher in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A wish spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast.

As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel.

Special Note: The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events. Thus, it is simplest to use the rule that changes in time are minor and somehow time smooths them out (in this case the level of the spell is reduced to 10). This argues for a determinism and predestination in the ways of your world, but you can say that once events have transpired, small perturbations are possible (this person lives rather than dies, but does not contribute to events in a meaningful way), but the large-scale events themselves somehow happen anyway. If the cause is changed, another cause comes along. In the case of someone killing their own grandfather, the PC might find that he is the same but has a different family when returning to the present. As long as you keep the knowledge of how to travel in time restricted, your campaign will not fall apart.


Tolodine’s Killing Wind

School
evocation; Level 10

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range 1,000 ft./level

Area 100 ft. cube/level (S)

Duration 1 hour/level (D)

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

This spell was designed to kill large numbers of creatures, and it worked well. When cast, billowing vapors moved away from the caster at an incredible rate of speed, overtaking anything within the area of effect unless magical means were used to escape. This spell deals 1d8 points of damage per level to every creature within its area, this also apply to construct and undead. A successful Fortitude save reduce the damage to 1d4 damage/2 levels. A creature must save every round its inside this area. A creature that is slain by this spell melts into a disgusting mush (count as disintegrate). You can reshape the area as a standard action each round’s during the spell’s duration if you so desire. The casting of this spell automatically inflict two negative levels to the caster (though for purposes of area of effect, range, and duration, the caster’s original caster level was used). This negative levels overcome any immunity you possess against negative levels and they cannot be removed in any way short of direct divine intervention but after 24 hours they are automatically removed.
 

Attachments

  • netherese arcanist.jpg
    netherese arcanist.jpg
    107.9 KB · Views: 30

log in or register to remove this ad

This is a boss class, with elements taken from both the version of Jaerom Darkwind and the Wizard of Shadowfell. For the 10th+ level spells I have recovered some of them from the manual Netheril: Empire of Magic. Other are Epic Spells which have been made easier to cast (which is in fact true: Epic spells of 3.5 are a brutally nerfed version of level 10+ spells of 2e).


Alters spellcasting, arcane school; Replaces bonus languages, bonus feats of 20th level

Centuries ago, before the Time of Trouble on the Crystal Sphere of Abeir-Toril, existed an Empire of great magical power called "Netheril". These "Arcanist" as they preferred to be called possessed a mastery of not only magic, but of the very substance of magic itself known as "The Weave". The Weave is a powerful force that flows through us, surrounds us, penetrates us and keeps the entire nature of magic stable and balanced and without it only disaster takes place... The Arcanist of Netheril relied on the Weave as did all life on the Crystal Sphere, however this reliance would eventually prove to lead to their down fall, when a lone Arcanist known as Karsus, casted a spell known as "Karsus' Avatar". That wrestled the control over the weave from the Goddess of Magic herself, Mystryl. During this struggle Karsus not only doomed his entire people, but altered the very rules of Magic itself. During the age of Netheril, Magic practitioners had access to spells FAR beyond the scope of our modern perception of Magic and after the event historians refer to as "Karsus' Folly", this was taken away from not just the Netherese, but all the races of Abier-Toril. Arcanist were now required to memorize spells and now magic was much more heavily wrested on the casters physique. No longer could everyone simply learn magic, only an elite few had the potential to become Arcanist now (or as they slowly began to be known as "Wizards")... However... Some living descendants of Netheril have found methods to cling to the old ways of casting…

Spellcasting: A netheril arcanist must have the Follower of the Ancient Ways archetype.

Bonus Languages: A netheril arcanist gains Loross and Netherese as bonus languages. This replaces the wizard bonus languages.

Arcane Schools: The Netherese used an entirely different system of magic then that which was casted after the Fall of their Empire. The Arcanist schools of magic were considered to be so powerful that a majority of them when casted against enemies that would normally be immune to them simply weren't. Their Spellcraft was just too powerful and dominating. This extends to how spells that were limited to a certain amount of power weren't: when an arcanist cast a sorcerer/wizard spell that has a limitation based on caster level that is in his major field, he ignore that limit (eg. a fireball spell casted by an Invention Arcanist with a caster level of 16 dealt 16d6 damage instead of being limited to 10d6 as if it were casted by a regular Wizard).

The Arcanist gains a number of benefits from their specialized field of magic (see fields of magic).

Field Specialization: Arcanists differ from other spellcasters in their division of magic into three fields—invention, mentalism, and variation—rather than the traditional nine schools. Every Arcanist must select at 1st level one field as his major field of specialization, and one as his minor field. The Arcanist gains the benefit of the field of specialization for his major field. The Arcanist gains a +4 bonus on Spellcraft checks to identify and scribe spells from his major field and +2 from his minor field. An Arcanist can never prepare a spell that is in his third field—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from his third field, he must use the Use Magic Device skill to do so. The third field is considered for all effects a prohibited school.

In addition to this, when casting a spell, unlike a normal Follower of the Ancient Ways, an Arcanist may use more Arcs then necessary for the spell to increase the DC to resist the spell by 1 for every 2 additional Arcs. Also, when casting a spell, he may increase the caster level of the spell by 1 for every 2 additional Arcs added to the spell. The Arcanist may not add more Arcs to a spell then twice his caster level using this. He may not use excessive Arcs for the different functions. A spell modified to have a +1 to bonus to the DC did not also confer a +1 bonus to the caster level of the spell.

Fields of magic are treated just like schools where feats and effects such as Spell Focus or the Flexible School mythic ability are concerned. Effects that specifically target a certain school only affect those spells of a field that fall into that school. So, for example, an Arcanist can gain Spell Focus (mentalism) as a feat, but an effect that specifically blocks enchantment spells and effects would not necessarily block all mentalisms.

Because a field can be selected as if was a single magic school, if the Arcanist gains an ability that remove even a single prohibited or opposite school, like the Harmonious Mage mythic ability (but not the Opposition Research arcane discovery), he can remove the limitation and gains access to the spells in that field, but without any bonus on Spellcraft checks to identify and scribe spells of his third field.

If the Arcanist gains an ability that give another arcane school or its powers, like the Flexible School mythic ability, he select instead another field, gaining its powers (he cannot select his third field unless he already remove the limitation with Harmonious Mage or similar abilities).

True Netherese Battle Curse (Su): At 4th level, when making a melee attack the Arcanist can consume a number of Arcs up to equal the highest arcane spell he can cast (minimum 1). He gains a bonus on the attack roll equal to the Arcs expended. If your attack hits, the target must succeed on a Will save (DC 10 + number of Arcs expended + his Intelligence modifier) or take a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 1 minute. This penalty increase by 1 at 7th level and every 4 levels thereafter. The effects of multiple battle curses don't stack, and any foe that successfully resist battle curse cannot be affected by it again from the same Arcanist for 24 hours. Any effect that dispels or removes a curse eliminates the battle curse (caster level equal to the arcane caster level of the Arcanist).

Legendary Craftsman (Ex): At 16th level, the Arcanist can craft any mundane or magic item as if he had the necessary item creation feats, using Knowledge (arcane) in place of the normal Craft for that specific item. The Arcanist is considered to possess the prerequisites necessary to craft any magic item and construct, even if he does not otherwise meet the requirements or does not have the ability to cast the necessary spells. Also, the Arcanist make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost. An Arcanist can craft potions of 4th level or higher (and of any spell, not only of one with a casting time of less than 1 minute and targets one or more creatures or objects) and wand of 5th level or higher. Finally, an Arcanist can make an item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks.

Craftsman of Myths (Ex): At 20th level, the Arcanist can craft magic items that exceed the normal limits for such items and with unique powers. For instance, he could create a magic sword with an enhancement bonus higher than +5 (that overcome DR/epic), an amulet of natural armor higher than +5, and so on. Finally, the Arcanist may now forge major and minor artifacts, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with gods, fire from the heart of an active volcano, or any number of special prerequisites. Perhaps the most famous artifacts of Netheril are the Mythallar.

