Most sorcerers draw their power from the blood of their ancestors. In rare cases, some of their inherit power is altered due to being born at a convergent point, or node of eldritch might. Such sorcerers are magiliths, arcane pillars overflowing with energy, able to disrupt magic, empower items, or absorb spells around themselves like living arcane batteries… but such power is not to be taken lightly, and comes at the expense of their own spellcasting abilities.
Class Skills: A magilith does not receive the class skill from her bloodline.
Because of a magic ritual, a spell which turned wrong or simply as a result of the convergence of energy fluxes when the magilith was still unborn, she is a living point where strong magic energies meet. Because of this, she naturally emanates a magic aura that disrupts magic effects around her.
The magilith may only stop this aura as a standard action, and it remains suppressed for as long as she concentrates each round.
All friendly creatures within 10 feet of the magilith gain a +1 resistance bonus to saving throws against spells, spell-like and supernatural abilities. This bonus increases by +1 at 5th level and every five levels thereafter (10th, 15th, 20th), to a maximum of +5 at 20th level.
Whenever a creature within this aura is the target or the caster of a spell or spell-like ability, the caster must beforehand roll a d20. A “natural 1” on this roll means the spell reacts badly and fails; while a natural 20 means the spell is treated as if it was Empowered (or Extended for spells that haven’t variable numerical effects), this does not change the spell’s casting time.
This ability replaces cantrips, but the magilith gains the read magic cantrip as a bonus 1st-level spell known at 1st level. She can cast this as a 1st-level spell.
The magilith may cast detect magic at-will.
At 1st level, the magilith is able to sacrifice spells to saturate items with magic or reinforce the casting of allies. As a standard action, she can sacrifice a spell and transform that energy into an enhancement bonus equal to the level of the spell sacrificed for a single weapon, 50 pieces of ammunition, armor or a shield within range of her aura of disruption.
With that enhancement bonus, the magilith can apply any enhancement bonus, weapon, armor or shield property to the selected item – except bane and any weapon property going against her alignment. If the magilith is neutral-aligned, she must choose which axis of good/evil and law/chaos she can provide. An item gains no benefit from having two of the same special abilities; nor does the provided bonus stack with any existing enhancement bonus – only the highest enhancement bonus and its associated special properties apply at a time, and an item must have at least a +1 enhancement before adding special properties to it. This enhancement bonus lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the item different enhancements.
The magilith can also sacrifice a spell to provide an ally with an insight bonus on caster level checks, concentration checks, attack rolls with spells and spell-like abilities equal to half the level of the sacrificed spell (minimum 1) for one round. While affected by this, the ally is not affected by the aura of disruption’s disruption ability.
Finally, she can also decide to split any given bonus and its duration equally among various items or allies within range of her aura of disruption, the level of the spell must be high enough to be shared between the targets.
This ability replaces the magilith’s 1st-level bloodline power.
At 4th level, the magilith can bind her magic to her allies. As a full-round action, she can attach a magic spectral chain to a maximum number of adjacent allies at a time equal to half her level. A spectral chain is treated as an incorporeal object with a hardness equal to the magilith’s level, and 5 hit points per caster level. As such, non-magical attacks deal it no damage; while attacks made with magic weapons and spells deal it half damage, before application of hardness (for magic weapons), and reduction of energy damage from being an object. Ghost touch weapons and Ectoplasmic metamagic spells overcome the chain’s etherealness; but not the hardness or reduction of energy damage.
Each chain is wound to one of the magilith’s fingers and has a maximum range of 5 feet per caster level. If an ally leaves this range, the chain linking him to the magilith disappears. A creature linked to the magilith benefits from the following effects:
- As long as it is attached to this chain, it is treated as being into the range of the magilith’s aura of disruption.
- The magilith can cast a spell with a range of touch on a linked ally as if the ally was adjacent to her withing medium range (100 ft. + 10 ft./lvl.).
- The magilith can cast a single spell with a range of touch as a full-round action to apply its effects on every linked ally at the same time; using this ability uses up a spell slot two levels higher than the spell’s actual level.
- Whenever the linked ally is designated as the target of a targeted spell, the magilith may absorb the effects of this spell, effectively making her the new target of the spell.
A magilith can use this ability for a number of rounds per day equal to 3 + her Charisma modifier.
This ability replaces one of your normal highest level spell slots — when the sorcerer gains a higher level spell slot, she looses that slot instead and regains the lower level slots so she has one fewer spell slot than other sorcerers.
The Secrets of Tactical Archetypes © 2012 Steven D. Russell; Authors: Will McCardell and Benjamin Rombeaut