Blog Archive

Saturday 9 March 2019

Fesh Swamp Encounters

The Fesh Swamp lands is located in the Northern Veck, an area that once supported multiple large communities of various humanoid populations, half of them trading with each other, the others always looking for ways to gain military advantage. When the Creeping initially happened, few understood what it meant, and didn't put up any resistance because they didn't realize the threat nor did they know what they stood against.

The Creeping is best described as the destabilization of civilization, when fits of madness and paranoia overwhelmed pockets of civilization until the rungs of civil society were lost. Though not immediately affected, eventually the the swamps grew in size and danger until they took over the land, draining the community of the few remaining magic and other resources. When they fell into such disrepair, the few survivors either had to flee or drowned in the miasma of the environment around them. Most people who know of the Creeping, associate it with the growth of swamps, some experts though know it was the madness that preceded the changes of the land that was the much greater threat.

Many civilized peoples feel this area is lost to anything good or habitable, but this is far from true. Lizardith humanoid lizard-men both savage and civilized, now claim this territory as their own and maintain small to much larger communities in the Fesh. There are certainly dangers still here, but there are also opportunities, and the lizard-men help outsiders with both survival and trade. They do not just "steal" or raid  from the crypts or magical Towers that are littered throughout the Fesh, as they consider many of the artefacts tainted. Some lizardith villages have an opposing view, as they make much of their income by guiding adventurers into these locations. Some items or areas are so vile, the lizardith will warn the would-be adventurers or even seize horrific magic, but this is very rare, at most they warn outsiders and just ignore.

A few of the magical raiders believe there are a great treasure still left behind and make planned excursions into the cities, crypts and temples of the area. A few of these work with the lizardith and druids of the region, but most don't, and are simply out to make any silver that they can.

Fesh Encounters

d%         Result
01  Creeping Doom (DC 12 or 15 or 18+)
02  Vanglore  (Humanoid shapeshifters, #2-8, 3+, LE)
03  Aranea
04  Green Render (as Grey Render with camoflage, )
05  Lizardith, Civilized  #2-9, HD 2 or 3, Align LN (85%)
06  Muter
07  Winged Monkey
08  Basilisk
09  Cultists (Stone, Snake, Tentacle, Web, Vine)  # 2-5, HD 1-3, Human or Lizardith
10  Abandoned Site  (home belonging to a farmer, recluse, witch, seer, artist)
11  Dead (true) hammered to tree or chained down
12  Blue Bees # 9-16, HD 2
13  Oxylla 2d12
14  Green-skinned Swamp Beavers
15  Tenderfoot  #2-9, HD 2 or 3, Align NG (85%), Patrol
16  Trap (Pit, Falling Logs, Falling Net)
17  Tree-Giant (1d3), As cloud Giant
18  Small Stream (Entryway, , Road)
19  Minotaur 2d2
20  Camp Site ( # 5-20, Any Primary)
21  Ogre #2-5, HD 3-5, Align LE (85%)
22  Hydra (4 heads, 50%; 5 heads 25%, 6 heads 20%, 7+ heads 5%)
23  Satyr
24  Jackalla (2d4, Undead Patrol)
25  Otyugh
26  Card Soldiers
27  Goblins
28  Doscilli
29  Vined Soldier
30 Holy Site (80% Obelisk, 20% Church, Any non-evil)
31  Wood Statue (25% Wood Golem)
32  Ood 
33  Pool (10-20 ft radius, 100 ft depth)
34  Giant Snake   ???
35 Clockwork (1d6 Fighter 2-4th level; Align LN)
36  Dianoga
39  Dire crocodile 1d3
40  Merchant Traders ( # 5-20, Any Primary Race, 25% N, LN, NG, LE)
41  Chund
42  Assassin Vine
43  Synast with 2-5 Servants
44  Shambling Mound
45  Green Gargoyle (85% appear as vegetation when not moving & 30 ft away)
46  Razorvine
47 Piercer (10d10), over a 30 - 100 square ft radius
48  Swarm (Bat, Rat, Leech, Stirge)
49  Bugbear
50  Faeire Stone or Flower Circle (Nymph, Pixie,Grig)
51  Skin Devils
52 Troll (2d5)
53  Little Piggies
54  Chuul
55  Lizardith, Savage  #2-9, HD 2 or 3, Align LE (85%)
56 Wrapping Deaths (Psi-Cloakers) 2d5
57  Giff  (2d5, HD 3+, LN)
58  Girallon
59  Boggards 2d6
60  Lepers or Refugee Camp (20-70, HD 1-2, N)
61  Necrites - Undead Humanoids, 2d6, Patrolling, LN, LE, NG) ??? ??
62  Primal
63  Spectator (see below)
64  Jawatha 
67  Large Hanging Web-Coccoon
68  Tame
69  Sinking bog hole  (DC 13)
70  Patrol Camp Site (# 11-30, Level 1-3, Any Race)
71  Tennianos
72  Jungle Elf (2d4 , Level 2-5, NG)
73  Gammorec (2d4 , Level 2-5, NE)
74  Nyssian Imp
75  Shal
76  Owlbear
77  Sharavan
78 Escaped slaves (#2d8, Roll Below, N, )
79  Dire crocodile 1d3
80  Slaver Camp (# 11-30, Level 2-3, Any Race)
81  Ferrasil  (Green Minotaurs, N, #2-8, HD 3+)
82  Psider
83  Vottinna
85  Green slime
86  Green Hag CR 5, NE
87  Lamia
88  Hag
89  Manticore (1d2)
90   Large Bridge
91  Spirit naga
92  Callanna
93  Undead, Carcass #2d6, NE, HD 1-3
94  Black pudding 2d4
95  Lillend
96  Prickett
97  Coatl
98 Sylph or Dryad
99   Ravok
00 Ogre-mage