Mythallar (Major Artifact)
Slot
none; Aura overwhelming transmutation; CL 30th (but see creation below); Weight 500 lbs.
DESCRIPTION
A mythallar is usually a large, polished crystal as tall as a man, though it may take other forms as well, and some mythallar are know to be large up to 150 ft. Like a mythal, a mythallar creates a city-sized (1-mile radius per caster level of the mythallar) envelope of pure magical energy. Unlike a mythal, however, a mythallar always incorporates a major special ability that permits the creation and use of quasi-magic items. Quasi-magic items function exactly like normal magic items within the bounds of a mythallar but become inert when taken beyond its borders. The Netherese arcanists who first discovered and used mythallars viewed this restriction as a fair tradeoff, since the creation cost of any quasi-magic item, no matter how powerful, included no gp component and ignore the normally necessary item creation feat (the gp cost of spells with such components, however, still had to be paid). This lack of a gp cost opened up item creation to even low-level spellcasters and made the creation of vastly powerful, near-artifact items such as floating mountaintop enclaves feasible. Without mythallars, Netheril would never have reached the zenith of magical power that it achieved.
DESTRUCTION
A mythallar can be destroyed by transporting it inside a dead magic zone where it can be destroyed by a deity's unarmed strike.
CREATION
An Arcanist of 20th level can create a mythallar more easily than with another artifacts: crafting a mythallar requires him 6 months of work, 500,000 gp in raw materials for both the stand and the crystal itself, and finally the casting of any 10th level spell (which has no effect other than giving the energy to power up the artifact). The caster level of a mythallar is 30th or the arcane caster level of the Arcanist, whichever is higher.

Epic Spellcasting: At 20th level, an Arcanist gains the Epic Spellcasting epic feat as a bonus feat without the need to meet its prerequisites. The base Spellcraft DC for developing and casting spells in the Arcanist’s major field of specialization is reduced by 10. He cannot develop or cast epic spells based on seeds from his restricted field (unless he remove its restriction with Harmonious Mage or similar abilities). For the sake of Schools, the Mythal seed is treated as apart of the Universal school of magic.

Eternal Study: At 20th level, the Arcanist has reached the apex of the study of magic. His Intelligence score permanently increases by 4 and he no longer age. An Arcanist no longer takes penalties to his ability scores for aging (any bonus to mental scores still occur), loses any previously accrued penalties gained by aging, and cannot be magically aged.

Magnum Opus: At 20th level, the Arcanist gains the ability to cast 10th level spells. This is considered a simple progression of level: the Arcanist can cast as many times as he want the 10th level spell, as long he can pay the Arcs cost. This functions exactly like the slot a level 21th Wizard gains: he can use it to cast spells of any level between 0 and 9 by spending the 10 Arcs cost, including spells with metamagic applied with a final level of 10 (such as an empowered polar ray). But the true power of this ability is that the caster develops his own unique spell, much more powerful than a 9th level one: a 10th level spell. He can cast this spell by spending the 10 Arcs cost. The caster can apply metamagic feats as normal to this spell if the level adjustment is reduce to 0, gain access to slots of 11th or higher (like at 23rd level) or can negate the cost of a metamagic feat (like with the Automatic Metamagic feat). The 10th level spell cannot be of a magic school that is contained in his third field (unless he remove its restriction with Harmonious Mage or similar abilities). The player and DM should work together to develop the spell or can pick any one at the end of this class (at the player discretion).

As for read magic, the Arcanist can cast from memory without the need of his spellbook all 10th and above spells created/selected with Magnum Opus (but not other 10th and above spells added to his spellbook with other means, like from a scroll).

The Arcanist continues new unique spells of level above 9th level, albeit at a slower rate: at 25th level and every 5 levels thereafter an Arcanist gains an additional spell of 10th level (or above, see below).

As his arcane power grow, the Arcanist continues to gain access to greater depths of the magic: at 30th wizard level and every 10 levels thereafter, the Arcanist gains access to spells of one level higher (eg. a 30th level Arcanist gains access to 11th level spells, a 40th level Arcanist would have access to 12th level spells, a 50th level Arcanist would have access to 13th level spells, etc.): he can select them in place of a 10th level spell when he create/select them every 5 arcane caster level with Magnum Opus. The player and DM should work together to develop the spell or can pick any one at the end of this class (at the player discretion).

Raw Magic Manipulation: At 20th level, the Arcanist learns the very basic and fundamental technique, that is to access into the Raw magic: he do not need the Weave for casting his spells. Thus, Mystra has no power over him. This ability is intended for the standard setting of D&D.

Feats

Extra Magnus Opus [Epic]
Prerequisite:
Magnus opus class feature.
Benefit: You develop a new spell of 10th level (or greater if 30th level or above).
Special: You can take this feat multi ple times. Its effects stack.

Fields of Magic

A field is one of three groupings of spells, each defined by a common theme. The three fields are invention, mentalism, and variation.
  • Invention: Conjuration, evocation.​
  • Mentalism: Divination, enchantment, illusion.​
  • Variation: Abjuration, necromancy, transmutation.​
In addition to this the Arcanist gains special benefits for Specializing in each of these fields, however unlike the Wizard the Arcanist may, after expending these benefits, restore his access to these benefits and powers by spending 10 Arcs for each use.


Invention

An Arcanist who chooses invention is called an inventor. Inventions are spells that create things, destroy things and summon creatures. Inventors are often mighty battle-mages. The Inventor creates new forms of magic and the most primitive form of magic create is simply merging two spells into the same casting.

Prince of Creation (Ex): While casting a spell of the invention school, the Arcanist may fuse two spells into a singular casting, both spell must have the same casting time. For example an Inventor casting a fireball spell, may also cast a lightning bolt in the same action (he must still spend any Arcs necessary for casting the second spell). For the purpose of immunity and resistance, the damage produced by both spells is untyped damage.

Living Artifice (Su): The Inventor is so powerful in his ability to "create" that he can apply a semblance of life to almost any item he sets his hands on. The Arcanist, once per day per points of Intelligence bonus he possess, may apply an effect similar to an animate object spell that last 1 hour per wizard level instead of 1 round. This item is limited to Tiny in size, however by using an additional use of this ability the object manipulated will be increased by 2 size categories to a maximum of Colossal (from Tiny to Medium, Medium to Huge, Huge to Colossal). The animate object does not gains construction points but gains automatically the metal or stone CP if it’s of the appropriate material. The Arcanist cannot create an animate object with a CR higher than his wizard level. In addition to this, when creating a magical item, he can put in a full 8 hours/day of magic item crafting while adventuring as if he was working in a comfortable and distraction free environment and does not require specific environments for create magic items (like a forge for a magical sword or an alchemical lab for potions). Also, the Arcanist reduce the cost of raw materials for creating magic items to 1/3 (this reduce likewise the crafting time and the selling price).

Transdimensional Emperor (Su): At 8th level, the Inventor has developed a method of completely disregarding the idea of a summoned or called creatures freedom. The duration of all creation and summoning spells changes to 1 day/wizard level unless already higher. The creatures become utterly loyal to the arcanist as if a dominate monster spell had been casted upon them (any subject forced to take actions against its nature receives a saving throw with a DC 10 + ½ wizard level + Inventor Intelligence for break free, in this case as a fail-safe for the Inventor the spell is automatically terminated and the creature is sent back to its home plane if it break free of the control). These creatures may be dismissed at will and are sent back to their home plane as long they are under the control of the Inventor. This effect bypasses any immunity against compulsion or mind-affect the creature possess.


Mentalism

An Arcanist who chooses mentalism is called a mentalist. Mentalisms are spells that affect the mind, create realistic illusions and foresee great events. The Mentalist uses an advanced understanding of the mind, perception and destiny to overcome his enemies. Mentalism is more subtle in it's use then Invention and Variation.

Mental Overlord (Su): The Mentalist control over the mind is in fact so powerful that nothing is capable of preventing them from assuming control over the subject. Whenever the Mentalist cast a mind-affecting spell on a target that would otherwise be immune to it, they are not. Instead they are treated as if they had no immunity. This ability may only be used once per day for each wizard level the character possess and only affects creatures who have less CR (or level for creatures without racial HD) then he has wizard levels. In addition to this, an Arcanist with this ability exerts a stronger control over the subjects mind, allowing for the charm and dominate series of spells to last for as twice as long and also affected one additional target per caster level when casted.

