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Cataclysm Mage

(Explorer's Handbook variant, p. 58)

Cataclysm mages seek after Eberron's most powerful mysteries, long lost to the past.

Requirements

Skills: Knowledge (history) 8 ranks , Knowledge (the planes) 8 ranks

Special: Character must have received a vision, such as those from the following: a dusk hag 1, the Pond of Shadows in the Shadow Marches 1, or a demon glass oracle 2.
1 See the EBERRON Campaign Setting.
2 See page 112.


Hit die

d4

Skill points

2 + Int

Class Features

Spellcasting: At every level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a cataclysm mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Dhakaani Secret (Ex): The Dhakaani were powerful artificers of arms and armor. When you create magic weapons with the Craft Magic Arms and Armor feat, you can imbue the weapon with one of the following special abilities at no experience point cost: bane, keen, mighty cleaving, thundering, or vicious. When you create magic armor or shields with the Craft Magic Arms and Armor feat, you can imbue the armor or shield with one of the following special abilities at no experience point cost: arrow catching, bashing, blinding, light fortification, shadow, or silent moves. You still pay the experience point cost for the weapon, armor, or shield's other abilities as normal, and the gold piece cost of creating the item is unchanged.

Personal Prophecy: At 1st level and every three levels thereafter, a cataclysm mage receives and creates a personal prophecy. After he fulfills his prophecy, fate smiles on him; his next four action points spent use d8s rather than d6s.

At the Dungeon Master's option, you might not be allowed to progress past the next cataclysm level until you have fulfilled your personal prophecy. For example, a 1st-level cataclysm mage who receives a prophecy that she will become blood sister to a Seren barbarian would not be allowed to advance to 4th level (the next level at which she receives a personal prophecy) until her 1st-level prophecy has been fulfilled. Only cataclysm mages can benefit from a personal prophecy; if the last level you gained was in another class, you cannot earn or use the benefits of a personal prophecy until you take another level of cataclysm mage.

To determine your prophecy, roll on the following table. A personal prophecy cannot be repeated; if you obtain a duplicate result at a later level, roll again. DMs may substitute their own ideas for the prophecies listed below as desired.

d12 Prophecy
1 Speak with a giant who never dreams
2 Die
3 Journey to Khyber and return with the head of a tentacled beast
4 Sleep in the bed of a demon
5 Become blood brother or sister to a Seren barbarian
6 Be of two spirits in one body
7 Swim across a lake of fire
8 Drink water from the mouth of a serpent
9 Be swallowed whole
10 Walk four days and four nights in the Mournland
11 Hold a dragon in your hand
12 Defeat your twin, as from a mirror of opposition, in single combat; twin is immediately conjured

Xoriat Secret (Ex): At the end of the Age of Monsters, Xoriat became coterminous with Eberron and released madness and chaos upon the world. From 2nd level on, your study of this cataclysm grants you immunity to confusion and insanity effects.

Cataclysm of Flesh (Sp): At 3rd level, you complete your study of the daelkyr-Dhakaani conflict, gaining the ability to tear a hole in the fabric of the planes and let the madness of Xoriat corrupt all it touches.

This ability has a range of 25 feet + 5 feet per class level, and a duration of 1 round per class level. All creatures within a 20-foot radius of the affect's center must succeed on a Reflex save (DC 14 + your Int modifier) or be touched by the lemon rains and mindless star-worms of the Realm of Madness, forced to endure as their own flesh melts away and rains upward to patter on the ceiling as they deliquesce.

An affected creature cannot hold or use any item (including clothing, armor, magic items, and so on). It can ooze forward with gelatinous pseudopods at a speed of 10 feet. If it normally has movement modes other than land speed, those modes are reduced by 30 feet (with a speed of 0 or less meaning that the creature has lost that movement mode until it regains its normal form).

Pain also wracks the stressed nerves of the victim. To cast a spell or use a spell-like ability while in this oozelike form, a creature must succeed on a Concentration check (DC 25 + spell level) or have the spell or spell-like ability wasted. (In addition, because of its inability to hold objects, an affected creature cannot cast spells that require material components.) The amorphous wretch can still attack with natural weapons, but it does so at a —4 penalty on attack rolls and with a 50% miss chance because its eyes have transmuted into spongy yolks. The victim regains its normal form when the effect ends.

Cor'dran Secret (Ex): At 4th level, you commence your study of the Age of Giants with the Cor'dran Empire, one of the mightiest to rule over Xen'drik before the quori invasion. From it, you learn the secrets of schemas, docents, and constructs. Once per day, you can maximize one repair damage spell you cast (as if under the effect of the Maximize Spell feat) without affecting the level of the spell or its casting time.

