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T O P I C    R E V I E W
Raelan Posted - 21 Sep 2006 : 18:07:51
Greetings, all.

I've decided to post up some home-brew prestige classes, spells, and items that I've created. Some of them exist on paper, others exist only in my head, and yet others are buried on my hard drive in various text files. Due to this fact, it may be some time in between posts on this topic, but I'll post what I can when it's ready.

Stay tuned....

EDIT: As a side note, a lot of this stuff will involve the rules presented in the Epic Level Handbook, so fair warning for those who don't enjoy high-level play.
11   L A T E S T    R E P L I E S    (Newest First)
Raelan Posted - 22 Sep 2006 : 17:21:00
The description of Raelan's Infusement has been updated to include info regarding targeted dispellings and Mordenkainen's disjunction. It has also been updated to include info on what happens when an attempt is made to infuse additional items beyond the maximum number allowed by the individual's Constitution score. Let me know what you think of the changes. :)

In regards to it having a higher DC, you could remove the XP component and bump it up to 40 for transmuters and 50 for everyone else (transmuters receive a five-point reduction in DC for each of the two transmutation seeds involved since they are within the specialist school).

I'm not quite sure what you meant by this comment:
quote:
either way you should really document the creation of epic spells, all the ones so far have their cost to create etc. adn show their mitigating factors and seeds used.


Could you clarify?

As for the Soul Mage prestige class, it's not necessarily meant to sound evil. Instead, I wanted it to be an example of hubris and arrogance that is, nonetheless, a viable path for those who are willing to pay the price. It's not really their soul that they're using, per se, but their life-force. Unlike the soul, your life force replenishes itself over time; once your soul's gone, it's gone for good. "Soul Magic" is something of a misnomer, but I couldn't find anything more appropriate that seemed to fit. I thought about "Life Magic", but that sounds too much like creating life or being a healer, neither of which have anything to do with the classes at hand.
Beirnadri Magranth Posted - 22 Sep 2006 : 16:14:05
great job so far! i have been waiting for your detailing of your lifespinner calss since you posted it in a character history, or was that your profile (cant remember) anyway good job so far. the only thing about that class that needs more clarification is why undead casters are alloweed to access teh shadow weave when living casters are not. IIRC you were changing the way the shadow weave worked adn maybe this explains that special PRC requirement.

edit: just reading that epic spell infusion, its a great idea I LOVE the concept of that. however, i think the spellcraft dc should be higher and you should incorporate the effects of disjunction spells on it (i.e. how many rounds is that item supressed). something similar to this is coming to midn where the character can only haev as many items as he has hit dice or something like that. either way you should really document the creation of epic spells, all the ones so far have their cost to create etc. adn show their mitigating factors and seeds used.

edit #2: also after rereading your soulmagic and lifespinner class i like how you balanced the spellcastign capabilities and didnt give it a spell number progression. On soul magic however, instead of making it more of an element (seed) in epic magic, how about it is a new rule- variant of a mitigating factor only useable if you have the feat or prc. also you might want to distinguish it from selling your soul more. it sounds kinda evil so far and i know you dont intend it to.
Raelan Posted - 22 Sep 2006 : 13:30:15
Another spell intended for use by a quartet of evil mages posing as the incarnations of the four scourges of man (War, Famine, Pestilence, and Death), the following magic permanently alters the climate in a large area. It is generally used to cause drought and famine.

Please note that this epic spell was created with casters who all have the feat Epic Skill Focus: Spellcraft in mind, and who also all possess rods of excellent magic (see the Epic Level Handbook).