Peer beyond the Veil (Su): Whenever the Mentalist cast a Divination spell that would normally be impeded by a mind blank, nondetection or any other affect that would normally impede the spell is instead not. The Mentalist makes a check (1d20 + wizard level + Int modifier) against 11 + caster level of the spell (or HD of the effect), if successful the Divination is not impeded. In addition, the Mentalist may always act in a surprise round even if he fails a Perception check to notice a foe.

Lord of Illusion (Su): At 8th level, the Mentalist is capable of infusing his Illusions with shadow stuff which allows him to create much more real and destructive effects with seemingly nothing. Illusion spells with the figment descriptor can be altered to instead have the Shadow descriptor. These spells are able to replicate the effects of a Conjuration (creation), Conjuration (Summoning), or Evocation spell of one level lower then the Illusion spell casted. The altered spell effectively functioned as a Shadow Conjuration or Shadow Evocation spell with a strength equal to 10% per 2 wizard levels (to a maximum of 100%). Spells that already possessed the Shadow Descriptor instead gained a +1% competence bonus per level of wizard to a maximum of 100%. Illusions created by a Mentalist are so detailed and life like that even creatures normally immune to Figments, Glamers, patterns and Phantasms are not for 1 round per Intelligenge modifier. Finally, as a full-round action, a number of times per day equal to his Intelligence modifier, the Mentalist can temporarily transform a single object created by an arcane Illusion spell that he cast into a physical, non-magical version of that object. The object lasts for 5 minutes per wizard level, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the Illusion gains all the physical properties of the depicted illusory object. The Mentalist must touch the illusion to use this ability, and the object can be no larger than 5 cubic feet per 2 wizard levels. For example, if he create an illusory stone door, he transform it into an actual non-magical stone door.


Variation

An Arcanist who chooses variation is called a variator. Variations are spells that alter and shape things—even magic itself. Many variators are masters of metamagic. The Variator is so well versed in the study of Arcane spell structure that they are capable of adjusting anything from a mundane rock to the very energies powering a magical item.

Master of Many Forms (Su): The Variator knows the very basics of his own physiology and the physiology of other creatures to the point where through the light applications of magic he may change his form as if affected by an Alter Self spell (a move action) with unlimited duration. The Variator may do this once per day per wizard level and must also spend a single Arc when manifesting this ability. At 9th level, by spending 5 Arcs and 3 uses of this ability the Arcanist may gain the benefits of a Polymorph spell instead of Alter Self. At 13th level, by spending 7 Arcs and 5 uses of this ability the Arcanist may gain the benefits of a Greater Polymorph spell instead of Alter Self. At 15th level, by spending 8 Arcs and 10 uses of this ability the Arcanist may gain the benefits of a Polymorph any Object spell instead of Alter Self. Finally, at 17th level, by spending 9 Arcs and 15 uses of this ability the Arcanist may gain the benefits of a Shapechange spell instead of Alter Self.

Arcana Dictator (Ex): Through a special study of Arcane magic the Variator learns how to distort the flow of magic. When casting an Abjuration spell that targets only the caster, the Arcanist momentarily gains a form of Spell Immunity to any offensive spell of the spell level or lower for 1 round/2 wizard levels (minimum 1) (eg. by casting a 3rd level Abjuration spell that targets only himself, a Variator of 9th level gains immunity to all non-harmless 3rd level spells and below for 4 rounds). The Arcanist may do this once per day per wizard level. In addition, when applying a metamagic feat to a spell, the Arcanist treats the metamagic as if it had a spell level adjustment less by 1 (eg. the Empowered Spell feat for a Variator increase the level only by 1 instead of 2) to a minimum of 1. By spending 2 Arcs when casting a spell modified with a metamagic feat, the Variator may decrease the level of adjustment by another 1 (eg. the Empowered Spell feat with this ability has an adjustment level of +0). This ability cannot be used to decrease the metamagic level to under +0.

Monarch of Undeath (Su): At 8th level, the Variator masters control over Undeath and gains the Power over Undead ability of the Necromancy school of the Wizard (Command Undead only). A Variator ignore caster level prerequisites for create specific undead with the create undead and create greater undead spells. A Variator can create any undead with a CR up to 11 with create undead, and up to his wizard level with create greater undead. The GM decides any extra specific components for each undead (ex: thirty bodies of people starved for a Gashadokuro). A Variator can create undead based on template (like vampire, lich, dread ghoul, etc.) with create undead and create greater undead only if the undead final CR is equal or lower than 11 for create undead or his wizard level with create greater undead. If the creation of the undead require particular components (like the phylactery of a lich), that components must be provided during the casting as an additional material and/or focus component. A Variator can use create undead and create greater undead spells even when is not night. Also, by spending a single Arc, the Variator can touch a dead creature and animate it as a skeleton or zombie (based on the condition of the corpse), as if using animate dead a number of times per day equal to his Intelligence modifier. Alternatively, he can consumed a daily use to force a soul to return to its old body against its will by touching the body. The soul is forcibly returned to its body. The creature's type changes to undead (recalculate racial HD, saves, and skills) but retains its Intelligence score as well as all its abilities and feats (including levels and class features). Constructs, undead, or creatures that cannot being brought back to life are immune to this effect. Undead created in this way are automatically under his control. The Variator does not need to expend any material components when using this ability. At 11th level he can use this ability to animate the body as a different type of undead, as if using create undead (the Variator count as having casting all the necessary spells, like teleport for a Crypt Thing, but the corpse must meet other prerequisites, like wearing suit of heavy armor for creating a Guardian phantom armor). At 15th level he can use this ability to animate the body as a different type of undead, as if using greater create undead (the Variator count as having casting all the necessary spells). The Variator treats his wizard level as his caster level for these effects. These Undead will obey the Arcanist orders at the best of their abilities (mindless undead will also follow sucidal orders) for 5 days/wizard level. Commands are issued telepathically and are performed as intended. At 20th this ability can be used at will.


Epic Spells


Army of Death

School
necromancy [death, evil]; Level 10

CASTING

Casting Time 1 round

Components V, S, M (the skull of an undead creature of CR 18 or higher)

EFFECT

Range 100 ft./level

Area 100-ft. radius centered on you/level

Duration instantaneous and 24 hours (D) (see text)

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

All living creatures in the area other than the caster takes 1d6 points of negative energy damage per level (this does not heal undead or living creatures with negative energy affinity, can only damage living creatures). A successful Fortitude save reduce the damage to 5d6 + caster level points of damage. A creature that is slain by this spell has its flesh that falling to dust. The next round, these creatures rise as skeletons. These skeletons are automatically under your control, do not count toward the maximum of animate dead, and last 24 hours before returning to be normal inanimate skeletons. Multiple casting of army of death do not stack, only the most recently skeletons created remains, all others are returned to their rest eternal. You can half the 24 hours duration of existence of the skeletons for instead animate them as acid, blood, burning, electric, explosive, or frost skeletons (you cannot chose to split multiple templates on the army or select a specific number of undead for a template; you apply a single template to all of them or none).


Beast of a Thousand Legs

School
evocation; Level 10

CASTING

Casting Time 10 minutes

Components V, S

EFFECT

Range 0 ft.

Area 1 mile/level

Duration 1 hour/level (D)

Saving Throw none (see text); Spell Resistance no

DESCRIPTION

You manipulate the atmosphere to create a terrible, roiling storm from which tornados sprout randomly and writhe across the land. The storm forms over the course of 10 minutes after the spell is cast. At any time, ten tornados are active in the storm, and each tornado is 150 feet across. A particular tornado touches the ground for 1d6×10 minutes; when this duration expires, another tornado appears at a random location elsewhere within the storm.


Mavin’s Create Volcano

School
conjuration [creation, earth, fire]; Level 10

CASTING

Casting Time 1 day

Components V, S, M (volcanic shield and a suit of armor with the volcanic enhancement)

EFFECT

Range 10 miles/level

Area 1 mile/level

Duration 1 year (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

The casting of the spell would produce an earthquake in the effect’s area. With a week, ash and steam would be seen pouring through the earth. With a month, a complete, erupting volcano would be present until the spell end.


