Zyntaxian Mage 

aka Babylonian Mage, School of Politics & Shadow

Hit Die

d4.

Requirements

To qualify to become a Zyntaxian mage, a character must fulfill all the following criteria.

Alignment

any good (Must take The Vow

Religion

Must be a Worshipper of Ishtar in order to  understand training in the School of Politics & Shadow.

Skills

Knowledge (Politics) or Profession (Lawyer) 4 ranks, Diplomacy 4 ranks. Religion (Ishtar) 2 Ranks

Feats

Some item or ability that allows for two spells to be cast simulaneously.

Spells

Ability to cast 1st-level arcane spells. Ability to cast two spells simultaneously (by feat, spell, or device).

Class Skills

The mages class skills are Concentration (Con), Craft (Int), Diplomacy (Chr), Knowledge (all skills, taken individually) (Int), Profession (Wis), Religion (Wis),and Spellcraft (Int). Character must maintain maximum ranks in Diplomacy

Skill Points at 1st Level

(2 + Int modifier)x4

Skill Points at Each Level

2 + Int modifier.

Class Disadvantages

These mages recieve a Demon Write (q.v.) which wizards usually get at 10th level. Each level, characters must face an encounter that is challenge rating 5 plus the characters level that has been sent by demonic (for lawful characters), diabolic (for chaotic characters), or daemonic (for neutral characters) powers to steal the characters soul.

May not use any other magical or psionic rings.

Table: Babylonian Mage
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Join Spells, Wizardly Summoning
3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Legal Accumen 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Spiritual Channeling  4 4 3 3 2
9th +4 +3 +3 +6 4 4 4 3 2 1
10th +5 +3 +3 +7 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8

Legal Persuasion 

4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 Spell Mixing  4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus feat 4 4 4 4 4 4 4 4 4 4

Class Features

All the following are Class Features of the Zyntaxian Mage class.

Weapon and Armor Proficiency

Wizards are proficient with the club, throwing stars, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells per Day

A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list and the Form and Function spells of the School of Politics and shadow. A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Spells Known

The magic they are trained is is a style of magic that is very unique. These mages are known for their Form & Function spells – two spells which are miraculously cast Simultaneously (not as a quickened spell). 

Form spells: bolt, blast, rift, link, sphere, ray, explosive ball, wall, cube,

Funtions: fire, water, air, earth, void, electricity, dust, prime material, shadow, magic, frost, ash, anti-magic

Join Spells 

Allows the magic user to join a Form apell (q.v.) and Function apell (q.v) when they are cast simultaneously

At first level the mage gains the “Join Spell” feat which allows them to join the Form and Function spells to get the appropriate effect. One spell, the Form defines the shape, area of effect, etc of the effect and the Function determines from which plane or energy source is drawn that fills the form. Thus – “Form: Bolt” (a 2nd level spell) and “Function: Electricity” (also 2nd level) could be joined to make an electrical bolt (q.v. spells for details).   Spell effects from joined spells  are still considered two spells for purposes of spell adsorption, dispel magic, and spell resistance. Creatures must fail BOTH SR checks to be affected. If either spell is cancelled the entire effect is wasted.

Legal Acummen 

Recieves intelligence bonus to diplomacy skill if used for mediation or negotiation of an agreement.

Spiritual Channeling 

See Book of Exalted Deeds. May use wizardry to allow upper planar creatures to posses character.  Must know true name of being.

Legal Persuasion

May convince a target to accept/sign a legal agreement if it is fair DC 15 + intelligence bonus + charsima bonus + any special modifiers (DM).

Spell Mixing

On a spellcraft DC check of 30 + spell levels of both spells + difference in level between the two spells, the spellmixer may take one spell (base) and modify it with features of another spell. These features can include a spell feature, energy type, area of effect, range, duration, number of targets, descriptor, or shape. The resultant spell is the same level and DC as the original. Both spells are expended.

Description

Sultan Zyntax founded this school during the Founding of Babylon, in CY 0. Its initial members (its highest levels)  fought in the battle at Tovag Baragu and thus have +1 wisdom and one re-roll.

