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Post by mao on Oct 3, 2019 10:37:04 GMT -5
I have often been interested in doing an all wizards game. wizard is my fav char class and I would love a group of 3-5 PC mages.
A long time ago the people of Kaladon were engulfed in a darkness of evil ,covering the world. A group of liches put a strangle hold on the warrior and adventurers by making them all 1 st Level and stopping them from advancing in level.The only adventurers that avoid was wizards as the liches could not outlawing them without harming themselves. The wizards rallied and drove them out of about 1/2 the world. A titanic struggle continues as the undaed battle to regain their supremacy.
PC wizards start at 3rd level and top out at 11th. Non wizards start at first and can only advance to 3rd. The only non wizard classes are 3 specialized fighter classes , fighters, thieves and clerics
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Post by mao on Oct 3, 2019 11:36:04 GMT -5
(wizard classes place holder) (D8 Hit Die add swords to allowed weapons<but NEVER allow armor, NEVER! LOL>)
Holy Mage Hypergeomtrist
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Post by mao on Oct 3, 2019 11:38:24 GMT -5
(nonwizard classes placeholder)
Runestaff Warrior Paladin Barbaran? cleric thief
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Post by mao on Oct 3, 2019 11:52:59 GMT -5
Preditory Music
PMs come in two kinds. Predatory Hymns and Predatory Songs they look exactly alike, visually they appear as 4 inchhigh two dimensional music notes that are blue and floating in the air.
Hymns are created when a cleric is slain singing to or with a congregation. They drift on the wind, floating glyphs of angry. They will surround a group of good adventurers and act like a bless and will dissipate after d6 weeks.
Songs are mostly created when a bard is slain by magic. These are even more angry and will engulf spell casters, giving them a 40% spell failure, they are killed by a dispel magic or 50 points of melee damage(AC= Plate and Shield)
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Post by mao on Oct 3, 2019 11:55:54 GMT -5
Naga of the Four Poisons
This powerful Serpent man has 4 different poison sacks that can only be triggered individually
Poison of Frequent Death> on a failed save, does D12 damage
Poison of the deadly Soul Mate> Charm person on a failed save
Poison of the Fire Within> On a failed save the victim is filled w hate and rage and is only capable of melee attacks
Poison of the Stil Stone> on a failed save, victim is paralyzed.
all poison attacks also do d6 bite damage
in addition to a bite attack , they can do a 2d4 constriction attack
8 hit die
ac 1
move 6
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Post by mao on Oct 3, 2019 12:01:20 GMT -5
Hungry Tumbleweeds
It is almost impossible to believe. Simply mind bending. These carnivores are actually the strangest undead you can meet! With ac as plate and 2HD, these animated plants are found in desert and grass lands. They are effected by anything that harms undead, hiding among ordinary tumbleweeds. Whats next Killer Tomatoes!?!?
Ever wonder where minor evil souls go that are unclaimed. Wonder no more. Minor evil souls wander unclaimed throughout the worlds.ordinary tumbleweeds attract them for unknown reasons. These souls also tend to group and somehow find the weeds. When the weeds are disposed of there is a 50% chance that the souls will survive and go into another weed.
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Post by mao on Oct 4, 2019 9:00:19 GMT -5
First up are leach spells. You may have one leach spell of every level spell you can cast, Take your under powered spells like say read magic or jump and what you do is say you are a 1st L mage and you have sleep memorized, you can take a leach spell like say Read Magic (shorter duration than normal ) and attach it to the sleep spell, you then can cast either spell, both of which are used up. You could make some that are exceptionally weak and let you have more than the restriction above, like say Detect Magic as a third L leach
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Post by mao on Oct 4, 2019 9:01:22 GMT -5
Perm B spells these spells , when memorized, are not emptied when cast, but may be cast over and over some examples
Fighting spirit L1: Gain +1 to hit in melee.
Hex L1: Target gets -1 to hit damage and saves for D3 rounds, not cumulative w Hex, save vrs spells for no penalty
Rhino Skin L2: Mage takes 2 less damage from every weapon attack(compare to Mirror Image or Invisibility for power level)
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Post by mao on Oct 4, 2019 9:09:17 GMT -5
New Cantrip, Power Word Swear
This cantrip is emptied from slot when used
Does d10 necrotic damage to caster and two other targets. Damage is rolled separately for all targets. although casting is a free action the caster can't cast another spell in same round. This spell is considered evil and may attract some unwanted attention from the nameless god whose name you invoke.........
Cardiac Extraction L3 evocation evil descriptor
Casting time is full round, range 50' +10' L Does D8 per L. ( save fort for half)if target reaches -4 hp then you rip his/her beating heart out of their chest Spell does not work on undead/constructs/ oozes etc. Max of 7D8.
