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Template for creating Chosen Templates by Dragonheart

Chosen is a +4 CR template applied to a character and empowered directly by that


character’s deity. Effectively the character’s life force is linked to a small piece of the deity’s
life force and that enhances the character is a variety of ways as listed below. When a deity
creates a chosen it selects a series of powers to imbue them with. Those powers are drawn
from the lists below. All chosen have the basic enhancements listed. All deities then draw
from the general properties lists. Lesser Deities can then draw up to 2 powers from the
extended powers list. Intermediate deities can draw up to 3 powers from the extended list
while Greater deities can either draw 4 powers or imbue them with holy fire which has its on
deity specific set of powers (decided on by the DM, but generally similar to silver fire or
spellfire)

Basic Enhancements

1. All chosen are immune to aging, disease, poison and disintegration effects.
2. All chosen get a total of 10 points of statistic bonuses.

General Powers:
1. Spell like Abilities: up to 45 spell levels of spell like abilities drawn from the deities domain
spells. Each is usable once per day. Each additional use counts as an additional set of spell
levels. (special note: As goddess of magic and the weave all spells qualify as domain spells
for Mystra and her chosen)
2. Defenses: up to 45 points/spell levels of energy defenses, damage reduction and/or spell
immunities. However no single item may exceed 10 levels/points (ie DR +10 or Fire
resistance +10 is the maximum allowed)

Extended Abilities:
1. Domain Powers: The deity can grant access to any of the domain powers for the
domains they have.
2. Special Abilities: If the deity has a special ability (Psionics, Breath Weapon, etc) they
may grant it to their chosen or enhance (up to 15 points) it if the chosen already has the
ability.
3. Enhanced Skills: The Deity may grant either class access to selected skills appropriate
for the deity or may enhance skills already present by up to a total of 20 points.
4. Bonus Feats: The deity may grant it’s chosen either a single epic level feat or 2 non epic
feats that the chosen can use even if it doesn’t have the normal prerequisites for them.

Holy Fire:
This is a small piece of the deity’s life force inhabiting the chosen. It can be used in a variety
of ways by the chosen including ranged touch attacks, personal dispelling, healing and
regeneration, or transportation (flight or teleportation like effects).

A deity may chose to extend the general powers by forgoing one of more of the extended
powers at the rate of 10 points of extension for each extended power forgone. They may
also choose not to fully empower the chosen at the time of creation. If they do not fully
empower them they can provide additional enhancements up to the stated maximums at
latter times.

Obviously a template like this can be limiting but it also can be very useful to provide a
"skeleton" to hang things off of and see how ideas balance against the published Templates
for game balance.
New Spell:

Mystran Spellward
Abjuration
Level: Initiate of Mystra 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster of this spell chooses one spell of each level one through nine, to which the
warded creature gains complete invulnerability against. Such spells simply do not affect the
target of this spell, and the target of a Mystran Spellward and all of her carried possessions
are not included in the area of effect of such spells.
If a spell is chosen that is the greater version of another spell (i.e. such as spells whose
name begins with the words Greater, Mass, Improved, etc) then the Mystran Spellward
protects against all lesser versions of the spell, but not greater versions of the spell or spells
with a vaguely similar theme or characteristic (i.e. a being who chose to be protected from
Mass Charm Monster would likewise be protected from Charm Monster and Charm Person,
but would not be protected against Suggestion, Domination, or similar spells or effects). A
Mystran Spellward also protects against all personal and variant versions of the spell, as well
as the spell-like effects of magic items, innate spell-like abilities of creatures, and
supernatural abilities that specifically duplicate the effects of the named spell.
A creature can have only one Mystran Spell Ward spell in effect upon them at one time.
The Magister
The Magister is the mage chosen by the deities of magic to encourage the ever-wider
use of magic in Faerûn and to promote its availability and utility.

The Magister is usually a recluse, avoiding publicity and active contact with other
powerful beings in the world. This is not because the office of Magister is a curse or
because the Magister threatens others, but because many mages believe the office of
Magister is something that can be acquired by slaying the current Magister, and so the
Magister is forced to defend herself time and again in useless spell-battles.

The Magister bears no unusual markings or anything that would indicate she is anything
but a normal mage. Most people assume that one becomes the Magister by killing the
current office-holder. While in the past a Magister has traditionally been unseated in
combat with another mage, Azuth has taken steps to alter the selection procedure,
feeling that this method is too chaotic and that far too many talented Magisters have
been lost to the greed of rival spellcasters. Now the Chosen of Azuth nominates
Magisters, and one of them is selected by the Lord of Spells himself to be the champion
of magic.

If a Magister is slain in combat by another, rarely does Azuth now allow the challenger
to assume the title. However, if an individual found and challenged a Magister to a
nonlethal mageduel to prove his competence at spellcasting and his ability to locate the
Magister despite her protections, Azuth would be impressed and might reward the
challenger regardless of the result of the battle. Several such resourceful individuals
over the centuries have become Chosen of Azuth.

Undead creatures cannot be the Magister, nor can those who are currently possessed
by a divine entity. Any mage-duel involving the Magister uses the standard mageduel
rules, except that outside parties cannot interfere, prevented fully from doing so by
Azuth's magic.

