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Salvator Rosa (16151673) Title Diogenes Casting away his Cup Date 1650s
& Rituals: Olympus
© 2004 White Wolf Publishing,
Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By W. Jason Peck, Aaron Rosenberg,
Christina Stiles and Relics & Rituals:
To a high-piercing,
headlong rock / In adamantine chains that
none can break. / Forever shall the intolerable present grind you down
...There is no force which can compel my speech. / So let Zeus hurl his
blazing bolts, / And with the white wings of the snow, / With thunder and with
earthquake, / Confound the reeling world. None of this will bend my will.
There are those disciples
of knowledge who are not content to merely absorb the accumulated wisdom of
the ages. The irregular caress of the Muses is not enough for such insatiable
minds; for those hungry few with both the desire and the wherewithal to touch
it, the Promethean Flame beckons. Basking in the light of all that is or could
be, the Promethean magos is a mystic and a master of hidden lore; a keeper of
As the name might suggest,
most Promethean magi are sorcerers and wizards, although clerics with the knowledge
domain may be interested in the class as well. NPC Promethean magi are most
often encountered alone they are the archetypal hermits on the
mountain, although a symbolic mountain might take the place of a literal
one; the pale and reclusive scholar who is only ever glimpsed rooting among
the scrolls of the great Library is probably a Promethean magos.
Hit Die: d4.
To qualify to become a
Promethean magos, a character must fulfill all the following criteria.
(any three) 10 ranks.
Feats: Any one metamagic feat.
Languages: The character must speak at least three languages.
Spellcasting: The character must possess the ability to cast at least three divination spells, one of which must be clairaudience/clairvoyance.
Special: The character must learn a secret ritual in order to create his Sacred Flame (see below). This ritual is most often passed down from master to pupil, but an enterprising (or lucky) supplicant could discover the ritual within an ancient text or carving, at the DMs discretion
|The Promethean Magos|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+0||+0||+2||Promethean flame||+1 level of existing spellcasting class|
|2nd||+1||+1||+1||+3||Bonus skill||+1 level of existing spellcasting class|
|3rd||+1||+1||+1||+3||Sum of all knowledge||+1 level of existing spellcasting class|
|4th||+2||+1||+1||+4||Sum of all endeavor||+1 level of existing spellcasting class|
|5th||+2||+2||+2||+4||Bonus skill||+1 level of existing spellcasting class|
|6th||+3||+2||+2||+5||Sum of all will||+1 level of existing spellcasting class|
|7th||+3||+2||+2||+5||Sum of all faith||+1 level of existing spellcasting class|
|8th||+4||+3||+3||+6||Sum of all that is lost||+1 level of existing spellcasting class|
|9th||+4||+3||+3||+6||Sum of all lore||+1 level of existing spellcasting class|
|10th||+5||+3||+3||+7||Promethean fire||+1 level of existing spellcasting class|
The Promethean magos class
skills (and the key ability for each skill) are Concentration
(Constitution), Craft (Intelligence), Decipher
Script (Intelligence), Knowledge (all) (Intelligence),
Speak Language, and Spellcraft (Intelligence).
Skill Points at Each
Level: 2 + Intelligence modifier.
All of the following are
features of the Promethean magos prestige class.
Weapon and Armor Proficiency:
The Promethean magos gains no additional weapon or armor proficiencies.
Spells per Dayspells
Known: When a new Promethean magos level is gained, the character gains
new spells per day (and spells known, if applicable) as if he had also gained
a level in a spellcasting class he belonged to before he added the prestige
class. He does not, however, gain any other benefit a character of that class
would have gained. This essentially means that he adds the level of Promethean
magos to the level of
some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Sacred Fire (Su): An
aspiring Promethean magos creates for himself a magical recreation of the primal
fire given to mortal man. This enchanted flame is most often kept within a vessel,
so it may be transported, as it serves as a focus for the Promethean magos,
allowing him to enhance his magic and expand his mind. Some magi will place
their sacred fire on a staff or weapon (in a manner similar to the continual
flame spell), but most remain true to their nature, and prefer to keep their
All of the Promethean magos
special class abilities (except for the effective spellcasting levels, and the
bonus skill ability) require the magos to be within 5 feet of his sacred fire.
The sacred fire does not require any fuel, nor does it obey normal physical
laws (it will burn under water, and resist even the stiffest breeze), although
it can be extinguished by a targeted dispel magic or similar spell effects.
The sacred fire uses the magos current character level for purposes of
opposed caster level checks.
If the Promethean magos
loses his sacred fire, he can create a new flame for himself by spending a week
in solitary ritual and consuming material components of a value equal to 1000
x (current Promethean magos level 1) gp.
Bonus Skill: At
2nd level, and again at 5th level, the Promethean magos may add any single skill
to his Promethean magos class skill list.
Sum of All Knowledge
(Su): By chanting and gazing into his sacred fire for ten minutes, a magos
of at least 3rd level may answer questions by making a Knowledge skill check
as if he had five ranks in the most relevant Knowledge skill. This ability does
not actually grant any ranks in the skill, and the magos does not gain any synergy
Sum of All Endeavor
(Sp): By spending one round mentally focusing on his sacred flame (and taking
no other action), the Promethean magos can grant himself a +10 insight bonus
to the next skill or ability check he attempts, provided he does so in the round
immediately following the insight.
Sum of All Will (Su):
Having spent enough time contemplating Prometheus trials, the 6th-level
magos gains a +2 insight bonus on all Will saving throws (so long as he remains
within 5 feet of his sacred flame).
Sum of All Faith (Su):
By spending ten minutes meditating before his sacred flame, the Promethean magos
may prepare one spell from the cleric spell list as if it were known to him
and in his spell books. If the magos is a spontaneous caster, he may use this
ability to substitute one of his known spells for a spell of the same level
from the cleric spell list.
Sum of All that Is Lost
(Su): At 8th level, the magos gains the ability to use hidden secrets to overcome
his opponents resistance to his mental spells. When he is within five
feet of his sacred flame, all his spell DCs that target a Will saving throw
increase by +1. This ability stacks with bonuses to the DC from the Spell
Focus and Greater Spell Focus
Sum of All Lore (Su): Immediately
upon reaching level 9, the character may select one metamagic feat that he already
knows. Sum of All Lore reduces the additional spell levels added to any spells
this feat by one. For example, a quickened foxs cunning would normally require a 6th-level slot. With the Sum of All Lore (Quicken Spell) ability, the Promethean magos could prepare a quickened foxs cunning as a 5th-level spell. This ability only applies to one metamagic feat, and that feat may not be
changed once selected.
Promethean Fire (Su):
At 10th level, the Promethean magos has transformed his sacred flame into a
perfect replica of the original fire Prometheus gave to mankind. His sacred
flame is no longer subject to dispelling (or extinguishing by any means save
divine intervention, or a miracle spell).
The power of the Promethean Flame is so great, that while he is within 5 feet of his Promethean flame, the magos gains an additional +2 insight bonus on Will saving throws (for a total of +4), and an additional +1 bonus to spell DCs that target Will saves (for a total of +2).
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