Weather Mastery

Evocation (cold, electricity, fire)
Spellcraft DC: 48
Components: V, S
Casting Time: 11 minutes
Range: 0
Area: 10 mile radius
Duration: Permanent
Save: None
Spell Resistance: No

To Develop: 432,000gp, 9 days, 17,280 XP Seed: Energy (weather - DC 25) Factors: increase area by 400% (+16), permanent duration (x 5) Mitigating Factors: three additional casters contributing epic slots (-57), increase casting time by 10 minutes (-20), burn 2000XP per caster (-80)


You alter the weather patterns in the surrounding 10 mile radius. Any effect that could be created by a control weather spell can be effected, save that there is no limit on how drastic the change from existing weather patterns may be. Once the new pattern has been chosen, it cannot be changed. The effect is stationary once cast.

This spell requires three additional casters all contributing epic slots.

XP Cost: 2000 per caster.
Raelan Posted - 22 Sep 2006 : 13:05:10
Here's a spell I created for a villain who was posing as death incarnate. I'm still unsure if I have the level right, but it seemed workable to me.

Fear Aura
Necromancy [Fear, Mind-Affecting]

Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Area: 50 foot radius that is centered on and moves with you
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

Any living creature within 50 feet who sees you is affected as the fourth level arcane spell fear (save that the saving throw DC is as an eighth level spell), fleeing for 1 round/level if they fail a Will saving throw. Note that, due to the duration, it is possible for a creature to be affected twice by the same fear aura spell.

The material components for this spell are a bit of flesh from a ghast and a drop of blood from any dragon old enough to have a fear aura.
Raelan Posted - 22 Sep 2006 : 12:56:52
Glad you liked it.

I mostly based the info on the Weave being tied to life on a scene from Elminster: The Making of a Mage, where Elminster as Elmara is being taught by an elven priest. In response to a question about why the elves love magic, he says, "We of the People love magic because we love life. Magic is the life energy of Faerun, lass, gathered in its raw form and used to power specific effects by those who know how." From here, I extrapolated to what you saw in my prestige class info. Life is positive energy-based (i.e. spells that heal the living are positive energy), and the Weave is based around life. Undead are negative energy-based (i.e. spells that heal undead are negative energy), and the Shadow Weave has a known proclivity for such magics.

Sudden thought: Since Weave use is the norm, perhaps the reduced effectiveness for necromancy and other spells is already factored into the base rules.
KnightErrantJR Posted - 22 Sep 2006 : 11:20:20
I like these, and generally I like alternate magic systems, because in my mind the Realms has always been presented as having many alternate forms of the Art. The one thing I would say, however, is that the Weave doesn't automatically draw on positive energy, and isn't tied directly to life. The weave is light and dark, negative and positive, and isn't, strickly speaking, the opposite of the Shadow Weave. The Shadow Weave is just a force that utilizes the negative space in the Weave.

Were they opposites, Weave users couldn't use spells with the darkness descriptor and they would be at a penalty to cast necromancy spells, for example.

You got my gears turning . . . I'll pop in if I have any more thoughts on this, but it certainly is provocative.
Raelan Posted - 21 Sep 2006 : 20:47:32
Okay, I lied. I'm posting another. I just found an old text file with a magical item I wrote up due to humorous inspiration. I wrote it back in 2nd Ed., so it doesn't have the creation costs and market price included (I'll update it for 3.5 when I get the chance).

Ithlyrr's Gloves of Suggestion

Appearing as a pair of thick gloves constructed of black leather, Ithlyrr's gloves of suggestion are, in fact, a powerful magical item capable of casting mass suggestion (as the sixth level wizard spell) thrice per day.

To activate the magic of these gloves, the wearer must wave his hand, third and fourth fingers slightly crooked, in front of the victim at eye level as he intones the words of the suggestion.

History: Created in 237 Dalereckoning by the Waterdhavian enchanter Ithlyrr Shadowcloak, the gloves of suggestion played a pivotal role in the downfall of the Lords Magister and the return of the hidden Lords of Waterdeep, allowing the hidden Lords access to the inner circles of the usurping Lords Magister.

