D&D Arcane Spellcaster Prestige Class - The Catalyst
All life contains some mystical energy that a small number of spellcasters have learned to use to power their spells. The Catalyst slowly gathers this power until he has accumulated enough energy to create the desired magical effect. Most can only draw energy from non-sentient beings, such as plant life. The more powerful Catalysts can also draw away the very life force of more complex creatures, even people.
Hit Die: d4
REQUIREMENTS
To qualify to become a catalyst, a character must fulfill the following criteria:
Alignment: Any, any Evil to use Defile ability
Skills: Knowledge (Arcana) 7 ranks, Spellcraft 7 ranks
Feats: Spell Penetration
Spells: Ability to cast 2nd-level Arcane spells.
CLASS SKILLS
The Catalyst’s class skills are Concentration, Knowledge (all), Search, Spellcraft
Skill Points at Each Level: 2 + INT modifier
Lev..BAB...F/R/W.....Special......................Spells/Day
1......+0.....+2/+0/+2....Siphon Life Force (Lesser).......+1 level of existing class
2......+1.....+3/+0/+3.......................................................+1 level of existing class
3......+1.....+3/+1/+3....Siphon Life Force (Greater)......+1 level of existing class
4......+2.....+4/+1/+4.......................................................+1 level of existing class
5......+2.....+4/+1/+4....Defile........................................+1 level of existing class
CLASS FEATURES
All of the following are class features of the Catalyst.
Weapon and Armor Proficiency: Catalysts gain no additional proficiency in weapons or armor.
Spells per Day / Spells Known: When a new Catalyst level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 2nd-level arcane spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he has more than one spellcasting class which applies, he must decide to which class he adds each level of Catalyst for the purpose of determining spells per day.
Siphon Life Force: To gather energy, the spellcaster concentrates on drawing the life force that surrounds him (within a quarter of a mile) into his body. This requires a Standard Action to do so, and also the continued concentration of the caster. The Catalyst is not considered Helpless because he will still attempt to dodge incoming blows, but he certainly does provoke Attacks of Opportunity unless he is Casting Defensively. Drawing energy in this manner does not harm living things, but they are aware that a small amount of their life force is being taken. A successful Spellcraft check (DC 15) allows a character to determine the rough direction of the Catalyst.
The Catalyst chooses a spell that he can cast. He must then continue to gather energy for one round per spell level, before he can cast that spell.
Lesser: The Catalyst may cast the spell with one of the following selected modifiers – The spell’s variable numeric effects are increased by 50%, the spell’s range is doubled, the spell’s duration is doubled, or the spell’s area of effect is doubled. Saving throws and caster level are not changed. A spell that lacks a particular characteristic cannot be used in that manner (a spell without any random numeric qualities could not receive the benefit of a 50% increase, for example). Drawing energy through this method does not require sentient life forms, only simpler beings, such as vegetation.
Greater: The Catalyst may now cast the spell with any two of the previous modifiers combined, or he may choose instead to maximize any of the spell’s variable numeric effects. This follows the same rules that were mentioned before. If there is a particular characteristic of the spell (like Duration) that somehow qualifies for both modifiers, the Catalyst may only choose one that actually affects that particular characteristic. In order to draw this much energy, the Catalyst must be surrounded by an abundant amount of life such as a forest, or crowd of people.
Defile: Only evil characters can draw so much life force in this way. The amount of time it takes to draw the energy necessary to cast the spell is halved, allowing first-level spells to be cast Instantaneously. In addition to any of the previous modifiers the Catalyst may have available, he may now choose to cast the spell as though he were of a higher caster level – a bonus as high as his Intelligence ability modifier (max 9th).
The act of Defiling razes all the plant life in a circular area of 4 feet per total (post-modifications) spell level. In addition to destroying mundane vegetation, Defiling inflicts 1d6 points of damage per total spell level to any plant-based monsters or creatures caught in the radius of the destruction, and 1d3 points of damage per total spell level to creatures such as animals or humans. It is a painful and unnerving experience, but a successful Willpower save (DC of 10 plus the Catalyst’s level) will halve the damage.
The land destroyed by the Catalyst remains useless for many years. A non-evil character that draws energy by Defiling risks an obvious alignment shift. There are also the repercussions to consider of destroying the land others may call home.


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