The Magician
[D&D Prestige Class]

The Magician
Performers at heart, magicians employ magic to entertain, deceive, and awe.

Bards most easily qualify for magician, although it is not unheard of for multiclassed geisha and jester spellcasters to take this path. Gnomes are frequently drawn to magician.

To qualify to become a magician (Mgcn), a character must fulfill all the following criteria.

Feats: One of the following: Charlatan, Disguise Spell, Flair, Good Manners, Mesmerism, Persuasive, or Silent Spell.
Skills: Diplomacy 1, Bluff 5, Perform (Act) 6, Sleight of Hand 5.
Spells: The character must be able to cast eagle's splendor, enthrall, hypnotism, prestidigitation, and pyrotechnics without preparation using one class spell list.
Special: The character must have either the Antics, Bardic Music, or Geisha Performance class feature.

Game Rule Information
Magicians have the following game statistics.

Base Attack Bonus: Poor (as a loremaster).
Hit Die: d6.
Saves: Good Reflex and Will / Poor Fortitude.
Class Skills: The magician's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at Each Level: 8 + Intelligence modifier.

Class Features
All of the following are class features of the magician prestige class.

Weapons and Armor Proficiency: Magicians gain no additional weapon or armor proficiencies.

  1. Behold!, Look into My Eyes!, Suave
  2. Magic Wand, Spellcasting [+1 Spellcasting]
  3. Presto! [+1 Spellcasting]
  4. The Hat Trick [+1 Spellcasting]
  5. Hocus Pocus! [+1 Spellcasting]
  6. Smoke & Mirrors
  7. Abracadabra! [+1 Spellcasting]
  8. The Black Hat [+1 Spellcasting]
  9. ...And Now You Don't! [+1 Spellcasting]
  10. Performer Extraordinaire [+1 Spellcasting]

The magician is a spectacular performer. His magician levels stack either with bard levels for determining daily uses of Fascinate, Suggestion, and Mass Suggestion; with geisha levels for determining daily uses of Beguile, Whisper, and Mass Whisper; or with jester levels for determining daily uses of Amuse, Throw Voice, and Upset the Table. (Magician levels do not stack for the purposes of any other type of performance.) When Fascinate, Beguile, or Amuse is attempted while employing prestidigitation, he adds his magician level to the Perform check.

Look into My Eyes!
Few can resist his hypnotic gaze. A number of times per day equal to his Charisma bonus, the magician can attempt hypnotism upon any creature within 10 feet. This is a spell-like ability.

The magician is a magnetic and confident showman. He adds his Charisma bonus to Will saves and to all Sleight of Hand checks attempted before onlookers.

Magic Wand [2nd level]
The magician has a particular knack with wands. When operating any wand, he adds his levels in magician to all Use Magic Device checks. In addition, failed Use Magic Device checks made on a wand do not drain a charge.

Spellcasting [2nd/3rd/4th/5th/7th/8th/9th/10th level]
At the indicated levels, the magician gains new Spells Known and Spells Per Day as if he had also gained a level in the class that met the Spells requirement.

Presto! [3rd level]
A number of times per day equal to his magician level, he may cast a spell benefitting from the Quicken Spell feat without increasing the casting time - even if he does not have the feat.

The Hat Trick [4th level]
Any magician worth his salt can pull a simple rabbit from a hat. Once per day, he may reach into any normal hat, box, or sack as if reaching into a gray bag of tricks. This is a spell-like ability.

Hocus Pocus! [5th level]
With a snap of his fingers and a gasp from the crowd, he magician can turn a woman into a chicken or a dog into a boy. Once per day, he may effect baleful polymorph as cast by a sorcerer of his spellcaster level.

Smoke & Mirrors [6th level]
He is there...but not. Once per day, the magician can mislead viewers as the spell cast by a bard of his spellcaster level. This is a spell-like ability.

Abracadabra! [7th level]
Parlour tricks are his forte. The magician is under the effects of prestidigitation at all times as a supernatural effect. As a result, he loses one 0-level Spells Per Day slot.

The Black Hat [8th level]
From a simple hat, the magician can produce animals both ordinary and perverse. He may now use The Hat Trick three times per day. In addition, one daily use of The Hat Trick can be used to produce a nightmare rabbit (see below). The nightmare rabbit remains under the control of the magician for 1 round per magician level, then it disappears in a red puff of smoke.

Nightmare Rabbit: Medium Animal: HD 6d8; Init +5 (Dex); Spd 50ft, Burrow 10ft; AC 17 (+5 Dex/+2 natural); Atk 2 claws +6 melee, bite +4 melee, thump +6 melee; Dmg: Claw 1d4+2, bite 1d6 +1, thump 2d4+4; Space/Reach 5ftx5ft; SA Improved Grab, Jump, Thump (2d4 +5); SQ Improved Evasion; AL TN; SV Fort +6, Ref +10, Will +3; Str 14, Dex 20, Con 12, Int 2, Wis 12, Cha 10; Skills and Feats: Hide 7, Jump 15, Move Silently 12. Jump (Ex): As a tiger. Improved Grab (Ex): As a tiger, but facilitating the Thump ability. Thump (Ex): A nightmare rabbit that gets a hold of a target can make a rapid thumping attack with its hind legs (using the magician's highest attack bonus), dealing 2d6+4 points of bludgeoning damage. Skills: The dire rabbit receives a +4 racial bonus to Hide and Move Silently checks and a +8 inherent bonus to Jump checks.

...And Now You Don't! [9th level]
To delighted gasps or frustrated groans, the magician can make himself or an object completely disappear. Once per day, he may cause himself or an item touched to disappear and then, if he desires, reappear, by means of teleportation. When used on himself, the effect is greater teleport; when the target is an object, the effect is teleport object. At any point within six rounds of using this spell-like ability, the magician can, as a free action, will himself or the object to teleport back to its starting point. After the sixth round, the teleportation remains a one-way trip.

Performer Extraordinaire [10th level]
He is uncannily charismatic and charming. The magician gains a +2 inherent bonus to his Charisma score.

Epic Magician: The epic-level magician continues his Hit Die, skill point, and Behold! progressions. In addition, he receives bonus epic feats at 13th level and every three levels thereafter (13th, 16th, 19th, 22nd, etc.).

History: Originally posted on the Wizards of the Coast message boards in September, 2003 as a bard prestige class. In December of 2006, I lowered the BAB, boosted the Reflex save, and expanded the skills to reflect the magician's reduced focus on combat in favor of magic and guile over the more generalized bard. I also boosted a few minor class features and amended the requirements and class features to accommodate my geisha and jester classes.

Board Link: To feedback on this class posted on the Wizards of the Coast message boards.


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