Typical Slave Races: Goblin, Gnoll, Abeill, Tenderfoot, Ogre, Lizardith,
Typical Owners: Human, Ogre, Elf, Lizardith, Gnoll, Minotaurs, Troll, Gammorec


Roll 1d20 on initial primary race roll. If under 12, roll 1d12. If over, roll 1d10 for next roll. Always roll 1d20 on 3rd roll. Primary Races: Not just hunters or raiders, but come together in small communities.

01 Phaetox - Humanoid with flame wings, Can fly, Cannot lie
02-04 Lizardith, Savage - Spears
05 Ferrasil: Green Minotaurs, very large horns, N, # 2d4
06 Lizardith, Civilized - Coral Armor, Weapons of all kinds
07 Elf, Jungle  Green-Skinned; #2d4, 2d3 HD, NG; Patrol, Treasure Seekers
08  Ogre #1d4, 3+  HD, LE
09 Ghoran - Sentient Plant Humanoid
10 Changeling- Small fey that can use magic
11 Thorne-Kin
12 Minotaur Bull Headed Humanoid, famous for patrols and hunts
13 Leshy Small, plant humanoids, druidic, wonderful planters
14 Clockwork- Sentient, Free-thinking Machines
15 Jackalla-Jackal Headed Humanoids, Undead Hunters
16 Troll
17 Quillian - Quill throwing Porcupine Humanoids
18 Elf, Jungle***
19  Leaf-Kin Sentient plant humanoid
20 Tenderfoot - Halflings

21 Callanna
22  Gammorec
23 Satyr
24 Giant

Friday 1 March 2019

Battle Mage: The Mandorrian War Wizard.

One of my oldest and most used spell-casters. So many times when players, especially new players ask if they can play a wizard, this is often my default. They are a little different as they can wear armor.

Battle Mage: The Mandorrian War Wizard. 

Role: You originate from Mandos, the land of the sword in the heart of the old south. As a spellcaster you are shown little respect, and treated as mere battle fodder. Only after proving yourself for five years in battle are you given full rights. Those who survive this testing as a battle-mage are respected far and wide, but few make it that far. 

Requirements: Mandorrian by birth, Spellcraft +5; Oath of Allegiance to Mandos
              May be either Wizard or Sorcerer

Hindrances:  Cannot gain or replace a familiar if they do not have one
          Can cast spells from no more than four spell schools
          Can know no more than eight spells per level

Benefits: Automatic access to the War Domain; treat as arcane spells
  Use d6 for hp; Gain Saving Throws as spellcaster
          Gain proficiency of all simple Martial Weapons
          Gain Craft (Armorsmithing) and Craft (Weaponsmithing) as class skills
          Gain new Spells and spell level as per their Caster Level

