Noctumancer

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Noctumancers bridge the gap between shadow and arcane magic. Those who succeed in becoming one of these elite not only gain a boost to their mystery user and arcane caster abilities, but are able to manipulate the mysteries and spells of others as no others can.

Given the requirements of the class, multiclass shadowcaster/sorcerers and shadowcaster/wizards make up almost the entirety of noctumancers. The rare shadowcaster/bard might be found, but virtually no other combination offers the proper abilities, and given the steep requirements of the prestige class, any additional multiclassing drastically slows (or even prevents) its acquisition.

Role: Spell Utility

Characteristics: Theurges that utilize both shadow and arcane magic to accomplish their goals

Source: Tome of Magic

Game Rule Information

The Noctumancer has the following game statistics.

Abilities: Charisma for your Eldritch abilities and disruption to enemies, Intelligence is good if your arcane casting is intelligence based.

Alignment: Any

Hit Die: d4

Starting Gold: N/A

Class Skills

The Noctumancer's class skills are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Noctumancer.

Weapon and Armor Proficiency: A Noctumancer is proficient with whatever they were already proficient with prior to taking levels in this class.

Mysteries/Spellcasting: At each level, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you had also gained a level in both your mystery-using class and your arcane spellcasting class. You do not, however, gain any other benefits a character of these classes would have gained. If you had more than one mystery-using or arcane spellcasting class before becoming a noctumancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Capture Magic's Shadow Su: At 1st level, when you successfully dispel a mystery or spell (such as with the mysteries shadows fade or unravel dweomer or the spells dispel magic or break enchantment), you can absorb its energy. You add one-half the level (round down, minimum 1) of the mystery or spell you dispelled to the caster level of any mystery or spell you cast in the next round. For instance, if you dispel a 4th-level spell, you add +2 to the caster level of the spell you cast in the next round. You cannot draw power from dispelling your own mysteries or spells.

Innate Counterspell Su: tarting at 2nd level, you can attempt to counter a mystery or spell without using a readied action. Once per day, you can counter a spell as an immediate action, by expending a mystery use per day, a spell slot (if you prepare spells), or a spell use (if you are a spontaneous caster) as long as the mystery or spell expended is of the same level or higher as the mystery or spell to be countered.

At 7th level, when you successfully counter a mystery or spell using this ability, you retain some of the magical essence of the countered dweomer. You can choose to either gain one additional use of a mystery, regain an expended spell slot (if you prepare spells), or gain the use of an additional spell (if you are a spontaneous caster). The level of the mystery or spell you gain is equal to one-half the level of the mystery or spell you countered (rounded down, minimum 1).

You can use innate counterspell once per day at 2nd level, two times at 5th, and three times at 8th.

Eldritch Disruption Su: At 6th level, you can use a standard action to disrupt the magical energies of a single target within 60 feet. That target must make a Will saving throw (DC 10 + your noctumancer level + your Cha modifier) or take a -4 penalty to its caster level for any mysteries or spells it casts for 1 minute. You can use eldritch disruption three times per day.

Eldritch Vortex Su: At 10th level, you can emit mystic energies in a 20-foot-radius burst around yourself. Any creature other than you within that area takes a -4 penalty to caster level for any mysteries, spells, or spell-like abilities it casts or uses. The vortex lasts 1 minute and can be used once per day.

Shadow's Persistence Su: At 10th level, you gain temporary immunity to any mystery or spell captured or countered by means of your capture magic's shadow or innate counterspell ability. For 1 minute, you cannot be affected by any casting of that mystery or spell.