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{{#set:Summary= A High Magician is Magic Personified, casting more spells per day than any other class. |Length= 10 |Base Attack Bonus Progression= Good |Fortitude Save Progression= Good |Reflex Save Progression= Poor |Will Save Progression= Good |Class Ability= Spell Mastery |Class Ability Progression= Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

High Magician[]

This is an Advanced Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

High Magicians are powerful spellcasters who have learned how to draw more energy from the Twilight, allowing them to cast more spells per day. Twilight Warlocks can benefit from this class as well, as it grants them access to 2 Fifth Level Spell Slots (And more, if their Intelligence is high enough.) The High Magician can either focus on Metamagic Masteries, or Item Creation Masteries. Or both.

Making a High Magician[]

High Magicians primarily come from the Twilight Magician and Twilight Warlock classes, but it's not uncommon for a Combat Magician to take levels in this class so they too, can cast more spells.

Abilities: As with any Twilight Spellcasters, Intelligence, Wisdom, and Charisma are your most important stats, followed closely by Constitution and Dexterity.

Alignment: Any

Requirements: Knowledge (Others) 10 Ranks, Knowledge (Twilight) 13 Ranks, Ability to cast 4th level Spells.

Wealth Bonus: +3

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Table: The High Magician

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Defense Bonus
Fort Ref Will
1st +0 +2 +0 +2 Extra Spells 1/0/0/0/0/0 1
2nd +1 +3 +0 +3 Extra Spells 2/1/0/0/0/0 1
3rd +1 +3 +1 +3 Metamagic Mastery/Item Creation Mastery 2
4th +2 +4 +1 +4 Extra Spells 3/2/1/0/0/0 2
5th +2 +4 +1 +4 Extra Spells 3/3/2/1/0/0 3
6th +3 +5 +2 +5 Metamagic Mastery/Item Creation Mastery. 3
7th +3 +5 +2 +5 Extra Spells 3/3/3/2/1/0 3
8th +4 +6 +2 +6 Extra Spells 3/3/3/3/2/1 4
9th +4 +6 +3 +6 Metamagic Mastery/Item Creation Mastery. 4
10th +5 +7 +3 +7 Extra Spells 3/3/3/3/3/2 5

Class Skills (Skill Points::5 + Int modifier per level, ×4 at 1st level)
All skills are class skills to a Night Watch Character.

Class Features[]

All of the following are class features of the High Magician

Weapon and Armor Proficiency: The High Magician Gains no Weapon or Armor Proficiencies.

Extra Spells: The High Magician Gets Extra Spells. At Level 1, they receive an additional 0th-Level spell slot. Consult the table above for information on how many extra spells they have at any given level. Note: A Level Ten High Magician has 3/3/3/3/3/2 Extra Spells. Not 18/15/12/9/6/3 extra spells.

Metamagic Mastery The High Magician becomes better at using Metamagic Effects. Choose one of the following Effects.

Spontaneous Metamagic: Applying a Metamagic Spell Effect is no longer a full round action.

Metamagic Adept: The Level Adjustment of your spells is reduced by 1, to a minimum of 1.

Metamagic Power: When using a Metamagic Effect, your spell is treated as being the increased spell level for the sake of determining save DC's.

Metamagic Counterspell: When using a Metamagic Spell, you may treat it as it's level being the increased spell level for the sake of Performing and Defending Against counterspells.

Item Creation Mastery: The High Magician becomes even more proficient at creating magical Items. Choose one of the Following Effects.

Quickened Item Creation: Creating a magic item takes 10% less time than normal. This effect may be chosen more than once.

Empowered Item Creation: A created magical item has 10% more magical charge than normal. This effect may be chosen more than once.

Heightened Item Creation: A created magical item treats it's caster level as being +2

Maximized Item Creation: A created magical item gains +2 to it's Save DCs/Attack Rolls.