 Abilities by Battle Mage Level

1st Wear padded armor without Arcane Spell Failure                               Gain +1 Level
2nd Wear leather armor without Arcane Spell Failure                               Gain +1 Level
3rd Wear studded leather without Arcane Spell Failure                            Gain +1 Level
4th Gain Endurance and Diehard                                                              Gain +1 Level
5th  Wear chain shirt or hide without Arcane Spell Failure; Gain Free Feat
6th Wear chain mail or breastplate without Arcane Spell Failure              Gain +1 Level
7th  Wear splint mail or banded mail without Arcane Spell Failure           Gain +1 Level
8th Inscribe Spell-Gem                                                                              Gain +1 Level
9th Wear half-plate without Arcane Spell Failure                                      Gain +1 Level
10th Craft Magic Arms and Armor                                                             Gain +1 Level

Endurance & Diehard: Per standard PhB
Inscribe Spell-Gem: Per Nysarian Meta-Feats
Craft Magic Arms and Armor: Able to craft magical arms or armor. They pay the normal exp point cost for their creation as per DMG. Also, they must be able to cast a spell to imbue armor with its property.

War Domain: May switch a memorized spell with a war domain spell at will

1 Magic Weapon
2 Spiritual Weapon
3 Magic Vestment
4 Divine Power
5 Celestial Strike  (stats as Flame Strike)
6 Blade Barrier
7-9   Player Option for what War Spells to be added

Thursday 28 February 2019

Gravity Domain

Can't really remember if I posted this before. But here we go!


Gravity Domain
Granted Powers: You can increase or decrease an object’s weight by 50%; you can use these abilities a total number of times per day equal to 3 + your Charisma modifier.


0. Minor Gravity Resistance
1. Delay Gravity
2. Increased Gravity
3. Negate Gravity
4. Gravity Arc
5. Null Gravity
6. Centre of Gravity
7. Reverse Gravity
8. Gravity’s Full Weight
9. Gravity Well


Minor Gravity Resistance
Transmutation
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 free action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Large or smaller freefalling object  
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
An object no heavier than ten pounds will float in midair. The caster can move the object by grasping it and moving it normally, but when they take their hand off the item, it will stay put. If another creature moves the object, it will move as normal, but, the spell end. Used by some spellcaster while drinking in pubs, or for reading spells from scrolls.


Delay Gravity
Transmutation
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Large or smaller creature  
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell leaves the target hanging in midair, for the subject is temporarily immune to the effects of gravity. Unless they are able to touch an object to direct their movement, or until acted upon by another creature or force (rope, weapon, etc) the subject is unable to move from their suspended position.


Increased Gravity
Transmutation
Level: Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Large or smaller freefalling object  
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell increases the effects from gravity, making it difficult to move. Any creature that fails it's saving throw, will have their movement reduced by ten however it can never less than 5 ft per round. It also imposes a -5 skill penalty on all movement or dexterity based skills. All missile attacks will likewise take a -2 penalty during this period. The caster affects an additional person for every three caster levels.


Negate Gravity
Transmutation
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (20 ft. + 5 ft./level)
Targets: One Large or smaller freefalling object  
Duration: 10 min/level
Saving Throw: None
Spell Resistance: Yes
This spell negates gravity, or more specifically the effects of weight on any one object or all objects within a 10 feet radius as designated by the caster. The original weight affected can be no more than 100 pounds per caster level. The spells seems to be designed to assist adventurers in the looting of lairs. This spell will not reduce weight for the effects of other spell limits, such as the listed weight for teleportation. Objects affected by this spell also inflict no damage if thrown or if it falls on a creature. The material component for casting this spell is a one pound or heavier paperweight which is destroyed in the casting.


Gravity Arc
Telekinesis
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Medium (100 ft. + 1 ft./level)
Targets: One Large or smaller object  
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell enables manipulation of a moving object’s gravity by increasing or decreasing its speed. If an item is sped up, such as an arrow or rock, the damage inflicted is multiplied by 1.5 and any reflex save to avoid is increased in difficulty by +4.  If used to slow an item down, it will either half damage or add +4 to a reflex saving throw as the danger becomes much easier to avoid, whichever the manifester chooses. Only objects, which have no natural means of movement, can be affected by this power, living creatures, undead or constructs are immune to the effect. The caster can affect any one object for the duration of the spell; but if they do so, they are unable to cast another spell that round as it requires all of their focus.


