Darkfire Guild Wizard (3.5e Prestige Class)

Darkfire Guild Wizard

Despicable minions of the demon Acerbus, these evil spellcasters enjoy spreading pain and terror before them like the flames that wreathe their dark master's body. These foul masters of magic are often deep into the subjects of necromancy and demonology and are likely to take levels in the relevant prestige classes in addition to this class.

Prerequisites

  • Skills: Knowledge (the planes) 8 ranks, Spellcraft 6 ranks
  • Powers: Ability to cast 3rd level Arcane Spells
  • Special: Must be inducted into the Darkfire Thieves Guild by an established Darkfire Guild Wizard.


Table: The Darkfire Guild Wizard
Hit Die: d4
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st0002Initiate of the Fiery Lord+1 to existing spellcaster level
2nd1003Apprentice of the Infernal Flames+1 to existing spellcaster level
3rd1113Dark Knowledge 1+1 to existing spellcaster level
4th2114+1 to existing spellcaster level
5th2114Dark Knowledge 2+1 to existing spellcaster level
6th3225Dark Sage of the Infernal Flames+1 to existing spellcaster level
7th3225Dark Knowledge 3+1 to existing spellcaster level
8th4226Soul Sacrifice+1 to existing spellcaster level
9th4336Dark Knowledge 4+1 to existing spellcaster level
10th5337Master of the Infernal Flames+1 to existing spellcaster level
Class Skills (2 + Int modifier per level)
The Darkfire Guild Wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Class Features

The following are class features of the Darkfire Guild Wizard:

Weapon and Armor Proficiency: Darkfire Guild Wizards gain no new proficiency with any weapon or armor.

Spells per Day: When a new Darkfire Guild Wizard level is gained the Darkfire Guild Wizard gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Darkfire Guild Wizard, he must decide to which class he adds the new level for purposes of determining spells per day.

Initiate of the Fiery Lord (Sp): When a spellcaster joins the Darkfire Thieves Guild they are inducted into the ranks of the Circle of the Fiery Lord. This group of spellcasters is dedicated to the service and advancement of Acerbus and rewarded with knowledge and power within the organization. As part of their induction ceremony the new initiate is granted the ability to summon forth a small portion of the flames that torment their dark master. Three times per day as a free action the initiate can cast a single fiery magic missile as a spell-like ability by calling their masters name and pointing at their target (damage dealt is fire damage not force damage).

Apprentice of the Infernal Flames (Su): Upon becoming an apprentice in the Darkfire Thieves Guild, the new member takes part in the Ritual of Marking. This ritual involves scarification for the new inductee and apprenticing themselves to a higher ranked guild member, usually a Dark Sage. The act of scarification leaves a script in abyssal that grants them fire resistance 5 and the ability to speak abyssal. The new initiate is also given the Dagger of Falling Ash that was used to scar them. This dagger is magically linked to the apprentice and can be summoned with a DC 20 Concentration check. Upon the apprentices death their linked Dagger of Falling Ash erupts into a small fireball causing 2d4 points of damage to all with 10 feet (Reflex save DC 15 for half) and the dagger is totally consumed in the process. If the initiate ever leaves the service of Acerbus, the dagger teleports to the initiate and explodes as if the initiate had died.

Dark Knowledge: On gaining the third, fifth, seventh, and ninth level the Darkfire Guild Wizard may choose one of the following abilities:

Book of Flesh (Su): By selecting this ability the Darkfire Guild Wizard may use their Dagger of Falling Ash to scribe a spell on their body as though it were a scroll. Spells of up to level 4 can be scribed in this manner. A maximum of the character level x 3 total levels of spells can be scribed in this manner. During inscription, the mage loses 1 hit point that cannot be healed until after the inscription is used. When these 'flesh scrolls' are used the magical writing turns to fire and disappears from the mage's skin causing 2 points of unholy damage.

Abyssal Minion (Sp): By selecting this ability the Darkfire Guild Wizard may summon a number of normal Imps equal to his level to do his bidding for 24 hours each once a week. The act of summoning leaves the Darkfire Guild Wizard fatigued for 1d4 turns.

Shield of the Master (Sp): By calling out Acerbus' name the Darkfire Guild Wizard may call forth a fiery shield that surrounds their body in dark flames. This shield has all the attributes of mage armor, deals 1d6 points of negative energy +1 point of fire damage per character level (max of 5) to creatures that come in contact with the shield (though it heals undead 1d6 points through the negative energy instead), and can be activated for a number of rounds equal to twice the character level of the Darkfire Guild Wizard per day. This ability is powered by the Darkfire Guild Wizard's own life force and leaves the user fatigued for 1d4 rounds or until the shield is deactivated or dispelled.