The gloves of suggestion disappeared upon Ithlyrr's death in 291 DR, shunting about between various mages and adventurers for several centuries thereafter. The gloves eventually fell into the hands of Maenar Blacktalons, an invoker bent on destroying the legendary blue wyrm Irykglathara "Sharpfangs" and seizing her treasure for his own. Unfortunately (for him), Maenar wasn't up to the task and quickly fell to Sharpfangs spells and breath weapon. Since then, Ithlyrr’s gloves of suggestion have passed the centuries in one of Sharpfangs’ many treasure caches deep within the Alimir Mountains.

Rumor has it that the gloves were recently stolen from Sharpfangs’ cache, reportedly spawning an intensive (and very painful for any travelers that happened to be in the area) search by the wyrm of the lands surrounding her lair. This rumor is supported by reliable reports of their use by an adventuring band composed of dwarves and humans entering Hillsfar. One witness spoke of seeing the leader of the band accosting the gate guards, members of the xenophobic Red Plumes, in an attempt to gain entry into the city for his dwarven friends. The witness went on to describe the argument between the Red Plumes officer and the adventurers, which had both groups fingering their sword hilts. The argument was apparently resolved by a simple action: the leader of the adventuring company waving his gloved hand at the Red Plumes and stating, “You don’t need to see our identification; these aren’t the dwarves you’re looking for.” This simple utterance somehow allowed the band to gain access to the city – even the dwarves.

Since then, naught has been seen of the gloves and no one is certain of their current whereabouts.
Raelan Posted - 21 Sep 2006 : 19:57:18
Okay, one more installment before I leave for the day.

Raelan’s Malicious Bunnymorph

Transmutation
Spellcraft DC: 56
Components: V, S
Casting Time: 1 action
Range: 600ft
Area: 40-ft.-radius
Duration: Permanent
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

To Develop: 504,000gp, 11 days, 20,160 XP. Seed: Transform (DC 16; specialist transmuter). Factors: change target to 20ft. radius area(+10), increase area by 100% (+4), 1 action casting time (+20), increase range by 100% (+2), increase save DC by 2 (+4)

This spell transforms all creatures in its area of effect into rabbits if they fail a Fortitude save. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hitpoints (despite any change in Constitution score), alignments, base attack bonus, base save bonuses, extraordinairy abilities, spells, and spell-like abilities, but not supernatural abilities. They assume the physical characteristics of rabbits, including natural size and Strength, Dexterity, and Constitution scores. All of their equipment drops to the ground upon transformation.

This spell has +2 to its save DC.

As an additional note, the spell’s creator, Raelan Harpell, has an odd sense of humor; thus, the rabbits created by this spell differ from the norm in one respect: their fur is colored pink.

This spell's DC is 61 for anyone who is not a transmuter.
Raelan Posted - 21 Sep 2006 : 19:04:35
Here's an epic spell I had lying around; my character created it so that the effects of those items he considers essential to his success and survival are available even if he is ever robbed or captured.

Raelan’s Infusement

Transmutation
Spellcraft DC: 20
Components: V, S, M, XP
Casting Time: 11 minutes
Range: Touch
Target: One living creature
Duration: Instantaneous
Save: Will negates (see text)
Spell Resistance: Yes

To Develop: 180,000gp; 4 days; 7,200 XP. Seeds: transport (22; specialist transmuter), fortify (12; specialist transmuter). Factors: transfer magic (ad hoc +20), activate/deactivate as a standard action (ad hoc +6). Mitigating factors: increase casting time by 10 minutes (-20), burn 2,000 XP (-20).


Casting this spell allows you to transfer the enchantment of a magic item from the item itself to a creature touched during the casting. The item to be transferred must be one that can be worn, and it cannot charged or single use. Any item to be transferred must first fail a Will save as an unattended object; this spell cannot be used on an item currently in another creature’s possession. The spell recipient may make a Will save if he so chooses.

