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Incantifer (Template)

Some wizards become obsessed with the Art to the point that they must know every facet of it. Some of these few embrace magic so much that they become part of it. These beings are called incantifers, and they eat, drink, breathe, and sleep magic. All that matters to them is acquirring more magic items, mastering more magic spells, and learning more lost knowledge of the Art.

Incantifers look old, very old, as many of them are. They appear as old, bent-with-age men (most are men) with long white hair and long white beards. Only two things give them away--their eyes are always completely silver, like orbs of mercury, and they seem to agile and strong for people of their age and frail appearance. Incantifers dress as they feel befits their station, as they are powerful wizards all. Many wear only magical garb, so as to power and protect theselves better.

Incantifers speak Common plus any other languages they knew before the transformation.

Creating an Incantifer

"Incantifer" is a template that can be added to any humanoid (referred to hereafter as the "base creature"), provided it possesses 15+ levels of spellcasting classes/prestige classes, know the spells permanency and contingency, and can find an existing incantifer and convince them to perform the ritual on him. Most incantifers are wizards, and so will only transform other wizards. They carry little respect for the erratic, chaotic method of magic sorcerers use, and so a sorcerer would have to be very convincing to convince an incantifer to transform them. Following the transformation, the creature's type changes to "outsider". It uses all the character's statistics and special abilities except as noted here.

Hit Dice: Same as base creature's
Speed: Same as base creature's
AC: Same as base creature's
Damage: Same as base creature's
Special Attacks: An incantifer retains all the base creature's special attacks and also gains those listed below.
__Absorb Spells (Su): Any spell, spell-like effect, or spell-projecting magical items that target or would affect the incantifer are absorbed if they fail to exceed the character's SR, as if the character were a rod of aborption. This is true even if the spell doesn't usually allow spell resistance. There is no maximum to the amount an incantifer can absorb. Each abosrbed spell level heals 1 hp of damage to the incantifer and allows the incantifer to cast spells without sacrificing the spells/spell levels from memory. Only magical weapons and antimagic areas are resistant to this power. If this ability fails, then the incantifer still gets to try and have its spell resistance defend it normally, if the spell allows spell resistance. Also, incantifers can drain touched magical items of their charges, converting them into equivalent spell levels at a rate of 1 charge/round. If all are drained, the item becomes a normal item. If it has no charges, then it is worth 1 level/500 XP that the item is worth.
__Spells: All incantifers are arcane spellcasters, many wizards, but some few sorcerers. After the transformation, the incantifer can still cast its spells as normal.

Special Qualities: An incantifer retains all the base creature's special qualities and those listed below, also gaining the outsider type.
__Spell Resistance (Su): An incantifer has an SR of 10 + its HD.
__Immunities (Ex): Incantifers are not human anymore. With that said, incantifers do not not to eat, drink, sleep or breathe. They are also immune to all nonmagical weather and temperature extremes. Though they do continue to age physically, they now have no maximum age, and their Strength and Dexterity are magically enhanced, though age penalties do continue to accrue for Constitution.
__Magical Hunger (Ex): Incantifers absorb magic, but that is because they need to. An incantifer must absorb a number of spell levels equal to its character level/HD or loss one permanently. The only way a level can be regained is through experience. For example, a Wiz18/Acm3 must absorb absorb 21 spell levels each month, or loss a character level permanently. When an incantifer uses its Absorbing ability, it must decide then if it will go toward healing and spellcasting or if it will go toward the amount of spell levels they require.

Saves: Same as base creature's.
Abilities: Incantifers receive a Strength and Dexterity increase to 18.
Skills: An incantifer receives a +8 racial bonus to Listen, Search, Sense Motive, and Spot checks. Otherwise, its skills are the same as the base creature's.
Feats: Same as base creature's.
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: Same as base creature's +2
Treasure: Standard coins; double goods; double items
Alignment: Any nongood
Advancement: Incantifers may continue to progress in any arcane spellcasting classes they possess, but their devotion to magic is too inflexible to allow them to gain levels in non-spellcasting classes, assuming they had any to begin with, which is unlikely.

Incantifer Characters
Characters wishing to undertake the process of becoming an incantifer must find an already existing incantifer and convince them to enact the ritual, which is long, time-consuming, difficult, expensive, and painful. Characters who actually become incantifers continue to become more powerful in their chosen profession, magic. A good number of incantifers, having to spend eternity forcing others to attack them with magic and/or stealing magic items from them, learn how to fight and win other mages. To this end, they become proficient in the mageduel and many learn the mage-killer prestige class.

Incantifer
Transforms one wizard into an incantifer.
Level: True Ritual--Wiz 7
Components: V, S, M, XP
Casters Required: 2
Proxy: No
Casting Time: 12 hours
Range: Personal
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Description
This true ritual transforms its target into an incantifer, a being who lives until killed and lives to research, master, and consume magic.

Spell Effect
If successfully cast, one of the casters will become an incantifer, gaining the incantifer template.

The Tower Sorcerous
Once, this building stood within the Clerk's Ward in the planar city of Sigil. From here, the incantifers collected every magical item and scrap of lore they could find in an attempt to learn everything there was to know about magic. Then one day, in the aftermath of the Faction War, when the incantifers were at their strongest, the Tower simply vanished, taking most of the incantifers with it. No one knew where it had gone, but no one really cared; they were gone, and that's what everybody most wanted. However, the Tower Sorcerous wasn't destroyed, and it is still around in fact. It now rests in the world of Toril, coming to rest in the East. The building itself is magical, and those who would attempt to seige it will regret it.
The Tower Sorcerous is quite tall, and is flat on the top but for the four large spire-like juts that stand at the corners of the square top. Those who stand atop the Tower and cast spells cast their spells as if they were using the following feats: Enlarge Spell, Empower Spell, Maximize Spell, Greater Spell Penetration. If a spell already has the feat(s) affecting it, then disregard the roof's affect for that feat. The area of the casting platform is surrounded by a sphere called Tobian's Ultimate Circle, which halts all incoming objects/effects from entering (save oxygen), while allowing spells and arms to travel through from the other side to attack opponents. The whole building itself is affected by spells that make it proof against scrying and other divination magic, as well as being shielded against teleportation. It can also fly, as with the raise the keep true ritual, it can teleport without error to any point on the same world, and it can plane shift to other planes, hence how it left Sigil. This structure often resides on clouds in the sky, but also rests on the ground from time to time. Some of the highest among the residents that dwell within the Tower have modified horned rings, thus allowing the wearer to instantly teleport into a preset room within, thus maintaining the secret location of the buiding.

If there is one thing the Tower Sorcerous has in plenty, it is powerful mages to defend it. At any given time, there are a large number of mid to high-level incantifer mages, who will defendd their keep from any intrusion. If the need truly arises, there are ALWAYS six mages present who are affectively Wizard 3/Mage of the Arcane Order 7/War Wizard 5/Archmage 1 incantifers. These six form the defensive wing of wizards who can and will destroy whole armies of attackers. With their increased area spells, and their ability to shift elements (high arcana), they can rain misery upon any attacking force. The roof also sits just atop four magical cannons, and these sit above a circular slit where other wizards can use wands, or some of the few servants can fire magical ballistas at armies.

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