Dal Quor Secret (Ex): The invasion of Xen'drik toppled the civilization of the giants, and from your study of the quori, you unlock the secrets of the mind. Starting at 5th level, you gain a +2 resistance bonus on any saving throw made to resist a psionic effect or psi-like ability.

Cataclysm of Dreams (Sp): Your study of the giant-quori doomsday war culminates at 6th level in a mastery of the physical and psychic destruction that drove that cataclysm. Once per day, you can cause earth and dreams alike to quake under your power. All those standing on the ground within a 20-foot radius around you must succeed on a DC 20 Balance check or fall prone. Any structures within the area take 75 points of damage (generally enough to collapse wooden buildings and walls, but not masonry or stone structures). Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. See Chapter 3: Adventures in the Dungeon Master's Guide for hit point information for dungeon and city walls, doors, and fortifications.

At the same time, you stir nightmares in the minds of intelligent creatures within 20 feet, causing them to see fearsome, ghostly tsucora quori (see page 296 of the EBERRON Campaign Setting) rise howling from fissures rent in the earth. Those who fail a Will save (DC 16 + your Int modifier) are panicked. Creatures who succeed on their save are shaken.

Both effects last for 1d4 rounds. The nightmare (but not the earth tremors) is a mind-affecting fear effect.

Ashtakalan Secret (Ex): Your study of the Age of Demons begins at 7th level with the demonic city of Ashtakala, granting you knowledge of the secrets of demonic seduction and deception. Add +1 to the DC for all saving throws against enchantment (charm) spells you cast. This bonus stacks with any similar bonus, such as from Spell Focus.

Haka'torvhak Secret (Ex): From your study of this ancient demon citadel and battleground, you learn secrets of the fiends who defiled this land eons ago. From 8th level on, you gain a +2 insight bonus on caster level checks made to overcome a demon's spell resistance (including checks made when a bound demon attempts to break free from one of your magic circles, as might happen after you cast a planar binding spell).

Cataclysm of Silver (Sp): Like a river of argent, the couatls ringed Ashtakala and sang down its walls, willingly losing themselves in the eldritch whirlpool that flooded the city with silver flame. At 9th level, you learn from them the purity of silver and the power of self-sacrifice.

Once per day, you can generate a flood of silver flame, creating a river of holy fire 20 feet wide and 20 feet high that sweeps you along at its head. You move at a speed of 40 feet per round, with the path that you and the river move along burning for the duration of the ability. The silver flame deals damage equal to 1d6 points + your catalyst mage level each round to any creature in the area. Half the damage is fire damage and half is positive energy damage. Buildings and objects do not halve the damage they take from the cataclysm of silver as they do from most energy sources. The river continues to flow for up to 1 round per class level, or until dismissed.

While guiding the river of silver flame, you can take no other actions. If you stop guiding the river by taking any other action on your turn, the effect ends immediately. Creatures can only be affected by the silver river once per round; if you lead the river back upon itself and overlap with your previous course in a subsequent found, affected creatures in the area of overlap take damage as normal. While this ability is active, you are immune to damage not only from your own cataclysm of silver, but from that of any other cataclysm mage. Your movement at the head of the river of silver flame provokes attacks of opportunity as normal.

Dragonmark Secret (Ex): When you reach 10th level, your study of the Age of Dragons and arcane magic has yielded great knowledge at a terrible risk. At the beginning of each day, you can choose to manifest one least, lesser, or greater dragonmark and for an entire day. You gain the use of the spell-like ability associated with the mark you manifest. If you already have a dragonmark, you do not gain the ability to manifest two dragonmarks at once; instead, you gain the ability to change your dragonmark at the beginning of each day.

As powerful as this ability is, it carries with it great risk. Many dragons already resent that the dragon marks appear on lesser races, yet take solace in the fact that they alone (as far as they are concerned) can interpret the infinitely complex meanings of these marks and their impact on the great Prophecy. The dragons put great store in the number and location of every individual dragonmark. A cataclysm mage who masters the dragonmark secret can throw their many-faceted calculations into chaos at the slightest whim. To protect both the Prophecy and the fabric of fate itself, the dragons decree that those who carry the dragonmark secret must die swiftly and with no hope of resurrection.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Dhakaani secret, personal prophecy
2nd +1 +0 +0 +3 Xoriat secret +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Cataclysm of fl esh +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Cor'dran secret, personal prophecy +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Dal Quor secret +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Cataclysm of dreams +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Ashtakalan secret, personal prophecy +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Haka'torvhak secret +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Cataclysm of silver +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Dragonmark secret +1 level of existing arcane spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Decipher Script INT yes no
Knowledge (arcana) INT yes no
Knowledge (history) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Spellcraft INT yes no

Spells for Cataclysm Mage