The newly-infused magic fuctions exactly as if the recipient were wearing the item in all aspects, save that it now saves as the person it is infused into whenever a saving throw is required (i.e. vs. a Mordenkainen’s disjunction). If an effect requires the physical presence of the item (such as the magical sensors on a robe of eyes), the recipient must wear a similar, non-magical version of the item. The effects of each infused item can be activated or deactivated as a standard action, remaining in that state until the recipient changes it.

If the recipient is later struck by a targeted dispel magic, treat each of the infused enchantments as a separate magic item for the purposes of a the dispel check to suppress their effects; their caster level for this purpose (and only for this purpose) is now equal to the recipient's hit dice. A successful dispel check temporarily suppresses the effects of that enchantment as if it were a normal magical item. Each of the infused item enchantments is also treated as a separate magical item for the purposes of Mordenkenkainen's disjunction and similar magics.

The maximum number of items that repeated castings of this spell can infuse into one recipient is equal to one-half that individual’s Constitution score. If an attempt is made to infuse an additional item, the spell recipient must choose an existing infused item whose enchantment will be disrupted and lost. The process of disruption inflicts 1d6 hitpoints of damage per caster level of the infused enchantment being lost as the magical energies surge and dissipate.

The item itself is the material component for this spell, and is destroyed in the process. This spell does not work on artifacts.

XP Cost: 2000

Side Note: I know the spellcraft DC is quite low; this was intentional, as the magical item in question is destroyed even if the spell fails. Also, please note that this spell's DC is 30 for anyone who is not a transmuter.
Raelan Posted - 21 Sep 2006 : 18:25:50
The first installment will be a home-brew prestige class created by the Realms character I've been playing for 12 years. I originally posted it to the Realms-L mailing list back when I was a member, and Xzoltar created his own version of it which became a second variant. I reworked his suggestion to be more in tune with my original concept, and have included it here along with some lore to better place the prestige classes in the Realms.

I hope you enjoy it. As always, constructive criticism is welcome.

Soul Magic

Soul magic, a new discipline of magic, allows epic wizards and sorcerers to draw upon their own life-force to power spells, bypassing the Weave and/or Shadow Weave entirely. The basic use of Soul Magic requires the Lifetap ability, granted by two prestige classes: the Lifespinner and the Soul Mage. The Lifespinner has the ability to cast spells using his life-force while still retaining the ability to draw upon the Weave (or Shadow Weave, if he is undead and has the Shadow Weave Magic feat). The Soul Mage, on the other hand, has forsaken the Weave and Shadow Weave entirely, only able to cast spells by drawing upon his own life-essence.

Lifespinner (Epic)

The Lifespinner is unique among mages: a spellcaster who has learned to harness his own life energy to power his spells.

Normally, a mortal mage must turn to the Weave of magic as an intermediary between himself and the raw magical energy inherent in all things, but the Lifespinner is different. Having spent many a long year practicing the arcane arts, he has discovered magical potential of his own body and learned, painstakingly, to tap into it. Drawing upon life-force is not without consequences, though: leeching the body’s magical potential is harmful and, at first, extremely dangerous. As a Lifespinner first sets foot upon his path, casting a spell when using his Lifetap ability is very painful and, in the case of higher-level magics, possibly lethal. Later on, as he becomes more adept at its use, Lifetap is almost effortless, costing very little (comparatively) in the way of life energy.

A Lifespinner’s reasons for taking up this dangerous path are many and varied: for some, they wish to be able to draw upon magic from themselves and not be forced to rely on the Weave as an intermediary; others want to be free of Mystra’s dominance of magic without the necessity of touching the Shadow Weave; still others simply wish to learn a new form of the Art. Whatever their reason, all Lifespinners share one common trait: they have been subjected to the unpleasant occurrence of having a spell fail or go wild due to a flaw or the absence of access to Mystra’s Weave of magic.