Mavin’s Earthfast

School
transmutation; Level 10

CASTING

Casting Time 1 month

Components V, S, M (6 scrolls of transmute mud to rock, an earth elemental belt, and a stone of conjuring earth elementals)

EFFECT

Range 0 ft.

Area 1 mile centered on the place of casting/level

Duration instantaneous

Saving Throw no; Spell Resistance no

DESCRIPTION

This spell was initially created to allow further mining of areas that were too dangerous to work otherwise. By casting the earthfast spell, large areas of underground tunnels became impervious to cave-ins, earthquakes and other similar catastrophes, the magic supporting the ceiling so that additional mining could continue. The spell was also used for other purposes, since it also halted the natural weathering of city streets and buildings. Many cities sought out casters who would cast the earthfast spell to preserve important areas of their community.


Dire Drought

School
evocation [fire]; Level 10

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range 0 ft.

Area 1 mile centered on the place of casting/level

Duration 1 hour/level (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

You call forth the heat and drought of the deep desert. The creature or object you target emanates heat to a radius of the spell for its duration. The emanated heat deals 2d6 points of nonlethal damage per round to unprotected creatures, or 2d8 points to plants or elementals with the water subtype (the target is susceptible if not magically protected or otherwise resistant to energy). The intense heat evaporates water from the soil, killing ordinary plant life. The difference in temperature from the surrounding area causes a strong wind, which blows the soil away and produces a duststorm within the area. Creatures damaged by this spell are dehydrated. Dire drought counter and dispel dire winter.


Dire Winter

School
evocation [cold]; Level 10

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range 0 ft.

Area 1 mile centered on the place of casting/level

Duration 1 hour/level (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

You summon winter. The creature or object you target emanates bitter cold to a radius of the spell for its duration. The emanated cold deals 2d6 points of cold damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area. Dire winter counter and dispel dire drought.


Global Warning

School
evocation [fire]; Level 10

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range 0 ft.

Area 5-mile-radius emanation/level

Duration permanent (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

You increase the temperature of the region, drying up water and baking the soil within the affected area. 10 minutes after the spell is cast, the climate band increases to by one step (arctic→ temperate → subtropical → tropical). If the region was ice-covered, the snow and ice melt rapidly, which might result in flooding. If the result if subtropical or higher, open water and moisture in soil and plants evaporates, creating desert conditions that last until global warming is dispelled. This can only be done with a wish spell that make a caster level check against a DC of 15 + your caster level at the time of casting global warning, ice age, or legendary wish. Global warning counter and dispel ice age.


Ice Age

School
transmutation [cold]; Level 10

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range 0 ft.

Area 5-mile-radius emanation/level

Duration permanent (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

You summon an ice age. A massive glacier fills the area area, covering the surface (land, water, and so forth). The temperature drops by 60 degrees (or to -20 C°, whichever results in the lower temperature). All water in the air instantly freezes, creating a blizzard that lasts until ice age is dispelled. This can only be done with a wish spell that make a caster level check against a DC of 15 + your caster level at the time of casting ice age or legendary wish. Ice age counter and dispel global warning.


Karsus’s Avatar

School
enchantment and evocation; Level 12

CASTING

Casting Time 6 hours

Components V, S, M (see below)

EFFECT

Range unlimited

Target one Lesser, Intermediate, or Greater Deity (but see below)

Duration instantaneous

Saving Throw no; Spell Resistance no

DESCRIPTION

The pinnacle of power and pride of ancient Netheril manifested by the archmage Karsus in the form of a spell. Only a mortal can cast this spell. This spell ignore immunity to enchantment and evocation but not immunity to magic (like the one of the golem). The caster must select a deity of which knows the secret true name present in his own universe when he start the casting of this mighty incantation. The god in question is not automatically aware of the casting of the spell. When the spell is finally cast the deity is automatically slay and the caster gains all the former deity quintessence and appropriate divine template for that amount. The caster gains the Portfolio of the slay deity, even if not compatible (like the Evil Portfolio if Good). The caster does not need to make the test of faith or Portfolio trails.

Sidereals and above are normally immune to this spell, but when they are sleeping (like when bound in the fabric of the reality) become vulnerable to it (provided that the caster know their secret true name).

Due to the nature of this spell being completely opposite to their own, creatures with a Divine Rank automatically fail any Knowledge (arcana) and Spellcraft checks involving it (like identify it as is being cast, learn it from a spellbook or scroll, or decipher a scroll of it), this ignore any ability that allow an immortal to automatically succeed a Knowledge (arcana) or Spellcraft check. Creatures with a Perfection bonus instead automatically succeed the Spellcraft check for identify Karsus's Avatar as is being cast, even if untrained in Spellcraft.

Materials:

  • The gizzard of a Great Wyrm Gold Dragon filled with the stone remain of a Primal Earth Elemental, with the epidermis of the pituitary gland of the Tarrasque, and with the heart of a Young Adult or older Time Dragon (epic version of Dragon #359).​
  • One scroll of wish for every Divine Rank of the target deity.​
  • The remains of a phylactery of a destroy Akalich.​
  • Residue of an Elder Quintessence Elemental.​


Lefeber's Weave Mythal

School
evocation; Level 10

CASTING

Casting Time 3 days

Components V, S

EFFECT

Range 0 ft.

Area 300 ft. radius sphere centered on the place of casting/level

Duration permanent (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

This spell created a spherical force of magic that required an activation of some sort to allow entry. All living creatures‚ undead creatures‚ constructs‚ and the like unfamiliar with the activation key were unable to penetrate the perimeter of the spell, including using magical means like teleport or shadow walk. Lefeber included a number of activation formulae for his new Mythal‚ and the archwizards who adopted this protection used some of his ideas or created their own The method used to penetrate a mythal included: somatic movement‚ word‚ or phrase activator; proper alignment or motivation; riding a specific kind of mount; humming a few bars of a song; or an item with a magical imprint of some sort. When creating a mythal, the size of the spherical protection was based on the level of the spellcaster—this was the maximum size of the sphere. The size, however, could be smaller if the caster desired. Once cast, the caster is able to attach one additional spell or effect for every five of his caster levels (rounded down) to the mythal sphere. For instance, a chain lightning could be attached to the mythal to attack anyone who neglected to use the activation key to gain entry, and this chain lightning would strike as many targets as the caster had caster levels when the mythal was created. A Mythal resist normal dispel: it cannot be dispelled with dispel magic or its greater version. Mage’s disjunction, miracle, or wish can terminate the Mythal only if the caster made a successfully caster level check against a DC 11 + caster level of the Mythal. A legendary wish spell can automatically terminate a Mythal.


Legendary Wish

School
universal; Level 11

CASTING

Casting Time 1 standard action

Components V, S, M (diamonds worth 100,000 gp)

EFFECT

Range See text

Target, Effect, Area See text

Duration See text

Saving Throw None; see text; Spell Resistance Yes

DESCRIPTION

Legendary wish pushes beyond the normal boundaries of mortal magic. Available only to those who have access to 11th level spells, and pushing those casters to the brink of oblivion, the legendary wish truly stands above other magic. A legendary wish can produce any of the following effects.

  • Duplicate any spell of 10th level or lower, even if it belongs to one of your opposition schools or opposition field.​
  • Undo the harmful effects of many other spells, even those more powerful than geas/quest and insanity.​
  • Grant a creature a +6 inherent bonus to an ability score that already has a +5 inherent bonus.​
  • Remove injuries and afflictions. A single legendary wish can aid one creature per caster level, and all subjects are cured of all kinds of afflictions. For example, you could heal all the damage you and your companions have taken, and remove all poison effects from everyone in the part​
  • Revive the dead. A legendary wish can bring a dead creature back to life by duplicating a true resurrection spell. A greater wish can also revive a dead creature whose body has been destroyed (unlike a wish spell which requires two wishes: one to recreate the body and another to infuse the body with life again). A legendary wish also prevents a character who was brought back to life from gaining a permanent negative level. This can also revive characters obliterated by the story who cannot even be returned with the power of a deity, like a monk of the healing hands that use its final sacrifice class feature.​
  • Transport travelers. A legendary wish can lift two creatures per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.​
  • Undo misfortune. A legendary wish can undo a single recent event. The legendary wish forces the success or failure of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a legendary wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The result does not count as a natural 20 or a natural 1 but does count as a success or failure. An unwilling target gets a Will save to negate the effect, and Spell Resistance (if any) applies.​
  • You may try to use a legendary wish to produce greater effects than these, but doing so is dangerous. (The legendary wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM’s discretion; Per GM discretion, this use of a legendary wish may attract the attention of a deity or similarly powerful being.) This generally is equivalent in power to a direct divine intervention.​
Duplicated spells allow saves and Spell Resistance as normal (but save DCs are for 10th-level spells and are further increased by).

