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Mystic Blade (3.5e Class)

86 bytes added, 23:27, 2 December 2009
Class Features
'''''{{Anchor|Selective Prowess}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The mystic blade compensates for his inability to cast higher-level spells by increasing the effectiveness of those spells he can cast. At 9th level, the mystic blade doubles the level modifier for the DC's of all spells he can cast (so a level 2 spell would have a +4 modifier, etc.).
'''''{{Anchor|Channel Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' As he gains arcane power, the mystic blade becomes better able to combine sorcery and steel. At 12th level he can channel any spell he can cast into his melee weapon. Using this ability requires a [[SRD:Move Actions|move action]], and the mystic blade uses up the prepared spell as if he had cast it. The channeled spell affects the next target that the mystic blade successfully attacks with his weapon (Foritufde or Will [[SRD:Saving Throw|saving throws]] and [[spell resistance]] still apply). Even if the spell normally affects an area or is a ray, it affects only the target, but negates any reduced effect allowed by a successful Reflex save. The spell is discharged from the weapon, which can then hold another spell. A mystic blade can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours. The mystic blade can channel up to three spells into his weapon per day at level 12, and he gains an additional daily use at every even-numbered level from then on.
'''''{{Anchor|Selective Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' While the mystic blade only has a few destructive spells in his repertoire, he has learned to use them with terrifying efficiency, adding extra magic into damage dealing spells. All of his spells that deal a certain amount of damage dice based on level now deal 1 additional damage per die so long as he at least 12 Intelligence. As he gains levels, he deals one additional damage per die so long as his Intelligence modfifier is higher than or equal to the amount of damage per die. At level 16, he deals 2 extra damage per die so long as he has 14 Intelligence, and so on. Bonus damage dealt by such a spell is not subject to Metamagic feats. This ability has no effect on spells that do not deal a certain amount of damage.

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