"Leach" spells are added to other spells memorized for example: Xur the Not-So-Humble is a 3rd L wiz. one of the second L spells he has memorized is "Flaming Sphere" He adds the Leach spell "Leach Magic Missile" to it. He can cast either Flaming Sphere or Magic Missile from that slot. I suggest a limit on how many Leach spells you may attach, prob 1 per Levels you can cast, thus Xur can attach 1 Leach spell to a first L spell and 1 to a second. " Leach Jump" makes a good a good one to attach to a first L spell
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Post by mao on Oct 4, 2019 11:24:22 GMT -5
Speed
Speed Spell
L3 Divination(cause div school needs love) and Metamagic schools This spell is cast attached to any other spell. It allows the second spell to be cast as a free action. This cannot be combined with Time spells(some to follow). This spell is totally for low level games(max of 7th L caster) It is very unbalanced for higher L campaigns. User takes 2d6 back lash at end of round, this does not effect any other casting in round
NOTE: A free action spell allows you to cast the spell on your turn but does not count for your action that round
Healing spells for wizards
Gem Healing L2 Conjuration Good descriptor Heals d6 +L HP(max D6 +7) material component 100 GP gem that is consumed by casting(double this if a 500 gp gem is used)
Flying Bandages L1 Conjugation Holy descriptor creates healing bandages that fly and wrap at a range of 20' Heals as Cure Light. Target loses 2d3 DX and suffers -1/-1 ro melee attacks for 1 hour, if bandages are removed before the hour is up, healing is lost Caster must be pious worshiper of good or neutral deity
Hitram Dringles Highly Restricted Yet Mostly Useful Healing Spell This may be memorized as a cantrip, L1 , L 2 or L3 spell, granting 1,4 , 6 or 10 rolls respectively) Roll indicated number or D6 , each one that comes up 6, a single point is cured
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Post by mao on Oct 4, 2019 11:27:38 GMT -5
Flesh Cloak
L0 Necromancy this cantrip is consumed in casting
When cast with in 90" feet of a corpse ,the caster is granted 2D2 Temporary Hp. Healing spells may not be cast on caster for # of temp HP gained Min. If the corpse in question is undead it gets a fort save or takes same number in damage. Does not work on undead controlled by caster or with more than 5 HD.
EDIT OOPS if undead makes saving throw, spell has no effect, does not effect skeletons
Implosion
L3 Evocation
range= Fireball D6 per L to single target Spell is at -3 to save or +3 DC (Fort for 1/2) 25% reduction in Spell Resistance untyped magic damage Full round action to cast +3 to spellcraft to detect what is being cast +2 DC to concentration checks to resist spell failure(very difficult spell to cast)
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Post by mao on Oct 4, 2019 11:36:26 GMT -5
Arcane Fighter My use Mage Scrolls max armor chain , no shield D6 Hit die The rest as fighter
Starts w a scroll of 3 spells
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Post by mao on Oct 4, 2019 11:39:04 GMT -5
Woodland Ranger
fighter subclass
outdoor Tracking 65% =2/+2 vrs natural animals
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Post by mao on Oct 4, 2019 11:41:42 GMT -5
Holy Mage
wizard subclass
Must be LG( loses this subclass if they are no longer LG.)
can not use wizard items except for scrolls
May add ! cleric spell to his spellbook on odd numbered levels,, if the spellbook is lost, the mage can no longer use that spell permnantly.
Adds D6 holy damage to all damage doing spells this only comes into play if the target is evil, otherwise spell does normal damage.
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Post by mao on Oct 4, 2019 11:44:06 GMT -5
Runestaff Warrior
fighter subclass
Chain and no shield
Must carry Runestaff in off hand.
Lx a day, warrior may augment a wizard spell, this augmention should be about a 25% increace in power, damage or penalty to targets save., as there are many kinds of spells it is up to the dm to adjudicate.
(this class needs more work
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Post by mao on Oct 4, 2019 11:46:10 GMT -5
Hedge Wizard Master of cantirps (mage sub)
Spells advance at 1/2 rate as mage(Ie 0 first L spells at first, at second gain 1 level 1 spell , at fourth gain two, at 6th L gain 2 firsts and 1 second Lspells etc, total>)
At 1st L can cast 10 cantrips at odd L gain 4 cantrips
Gain following abilitys
Cantrip Canon> at 2nd> may cast 3 cantrps in a round, gain one use of this ability at every evan L. at 4th, 8th and 12 Lval one add'l cantrip can be cast using this ability.
Cantrip Advantage> at 5th on cantrip a day can be cast that requires a save, this save is automatically failed
Do NOT use 5th ed cantrips w this class)
I welcome input on this one
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Post by mao on Oct 4, 2019 11:48:36 GMT -5
Hypergeomitrst
These mages are driven by non-euclidian math that is the domain of the Cthulhu Mythos.
Mage sub class
No magic items other than books.
They can cast a 2nd level spell at first, A third at 3rd L, a fourth at fith, etc.
(invisibility is your friend)
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Post by mao on Oct 8, 2019 7:25:38 GMT -5
Mage Gift L2 Transmutation You become paralyzed and are unable to do anything at all(cant even talk). Spell target can make an extra attack or cast an extra spell for as long as you concentrate.
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Post by mao on Oct 8, 2019 7:27:09 GMT -5
Enhanced Detect Magic
L1 wiz
This spell is a lost treasure of the elves, it will be found in a single lost even city.. This Superior spell can function as Detect Magic From the common spell list or It will slice a small amount of arcane energy found in any living being(d6 damage) at a range of 20 feet.
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