After casting a legendary wish you are exhausted and sickened. After 10 minutes, a successful DC 25 Fortitude save removes the sickened condition; this save attempt may also be repeated every 10 minutes until it is lifted. The exhausted condition persists indefinitely until 1 hour of complete rest or it is otherwise magically removed.


Ioulaum's Longevity

School
transmutation; Level 10

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range 1,000 ft./level

Area 10-ft. radius/level

Duration instantaneous

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

This spell deals 1d6 points of damage per level to every creature within its area, this also apply to construct and undead. A successful Fortitude save reduce the damage to 10d6 damage. A creature that is slain by this spell is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. A plant that isn’t a creature doesn’t receive a save and immediately withers and is reduced to dust. This spell extends the caster’s current age category by 1 year for every living creature it slays (plants that aren’t creatures and living creatures with only 1 racial HD and a CR less than ½ do not extend the age because their life force is too weak). The caster can select a living creature within close range (25 ft. + 5 ft./2 levels) that instead benefit from this age extension. This creature does not need to be willing, but if unwilling SR apply. The age extension effect is also instantaneous.


Mavin’s Worldweave

School
transmutation; Level 11

CASTING

Casting Time 10 days

Components V, S, M (a staff of weather)

EFFECT

Range 0 ft.

Area 1 mile centered on the place of casting/level

Duration permanent (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

With a cast, the caster is able to change the climate of an area by one grade—either up or down. Refer to the table below to determine the grade changes possible. It was possible to change the climate more than one step, but multiple layers of Worldweave were required.

Arctic
Temperate
Subtropical
Tropical
Arctic
–​
1​
2​
3​
Temperate
1​
–​
1​
2​
Subtropical
2​
1​
–​
1​
Tropical
3​
2​
1​
–​


Megaton

School evocation [fire, light, sonic]; Level 11

CASTING

Casting Time 1 day

Components V, S, F (a complex series of crystals and coils to accelerate magical particles to great speeds, and key in "igniting" the collected magical energy. The strange device is worth 1,000,000 gp), M (500,000 gp worth of refined uranium ore)

EFFECT

Range 150 miles/level

Area 6 miles radius (see text)

Duration instantaneous and 1 day/level; see text

Saving Throw Fortitude partial; see text; Spell Resistance no

DESCRIPTION

Megaton releases a terrible mysterious force into the world, the power of the atom. After the casting is complete a terrible glowing point of light like a small sun begins to blossom and rocket skyward. It blasts through the air traveling 1800 mph until striking its target.

The blast is so powerful that penetrate the effect of any spell of 9th level or lower that creates silence.

The area of effect is staggering, and the blast damage tapers out the farther you are from it. Even after the blast, the land is afflicted with severe radiation. This spell ignores evasion, mettle, stalwart, and similar abilities. This spell ignore immunity to Fortitude save of corporeal organic creatures in the area (like most living creatures, undead, or some constructs like flesh golems). Structures within the area of the blast fare just as poorly against the force of the atom: Megaton damage ignore hardness and deal full damage to objects. Creatures or objects destroyed by Megaton are blasted into dust and can be recovered only through a wish or miracle spell. A disintegrated creature’s equipment is unaffected. Refer to the chart to see the type of damage taken.

Distance
Effect
Ground Zero: 0 – 300 ft.​
Creatures and objects makes a Fort save or be reduced to atomic particles. On a successful save, they take 3d10 points of simultaneous fire, sonic, and bludgeoning damage per caster level. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 5d4 negative levels, catch severe radiation, and are permanently blinded, no save.​
Ground Zero: 300 ft. – 1 mile​
Creatures and objects makes a Fort save or be reduced to atomic particles. On a successful save, they take 1d10 points of simultaneous fire, sonic, and bludgeoning damage per caster level. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 4d4 negative levels, catch severe radiation, and are permanently blinded, no save.​
1 mile – 1,5 miles​
Creatures and objects makes a Fort save or be reduced to atomic particles. On a successful save, they take 1d10 points of simultaneous fire, sonic, and bludgeoning damage per caster level. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 5d4 negative levels and catch severe radiation, with a second Fort save to halve the negative levels and reduce the duration of the blinding from permanent to 20 days (still no save against radiation).​
1,5 miles – 2 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per caster level, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 5d4 negative levels and catch radiation sickness, with a second Fort save to halve the negative levels and change the duration of the blindness from permanent to 20 hours (still no save against radiation).​
2 miles – 3 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per 2 caster levels, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 3d4 negative levels and catch radiation sickness, with a second Fort save to negate both negative levels and radiation, and to change the duration of the blindness from 20 days to 20 minutes.​
3 miles – 4 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per 3 caster levels, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also take 1d4 negative levels and catch radiation sickness, with a second Fort save to negate both negative levels and radiation. They are blinded for 20 hours duration, but only 2 minutes on a successful save.​
4 miles – 5 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per 6 caster levels, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also must make a second Fort save against blindness for 20 minutes and severe radiation, save negates.​
5 miles – 6 miles​
Creatures and objects takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage per 20 caster levels, with a Fort save for half. Immunity, resistance, or damage reduction does not protect unless they are immune and resistant to all three forms of damage. They also must make a second Fort save against blindness for 2 minutes and severe radiation, save negates.​

Immediately after the explosion, wind speeds rise to tornado-force winds (although flames are not extinguished, given the heat) within 3 miles, which slowly decreases in strength every 1 minute, until it reaches "only" strong winds blowing inward after 5 minutes. After that, prevailing weather conditions may change the effect, but usually not for the rest of the day.

For 1 day/level after the explosion, the 2-mile zone outside of ground zero is a hotbed of radiation. Those who explore it unprotected are subject to the possibility of gaining severe radiation every round (continuous Fortitude saves are necessary to avoid this outcome). The effects on the world are devastating, and having been so perfectly purged of life, things often will not grow within 2 miles of ground zero for many months afterward; even as the damaged ecosystem attempts to fill in the gaps, new life is extinguished before it begins by the lingering radiation.


Proctiv’s Move Mountain

School
transmutation; Level 10

CASTING

Casting Time 2 hours

Components V, S, M (boots of levitation and staff of earth and stone)

EFFECT

Range 10 miles

Target one mountain

Duration permanent

Saving Throw no; Spell Resistance no

DESCRIPTION

You shear off a mountain, levitate it into the air, and invert it, creating a floating mass of earth with a smooth surface suitable for construction. You control the movement, both vertical and horizontal, of the floating mountain. The mountain move with a fly speed of 40 miles/hour and with a perfect maneuverability. If the situation require a Fly check, the mountain use your Spellcraft modifier as its Fly modifier (no modifier for size or maneuverability is applied to its Fly checks).


Teleport Through Time

School transmutation; Level 12

CASTING

Casting Time 1 week

Components V, S, M (the earth of a great wyrm time dragon [B4])

EFFECT

Range personal and touch

Target the character and touched objects or other touched willing creatures weighing up to 1,000 lb./level

Duration instantaneous

Saving Throw none and Will negates (object); Spell Resistance no and Yes (object)

DESCRIPTION

A far more powerful version of the teleport spell, this spell instantly transports the character to the same location, but to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The character can bring along objects and willing creatures totaling up to 1,000 pounds per caster level. Unwilling creatures cannot be affected by this spell. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

To cast this spell, the character must be able to state the arrival time accurately, down to the minute. The spell never transports the caster and companions to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus, a caster teleporting to last month arrives closer to her goal than one traveling 250 years. The minimum temporal distance traveled is 1 day, so this spell is not useful for going back to the beginning of a melee that is still progressing.

This spell requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this spell to work. It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time. Since the caster may not know exactly what is transpiring at the destination time, prudent time-travelers prepare for the worst. The errors in arrival for this spell occur in time rather than in location, since the character does not change locations at all. To see how closely the character arrives to the planned arrival time, consult this table.

