Puella Magi

Having offered up their soul to attain their greatest desire, Puella Magi are young girls (and occasionally boys, women and men) who have made a contract with a mysterious race known as “The Incubators”. Now they are forever cursed to fight horrific monsters known as “Witches”, for fear of becoming a monster themselves.

Author’s Note: For the purposes of this class, when I speak of “Witches” I am referring to the monsters of the Madoka Magica universe, not the class of the same name.

Spells

Puella Magi do not have spellbooks. Instead, they are spontaneous casters who know a number of magus spells equal to a sorcerer of the same level (but only up to 6th level spells).

Contract

The Puella Magi’s contract is a source of power in of itself. At first level the Magi may choose a sorcerer bloodline related to her wish. At 3rd level, and every two levels after, a Puella Magi learns an additional spell from her associated bloodline. Even if it isn’t on the Magus spell list, she can cast the bonus spell by using a spell slot equivalent to the wizard/sorcerer level. But of course she can’t cast any spells higher than 6th level.

In addition, you gain the bloodline’s associated powers at 1st, 3rd, 9th, 15th, and 20th levels, but you do not get the bloodline’s bonus feats.

This ability replaces Knowledge Pool and the Magus Arcana’s gained at level 3, 9 and 15.

Soul Gem (Su)

At 1st level, the Puella Magi gains an artifact that houses her soul, which can be used as a source of arcane energy. At any time, the Magi can draw upon her soul’s energy to fuel her powers and enhance her weapon. This arcane pool has a number of points equal to 1/2 her magus level (minimum 1) + her Intelligence modifier. The pool refreshes once per day when the magus prepares her spells.

At 1st level, a Puella Magi can expend 1 point from her arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A Puella Magi can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

As for the soul gem itself, having one’s soul separated from one’s body has some pluses: For instance, body of the Puella Magi is ageless and immune to nonmagical disease, and unless completely annihilated the body will regain hitpoints at a normal rate even if “Killed”, and can in fact be restored with normal healing magic such as Cure Light/Moderate/Serious Wounds. If the body is annihilated, it can still be brought back using a resurrection spell.

However, there are also some drawbacks: The Puella Magi’s body takes a -2 penalty to dexterity if the gem is over 100 feet away, a -5 penalty if the gem is over 200 feet away, and falls unconscious if the gem is over 300 feet away. Next, while the gem can change forms, it MUST take up a magic item slot in order to be used for magic. You may choose any slot you want, and the gem will change forms to accompany the slot (e.g. turning into a ring to accompany a ring slot, or turning into a necklace to accompany a necklace slot). You can choose how the gem appears, but your control isn’t fine enough to make it look like a specific item. Regardless of the form it takes, Soul Gems have a strong Necromancy and Transmutation aura, as created by a 30th level caster. Also, if your Soul Gem is destroyed, you die regardless of how many hit points your body still has. Though the gem can be repaired through a resurrection/raise dead spell, but creating a new body counts as a separate casting of the spell. A Soul Gem has 15 Hardness, and a quarter of your body’s maximum hit points.

Finally, all soul gems start with 0 Despair Points. Whenever one of the following things happens, roll 1d20+Will against a DC of your Character Level + 10 (Yes, the save gets harder as you level up. This is not a typo, as in canon Magical Girls don’t last very long.).

  • You discover that someone you care about has died.
  • You are reduced to negative hit points.
  • You roll a natural 1 in a life-threatening situation.
  • You have gone 24 hours separated from your body.
  • Any other time the DM rules that you have undergone a traumatic event.

If you fail the save, you gain a despair point. At 20th level, these rules no longer apply.

In addition, the following things cause you to gain a despair point no matter what.

  • You witness the violent death of a close friend or loved one.
  • You reach into the depths of your soul for extra power to gain an additional point for your Arcane Pool.
  • Your body is reduced to -10 hit points.
  • You have witnessed a Puella Magi turning into a Witch.

If you ever reach 10 + Character Level despair points, you will become a Witch, and are no longer be playable as a PC except under very specific circumstances.

If a Puella Magi turns into a Witch, there are only two ways to restore her;

  • Divine intervention, or a reality-warping spell such as Wish or Miracle.
  • True Resurrection can restore a Puella Magi who turned into a Witch that was later killed. If this happens, the Puella Magi starts with 5 Dispair Points.

The only way to restore despair points is by using a Grief Seed obtained by killing a Witch, which removes 1d3 points of despair.

This power replaces the Magus’s Arcane Pool.

Ranged Spellstrike (Su)

In addition to how it’s normally used, At 4th level, a Puella Magi can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. At 11th level, a Puella Magi using a multiple-target spell with this ability may deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost.

This ability replaces Spell Recall and Improved Spell Recall, though you may optionally choose not to take it and keep these class features instead.

Puella Magi

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