The Master's Wrath (Sp): By taking a full round action the Darkfire Guild Wizard may throw his Dagger of Falling Ash up to 100 feet where it explodes in a dark-flamed fireball dealing 1d6 + 1d6 per level of this prestige class (Reflex save for half DC 10 + Int bonus + Darkfire Guild Wizard levels). The flames, smoke and light from the explosion then rush back to the wizard's side and reform into his Dagger of Falling Ash over 1d4 turns. This ability may be used a number of times per day equal to half the number of levels attained in the Darkfire Guild Wizard PrC. This ability is powered by the Darkfire Guild Wizards own life force and leaves the caster fatigued for 1d4 rounds.

Dark Sage of the Infernal Flames (Su): When an initiate is powerful enough, they are granted the rank of Dark Sage of the Infernal Flames within the organization. This occurs during the Ritual of Marking. During the ritual the Darkfire Guild Wizard undergoes a series of brutal, horrific scarifications that leaves them with a veritable book of black scars over most of their body. The scars are formed from dozens of words from the vile and abyssal tongue and change the wizard's magic in a profound way. Whenever a Dark Sage casts a spell it automatically gets the evil descriptor and, if it is an offensive spell, deals +2d6 unholy damage to good-aligned creatures and +1d6 unholy damage to lawful or chaotic neutral creatures. The Darkfire Guild Wizard also gains the feat Dark Speech from the Book of Vile Darkness. Additionally, all Dark Sages are taught a set of secret symbols that are to be carved into every sacrifice marking the victim's soul in such a way that it goes straight to their fiery lord. In exchange for these abilities Acerbus takes a small part of the new Dark Sage, they lose 1 point of Charisma and 1 point of Dexterity. The Dark Sage does not notice this loss and typically becomes violent in denial if it is pointed out.

  • It is at this time that the new Dark Sage bequeaths a Dagger of Falling Ash onto a new initiate and receives his new Demon Dagger of Falling Ash from a Master of the Infernal Flames. A Dark Sage may be involved in the promotion of many initiates and gets the additional daggers from his guild master. All abilities that can be done with a regular Dagger of Falling Ash can be done with their new dagger.

Soul Sacrifice (Sp): This ability allows the Darkfire Guild Wizard to mark the soul of sacrifices for delivery straight to Acerbus. In return for every 20 souls sacrificed Acerbus grants his follower the ability to either use one spell (of third level or lower) that can be cast 3/day (caster level is equal to Darkfire Guild Wizard level) or permanently be under the effects of a spell that can be affected by the permanency spell. A Darkfire Guild Wizard may only have three active 'gifts' at any given time and needs to sacrifice an additional 20 souls to change one of the old abilities to a new ability. If the Darkfire Guild Wizard is subject to the effects of Dispel Magic the dispelled ability is regained after 2d6 rounds. The actions performed to obtain this power are so vile that the Darkfire Guild Wizard moves a step closer to evil every time they use this ability. The three types of evil have their own methods; lawful evil tends to follow an ordered ritualized method for choosing victims, neutral evil tends to pick victims based on a personal code, and chaotic evil tend to choose random, spur of the moment victims. This ability also scars the wizard's soul, which can be subliminally noticed by those around them. This leads to a +4 circumstance modifier to social interactions with evil creatures and a -6 modifier to social interactions with good creatures.

Master of the Infernal Flames (Su): The highest rank a Darkfire Guild Wizard can attain, Masters of the Infernal Flames are the meanest, craftiest, most sadistic members of the Darkfire Thieves Guild. Responsible for the actual sacrifice of innocents and the condemnation of their minions souls through the Ritual of Marking. The rites for attaining the rank of Master of the Infernal Flames are held in private with only other Masters and involves self mutilation, scarification, and ritually burning every inch of skin on the new Master. This rite leaves the Master horrifyingly disfigured and makes all non-guild members and non-evil sentient beings automatically hostile toward the Master. The benefits gained seem worth it to the new Master. All their spells are treated as if the Darkfire Guild Wizard were one level higher than he/she actually is due to the mystic symbols hidden in their scars and they will arise as a devil of higher status than a Dretch in the service of Acerbus after they die. In exchange for these abilities Acerbus takes 1 point of Charisma and 1 point of Constitution. These effects are unnoticed by the Master who becomes lethally angry if it is pointed out.

  • Once the character has arisen as a devil they are effectively removed from the campaign, DM's may use this to cause a recurring enemy to appear even after they have died.
  • It is at this time that a Master is granted the Master Demon's Dagger of Falling Ash. Masters with the Craft Magic Arms and Armor feat may make new Demon Daggers of Falling Ash and new Daggers of Falling Ash to pass out to lesser members. The Master Demon's Dagger of Falling Ash comes straight from Acerbus, who is the only one who knows how it is crafted.



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