Note that while it is theoretically possible to draw upon life-force to power a Shadow Weave spell, this is an unlikely occurrence as one must first become undead to do so, as the Shadow Weave is based on negative energy while the Weave (and life in general) is based on positive.

The appearance of Lifespinners on Toril is a fairly recent occurrence. In Flamerule of 1369 Dale-Reckoning, following two years of intensive research, the archmage Raelan Harpell, a devout Mystran, became the first Lifespinner. After emerging from his tower complex in the depths of the High Forest, he spent the greater part of a year traveling the world to test his newfound skills. In Marpenoth of 1370 DR, after having extensively field-tested this new form of magic, he taught its basics to his first student, Serina Frostglamer. Since then, the secrets of the Lifespinner have only been taught to a select few; this number is sure to change as the magical community at large becomes more aware of this new discipline.

Hit Die: d4

Requirements

To qualify to become a Lifespinner, a character must fulfill all of the following criteria:

Skills: Concentration, Knowledge: Arcana, and Spellcraft all at 24 ranks.

Feats: Any three metamagic feats and/or Archmage High Arcana; the Lifespinner must know how to alter the way his spells are cast.

Spells: Ability to cast ninth-level arcane spells.

Special: Must have had a spell fail or go wild due to the presence of a wild- or dead-magic region; alternately, must have been denied access to the Weave.

Special: May not have the Shadow Weave Magic feat unless undead.

Class Skills

The Lifespinner’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge: Any (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

The following are class features of the Lifespinner prestige class.

Weapon and Armor Proficiency: A Lifespinner gains no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: A Lifespinner does not gain additional spells per day or spells known as his class level increases; however, a Lifespinner’s caster level does increase: pick one arcane spellcasting class in which you possess levels and add your Lifespinner level to your caster level in that class. This becomes your new caster level.

Lifetap (Ex): You may cast spells whose magic is drawn solely from your own life-force (and hence do not access the Weave or Shadow Weave) at a cost of 5 hit points per spell level; you must still use prepared spells (for wizards) or unused spell slots (for sorcerers). This does not provoke a concentration check to complete the spell, despite the damage. This means that any spells cast using Lifetap are not affected by dead- and wild-magic regions. At 5th level, the hit point cost of casting a spell using Lifetap is reduced to 3 hit points per spell level, and reduced again at 10th level to 1 hit point per spell level. Zero level spells count as first level for the purposes of this ability. Thus, a 22nd level wizard/1st level Lifespinner using Lifetap I to cast Horrid Wilting would draw off 40 hit points to power his spell - a very costly proposition. You must choose whether or not to use this ability each time a spell is cast; if you do not choose to use Lifetap, your spells access the Weave as normal.

When using the Lifetap ability to cast an Epic spell, every two points of Spellcraft DC count as a spell level for purposes of hit point expenditure. Hence, a mage is unlikely to use Lifetap to cast even the simplest of Epic spells until he has acquired at least Lifetap II, if not Lifetap III.

When using the Lifetap ability to cast a spell with an experience cost, the XP cost is tripled; you are unable to draw upon the Weave to supplement the drain from the spell.

Metamagic Feat: At 2nd and 6th levels, your mastery of altering the way you cast spells increases; you gain a bonus metamagic feat.

Resilient Magic (Ex): At 3rd level, your proficiency with the Lifetap ability becomes sufficient to unlock another useful facet of life energy-powered magic: your spells cast with the Lifetap ability become resistant to suppression and absorption. Whenever one of your life-energy powered spells might be affected by a spell or ability that would suppress or absorb the effect, make a caster level check against a DC of 11 + the caster level of the opposing effect; if the caster level check succeeds, your spell is unaffected by it. This includes, but is not limited to: an anti-magic field, rod of absorption, and a beholder’s anti-magic ray. Note that this ability does not affect spell resistance, spell turning, or a dispelling effect in any way.

At 7th level, you gain a +4 bonus to your caster level check for your Lifetap spells to resist suppression and absorption.