Null Gravity
Transmutation
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 1 ft./level)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
This spell creates an area where the effects of gravity are nullified, there is no up or down in this area of weightlessness. Objects less than twenty pounds, not affixed will start to float upwards. Creatures immediately feel lighter in weight, they gain +20 to all movement based skills (jump, climb, balance, etc). Creatures who jump for height reach their maximum height but will then hang in the air. Creatures moving in a downward direction have the effects of a featherfall spell on them. If caught midair, they are affected as if a delay gravity spell has been cast on them.  While useful in an outdoor setting, inside a building or in an underground setting the spell is devastating effect; as characters can jump off the walls or ceiling, using their momentum to inflict greater damage, or to attack and then jump upwards to get away!


Centre of Gravity
Transmutation
Level: Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (200 ft.+100 ft / 3 levels higher than 12)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: No
This spell changes the flow of gravity, instead of everything falling down, objects “fall” towards a centered point of gravity as defined by the spellcaster at the rate of 60 feet per round, even if they have to fall upwards to do so. This point must be a stationary point or person within the range of the spell. Objects of less than 20 pounds will automatically move towards the centre of gravity. Provided it has something to hold onto, a creature caught in the area can attempt a reflex save to secure itself when the spell effect happens.
Creatures gain their size adjustment to resist the effect of this spell.
If this spell is centered on a person, the subject gets a will save to avoid the effect. If cast on a creature, the feel no negative effects from gravity, however, they will take 1d10 damage from random debris hitting them. If weapons or animals fly towards them, adjudicate normally.
The spellcaster is immune to the effects of this spell for the first round only, after that point however, they can grab onto an object to prevent themselves from falling. Bracing yourself and not moving will give a +4 to a creature’s reflex saving throw.  Any round, when a creature or object is not fully tethered, they risk making the reflex check to avoid being dragged towards the centre point. Any round a character moves faster than 1/3 their normal base speed they must make an additional reflex check. Creatures who can fly or levitate can keep themselves from falling; but if they move more than 1/3 their normal fly speed, they must make the save.
There is nothing intrinsically dangerous or lethal about this spell, creatures or objects are simply forced to move towards the center of the gravity well; however, a cunning a spellcaster will position the centre of gravity down a pit where spikes, poisonous snakes or much worse awaits.
The material component for casting this spell is a small iron ball which is dropped; when the ball hits the ground the spell is cast. If the ball is caught or is prevented from hitting the ground/floor, the spell is effected negated.


Reverse Gravity: 7th lev Spell (see SRD for more details)


Gravity’s Full Weight
Transmutation
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (20 ft. + 5 ft./level)
Targets: One Large or smaller freefalling object  
Duration: Permanent
Saving Throw: Fort Negates
Spell Resistance: Yes
This spell increases a creature and all the objects they weigh 500%, preventing most creatures from either using weapons or even moving.  This spell is often cast when their target is in water or ice, causing them to crash downwards. The material component for this spell is a bullette scale.


Gravity Well
Transmutation
Level: Clr 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 300 ft radius
Duration: Three Rounds
Saving Throw: None; see text
Spell Resistance: Yes
This spell changes the flow of gravity, similar to centre gravity, except the new gravity point is within a planar gate, and anything that fails their saving throw gets thrown into a random spot on a new plane as designated by the spellcaster. Objects of less than 20 pounds will automatically move towards the centre of gravity. Provided it has something to hold onto, a creature caught in the area can attempt a reflex save to secure itself when the spell effect happens. Creatures who can fly or levitate can gain no advantage from their flight.  Creatures gain their grapple size adjustment to resist the effect of this spell.
Characters bracing themselves and not moving will give a +4 to a creature’s reflex saving throw.  Any round, when a creature or object is not fully tethered, they risk making the reflex check to avoid being dragged towards the centre point. Any round a character moves faster than 1/3 their normal base speed they must make an additional reflex check to avoid being lost to the force of gravity. The spellcaster and anyone touching the spellcaster for the full three rounds are immune to the effects of this spell; but if the touch ends for a moment, the creature must make a saving throw as normal.
The material component for casting this spell is a small ball comprised of a material from the plane that the spell would send their victims to, otherwise, this spell material works the same as the centre gravity spell.


-------------------------------------------

On a sidenote, I used swift action and not free action because of a decision my players and I made together. Spells, like featherfall, should be considered swift, because you can cast them when it’s not your turn but this also prevents you from being able to cast more than one spell a round. If the general feeling among the critics on this board is that it should be left as a free action, I will make the change!