Only one Magister exists at any time. If a Magister leaves office (whether voluntarily or
by defeat in a non-lethal spell duel), she is given the option to serve the deities of magic
in other ways, such as becoming a sentient magic item or being reborn as a person with
a great gift for magic. Some choose to rejoin the ranks of the Chosen of Azuth.

At the time a person accepts the power of the Magister, all beings capable of casting
arcane spells feel a tremor in the Weave and know that the office has changed hands,
although they do not know the identity of the new Magister. Simultaneously in all
temples of Mystra, Azuth, and Savras, a manifestation of the symbol of the Magister
appears, which then changes to the sigil of the person who has assumed the office. The
apparition fades after 10 minutes. By Mystra's decree, her clergy cannot refuse to reveal
the identity of the new Magister if a suitable payment is made (typically 10,000 gp worth
of magic items). The Magister cannot be refused healing or a place to rest by a temple
of Azuth, Mystra, or Savras.

As a result of access to centuries of magical knowledge possessed by prior Magisters


as Well as those spells maintained by the deities of magic, assume the Magister's
spellbooks contain all sorcerer/wizard spells listed in the Player's Handbook and the
FORGOTTEN REALMS Campaign Setting. Additionally, the Magister has available
many rare spells, including those often connected with an individual mage or magical
organization. The Magister shares such rare spells with others only, when given
permission to do so by the spell's designer.

Creating a Magister

"Magister" is a template that can be applied to any arcane spellcaster (referred to


hereafter as "the character"). It uses all the character's statistics and special abilities
except as noted here. Sorcerers and specialist wizards rarely become the Magister,
because each is limited in the amount and variety of magic they can learn (the sorcerer
more so than the specialist wizard).

Special Qualities: The Magister retains all the special qualities of the character and
gains those described below.

Arcane Generosity (Su): The Magister is charged with promoting and increasing the
use of magic in the world, and so whenever she gives away a magic item she created or
teaches someone a new spell, she gains XP equal to 1/2 of the XP cost of that item
(treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded
for items or spells that destroy or feed upon magic (such as dispel magic, energy
transformation field, or Mordenkainen's disjunction). Many Magisters have created a
legacy for themselves by leaving caches of spellbooks or magic items where people
with the potential for great magic will find them.

Spellpurge (Su). When the character becomes the Magister, all existing curses,
charms, and other spells and effects placed upon her by other people are removed. The
new Magister is also offered an immediate teleport to a safe place where she can
remain undisturbed for up to a tenday, learning more about the duties of the Magister. A
new Magister is protected by spell resistance 50 and a greater ironguard spell, although
these protections fade after 1d4+3 months and nine days, respectively.

Mystra's Shield (Ex): The Magister is immune to all enchantment spells and effects
and psionics, and gains +2 holy bonus on saving throws against all magical effects.

Magesight (Ex): A Magister's connection to the Weave allows her to sense wild magic
or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60
feet. These are sensed automatically without concentration, and magesight operates
even when the Magister is unconscious (awakening the Magister if something new
enters the range of her magesight).

Spell-Like Abilities: At will - feather fall (automatic), levitate, read magic, true seeing;
6/day - dimension door, water walk. A Magister can also cast one spell each of levels 1
through 9 as a spell-like ability once per day; these spells are selected when she takes
the office and cannot be changed thereafter.

Mind Blank (Su): The Magister is constantly protected by a heightened (10th-level)


mind blank.

Spell Immunities (Su): The Magister is immune to one spell each of levels 0 through 9
as if protected by a spell immunity spell. The spells are chosen when the Magister takes
office and cannot be changed thereafter. She is also immune to all forms of magical
writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and
her presence does not trigger their effects.

Magister's Step (Su): The Magister can step through any magical barrier of 6th level or
lower as if it did not exist. This does not destroy the barrier; the Magister simply passes
through it.

Spell Focus (Su): The Magister casts all spells as if she had the Spell Focus feat for all
schools.

Imbuement (Sp): As imbue with spell ability, except that the Magister can imbue a
target with any spell she has prepared (or knows, if a sorcerer). This ability permanently
costs the Magister 1 hit point each time it is used.

Name Attunement (Su): The Magister can hear her name or the title of the Magister
spoken anywhere in the world, plus the next nine words spoken after it. She also gains
an idea of the direction and distance of the speaker. Treat this. ability as a 9th-level
divination effect.

The Magister's Sigil (Su): The Magister, like almost all powerful mages, has her own
personal sigil, but can use the sigil of the Magister as well. Any other creature that
writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air
or on sand) must make two Will saves (DC 25 each) to negate a blindness and
feeblemind (respectively) that last for ten days.

Rapid Preparation (Su): The Magister only needs 10 minutes to prepare spells instead
of an hour.

Spell Resistance: 20.


Skills: Because she can mentally draw upon a link to an archive of knowledge
maintained by the deities of magic, the Magister gets a +10 circumstance bonus on all
Knowledge (arcana) and Spellcraft checks.

Climate/Terrain: Same as the character.

Organization: Same as the character.

Challenge Rating: Same as the character +4. The Magister is a powerful opponent
backed by the magic of several deities.

Treasure: Same as the character.

Alignment: Same as the character.

Advancement: Same as the character.

Magister: Talatha Vaerovree.

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