Bonus Feat: At 4th and 8th levels, you gain a bonus feat which may be drawn from the list of bonus feats available to the epic wizard class.

Sense Wild- and Dead-Magic Regions (Su): At 9th level you are so well attuned to magical energy that if you are within 100 feet of a wild- or dead-magic region you can sense its presence and know its boundaries within your sensing radius. This ability will also tell you whether the Weave is damaged (wild-magic) or non-existent (dead-magic) within the area. This ability continues to function in dead- and wild-magic areas.

The Lifespinner

Lifespinner
Class Level Special

1st Lifetap I (5 hp/spell level)
2nd Metamagic Feat
3rd Resilient Magic I (caster level check to avoid suppression/absorption)
4th Bonus Feat
5th Lifetap II (3 hp/spell level)
6th Metamagic Feat
7th Resilient Magic II (caster level check to avoid suppression/absorption with a +4 bonus)
8th Bonus Feat
9th Sense Wild- and Dead-Magic Regions
10th Lifetap III (1 hp/spell level)


Soul Mage (Epic)

The Soul Mage values his independence. He has, for whatever reason, severed his connection to the Weave and the Shadow Weave; this is an irrevocable choice, and, once made, it cannot be undone. Now, the Soul Mage draws magic solely from his own life force.

Using his life-force to power spells is painful, and, at first, extremely dangerous. When the Soul Mage first takes up this new discipline, the amount of life-force necessary to cast a spell is very great, but, as time passes and the Soul Mage gains in knowledge and experience, he refines his technique so less of his essence is lost to power a spell, becoming almost effortless.

Note that while it is theoretically possible to draw upon life-force to power a Shadow Weave spell, this is an unlikely occurrence as one must first become undead to do so, as the Shadow Weave is based on negative energy while the Weave (and life in general) is based on positive.

The magical discipline of the Soul Mage is extremely new, being an offshoot of the Lifespinner, a mage who can draw upon life-force to power spells but still use the Weave or Shadow Weave as well, also a discipline new to the Realms within the last few years. In Marpenoth of 1370, the Lifespinner Raelan Harpell taught the archmage Serina Frostglamer of Baldur's Gate the secrets of his new discipline, which she embraced wholeheartedly. Serina's exultation in her new abilities was to become her downfall, however. She began to use her Lifetap ability more and more, despite the harm she was causing to herself, bragging to everyone she met that she was no longer limited by the Weave and did not need Mystra's creation.

Unknown to her, Mystra herself had been keeping a close eye on this new discipline, and decided to teach Serina a lesson: for her hubris, Mystra cut Serina off from the Weave, instructing her priesthood to find Serina and instruct her to think long and hard on magic and what it meant to her. The Mystran priesthood did so, and Serina, incensed by what she saw as a personal affront, turned away from Mystra and the Weave entirely. Her friend Raelan tried to sway her from this course, but his efforts only strengthened her resolve to be bound no longer to any source of magic but herself. She secluded herself in a hidden location for months, researching a way to live entirely without the Weave, being unwilling to turn to Shar to power her spells. Finally, after months of intensive research, Serina became the first Soul Mage. Since then Serina has been very aggressive in teaching her new discipline to others - much more so than Raelan has been in teaching the secrets of the Lifespinner - as she seeks to repay Mystra for denying her access to the Weave.

Hit Die: d4

Requirements

To qualify to become a Soul Mage, a character must fulfill all of the following criteria:

Skills: Concentration, Knowledge: Arcana, and Spellcraft all at 24 ranks.

Feats: Any three metamagic feats and/or Archmage High Arcana; the Soul Mage must know how to alter the way his spells are cast.

Spells: Ability to cast ninth-level arcane spells.

Special: Must have had a spell fail or go wild due to the presence of a wild- or dead-magic region; alternately, must have been denied access to the Weave.

Special: May not have the Shadow Weave Magic feat unless undead.

