Inaccurate?

Magelord

(Lost Empires of Faerun variant, p. 17)

"So they ran me out of Secomber. They said I wasn't good enough. They said my spells were to weak. Now they will see what kind of wizard I've become. They'll see. Who'll be sorry then?" – Rimmen the Magelord

Quick to anger, haughty, and proud of his Art, the magelord is an arcane spellcaster who studies an ancient magical tradition known for extremely fast and versatile spellcasting. Sometimes a spellslinger for hire, sometimes a professional arcane duelist, the typical magelord believes he has the right to wring respect, wealth, and power from the world around him through the use of arcane force. In reality, he is little more than a cruel bandit lord who uses his magical gifts to dominate and intimidate less talented individuals. Like a school of fencing or a martial arts style, the magelord tradition has been passed down over the centuries from one practitioner to another. Few magelords give away such knowledge-indeed, anyone who would study this aspect of the Art must either bribe a magelord with princely gifts and service or undertake years of research to unearth ancient texts describing the techniques. The way of the magelord rewards ambition and recklessness, and it tends to encourage a certain contempt for the risks of power. Thus, most magelords regard their power as a tool with which to fulfill their own desires as opposed to a gift they can use to serve others. A few however, study magelord lore in hopes of using their magic against tyranny and injustive. Magelords are relatively rare, but societies and fellowships of them have arisen in many lands over the centuries. The most famous of these was based in the old realm of Athalantar, the Kingdom of the Staf. Bards still sing of the cruelty and evil of the magelords who ruled over the nation, evoking terrible images of a century when tyranny and deadly ambition reigned. The wizards of the Stag Kingdom were cruel, avaricious, driven men with an exceptional talent for magic. Ostensibly, they served as high officials of the realm who brutally enforced their prince's will, but in truth they ruled the Stag Kingdom from behind the throne.

Requirements

Skills: Intimidate 3 ranks , Knowledge (arcana) 6 ranks , Knowledge (history) 6 ranks

Feats: Improved Initiative , Spell Mastery , Signature Spell , Weapon Focus (ray)

Spells: Ability to cast 5th-level arcane spells.
Special: You must have the evasion special quality as either a class feature or a racial trait.
Special: You may not be lawful in alignment.
Special: You must be tutored by a magelord or obtain rare tomes to study the tradition. Either option costs no less than 10,000 gp or a service of equivalent value.


Hit die

d4

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: You gain no new proficiency with weapons, armor, or shields.

Spellcasting: At each magelord level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a magelord, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Sneak Attack (Ex): Beginning at 1st level, you deal extra damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applied to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player's Handbook

Bonus Mastered Spell (Ex): When you attain 2nd level, you can choose one spell that you already know. From that point on you can prepare that spell without referring to a spellbook, as if you had chosen to master it with the Spell Mastery feat. You can choose another known spell to master in this manner at 4th, 6th, and 8th level.

Signature Supremacy (Ex): By 3rd level, you have become so familiar with your mastered spells that you can convert any 4th-level or lower prepared spell into any 4th-level or lower mastered spell, just as a good cleric can spontaneously cast prepared spells as cure spells. Upon attaining 7th level, you can convert any 9th-level or lower prepared spell into a 9th-level or lower mastered spell in the same manner

Magelord Mastery (Ex): At 10th level, you can apply one or more metamagic feats that you know to a spell that you have converted to a mastered spell by means of either the Signature Supremacy ability or the Signature Spell feat. The level of the prepared spell to be converted must equal or exceed that of the mastered spell with the desired metamagic feats applied, For example, you could convert the 5th-level prepared spell teleport into the 1st-level mastered spell magic missile modified by the Empower Spell, Still Spell, and Silent Spell feats

Advancement

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1st +0 +0 +2 +0 Sneak Attack +1d6 +1 level existing arcane
2nd +1 +0 +3 +0 Bonus Mastered Spell +1 level existing arcane
3rd + 1 +1 +3 +1 Signature Supremacy +1 level existing arcane
4th +2 +1 +4 +1 Bonus Mastered Spell +1 level existing arcane
5th +2 +1 +4 +1 Sneak Attack +2d6 +1 level existing arcane
6th +3 +2 +5 +2 Bonus Mastered Spell +1 level existing arcane
7th +3 +2 +5 +2 Signature Supremacy +1 level existing arcane
8th +4 +3 +6 +3 Bonus Mastered Spell +1 level existing arcane
9th +4 +3 +6 +3 Sneak Attack +3d6 +1 level existing arcane
10th +5 +3 +7 +3 Magelord Mastery +1 level existing arcane

Magelord Lore

Characters with Knowledge (arcana) or Knowledge (history) can research the magelord tradition and find information on notable magelords (or magelord societies) and their actions. When a character makes a skill check, read or paraphrase the following material, including the information from lower DCs.

DC 10: "Wizards who call themselves magelords are skillful, quick, and often quite proud and cruel as well"

DC 15: "At best, magelords are spellslingers or duelists-for-hire. More often, however, they are petty tyrants and villains who use their magic to plunder and dominate the weak. In the past, societies of magelords have virtually rules kingdoms, such as ancient Athalantar."

DC 20: "Their magical tradition emphasizes the alteration or exchange of spells on the fly, so that they always have battle-spells ready and are rarely caught without a good offense or defense at hand."

DC 30: Characters who achieve this level of success can learn important details about specific magelords in your campaign

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Concentration CON no no
Craft INT no no
Hide DEX no yes
Intimidate CHA no no
Knowledge Int yes no
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (geography) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Knowledge (nature) INT yes no
Knowledge (nobility and royalty) INT yes no
Knowledge (psionics) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Move Silently DEX no yes
Sense Motive WIS no no
Spellcraft INT yes no
Spot WIS no no
Tumble DEX yes yes

Spells for Magelord

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