Chavon (Wild, Jungle or Green Elf) Green-skinned & haired wild elf

These are the Jungle elves native to the Sea of Stones location in my game world. Seen as savage by settled peoples, as they disdain organized culture or societal trappings.  While allies say they reject anything that brings harm to the environment, others say it's just as much about boredom and repeated foibles. They ally to those who adventure and fight the same causes as themselves. While many have magical skills they are more renown for their skills with bow and forest subterfuge.

Chavon (Jungle Elf)

Medium Size Humanoid
Hit Dice: 2d8 (10 hp)
Initiative: +2
Speed: 30 ft
AC: 16 (+2 Dex, +4 leaf armor), 12 touch, 12 flat-footed

Base Attack/Grapple: +2 / +2
Attack: +5 Bow (1d6) or +2 Short Sword (1d6)
Full Attack: +5 Bow (1d6) or +2 Short Sword (1d6)
Space/Reach: 5 ft / 5 ft

Special Qualities: Chavon Traits
Saves: Fort: +2, Ref: +3, Wis: +1
Abilities: Str 12, Dex: 15, Con: 10, Int: 12, Wis: 10, Cha: 13
Skills: Climb +4, Perception +5, Perform (Sing and Dance) +5, Hide +5

Feats: Weapon Focus (Bows)
Environment: Sea of Stones
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 1+
Treasure: Standard

Alignment: Usually Chaotic Neutral (40% tend toward Good)
Advancement: By character class
Level Adjustment: +1
Base Level: 2 HD, Typical NPC Level 5-8 HD

Your compatriots are already dead, pierced by a dozen arrows from this deadly green skinned archer.

Slender, green skinned elves that live in the jungle forests of the sea of stones. Most wear green camouflage clothing or cloaks covered by leaves and other foliage to better their subterfuge. Most have dark green skin, and light green hair.

Elusive and extremely chaotic, they shun laws or anything else that attempt to control or enslave others. Their society rejects permanent settlements preferring to live as nomads, in harmony with nature and their animal cohorts. Most tend to be vegetarians, but they as a society allow the individual to choose - this is the same as all other important life choices.

Their enemies call them savage but their allies see them as a graceful and loving people who openly display emotions and never hesitate to fight for the causes they believe in. The Chavon don war-paint, leafy armor and sing wondrous battle cries before combat, after combat or when involved in any major activity.

The Chavon have many more children in comparison with other elven-kin but oddly baby elves have never been seen. Many outside the tribe believe the young are the spirits of the fallen reincarnated within the forest, another theory is that they are actually plant humanoids and are grown in the ground as pods until old enough to walk. They will often welcome the children of allies or even their foes into their tribe, until they are claimed or ready to make a decision. Chavon strongly value the option of choices over any specific one.

One of the few elven peoples that have both barbarians and spell-casters in their families, most societies tend to go one way, but the Chavon believe it is best for the individual to chart their own course. Their light green skin is a result of both their eating habits and rituals - most go to a dark tan if removed from their jungle environment. Lighter skinned elves will change colour if they live with the Chavon and follow the same rituals, tactics and eating habits.

Combat

Chavon have many tactics, but they often mesh illusions, animal companions with the use of their
bows for lightning fast guerrilla strikes before retreating to safety.

Chavon Racial Elf abilities by level:

+2 Dexterity, +2 Charisma, –2 Constitution: Elves are fast in body and spirit, but their physical form is weaker.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment and illusion spells and effects.

Elven Sharp-Eye: Elves receive a +2 racial bonus to confirm critical attacks on archery style attacks

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows, longswords, rapiers, and shortbows, and treat any weapon with the word "elven" in its name as a martial weapon.

Languages: Elves begin play speaking Common, Fey and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Gnoll, Gnome, Goblin, Minotaur, and Phaetox for any extra languages

Optional Bonus for all Chavon *
1st level: Treat as fey if a spell or effect is beneficial to fey, otherwise as humanoid
1st Level: Immune to charm person spells
1st Level: Gain +5 on Perform or Stealth Skill Checks
2nd Level: Jump (level X 10 ft; total excess distance they can jump per day)
3rd Level: +1 / level to survival checks in Jungle Forest  
4th Level: Cat Climb & Cat-Fall (level X 20 ft / HD); +3 to confirm critical attacks with bow
6th Level: +20 to hide checks in Jungle Forest (when not in medium or heavier armor)
8th Level: Non-Detection in Jungle Forest areas; +6 to confirm critical attacks with bow
10th Level: Freedom of Movement in Jungle Forest areas

If these optional abilities are gained, they are +1 ECL; if they are not taken +0 ECL 
Favored Classes: Barbarian, Bard, Druid, Ranger, Rogue, Sorcerer, Wizard (Illusionist or Enchanter).