Class Skills

The Soul Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge: Any (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

The following are class features of the Soul Mage prestige class.

Weapon and Armor Proficiency: A Soul Mage gains no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: A Soul Mage does not gain additional spells per day or spells known as his class level increases; however, a Soul Mage's caster level does increase: pick one arcane spellcasting class in which you possess levels and add your Soul Mage level to your caster level in that class. This becomes your new caster level.

Independent Magic (Ex): You have severed your connection to the Weave or Shadow Weave (if you have the Shadow Weave Magic feat). You may no longer draw upon the Weave or Shadow Weave to power your spells; instead, your own life-force is the source of your magic. You may only cast spells using the Lifetap ability. This means your spells are not affected by dead- and wild-magic regions.

Lifetap (Ex): You may cast spells whose magic is drawn solely from your own life-force at a cost of 5 hit points per spell level; you must still use prepared spell (for wizards) or unused spell slots (for sorcerers). This does not provoke a concentration check to complete the spell, despite the damage. At 5th level, the hit point cost of casting a spell using Lifetap is reduced to 3 hit points per spell level, and reduced again at 10th level to 1 hit point per spell level. Zero level spells count as first level for the purposes of this ability. Thus, a 22nd level wizard/1st level Soul Mage using Lifetap I to cast Horrid Wilting would draw off 40 hit points to power his spell - a very costly proposition.

When using the Lifetap ability to cast an Epic spell, every two points of Spellcraft DC count as a spell level for purposes of hit point expenditure. Hence, a mage is unlikely to use Lifetap to cast even the simplest of Epic spells until he has acquired at least Lifetap II, if not Lifetap III.

When using the Lifetap ability to cast a spell with an experience cost, the XP cost is tripled; you are unable to draw upon the Weave to supplement the drain from the spell.

Arcane Sight (Su): At 2nd level, you may use Arcane Sight (as the 3rd level spell) as a spell-like ability at will; the Soul Mage spends 1 hit point of his life-force per use of this power. This is treated exactly as if it had been cast using Lifetap.

Resilient Magic (Ex): At 3rd level, your proficiency with the Lifetap ability becomes sufficient to unlock another useful facet of life energy-powered magic: your spells cast with the Lifetap ability become resistant to suppression and absorption. Whenever one of your life-energy powered spells might be affected by a spell or ability that would suppress or absorb the effect, make a caster level check against a DC of 11 + the caster level of the opposing effect; if the caster level check succeeds, your spell is unaffected by it. This includes, but is not limited to: an anti-magic field, rod of absorption, and a beholder’s anti-magic ray. Note that this ability does not affect spell resistance, spell turning, or a dispelling effect in any way.

At 7th level, you gain a +4 bonus to your caster level check for your Lifetap spells to resist suppression and absorption.

Bonus Feat: At 4th and 7th levels, you gain a bonus feat which may be drawn from the list of bonus feats available to the epic wizard class.

Shield of the Soul (Ex): At 6th level, you gain spell resistance against Weave- and Shadow Weave-based spells and effects equal to your caster level; this spell resistance is ineffectual against spells cast using the Lifetap ability.

Hearty Soul (Ex): At 9th level your life-force replenishes itself more quickly; you gain Fast Healing 1, regaining one hit point per round.

The Soul Mage

Soul Mage
Class Level Special

1st Independent Magic, Lifetap I (5 hp/spell level)
2nd Arcane Sight
3rd Resilient Magic I (caster level check to avoid suppression/absorption)
4th Bonus Feat
5th Lifetap II (3 hp/spell level)
6th Shield of the Soul
7th Bonus Feat
8th Resilient Magic II (caster level check to avoid suppression/absorption with a +4 bonus)
9th Hearty Soul
10th Lifetap III (1 hp/spell level)

Alisttair Posted - 21 Sep 2006 : 18:18:46
I await in anticipation :)

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