TomCosta
Forgotten Realms Designer
  
USA
992 Posts |
Posted - 01 Feb 2016 : 19:47:36
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Comments welcome.... This really harkens back to the original Dragon article, maybe too much so, given the spell selection, but I'll be interested in what you all think.
Incantatrix “But how could a mere wizard defeat the Archmage with a spell so beyond her powers?” asked the sage skeptically. “It is said,” replied the teller-of-tales in a low, guarded voice, “that she stole the spell from his own mind!” “Impossible!” sputtered the sage. The other shook his head slowly. “No, my friend,” he corrected the learned one. “Not for an incantatrix.”
An incantatrix (or incantatars, the infrequently encountered male form) is a mysterious type of sorcerer who is adept at countering and negating the magics of other spellcasting creatures and dealing with creatures who exist simultaneously on more than one plane. At the same time, incantatrixes seem unable to grasp certain types of offensive magic and are weaker in many ways than other sorcerers. They are also practitioners of metamagic and have an innate understanding of how to manipulate the raw magical energy of spell as it is cast. Incantatrixes tend to act independently, but because they often have similar aims and interest, they sometimes join together in loose coalitions to combat common foes—notably those individuals who use magic in a dangerous, irresponsible manner. An incanatrix seeks to police the unrestrained use of magic about her home, much like a druid protecting her forest. Likewise, since they dislike extraplanar intrusions onto the Material Plane, most incantatrixes see the destruction of active portals to other planes as their responsibility. (See Dragon Magazine #90, Cult of the Dragon, Magic of Faerûn, and Player’s Guide to Faerûn for the original versions of the incantatrix.)
Incantations You have a unique spell list that is based primarily on your mastery of spells that shield you from attack, banish creatures from other planes, or disrupt the magic of other spellcasters. You have seemingly no gift with evocation and necromancy spells.
• Cantrips: blade ward (A), guidance (D), mage hand (C, ©), mending (T), message (T), minor illusion (I), prestidigitation (T), resistance (A, ©), true strike (D, ©) • 1st Level: alarm (A, ®), comprehend languages (D, ®), detect evil and good (D, ©), detect magic (D, ®, ©), expeditious retreat (T, ©), feather fall (T), fog cloud (C, ©), grease (C), hex (E, ©), identify (D, ®), illusory script (I, ®), mage armor (A), protection from evil and good (A, ©), shield (A), sleep (E), unseen servant (C, ®) • 2nd Level: alter self (T, ©), arcane lock (A), blur (I, ©), calm emotions (E), darkvision (T), detect thoughts (D, ©), earthbind (T, ©; see Elemental Evil Player’s Companion or Princes of the Apocalypse), hold person (E, ©), hypnotic pattern (I, ©), invisibility (I, ©), knock (T), levitate (T, ©), locate object (D, ©), magic mouth (I, ®), mirror image (I), misty step (C), Nystul’s magic aura (I), rope trick (T), see invisibility (D), silence (I, ®, ©), suggestion (E, ©), zone of truth (E) • 3rd Level: blink (T), clairvoyance (D, ©), counterspell (A), dispel magic (A), fly (T, ©), gaseous form (T, ©), glyph of warding (A), haste (T, ©), magic circle (A, ©), nondetection (A), protection from energy (A, ©), remove curse (A), slow (T, ©), stinking cloud (C, ©), tongues (D), water breathing (T, ®), water walk (T, ®) • 4th Level: arcane eye (D, ©), banishment (A, ©), compulsion (E, ©), confusion (E, ©), Evard’s black tentacles (C, ©), dimension door (C), fabricate (T), freedom of movement (A), greater invisibility (I, ©), Leomund’s secret chest (C), locate creature (D, ©), Mordenkainen’s private sanctum (A), polymorph (T, ©), stoneskin (T, ©) • 5th Level: animate objects (T, ©), circle of power (A; ©), cloudkill (C, ©), contact other plane (D, ®), creation (I), dispel evil and good (A; ©), geas (E), greater restoration (A), hold monster (E, ©), legend lore (D), mislead (I, ©), modify memory (E), passwall (T), planar binding (A), Rary’s telepathic bond (D, ®), scrying (D, ©), telekinesis (T, ©), teleportation circle (C) • 6th Level: arcane gate (C, ©), Drawmij’s instant summons (C, ®), forbiddance (A, ®), globe of invulnerability (A, ©), guards and wards (A), mass suggestion (E), true seeing (D), word of recall (C) • 7th Level: etherealness (T), project image (I, ©), reverse gravity (T), plane shift (C), sequester (T), symbol (A), teleport (C) • 8th Level: antimagic field (A, ©), antipathy/sympathy (E), demiplane (C), feeblemind (E), maze (C, ©), mind blank (A) • 9th Level: foresight (D), imprisonment (A), prismatic wall (A), true polymorph (T, ©), shape change (T, ©), time stop (T) A= abjuration, C= Conjuration, D = Divination, E= Enchantment, I = Illusion, T= Transmutation, ® = Ritual, © = Concentration
Spellsense You have an innate understanding of magic. Starting at 1st level, your proficiency bonus is doubled for any Arcana proficiency checks you make. In addition, as a free action, you can make an Intelligence (Arcana) check to know what spell a single target is casting. The ability check DC equals 10 + the level of the spell the target is casting.
