Magehunters are those who have dedicated their lives to hunting down and killing arcane spellcasters. Necromancers and others bring the blight of the dead and negative energy across the land, twisting foul magics to their own ends, thinking themselves untouchable in their towers, safe behind their magical protections as they kill and subjugate those weaker than they. Evil Magehunters are often employed by these necromancers and evil mages to hunt down rivals and adversaries, though with much caution; evil Magehunters are none too particular about whom they hunt. Good Magehunters, of course, tackle those who use magic for evil ends. Neutral Magehunters make it their life's quest to slay those who abuse magic in general or twist it to their own ends for good or evil – the good wizard who uses magic for every little thing, but doesn't share his discoveries or benefits with anyone else; the sorcerer who summons creatures from other planes and forces them into servitude.

Magehunters specialize in tracking and magic sense. They track their targets down, following the "scent" of the magic, taking their time, until the opportunity comes to strike. Many a sorcerer or wizard has come to a rather surprised end when the hunter he thought was only a fighter countered his spells, then cut him down.

The vast majority of Magehunters are wizards or sorcerers with fighter, paladin, or (more often) ranger levels; bards are rare, as their spells run more to enchantment and illusion than abjuration and evocation, but are not unknown. Straight wizards or sorcerers could take this class at very high levels, but many find the addition of martial class levels a definite advantage. Paladin Magehunters are often employed by their church (usually that of a good-aligned god) to hunt down necromancers and the like.

Hit Die: d8.


To qualify to become a Magehunter (Mhr), the character must fulfill all the following criteria.

Base Attack Bonus: +6

Skills: Knowledge (arcana) 6 ranks, Spellcraft 8 ranks

Feats: Spell Focus (Any) OR Skill Focus (Spellcraft), Still Spell OR Silent Spell, Track

Spellcasting: Ability to cast 3rd level arcane spells

Special: Must have hunted down and slain an arcane spellcaster of equal or greater level in spell combat.

Class Skills

The Magehunter's class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim.

Skill Points Per Level: 4 + Int modifier

Table 1: The Magehunter
Level Base
Attack Bonus
Special Spells Per Day
1st +0 +0 +2 +2 Resistant to magic, bane of spellcasters
2nd +1 +0 +3 +3 Magic sense +1 level of existing class
3rd +2 +1 +3 +3 Dispel magic
4th +3 +1 +4 +4 Barrier reaver +1 level of existing class
5th +3 +2 +4 +4 Detect spellcaster
6th +4 +2 +5 +5 Break enchantment +1 level of existing class
7th +5 +2 +5 +5 Antimagic aura
8th +6 +3 +6 +6 Teleport trace +1 level of existing class
9th +6 +3 +6 +6 Spellshatter
10th +7 +4 +7 +7 Barrier breach +1 level of existing class

Class Features

All of the following are class features of the Magehunter prestige class. The caster level for class abilities, where applicable, is the Magehunter's class level plus her highest arcane caster level.

Weapon and Armor Proficiency: Magehunters gain no additional weapon or armor proficiencies.

Resistant to Magic (Ex): A Magehunter gains a +4 resistance bonus on all saves against spells and spell-like abilities.

Bane of Spellcasters (Ex): A Magehunter gains a +2 bonus to attack rolls against a known spellcaster, and a +2 insight bonus to Spellcraft checks to identify spells from any source.

Magic Sense (Su): A Magehunter can sense the presence of active spells within 30 feet with a "second sight". In order to do so, she must spend a standard action concentrating, after which she can view auras and traces given off by spells and some magic items (those that duplicate spell effects). This sight is not infallible; large amounts of spell traces in an area (such as from a spell battle or from multiple active spells) can foul the air, making detection of a single aura nearly impossible. A Magehunter can move at half speed while maintaining the magic sense, but cannot cast spells (the aura of her own magic interferes with the sight, as well as concentration). There is otherwise no limit to how long she can use it.

Spells Per Day: At the indicated levels, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic feats, etc.), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Magehunter, she must decide to which class she adds the new level for purposes of determining spells per day.

Dispel Magic (Sp): The Magehunter can cast dispel magic once per day as a spell-like ability. At 6th and 9th levels, she gains an additional use per day. Also at 9th level, she can cast greater dispel instead of dispel magic.

Barrier Reaver (Su): A Magehunter can pierce any magical protections of less than 4th level with a melee attack, without suffering any ill effects (such as from fire shield). This ability is usable once per class level per day; it lasts for 1 round. The player must declare the use of the ability at the start of his turn, which is a free action.

Detect Spellcaster (Su): At 5th level, a Magehunter's magic sense is more acute – she can detect the presence of a spellcaster within 20 feet by the presence of his aura, provided she has seen that aura before (either from one of his spells or the person himself). The Magehunter can also track the spellcaster by aura traces (Survival check) according to the table below:

DC Task
20 Target has an active spell in effect on him.
25 Target had an active spell on him that ended up to 1 minute/level ago.*
30 Target cast a spell in the last 1 minute/spell level.*

*Increase the DC by 2 per minute after the first; the aura lasts for 1 minute/level.

Increase the DC by 5-10 if there are multiple auras in the area – i.e., ongoing spell effects or magical items. This ability cannot be used in conjunction with the normal Track roll.

The Magehunter can also tell if a particular spell was cast by the target, again provided she has seen that aura before (every spellcaster has a unique aura, which extends to spells cast by that being). This requires a Wisdom check, DC 17 for active spells, or 22 for ones no longer in effect; a magical "scent" lasts for one minute per spell level after the spell ends.

Break Enchantment (Sp): At 6th level, a Magehunter can break enchantment (as the spell) as a standard action, by touch. This ability can be employed three times per day.

Antimagic Aura (Su): Three times per day, as a standard action, a Magehunter can radiate an aura of antimagic in a 1-foot radius (basically, an antimagic field affecting just herself). The aura affects the Magehunter and everything she carries, and lasts for one round per class level.

Teleport Trace (Ex): By analyzing the magical weave at the place where a target cast a spell with the Teleportation subtype, the Magehunter can make a Track roll (DC 35) to attempt to discern where the target went. This does not grant her the ability to follow, however, unless she has teleportation spells of her own, nor does it grant a bonus to spells like teleport as far as knowing the target area.

Spellshatter (Sp): Three times per day, as a standard action, a Magehunter can dispel an active spell effect as if she were casting disjunction. Unlike that spell, however, the spell's caster takes 1d4 points of damage per spell level. The Magehunter must touch or strike the spell effect; she suffers no ill effect, but the spell itself is disjoined. She can also use this ability on a target in conjunction with a melee attack, but unless she can identify active effects, the disjoined spell is chosen randomly. If this ability is used on a target with no spells active, nothing happens.

Barrier Breach (Su): Once per day, as a standard action, a Magehunter can pass through a magical barrier without suffering any ill effects. The barrier must be one that physical objects can pass through – not a wall of force, wall of ice, etc. – and can be no thicker than five inches. If the barrier has a secondary effect, like setting off an alarm, she does not set off that effect either.

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