Temporal
Distance Traveled
Temporal
Drift*
Chance of
Mishap
1 day to 1 month​
+/- 1d8 minutes​
5%​
1 month to 1 year​
+/- 1d8 hours​
7%​
1 year to 10 years​
+/- 1d20 hours​
10%​
10 years to 100 years​
+/- 1d8 days​
15%​
100 years to 1,000 years​
+/- 1d20 days​
20%​
1,000 years +​
+/- 1d20 months​
25%​
* There is a 50% chance that the number is a negative number.

Add or subtract the temporal drift to the destination time to determine the exact time of arrival.

Mishaps result in the spell failing and the character taking 1 point of Intelligence damage for every 10 years of expected time travel due to the mental bombardment that time travel brings with it. Thus, a character trying to transport through 100 years would take 10 points of Intelligence damage. Intelligence can be reduced to 0 through this damage (but not lower).

In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or higher in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A wish spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast.

As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel.

Special Note: The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events. Thus, it is simplest to use the rule that changes in time are minor and somehow time smooths them out (in this case the level of the spell is reduced to 10). This argues for a determinism and predestination in the ways of your world, but you can say that once events have transpired, small perturbations are possible (this person lives rather than dies, but does not contribute to events in a meaningful way), but the large-scale events themselves somehow happen anyway. If the cause is changed, another cause comes along. In the case of someone killing their own grandfather, the PC might find that he is the same but has a different family when returning to the present. As long as you keep the knowledge of how to travel in time restricted, your campaign will not fall apart.


Tolodine’s Killing Wind

School
evocation; Level 10

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range 1,000 ft./level

Area 100 ft. cube/level (S)

Duration 1 hour/level (D)

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

This spell was designed to kill large numbers of creatures, and it worked well. When cast, billowing vapors moved away from the caster at an incredible rate of speed, overtaking anything within the area of effect unless magical means were used to escape. This spell deals 1d8 points of damage per level to every creature within its area, this also apply to construct and undead. A successful Fortitude save reduce the damage to 1d4 damage/2 levels. A creature must save every round its inside this area. A creature that is slain by this spell melts into a disgusting mush (count as disintegrate). You can reshape the area as a standard action each round’s during the spell’s duration if you so desire. The casting of this spell automatically inflict two negative levels to the caster (though for purposes of area of effect, range, and duration, the caster’s original caster level was used). This negative levels overcome any immunity you possess against negative levels and they cannot be removed in any way short of direct divine intervention but after 24 hours they are automatically removed.
This is pretty freaking wild! Good stuff. Not sure how, "Sub Epic" this is but GD, what a fun class lol
 

Sniper

Ranged specialists who strike unseen from distant cover, the Sniper is a tremendously dangerous foe at a distance using incredible accuracy and striking vulnerable foes, Snipers suppress and control chokepoints on the battlefield and can alter the course of battles, wars, and even entire nations with a single shot.

BAB: ¾ as Rogue
Good Saves: Ref
HD: d8

Class Skills: Class Skills (6 + Int modifier per level)

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy, Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Perform, Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha).

Weapon Prof: As Rogue, Firearms, Crossbows, Bows, Simple weapons, light armor proficiencies, bucklers

CLASS ABILITIES

1: Survivalist, Study Opponent 5, Snipe 1d6, Point Blank Shot

2: Cover Tracks, Weapon Focus

3: Sniper Shot, Rapid Reload, Snipe 2d6

4: Study Opponent 4, Take Cover +1

5: Ranged Attack of Opportunity, Snipe 3d6

6: Precise Shot, Far Shot

7: Snipe 4d6, Evasion

8: Study Opponent 3, Take Cover +2

9: Rapid Shot, Snipe 5d6

10: Hide in Plain Sight

11: Snipe 6d6

12: Overwatch Style, Study Opponent 2, Take Cover +3

13: Snipe 7d6

14: Snipe of Opportunity

15: Overwatch Tactician, Snipe 8d6

16: Study Opponent 1, Take Cover +4

17: Snipe 9d6

18: Weapon Trick, Black Bullet

19: Snipe 10d6

20: Overwatch Vortex, Study Opponent Mastery, Cover Mastery


Survivalist (Ex): Snipers gain a bonus to Stealth and Survival equal to their Sniper level.

Study Opponent (Ex): If a Sniper can study an opponent for 5 rounds, on the following round the opponent is considered flat footed against the Sniper’s attacks. The number of rounds needed to study the opponent decreases as the sniper level increases by 1 round every 4 levels of Sniper gained.

Snipe (Ex): The Sniper can pick off vulnerable foes striking them with incredible damage. This ability deals additional precision based damage and functions exactly like Sneak Attack but only functions if the sniper is 30 ft or further away. The extra damage from this ability stacks with Sneak Attack and similar abilities when applicable.

Point Blank Shot: The Sniper gains a +1 Bonus to ranged attack and damage rolls against foes within 30 ft

Cover Tracks: The Sniper is hard to pin down and hard to find, they are able to increase the DC of Survival checks by +5 to track them while they move at full speed and +10 if they move at half speed. Additionally they can cover the track of all party members within 30 feet increasing the DC by +2 if they move at full speed or +5 if they move at half speed. If the Sniper also has the favored terrain class feature and they are in that terrain, they can also add their favored terrain bonus to the DC to track them or their allies.

Weapon Focus: The Sniper gains a +1 bonus to attack rolls with a weapon type of their choice.

Sniper Shot (Ex): On a Sniper’s first ranged attack in combat they are treated as using their full level as their Base Attack Bonus to their attack instead of 2/3rds their level as a Rogue. This must be either a standard action, readied action or part of a full round action to function.

Rapid Reload: The time required for a Sniper to reload their weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. The Sniper may fire a light crossbow or hand crossbow as many times in a full-attack action as they could if they were using a bow.

Take Cover (Ex): A Sniper knows how to effectively use cover to it’s fullest potential gaining additional benefits when hiding behind cover. All Soft Cover, Partial Cover and Low Obstacle Cover are treated as Standard Cover granting a +4 to AC and +2 to Reflex Saves and allows Stealth checks to be used while behind them. They also gain a bonus to their AC, Reflex Saves and Stealth checks equal to the number provided when gaining the benefits of any form of cover.

Ranged Attack of Opportunity (Ex): Snipers can make attacks of opportunity against any foe within the total range of their ranged weapon.

Precise Shot: The Sniper can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on their attack roll.

Farshot: Snipers only suffer a –1 penalty per full range increment between them and their target when using a ranged weapon.

Evasion (Ex) At 7th level, a Sniper gains evasion. If exposed to any effect that normally allows them to attempt a Reflex saving throw for half damage, they takes no damage with a successful saving throw. The evasion ability can only be used if the Sniper is wearing light armor or no armor.

Rapid Shot: When making a full-attack action with a ranged weapon, the Sniper can fire one additional time this round at their highest bonus. All of thier attack rolls take a –2 penalty when using Rapid Shot.

Hide in Plain Sight (Ex): A Sniper can use the Stealth skill even while being observed. As long as they are within 10 feet of an area of cover.

Overwatch Style: While using this style, as a full-round action the Sniper can ready two ranged attacks with the chosen weapon, each with its own triggering event.You take a –2 penalty on attack rolls made with these readied actions.

Snipe of Opportunity (Ex): The Sniper may Snipe foes who are subjected to attacks of opportunity as long as they are also Flat Footed or otherwise denied their Dexterity to Armor Class that round and are also more than 30 feet away.

Overwatch Tactician: While using Overwatch Style, the Sniper can ready two ranged attacks as a standard action, rather than a full-round action.

Weapon Trick: The Sniper gains 2 new abilities with their ranged weapons:


Hindering Shot: The Sniper can distract foes at a crucial moments, making them vulnerable to their allies’ abilities. They can ready an action to make a ranged attack against a foe when an ally forces the foe to attempt a saving throw. If their attack hits the foe and deals damage, the foe takes a –4 penalty on the saving throw that triggered your readied action.

