ThE HERMEtic DisciPLE

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' hile Imperial Age: Magick offers a variety of magickal styles abased on skills and feats, there are some GMs that may wish to opt for a more traditional d20 approach and limit magick to an~"3dvanced class. The Hermetic Disciple is an example of a class-based magickal practitioner, using the Third Practice and the First Price (Option Three). GMs can use the Hermetic Disciple as is or as an example for modelling an advanced class on other Practices and Prices.

REQUIREMENTS

To qualify to become a Hermetic Disciple, a character must fulfil the following criteria:

Skills: Decipher Script 6 ranks, Knowledge (arcane lore) 6 ranks, Research 6 ranks.

Feat: Studious.

CLASS

INFORMATION

Hit Die: The Hermetic Disciple gains 1d6 hit points per level. The character's Constitution modifier applies.

Action Points: The Hermetic Disciple gains a number of action points equal to 6 + one-half his character level, rounded down, every time she achieves a new level in this class

Class Skills: The Hermetic Disciple's class skills are as follows: Concentration (Con), Craft (visual arts, writing) (Int), Decipher Script (Int), Gather Information (Cha), Investigate (Int), Knowledge (any), Profession (Wis), Read/ Write Language, Research (Int), Search (Int), Speak Language, Spellcraft (Int), Spot (Wis).

Skill Points at Each Level: 8 + Int Modifier

Level

BAB

Fort

Ref

Will

Special

Def

Reputation

1

+0

+0

+0

+2

Arcane skills, Magick Mastery

+0

+0

2

+1

+0

+0

+3

Empower Circle

+1

+0

3

+1

+1

+1

+3

Bonus Feat, Magick Mastery

+1

+1

4

+2

+1

+1

+4

Reduce Drain

+1

+1

5

+2

+1

+1

+4

Imbue Talisman, Magick Mastery

+2

+1

6

+3

+2

+2

+5

Bonus Feat

+2

+2

7

+3

+2

+2

+5

Magick Mastery

+2

+2

8

+4

+2

+2

+6

Reduce Drain

+3

+2

9

+4

+3

+3

+6

Bonus Feat, Magick Mastery

+3

+3

10

+5

+3

+3

+7

Maximize Spell

+3

Arcane Skills: The Hermetic Disciple has access to the following arcane skills: Concentration and Spellcraft. These work as outlined in Chapter Four.

Magick Mastery: The Hermetic Disciple follows the Third Practice and is limited to the Schools of Abjuration, Divination, Enchantment, and Illusion.

Empower Circle: Hermetic Disciples learn how to focus spells through the use of elaborate circles decorated with magickal symbols. At 2nd level, a Hermetic Disciple can ritually create a circle that focuses the Hermetic Disciple's efforts, reducing the DC to cast a spell. A new circle must be drawn for every spell cast. To draw a proper circle, the Hermetic Disciple must make a Knowledge (arcane lore) check at DC 15, followed by a Craft (visual art) check at DC 15 + spell level. Once the circle is empowered, a Hermetic Disciple may deduct 2 from the spellcasting DC. The DC drops by a further 2 for every hour the Hermetic Disciple spends within the circle before casting. Drain is deducted from the Hermetic Disciple at the normal rate.

Delay: A Hermetic disciple may delay the effects of a spell cast within an empowered circle. This increases the DC of the spell by 2. The Hermetic Disciple cannot regain any of the hermetic energy used to cast the spell until the effects are released. Releasing a delayed spell requires no further checks.

Bonus Feat: At 3rd, 6th, and 9th level, the Hermetic Disciple gets a bonus feat. The bonus feat must be selected from the following list, and the Hermetic Disciple must meet all the prerequisites of the feat to select it. Feats in italics are explained in the new feats section.

Astrology, Attentive, Cautious, Confident, Creative, Deceptive, Educated, Extensive Library, Focused, Infamy, Iron Will, Low Profile, Magick Mastery, Nimble, Studious, Trustworthy, Windfall.

Reduce Drain: At 4th level, a Hermetic Disciple becomes more adept at focusing his magickal energy. When casting a spell, the Hermetic Disciple may subtract 1 point from every Drain die rolled. At 8th level, this bonus increases to 2 points per Drain die.

Imbue Talisman: At 5th level, a Hermetic Disciple can create a small talisman and imbue it with a spell. Any character that knows the trigger word will be able to cast the spell if she is holding the talisman. In order to create a talisman, the Hermetic Disciple must make a Knowledge (arcane lore) check at DC 15 followed by a Craft (visual art) check at DC 15 + spell level. He must then successfully cast the spell. Any hermetic energy put into the talisman is not regained until the talisman is used (at which point the talisman also loses its power).

Maximize Spell: At 10th level, a Hermetic Disciple learns to cast some of his spells to maximum effect. All variable, numeric effects of a maximized spell automatically achieve their maximum values. A maximized spell deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Spells without random variables are not affected.

When a maximized spell is cast, it is treated as a spell of three levels higher than the spell's actual level for purposes of drain. Therefore, a Hermetic Disciple can only maximize spells that are three levels lower than his Magic Mastery Level in that particular school.

HERMETIC DISCIPLE SPELL LIST

The following spells are taken from the d20 Modern SRD and organized into their appropriate schools for the sake of convenience. Game Masters are encouraged to add spells from other products if they are of the appropriate school and appropriate for the genre. Conversely, Game Masters should also feel free to remove any spells that they find inappropriate for their own campaigns.

Fundamentals of Magick

Fundamentals of Magick

Magick is the art and practice of moving natural energies to effect needed or wanted change. Magick is natural, there is absolutely nothing supernatural about it. What is taught here are various techniques of magick for beginners. Magick is natural and simple and the techniques to develop abilities should be simple and natural as well. What is taught on this site is not only the basics of magick, but the basics of many things.

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