Neomancer Prestige Class


Neomancers are specialist sorcerors in area of magic 'on the fly.' They are expert improvisationalists, and quick to see new and creative ways of doing things. Basically, they are magical McGuyvers (did I spell that right?). Their primary ability is that of creating new spells. Whenever attempting to create a new crystal (or, on other worlds, research a new spell), they get +10% to their check. However, they can also attempt to create a new spell on the battlefield. They do this by directly tapping into the magical 'pool', and shaping the raw energy into the desired effect. When attempting to create a spell by this method, the neomancer must first make a successful learn spell check. If the neomancer already has a similar spell learned, add +5%. If the spell to be created would be more than 2 levels higher than what the neomancer can currently cast, -10%. If the spell would fit into the schools of Conjuration/Summoning or Abjuration, add +5%. If the spell would fit into the Alteration or Illusion schools, -5%. If the neomancer already has a similar spell memorized, they can draw on that for a +10% bonus. The modified chance of success cannot exceed 95%. While the player gives estimates for range, area, duration, etc., the DM adds a certain random element as he/she sees fit. This power can be attempted a number of times per day equal to the amount of level 1 spells the neomancer could currently have memorized plus one. Neomancers also maintain a normal spellbook, but are only able to memorize one less spell of each level than they normally could.

The banned school for neomancers is Alteration, since that is only changing existing things and that's boring. They do not get any of the usual learn spell benefits for specialist wizards, and their special ability is their extra spell. Due to their aptitude for trying new things, multiclassed and dual-classed neomancers get a 5% bonus to experience in their other class. This is cumulative with other bonuses that may apply. If they are dual-classed, they must start as a neomancer and then change to the other afterwards to get this bonus. Also, neomancers get -1 on all proficiency checks, but get a new non-weapon proficiency slot every second level and an extra one to start with.
While neomancers are accustomed to minimizing the effects of a failed attempt, a roll of 00 (automatic failure) should indicate at least some sort of ill effect. Normally, a failed attempt simply fizzles, but this kind of spectacular failure can be anything ranging from a reversed effect to a massive cataclysm, depending on the magnitude of the spell attempted.

I woke up at 5:45 one Monday morning, and thought to myself, "Hey, I'm gonna play the world's first Mcguyvermancer!" By that afternoon, I had this page up. Tell me what you think.