   To be a part of the school you must be a Worshipper of Ishtar and of Good Alignment. Meeting the diplomacy and knowledge skill requirements may require a starting character to talk 1 level in Acolyte (Those that take this Class learn about legal maters, politics, and negotiating and receive skill points towards such In their political classes the receive lectures that describe the politics of many different shadows. They are also indoctrinated in church theology, mythology, and teachings. Skill points at first level (8+int)x4  ). As evidence as to how much the school stresses this knowledge, upon reaching 5th level the mage is required to have traveled to an alternate prime material plane before they can advance. ...

   The magic they are trained is is a style of magic that is very unique. These mages are known for their Form & Function spells – two spells which are miraculously cast Simultaneously (not as a quickened spell). At first level the mage gains the “Join Spell” feat which allows them to join the Form and Function spells to get the appropriate effect. One spell, the Form defines the shape, area of effect, etc of the effect which the Function determines from which plane energy is drawn that fills the form. Thus – “Form: Bolt” (a 2nd level spell) and “Function: Electricity” (also 2nd level) could be joined to make an electrical bolt (q.v. spells for details).   Spell effects from joined spells  are still considered two spells for purposes of spell adsorption, dispel magic, and spell resistance. Creatures must fail BOTH SR checks to be affected. If either spell is cancelled the entire effect is wasted.

   A cure/blessing has been placed on the school such that if you are not of good alignment and a worshipper of Ishtar that you will find yourself distracted and unable to learn the teachings. More precisely you are unable to follow along enough to learn any of the magic.

   All of the mages of the school have taken the Vow of Ninazu. Ninazu’s Vow causes the mage to loose all magical ability for a season if the oath is violated. Also, it prevents the mages from any and all (magical?) forms of forced alignment change.

    Sultan’s mages are wizards in that they have the ability to summon creatures. By Oath however, they will not summon lower planar creatures to do any form of task other than to gain information or damn them. As this occurs frequently, each member of the school has a minimum 10th lvl demon-writ issued for them at first level. They are greatly disliked by all lower planar creatures. Aid may be asked from upper planar beings but when they are summoned the Babylonian mage will willingly give up the Test Of Wills and become the thrall of the upper planar being. Doing its will.

     The culmination of this schools magical art is Spell Mixing. At 16th level, the mage gains the Spell Mixing feat. This feat requires the Join spell feat and 17 levels of experience using it.

   Note that the Form and Function feats require the mage to cast two spells simultaneously yet the class itself does not provide the ability to do so. All mages in the school are given the following magic item:

 

10 Rings of Zyntax – these 10 rings are magically linked to the Artifact Rings of Zyntax. If the artifact is destroyed, the rings cease to function. While the mage is wearing these rings he can wear no other magical or psionic rings on either hand but gain the ability to cast two spells simultaneously – use of this feat prevents use of a quickened spell. Additionally the rings also grant 1 extra psionic point apiece (for those who have psionics).

 

Members of the school have also each consented to the effects of a Patent Laws spell (functions like a geas to obey patent laws or become sickly). They are also geased to aid clerics of the church whenever possible. The mages of this school work very closely with the church. All members are required to know religion and be a practicing worshipper of Ishtar.

 

 

Form spells: bolt, blast, rift, link, sphere, ray, explosive ball, wall, cube,

 

Funtions: fire, water, air, earth, void, electricity, dust, shadow, magic, frost, ash,

Table: Babylonian Mage NPC Table
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Join Spells, Wizardly Summoning
3 2
2nd +1 +0 +0 +3 4 3
3rd +1 +1 +1 +3 4 3 2
4th +2 +1 +1 +4 Legal Accumen 4 4 3
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 4 4 4 3
7th +3 +2 +2 +5 4 6 4 3 2
8th +4 +2 +2 +6 Spiritual Channeling  4 6 4 4 3
9th +4 +3 +3 +6 4 6 6 4 3 2
10th +5 +3 +3 +7 4 6 6 4 4 3
11th +5 +3 +3 +7 4 6 6 5 4 3 1
12th +6/+1 +4 +4 +8

Legal Persuasion 

4 6 6 5 4 4 3
13th +6/+1 +4 +4 +8 4 6 6 6 6 4 3 2
14th +7/+2 +4 +4 +9 4 6 6 6 6 4 4 3
15th +7/+2 +5 +5 +9 4 1
16th +8/+3 +5 +5 +10 Spell Mixing  4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus feat 4 4 4 4 4 4 4 4 4 4

Clas

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