d20 Misfit Studios Unusual Core Classes - The Spellweaver.pdf

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Unusual Core Classes:
The Spellweaver
Author & Design: Steven Trustrum
Interior Illustrations: Nathan Rosario
Cover Line Art: Image Portfolio
Cover Modification, Design and Coloring: Steven Trustrum
Product Identity
The following items are hereby identified as Product Identity, as defined in the Open Gaming License
version 1.0a, Section 1(e), and are not Open Content. All trademarks, registered trademarks, proper names
(characters, deities, artifacts, places, etc.), artwork and trade dress, with the exception of clip art used under
permission or license.
Product Identity
Declaration of Open Game Content
All text pertaining to game mechanics and statistics, along with the class names, are declared Open Game
Content. All items subject to the definition of Product Identity (see previous) are the property of Misfit Studios™
and cannot be used without written permission, with the exception of clip art used under permission or license.
Declaration of Open Game Content
http://www.misfit-studios.com
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the
Coast, Inc. and are used according to the terms of the d20 System License ver-
sion 6.0. A copy of this License can be found at www.wizards.com/d20.
Copyright 2006, Misfit Studios. All rights reserved. Some images from the
Image Portfolio © Louis Porter, Jr. Design. All rights reserved.
Requires the use of the Dungeons & Dragons Player’s Handbook, Third Edition, published
by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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Range
29
Introduction to the Weave
3
Duration
29
The Living Weave
3
Saving Throw
29
Illusions and the Weave
3
Spell Resistance
29
Anti-Magic and the Weave
3
Miscellaneous Modifiers
29
The Weave On Other Planes
3
Spellweaves
330
Feats
4
Old Feats for New Magic
4
New Magic
336
New Feats
4
Sessaphos, Goddess of the Eternal Web
36
New Domains
36
Characters
110
New Spells
36
The Spellweaver Core Class
10
Sites of Weave Flux
40
Epic Spellweaver
13
Weaving Magic Items
40
The Battle Weaver Prestige Class
14
Weave Items and Charges
40
The Cartomancer Prestige Class
16
Weave Items
40
The Fated Prestige Class
18
The Weave Dancer Prestige Class
20
Creatures
443
The Ardekh, A New Race
22
Ardekh
43
Loomer
44
Working the Weave
225
Weave Embraced (Template)
46
Spellweaving as a Campaign’s Default
Magic
25
Sample Weave Embraced
46
Creating a Weave Embraced
47
The Spellweaving DC
25
Arcane vs. Divine Spellweaves
26
Weave Haunt
48
Spell Level
27
Weavling
49
Spell School
27
Quick Reference
551
Components
27
OGL
554
Casting Time
27
Spell Effect
27
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For most people, the world around them is a rather
simple place to perceive. If they can touch, see, taste,
hear or smell it, it is real. Common perception does
not extend beyond this except in the musings of phi-
losophers and the workings of wizards, clerics and
similarly gifted beings. In order for almost everyone
else to cope with their own role in the wide range of
possibilities that is existence, “the world is what you
make of it” is a turn of phrase very much limited by
the five rudimentary senses.
through and from all things that partake of life. The
Living Weave is more pliable than the rest of the
Weave of Existence because it allows those properly
equipped to extend their senses throughout its threads
to gather information about the world around them
(see the Sense Living Weave feat.)
Illusions and the Weave
Illusions and the Weave
Because the Weave is such an animated, glorious
thing to behold and manipulate, it is also incredibly
difficult to imitate. When looking upon a woven il-
lusion meant to imitate life that has been erected by
anyone other than a fellow spellweaver, anyone able
to see/sense the Weave gains a +4 bonus to their
Disbelief save against that illusion and are allowed
a Disbelief save automatically rather than having to
first study the illusion.
For a much rarer few, existence itself is viewed as a
delicate lattice of energy and matter where every part
interacts with every other part, no matter how large or
small. Most such individuals cannot comprehend the
way their senses perceive the universe around them,
and so their brains either learn to block out the extra-
sensory data or they go mad trying to untangle what
they are experiencing. Others, however—the rarest of
the rare—actually learn to manipulate these patterns
to weave magical effects directly from this energy
rather than using filtering devices such as formulaic
recitation, divine intervention and the like. These in-
dividuals become spellweavers and for them magic
isn’t so much a matter of what you know as what you
want to do .
Anti-Magic and
Anti-Magic and
the Weave
the Weave
Just as effects such as dispel magic and antimagic
field will disrupt more well-known and conventional
types of magic, so too will it disrupt the Weave. The
Weave still exists when exposed to such effects—noth-
ing known can destroy or interrupt the Weave, after
all—but it no longer functions properly, nor can it be
accessed or manipulated by anyone until the interfer-
ence ends.