Tuesday 26 February 2019

Stone Ball (Round Puppy)

Stone Ball (Round Puppy)

Medium-Size Elemental
Hit Dice: 1d8+3 (7 hp)
Initiative: +1
Speed: 50 ft.
AC: 15 (+3 Dex, +2 Natural), touch 5, flat-footed 5
Attacks: Smash +3 melee
Damage: Smash 1d6+1
Face/Reach: 5 ft. by 5 ft
Special Attacks:
Special Qualities: Blindsight, Immune to Mind Effects
Saves: Fort +2, Ref +0 Will +0
Abilities: Str 12, Dex 12, Con 16, Int 4, Wis 10, Cha 13
Skills: Survival +8
Feats: Sniffing (+5 to survival checks involving tracking a living creature)
Climate/Terrain: Any land or Undearearth
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral (80% tend towards NG)
Advancement: By Class (Bard, Fighter, Druid, Artificier)

While not particularly large or threatening, this is a perfectly round stone ball that is mentally attached to an owner, usually a spell-caster and circles its owner looking for playtime. It barks and sniffs like any puppy, except this is a stone sphere. It fiercely protects their owners, just like a puppy would.

If mentally questioned, it has the intelligence and interests of a standard puppy, protecting its owner, playtime and treats. It seems to be from the elemental plane of earth, but no one is quite sure how it comes to be a spell-casters familiar.

Monday 25 February 2019

Spirelands Wizard Prestige Class


One of the first Prestige Classes I created more than ten years ago, as apart of a whole group of spell-casters based on their region of origin. Inspired by a image I saw long ago of a spell-caster surrounded by magical energy which in my gaming vernacular is called frequency.

Spirelands Wizard Prestige Class

Role: The frequency flows wild in the spirelands, and the rise and fall of the magic influences those who practice the art. The energy you need to cast your spells is all around you, and you can quickly gather the energy in many differing ways. Some directly tap into the frequency, others use their own stamina or power – but all for the same deadly effect.

Spire wizards have great flexibility in their craft, but this comes at a tremendous price, spire wizards cannot subtly cast spells, it is an obvious to anyone in the area.

Requirements: Spellcraft +5; Knowledge (Local - Spirelands) +5

Hindrances: Summoning magical energy is an obvious act, unable to surprise anyone.
Cannot take a familiar.
Never learn to scribe scrolls
May not take other meta-magic feats until they master this style
All spells have a somatic component

Benefits: May use whichever is higher (Int, Con, Cha) to determine spell effects.
Use no spell components until 7th level (Class level)

1st level: Concentration +1 / level.
2nd level Hear Frequency
3rd level: Extended Casting I (First level spell only)
4th level: Ignore Lesser Injury
5th level: Silent Spell
6th level: Extended Casting II (Second level spell only)
7th level: Ignore Greater Injury
8th level: Craft Talisman
9th level: Extended Casting III (Third level spell only)
10th level: Recapture Spell

Concentration: Spire wizards are deeply focused on their magical craft, thus they gain +1 per
level on their ability to concentrate on spellcasting.

Hear Frequency: You hear the magical frequency, and are aware of magic in all its forms at all times. You are not always able to recognize the type of magic beyond arcane, divine or psionic. If it is an obvious magic, no action is needed, otherwise simple concentrattion is enough.

Ignore Lesser Injury: Can ignore the pain caused by lesser injuries (max 25% of their hp) able to cast a spell normally without making a concentration check once a day.

Ignore Greater Injury: Can ignore the pain caused by significant injuries (max 50% of their hp) able to cast a spell normally without making a concentration check once a day.

Extended Spell-casting I: If able to spend one minute per spell level, a spire caster is able to slowly build up the energy before casting. By casting in this way they do not lose the magical energy impression in their minds, thus they do not lose this spell from their current spell repertoire. If a wizard in under duress, they are unable to benefit from this effect. Likewise, if they are interrupted at any point while preparing to cast, they lose the benefit and the memorized spell.

Silent Spell: Per standard feat

Craft Talisman: Per Nysarian meta-magic feats.

Recapture Spell Energy: Once a day, if able to make a Spellcraft check (DC 15+ level of spell X three) they are able to recapture spell energy that they have already cast.