Suppressing Shot: The Sniper can cover an ally’s momentary vulnerability. They can ready an action to make a ranged attack against a foe when it makes an attack of opportunity. If thier attack hits and damages the foe, the foe’s attack of opportunity automatically misses its target.

Black Bullet (Su): The Sniper can craft a single ranged projectile that deals an immediate Coup De Grace against it’s intended target. This projectile must be made using a single piece of ammunition or thrown weapon and any magical bonuses or enchantments posessed by the piece of ammunition still apply once it becomes a Black Bullet and it in addition bypasses any damage reduction the foe may have. Once used, the Black Bullet is destroyed or in the case of a thrown weapon, it returns to it's former state. Crafting a Black Bullet takes 8 full hours of uninterrupted work. The target must be chosen at the time of creation and cannot be changed once chosen however the target can be a faction, race, etc or it can be a specific being. If a specific target is chosen, the Save DC of the attack is increased by an additional +2. Only targets affected by critical hits or precision damage can be affected by a Black Bullet. Only one Black Bullet may be made at any one time and only one Black Bullet may be made per month.

Overwatch Vortex: While using the Overwatch Style, as a full-round action the Sniper can ready up to four ranged attacks, each with its own triggering event. They take a –2 penalty on attack rolls made with these readied actions.

Study Opponent Mastery (Ex): The Sniper’s situational awareness has risen to legendary levels, they can now Study Opponents as a Move Action. If they are under the affects of a Haste spell, they can study opponents as a Free Action.

Cover Mastery (Ex): The Sniper is so adept at the use of cover to protect themselves from danger that all partial and standard cover, including soft cover and low obstacles are treated as Improved Cover and Improved Cover is treated as Total Cover for all effective benefits.


DALL·E 2024-06-17 16.03.19 - A fantasy sniper with a magic gun picking a target far in the di...webp
 
Last edited:

Obly99

Hero
This is pretty freaking wild! Good stuff. Not sure how, "Sub Epic" this is but GD, what a fun class lol
Glad you liked it.
I put it in the Sub-Epic section for two reasons:
1) Being a basic class you can theoretically only be level 5.
2) I published it at what was half past midnight for me after a hard day at work and as I was I thought I had published it in Things from my setting. I only noticed it two days later but it was already done.:rolleyes:
 
Last edited:

Obly99

Hero
Sniper

Ranged specialists who strike unseen from distant cover, the Sniper is a tremendously dangerous foe at a distance using incredible accuracy and striking vulnerable foes, Snipers suppress and control chokepoints on the battlefield and can alter the course of battles, wars, and even entire nations with a single shot.

BAB: ¾ as Rogue
Good Saves: Ref
HD: d6

Class Skills: Class Skills (6 + Int modifier per level)

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy, Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Perform, Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Use Magic Device (Cha).

Weapon Prof: As Rogue, Firearms, Crossbows, Bows, Simple weapons, light armor proficiencies, bucklers

CLASS ABILITIES

1: Survivalist, Study Opponent 5, Snipe 1d6, Point Blank Shot

2: Cover Tracks, Weapon Focus

3: Sniper Shot, Rapid Reload, Snipe 2d6

4: Study Opponent 4, Take Cover +1

5: Ranged Attack of Opportunity, Snipe 3d6

6: Precise Shot, Far Shot

7: Snipe 4d6, Evasion

8: Study Opponent 3, Take Cover +2

9: Rapid Shot, Snipe 5d6

10: Hide in Plain Sight

11: Snipe 6d6

12: Overwatch Style, Study Opponent 2, Take Cover +3

13: Snipe 7d6

14: Snipe of Opportunity

15: Overwatch Tactician, Snipe 8d6

16: Study Opponent 1, Take Cover +4

17: Snipe 9d6

18: Weapon Trick, Black Bullet

19: Snipe 10d6

20: Overwatch Vortex, Study Opponent Mastery, Cover Mastery


Survivalist (Ex): Snipers gain a bonus to Stealth and Survival equal to their Sniper level.

Study Opponent (Ex): If a Sniper can study an opponent for 5 rounds, on the following round the opponent is considered flat footed against the Sniper’s attacks. The number of rounds needed to study the opponent decreases as the sniper level increases by 1 round every 4 levels of Sniper gained.

Snipe (Ex): The Sniper can pick off vulnerable foes striking them with incredible damage. This ability deals additional precision based damage and functions exactly like Sneak Attack but only functions if the sniper is 30 ft or further away. The extra damage from this ability stacks with Sneak Attack and similar abilities when applicable.

Point Blank Shot: The Sniper gains a +1 Bonus to ranged attack and damage rolls against foes within 30 ft

Cover Tracks: The Sniper is hard to pin down and hard to find, they are able to increase the DC of Survival checks by +5 to track them while they move at full speed and +10 if they move at half speed. Additionally they can cover the track of all party members within 30 feet increasing the DC by +2 if they move at full speed or +5 if they move at half speed. If the Sniper also has the favored terrain class feature and they are in that terrain, they can also add their favored terrain bonus to the DC to track them or their allies.

Weapon Focus: The Sniper gains a +1 bonus to attack rolls with a weapon type of their choice.

Sniper Shot (Ex): On a Sniper’s first ranged attack in combat they are treated as using their full level as their Base Attack Bonus to their attack instead of 2/3rds their level as a Rogue. This must be either a standard action, readied action or part of a full round action to function.

Rapid Reload: The time required for a Sniper to reload their weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. The Sniper may fire a light crossbow or hand crossbow as many times in a full-attack action as they could if they were using a bow.

Take Cover (Ex): A Sniper knows how to effectively use cover to it’s fullest potential gaining additional benefits when hiding behind cover. All Soft Cover, Partial Cover and Low Obstacle Cover are treated as Standard Cover granting a +4 to AC and +2 to Reflex Saves and allows Stealth checks to be used while behind them. They also gain a bonus to their AC, Reflex Saves and Stealth checks equal to the number provided when gaining the benefits of any form of cover.

Ranged Attack of Opportunity (Ex): Snipers can make attacks of opportunity against any foe within the total range of their ranged weapon.

Precise Shot: The Sniper can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on their attack roll.

Farshot: Snipers only suffer a –1 penalty per full range increment between them and their target when using a ranged weapon.

Evasion (Ex) At 7th level, a Sniper gains evasion. If exposed to any effect that normally allows them to attempt a Reflex saving throw for half damage, they takes no damage with a successful saving throw. The evasion ability can only be used if the Sniper is wearing light armor or no armor.

Rapid Shot: When making a full-attack action with a ranged weapon, the Sniper can fire one additional time this round at their highest bonus. All of thier attack rolls take a –2 penalty when using Rapid Shot.

Hide in Plain Sight (Ex): A Sniper can use the Stealth skill even while being observed. As long as they are within 10 feet of an area of cover.

Overwatch Style: While using this style, as a full-round action the Sniper can ready two ranged attacks with the chosen weapon, each with its own triggering event.You take a –2 penalty on attack rolls made with these readied actions.

Snipe of Opportunity (Ex): The Sniper may Snipe foes who are subjected to attacks of opportunity as long as they are also Flat Footed or otherwise denied their Dexterity to Armor Class that round and are also more than 30 feet away.

Overwatch Tactician: While using Overwatch Style, the Sniper can ready two ranged attacks as a standard action, rather than a full-round action.

Weapon Trick: The Sniper gains 2 new abilities with their ranged weapons:

Hindering Shot: The Sniper can distract foes at a crucial moments, making them vulnerable to their allies’ abilities. They can ready an action to make a ranged attack against a foe when an ally forces the foe to attempt a saving throw. If their attack hits the foe and deals damage, the foe takes a –4 penalty on the saving throw that triggered your readied action.

Suppressing Shot: The Sniper can cover an ally’s momentary vulnerability. They can ready an action to make a ranged attack against a foe when it makes an attack of opportunity. If thier attack hits and damages the foe, the foe’s attack of opportunity automatically misses its target.

Black Bullet (Su): The Sniper can craft a single ranged projectile that deals an immediate Coup De Grace against it’s intended target. This projectile is has a +5 to attack bonus and a +10 to damage and bypasses any damage reduction the foe may have. Crafting a Black Bullet takes 8 full hours of uninterrupted work. The target must be chosen at the time of creation and cannot be changed once chosen however the target can be a faction, race, etc or it can be a specific being. If a specific target is chosen, the Save DC of the attack is increased by an additional +10. Only targets affected by critical hits or precision damage can be affected by a Black Bullet. Only one Black Bullet may be made at any one time and only one Black Bullet may be made per month.