Hidden from all but those with this special percep-
tion, the Weave of Existence appears as fluorescent,
web-like, insubstantial threads connecting all things
and flowing with transient blue energies that pulse
and flicker like blood flowing through countless veins,
being pumped by innumerable hearts. Furthermore,
threads extending from and attached to living things
are far more vibrant and prone to frequent change
than those attributed to realities non-living compo-
nents, such as rocks, dirt and the like. Despite the
threads’ seeming fragility, this magical lattice is an
indestructible (so far as even the gods know) cosmic
force. Destroy the Weave? One may as well try to de-
stroy time or space. At best, one can decrease the flow
of magic through a small area so that accessing it to
any noteworthy degree becomes more difficult or out-
right impossible for a time.
The Weave On
The Weave On
Other Planes
Other Planes
The Weave is found in all planes of existence (so far
as anyone knows, that is), although its affects in each
may vary. Gamemasters are welcome to differentiate
the Weave’s influence from one plane to the next, as
suits their game, but added details suited to each are
appropriate, as is varying the potency of spellweaves.
For example, in Hell it could be ruled that all spell-
weaves have their range halved because the plane’s
oppressive nature slows the flow of energy through
the Weave. Contrariwise, in the Astral Plane all spell-
weaves are always considered influenced as though
by the Extend Spellweave and Maximize Spellweave
feats because the Weave there virtually overflows
with arcane energy.
The Living Weave
How the Weave travels through, comprises, and
extends from non-living objects is entirely different
than how it interacts with living creatures. This has
caused many spellweavers to label the latter portions
of the Weave the “Living Weave” while referring to
that portion which is attached to inanimate aspects of
reality as the “Dead Weave.”
The Living Weave
Whereas the Dead Weave, which flows through
rocks, dirt, air and the like, seems dull and practically
inanimate under most conditions, the Living Weave is
a vibrant, spectacular flow of excitement that dances
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This chapter introduces a number of new feats
dealing with Spellweaving and/or the Weave. Also
provided is information on how existing feats interact
with the Spellweaving process.
Heighten Spell: This feat’s effects do not influence
spellweaves.
Improved Counterspell: This feat has no affect on
how spellweaves are used in counterspelling.
Maximize Spell: This feat’s effects do not influence
spellweaves.
Old Feats for
Old Feats for
New Magic
Natural Spell: This feat allows spellweaves to be cast
while in a wild shape.
Quicken Spell: This feat’s effects do not influence
spellweaves.
New Magic
Many feats that affect magic will have different re-
sults, if any, on spellweaves. The following describes
how some of the feats from the PHB interact with this
new form of magic.
Scribe Scroll: A spellweaver cannot take this feat
without having the requisite amount of levels in an-
other, “traditional” spellcaster class.
Augment Summoning: The feat’s effects remain un-
changed.
Silent Spell: This feat’s effects do not influence spell-
weaves.
Brew Potion: A spellweaver cannot take this feat with-
out having the requisite amount of levels in another,
“traditional” spellcaster class.
Spell Focus: This feat’s effects work normally on
spellweaves of the selected school of magic.
Spell Mastery: This feat has no role to play in spell-
weaving.
Combat Casting: The feat’s effects remain un-
changed.
Craft Magic Arms and Armor: A spellweaver cannot
take this feat without having the requisite amount of
levels in another, “traditional” spellcaster class.
Spell Penetration: This feat’s effects work normally
on spellweaves.
Still Spell: This feat’s effects do not influence spell-
weaves.
Craft Rod: A spellweaver cannot take this feat with-
out having the requisite amount of levels in another,
“traditional” spellcaster class.
Widen Spell: This feat’s effects do not influence spell-
weaves.
Craft Staff: A spellweaver cannot take this feat with-
out having the requisite amount of levels in another,
“traditional” spellcaster class.
New Feats
Along with the new feats to be found in this sec-
tion, also introduced is an entirely new category of
feats. Weaver feats are only available to spellweavers
or prestige classes requiring the Spellweaving ability.
New Feats
Craft Wand: A spellweaver cannot take this feat with-
out having the requisite amount of levels in another,
“traditional” spellcaster class.
Craft Wondrous Item: A spellweaver cannot take this
feat without having the requisite amount of levels in
another, “traditional” spellcaster class.
Aid Weave (Weaver)
Aid Weave (Weaver)
Your own efforts at spellweaving are not going to be
hampered by the failures of any spellweaver you as-
sist.
Prerequisites: Spellweaving 7 ranks, Safe
Weaving
Empower Spell: This feat’s effects do not influence
spellweaves.
Enlarge Spell: This feat’s effects do not influence
spellweaves.
Eschew Materials: This feat’s effects do not influence
spellweaves.
Extend Spell: This feat’s effects do not influence spell-
weaves.
Benefits: If you aid another on their Spellweaving
check and that other person fails, you do not suffer the
DC penalty to your own Spellweaving checks brought
on by the failure. You suffer all other results of the
failed aid another attempt.
Forge Ring: A spellweaver cannot take this feat with-
out having the requisite amount of levels in another,
“traditional” spellcaster class.
Normal: A failed attempt to aid another in casting
a spellweave imposes on you the same +1 penalty to
Spellweaving DCs for the rest of the day as affects the
spellweaver who you failed to assist.
Greater Spell Focus: This feat’s effects work normally
on spellweaves of the selected school of magic.
Greater Spell Penetration: This feat’s effects work
normally on spellweaves.
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