Through the Ethereal Fog All your life, your innate magical abilities have allowed you to see ghosts and other strange beings through the ethereal fog of that plane. Beginning at 1st level, you can see 60 ft. into the Ethereal Plane, including incorporeal creatures such as ghosts and creatures that are out-of-phase or blinking such phase spiders or creatures under the effects of a blink spell. This does not allow you to see invisible targets unless they are only invisible because they are on the Ethereal Plane. In addition, any spells you cast can also reach into the Ethereal Plane should you choose to do so.
Hardy Spirit Starting at 1st level, you have advantage on saving throws against necrotic attacks, you have resistance against necrotic damage, and your hit point maximum can’t be reduced.
Metadweomer Starting at 6th level, you can use an action to apply your Metamagic options to a target’s spell instead of your own spell so long as you are within range of the spell being cast by the taget, adjacent to the target, adjacent to the spell’s effect, or within the spell’s effect. You can also apply the opposite Metamagic effect of one of your Metamagic options to a target’s spell (see the table below for the opposite effects of each Metamagic option, if any). You can apply the effects to a spell as the target casts it or to a spell the target is concentrating on. If the target is willing you expand sorcery points and follow the rules for your Metamagic option as normal. If the target is unwilling, the target must make a saving throw against your spell save DC. If they fail, you expend sorcery points and the effect is applied. If they succeed, you expend sorcery points and the target is unaffected. You can also apply your Metamagic options to spells you or others cast through a magic item such as a wand.
Metamagic option Opposite effect Careful Spell No opposite effect Distant Spell Halve the range of the target’s spell. Spells with a range of touch are not affected. Empowered Spell Take the lower roll for each damage dice. Extend Spell Halve the duration of spells. Spells with a 1 round or instantaneous duration are not affected. Heightened Spell You grant advantage to a creature forced to make a saving throw against the targeted spell. Quickened Spell You double the casting time of a spell. A spell with a casting time of 1 bonus action or 1 reaction takes 2 rounds to cast. Subtle Spell No opposite effect. Twinned Spell No opposite effect.
Incantation Mastery Starting at 6th level, when you make a concentration check or you cast an abjuration spell that requires you to make an ability check as part of casting that spell (as in counterspell and dispel magic), you have advantage on that check. In addition, when cast an abjuration spell that banishes a creature back to its plane of origin (such as banishment or dispel evil and good), the target gains disadvantage on its saving throw.
Seize Spell Beginning at 14th level, you can use your action to wrest control of a spell that a target caster is concentrating on if you win a contest between your Charisma check and the target’s ability check using their spellcasting ability. Once you have taken control of a spell, you are treated as the caster so long as you continue to concentrate on the effect. You can also choose to end the spell effect by ending your concentration. If the spell normally allows you to change targets or target new creatures after the initial effect, such as call lightning, you can choose to target the original caster. Once you use this feature, you can’t use it again until you finish a short or long rest.
Magic Drain Starting at 14th level, you can drain power from magic items you hold to heal yourself or grant yourself temporary hit points. If the item drained has charges you gain 1d8 hit points per charge drained. If the item does not have charges you temporarily drain it all its magic powers until 8 hours has passed. You gain 1d8 hit points from a common magic item, 2d8 from an uncommon item, 3d8 from a rare item, 6d8 from a very rare item, and 9d8 from a legendary item. Consumable items, such as potions, scrolls, and magic ammunition, grant half the number of hit points and are consumed. You cannot drain magic from sentient magic items or artifacts. Once you reach your maximum hit points, any additional hit points acquired are temporary hit points (maximum +20) that disappear after 10 minutes. You must win a grapple contest (PH 195) in order to drain a magic item being held or carried by an unwilling owner.
Spell Thief Beginning at 18th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a sorcerer spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.
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