Overwatch Vortex: While using the Overwatch Style, as a full-round action the Sniper can ready up to four ranged attacks, each with its own triggering event. They take a –2 penalty on attack rolls made with these readied actions.

Study Opponent Mastery (Ex): The Sniper’s situational awareness has risen to legendary levels, they can now Study Opponents as a Move Action. If they are under the affects of a Haste spell, they can study opponents as a Free Action.

Cover Mastery (Ex): The Sniper is so adept at the use of cover to protect themselves from danger that all partial and standard cover, including soft cover and low obstacles are treated as Improved Cover and Improved Cover is treated as Total Cover for all effective benefits.


View attachment 367698
Good work, some questions:

Why BaB 3/4: you usually need full BaB for class that need to hit. Study Opponent become viable only at high levels becose 1 hit every 5-3 rounds is too less. A rogue that goes in melee with TWF and an ally that give him flanking is much better. Sniper Shot it doesn't compensate for this because it's the same problem as the 5e assassin that I encountered: you give everything the first round but if the enemy survives you watch the others play for a few rounds while Study Opponent recharges.

Why d6, I understand that a specialist ranged sniper can be as tough as wet toilet paper in melee, but in 3.5/PF1 you need those hp. I would give d8 or directly d10.

Black Bullet, too broke Coup De Grace, is practically roll 20 or die. In an old campaign an enemy had a similar ability when we faced him, I'll post it adapted to your sniper since it might interest you.
Black Bullet (Su)
At 18th level, the Sniper can craft a single ranged projectile for take down its intended target as a full-round action. The black bullet automatically adapt to any ranged weapon is used for throw it (like arrow for a bow or bullet for a gun). The target must be chosen at the time of creation and cannot be changed once chosen however the target can be a faction, race, etc. or it can be a specific being. If a specific target is chosen, the Save DC of the attack is increased by an additional +5 and the attack is automatically a critical threat. An attack using this projectile against the correct target bypasses any damage reduction or hardness that foe may have. If the projectile successfully hit the correct target, it must make a Fortitude save DC 10 + 1/2 your sniper level + your Intelligence modifier. This ignore the racial immunity of construct and undead creatures against Fortitude save. On a failure, the creature suffer an additional 10 damage per sniper level (this extra damage is not multiplied on a critical hit) and is staggered for 1d4+1 rounds. On a success the extra damage is reduced to 1d8/2 sniper levels and the staggered to 1 round. A creature slay by a Black Bullet (even if successfully save) is reduced to dust as for disintegrate. You can have only one Black Bullet at any one time and only one Black Bullet may be made per day.
 
Last edited:

Glad you liked it.
I put it in the Sub-Epic section for two reasons:
1) Being a basic class you can theoretically only be level 5.
2) I published it at what was half past midnight for me after a hard day at work and as I was I thought I had published it in Things from my setting. I only noticed it two days later but it was already done.:rolleyes:
No worries, honestly I shouldn't have been so nit picky, the class and spells are awesome. And Netherese magic is super interesting as a concept.
 

Good work, some questions:

Why BaB 3/4: you usually need full BaB for class that need to hit. Study Opponent become viable only at high levels becose 1 hit every 5-3 rounds is too less. A rogue that goes in melee with TWF and an ally that give him flanking is much better. Sniper Shot it doesn't compensate for this because it's the same problem as the 5e assassin that I encountered: you give everything the first round but if the enemy survives you watch the others play for a few rounds while Study Opponent recharges.
They're based around the rogue and this is why they have Sniper Shot and Survivalist. There are preexisting sniping mechanics in PF and much of it is about taking a minus to Stealth when attacking from a distance. Likewise the sniper is supposed to be a purely ranged attacker who is supposed to make solid shots from an advantageous position and make them count. I could have given them full BaB but the Ranger already existed and I couldn't justify giving them full BaB when they already had rogue skills, and a myriad of abilities, bonus feats and class features including firearm proficiency.
Why d6, I understand that a specialist ranged sniper can be as tough as wet toilet paper in melee, but in 3.5/PF1 you need those hp. I would give d8 or directly d10.
Yeah, I probably should have given them d8s, they're just supposed to be squishy and their Cover bonuses, especially at higher levels I felt made them durable enough as they'd be hard to track and target much less hit. That said, I'll probably switch that back.
Black Bullet, too broke Coup De Grace, is practically roll 20 or die. In an old campaign an enemy had a similar ability when we faced him, I'll post it adapted to your sniper since it might interest you.
Black Bullet (Su)
At 18th level, the Sniper can craft a single ranged projectile for take down its intended target as a full-round action. The black bullet automatically adapt to any ranged weapon is used for throw it (like arrow for a bow or bullet for a gun). The target must be chosen at the time of creation and cannot be changed once chosen however the target can be a faction, race, etc. or it can be a specific being. If a specific target is chosen, the Save DC of the attack is increased by an additional +5 and the attack is automatically a critical threat. An attack using this projectile against the correct target bypasses any damage reduction or hardness that foe may have. If the projectile successfully hit the correct target, it must make a Fortitude save DC 10 + 1/2 your sniper level + your Intelligence modifier. This ignore the racial immunity of construct and undead creatures against Fortitude save. On a failure, the creature suffer an additional 10 damage per sniper level (this extra damage is not multiplied on a critical hit) and is staggered for 1d4+1 rounds. On a success the extra damage is reduced to 1d8/2 sniper levels and the staggered to 1 round. A creature slay by a Black Bullet (even if successfully save) is reduced to dust as for disintegrate. You can have only one Black Bullet at any one time and only one Black Bullet may be made per day.
Thanks for the attempt, I'll think about this and play test both. I'd argue however, that at the level they get the ability, a basic death isn't really going to stop most beings, they'll have some minion or some person who can resurrect them in some fashion, you're talking about an 18th level power they can do once per month, originally I had it at once per year. I might switch it to a Fort save, but Coup de Grace mechanics are underutilized. It's supposed to be their big attack, their real attack capstone power. Yes it's stronger than say a rogue or assassin's Angel of Death or Master Rogue powers but only against a single specific target, and it can't be spammed, an assassin or rogue can kill people and keep them dead with every sneak attack, and the target can be resurrected, that and it's lack of usability and the fact that they still have to make the attack roll successfully and the target still gets a save, albeit a difficult one, means that, imo it's still balanced.
 
Last edited:

Why d6, I understand that a specialist ranged sniper can be as tough as wet toilet paper in melee, but in 3.5/PF1 you need those hp. I would give d8 or directly d1d10.
I upped their hp to d8s, I think that makes sense.
Black Bullet, too broke Coup De Grace, is practically roll 20 or die.
I kept the mechanic as it was, but reduced the additional damage, bonus to attack and increase to the save DC for specific targets.
 

Hey Obly, I have a question for you, my buddy is looking for some epic Psionic Manifestations, and given your work, I was curious if you wouldn't mind workshopping a few? I'd like them lower level up to higher level Spellcraft, or, I guess Psycraft DC abilities, and maybe a few unique or interesting Epic Spell Seeds. If you're busy I totally understand. I'm gonna make a few and post them, but was kinda hoping you might be willing to toss a few in too. Thanks bro! 😊
 

Obly99

Hero
Hey Obly, I have a question for you, my buddy is looking for some epic Psionic Manifestations, and given your work, I was curious if you wouldn't mind workshopping a few? I'd like them lower level up to higher level Spellcraft, or, I guess Psycraft DC abilities, and maybe a few unique or interesting Epic Spell Seeds. If you're busy I totally understand. I'm gonna make a few and post them, but was kinda hoping you might be willing to toss a few in too. Thanks bro! 😊
I can try. :)
P.S. Psicraft is fused inside Spellcraft in PF1
"Psicraft and Use Psionic Device no longer exist as skills. Characters that had skill points in Psicraft now instead have points in Spellcraft, and characters that had skill points in Use Psionic Device now have points in Use Magic Device."
 

Remove ads

Top