2 years ago I wrote up a prestige class called the Astral Magus for my 3.5 campaign. That campaign was a high level-one (overpowering) and so was the class. Now I want to convert the class to a Fantasy Craft Expert Class (or a Master Class?). The abilities need to be toned down (way down) in power but I would like to keep as much flavor as possible. Once you read up the class, you'll see why it's a favorite for some of my gaming friends.
I would like for it to stay that way if possible. I'm not sure how to convert the class while keeping it true to the source (I only have experience from building new Expert/Master Classes for Fantasy Craft). So, I'm asking for your help and expert feedback here.
Here's the Fantasy Craft description.ASTRAL MAGUSThe Astral Magus is an awe-inspiring master of sorcery and cosmic secrets. Deep in the arcane tomes lays the knowledge of the mysterious Astral Magi, waiting to be discovered by the best. Most of the time, the stars seem so distant to those that inhabit the firm ground, that they rarely acknowledge their existence or even importance. But for these few, the tiny white points of light in the night sky hold their attention like no other thing. There is no other end destination, they say. There are only the stars and them.
Although wizards and scholars discard tales of the Astral Magi as simple myths, immortal liches, particularly the eldest, do not deny the possibility of their existence. A talented Mage doesn’t choose to become an Astral Magus, but is instead chosen by a mysterious cosmic entity that was impressed by the display of genuine talent or determination. Perhaps a few dozen get the chance to become one, but only a few succeed. As much as being an Astral Magus is a reward in itself, it is also a great responsibility. This chance is offered by a competent mentor of otherworldly origin. A mentor could be an angel, demon, dragon, lich, or a watcher in the dark. However, the GM is strongly encouraged to create a mentor as a unique being suitable for his world and campaign.
Effectively, this will introduce an expanded version of the Mentor/Patron subplot into the game. While those players that display more control over their characters may become alarmed, this is necessary in order to bring forward the idea that not only is the character being taught but that perhaps he acts as a teacher to his mentor as well. This is even more probable since mentors feel that those who do not share their knowledge do not deserve it.
The fun aspect of being an Astral Magus is the element of mystery. Who is the character’s mentor and what will he teach him? Will he lose the interest in his apprentice and bring tutoring to a halt? Perhaps this mentor is an Astral Magus as well, passing on the rare knowledge of the stars. What if there are more of them out there, scheming in secrecy or even fighting among themselves to prove their might?
Depending on your campaign an Astral Magus could be…
- A student of forbidden knowledge blurring the line between the worlds.
- A wizard determined to unlock the secrets of the world he inhabits, for purposes known only to him…
- A famous astrologist, inspiring respect and suspicion with his accurate predictions.
- A sinister force working from the shadows, controlling his targets as puppets in a play.
- A teacher that shares newfound knowledge with his pupils, helping everyone to move along with hard times.
Party Role: Wildcard/Backer. Your class abilities often provide direct or indirect support to your teammates, though your specific role largely depends on your choice of spells and how you use them.
Here's the original 3.5 prestige class.
ASTRAL MAGUSREQUIREMENTS: Int 17, ability to cast 6th level spells, must have made contact with a cosmic entity and earned its trust
HD: d4
BAB: wizard
Fort: bad
Ref: bad
Will: good
Spells: +1 every level
1: Prediction
2: Shadowscape
3: The Stars are Right +1
4: Beyond Time and Space
5: Shadow Brother x 1
6: Nothing is Immutable x 1
7: The Stars are Right +2
8: Shadow Brother x 2
9: Nothing is Immutable x 2
10: Rebirth
Prediction (Ex)Defining a prediction for an individual allows the astral magus to foreshadow an event for that person. For example, an astral magus defining a prediction for an adventure could say ‘the claws of the eagle will close upon you – beware!’ That adventurer would gain +2 luck bonus on any rolls if he was ever in a situation that could be interpreted as ‘the claws of the eagle closing upon him’ for that day.
Alternatively, an astral magus can cast a negative prediction. If the events foreshadowed by a negative prediction come to pass, then the target gets -2 luck penalty on any rolls for that day. Note that as the spell can be cast through a magical link, the astral magus can curse a foe from afar without the foe being aware of the doom that is upon him.
An astral magus can only place a single prediction on an individual. If that prediction is triggered, then the astral magus may later define prediction again on that person. A character can carry multiple foreshadowings from predictions cast
by different astral magi.
Shadowscape (Su)You can become one with the shadow.
Times per day equal to your Int modifier you can escape into any nearby shadow by touching it. While inside the shadow you are incorporeal and can see and sense as normal. You can move through shadows provided they are linked. You can remain there for 1 minute per Hit Die or until harmed.
The Stars are Right (Ex)By waiting till the time is right to perform your magic, you are able to remove most of the random factors that might usually reduce or counteract the effects of your spell, ensuring that your own magical power is at its maximum possible level.
This allows you to Take 20 on your magic attack roll times per day equal to your Int modifier.
In addition, you can increase your caster level by making a successful Knowledge (astrology) skill check (DC 20). You cannot take 10 or 20 on this check, and retries are not permitted. A successful skill check increases your caster level by 1 (2 on 7th level) for one day.
Beyond Time and Space (Su)When this ability is used, the astral magus instantly loses all his remaining spells. The target must make a Will save (DC equals 10 + astral magus level + Int modifier). If the saving throw is failed, then the target is thrown through time and space. It is up to the DM when and where the target arrives, and while it is generally within a few miles and a few days (forward or back) of his present location, victims have been known to be thrown hundreds of leagues and many centuries.
Shadow Brother (Su)You can create a single exact copy of yourself from shadow matter. The copy cannot cast its own spells and it must receive daily instructions from you. Otherwise it resorts to doing nothing. You can see, hear, smell, taste, talk and cast spells through it. Once killed it makes you sickened for a week. At 8th level you can create another copy.
Nothing is Immutable (Su)You grasp the concept that anything can become anything.
This allows you to transform any mundane object into any other mundane object of roughly the same size, once per day (twice on 9th level). A man could be transformed into a statue, or a wolf, or a cloud of mist. A dagger could become a flower, or a snake, or a jewel. A Fortitude save to negate (DC 10 + astral magus level + Int modifier) is permitted if the spell targets a living creature or magical item. Duration 1 hour per astral magus level. Ranged attack roll, within 30 ft.
Rebirth (Ex)Once you die, you are restored to life within 10 minutes. In your place, a Shadow Brother dies immediately. If there are no Shadow Brothers, you die your final death.