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Grimoire: Enchantment
Credits
Authors:
Kenneth “Axel” Carlsson, Richard Ramos
Editor:
Joanna G. Hurley
Line Developer:
Neal Levin
Art Director:
Gillian Pearce
Layout and Typesetting:
Neal Levin
Front Cover Design:
Deborah Balsam
Interior Artists:
William McAusland
WWW.DARKQUEST.COM
Grimoire: Enchantment is © 2006 Dark Quest,
LLC. All Rights reserved. Reproduction of the
product without the permission of the publisher
is expressly forbidden. Grimoire: Enchantment
is presented under the d20 License. All textural
material is designated as Open Game Content.
All artwork herein is copyrighted Dark Quest,
LLC or their respective artists.
“
d20 System” and the d20 System Logo are
trademarks owned by Wizards of the Coast and
are used under the terms of the d20 license.
Requires the use of the Dungeons & Dragons
Player’s Handbook, Third Edition, published by
the Wizards of the Coast, Inc.
1
Grimoire: Enchantment
He had killed that guard, and when the wizard smiled
gently, inviting him to share his guilt, it all spilled from
the thief.
Introduction
Grimoire: Enchantment
Tardain had been sitting in the gaol for a whole week
now. There was nothing to do down here and no one to
talk to, except perhaps the rats that he heard clearly
every night. The rogue was beginning to think that
perhaps it would be better to just cave in and tell them
what they wanted to hear, that he was guilty, except
that he wasn’t. Tardain had been at the inn, yes, and he
had even been about to break in to the Lady Cavalyn’s
chambers, but he certainly had not killed that guard
downstairs, and anyone who said differently was lying.
A fighter has his sword and a wizard, his spells.
Some fighters choose different weapons and the
same could be said about wizards, or sorcerers for
that matter. There are many different schools to
choose from, and they have various strengths and
weaknesses. An evocation spell may cause harm
to a person, but sometimes a wizard wants to take
the victim alive, and then an enchantment spell
may be the better choice. This book is concerned
with the school of enchantment, one of the most
overlooked schools in the d20 system.
But to the men of the Watch, a rogue was a rogue, and
that was the end of it. He would sitdown here and rot
until he caved in and told them what they wanted to
hear. Perhaps sooner would be better than later.
He had barely gone over that whole string of thoughts,
again, when he heard the faintest sound outside his
door. It was soft footsteps, but the thief heard them
easily. It was a small man wearing a robe. A wizard?
Or perhaps a priest?
Then the door was opened and Tardain could see that it
was indeed a wizard. This did not meaning anything
good; it rarely did. But what could he do but creep
further into the corner and wait for an opportunity,
even if he were chained to the wall.
Enchanters are a rare breed, as they do not cast
spells that have impressive effects such as the
illusionists and transmuters do, who instantly see
the effects of their spells. Enchantments deal with
the minds of people, and affect them in strange
ways, dealing both with emotions and control.
When most enchantment spells are cast, they are
meant to seem natural so that surrounding people
do not believe anything is wrong. This book
brings new spells to the enchanter, granting him
more power. There are many different spells, and
some build upon the iconic spells found in the
PHB
, like the
lesser sleep
spell or
fog of sleep.
These
grow from the simple sleep spells, but take them
to new heights. These new spells are meant to
bring flavor and story to your campaign world,
and will be of use to both players and GMs. Now,
even enchanters can cast different spells, building
on different traditions, bringing more versatility to
the game.
“Don’t worry, thief,” the wizard said gently, “I am not
here to hurt you. I am merely here to speak to you. You
see, I wish to hear your version of the story.”
His version? Could it be that the wizard was actually
speaking the truth?
The wizard sat down on the cold floor next to Tardain
and placed a gentle hand on his shoulder.
There were no sounds coming from the wizard’s lips,
but something was clearly happening, and then the thief
started to feel it. It was guilt, so strong that he could
barely take it. Suddenly it was as if Tardain
remembered all about the guard and how he had killed
him. It was not so much a memory as it was the guilt of
it.
2
Grimoire: Enchantment
What is a
grimoire?
The Spells
This is the meat of the book.
The spells are presented
with a small story line that
reveals the spell in a specific
situation. This is meant to
give flavor to the spells, and
to show you how they can
be used or described in the
game.
NEW BARD SPELLS
0-level Bard Spells (Cantrips)
Break Concentration
M
:
Subject takes a -2 penalty to
Concentration checks.
Coercion:
Humanoid subject
gains a +1 bonus to either Bluff,
Diplomacy or Gather Informa-
tion.
Heroes’ Tale
M
:
One
child/level becomes fascinated
with caster.
Sleep, Lesser
M
:
Puts one
subject of 2 HD or less into
magical slumber.
Twitch:
Subject takes a -1
penalty to a dexterity-based
skill check within 1 minute.
Sidebars
Several types of sidebars are scattered
throughout the entire book. These are
meant to offer new opportunities to
the GMs and players, from showing
the GMs how they can use a single
spell to build a whole campaign, or
show the players how they can use
their spells to greater use. We will also
take you behind the scenes of some of
the spells, and tell you the stories of
their creators and how they came up
A grimoire is a tome that a
specialist wizard uses to
store his most treasured
spells, often those that he
has researched himself
through years of studying.
The grimoire is an
impressive book, a small
piece of art, and often
protected by spells that will
keep the curious intruder at
bay.
While hundreds of
spellbooks and scrolls may
line the shelves of a
wizard’s study, he often
chooses to keep his private
grimoire hidden somewhere
others would not think to
look. A grimoire holds more
than just spells; it also
describes the thoughts that
the wizard had as he created
the spells, and any secrets
that might be associated
with them. Perhaps a spell
is more useful than is
obvious at first glance, and
the creator will
note these secrets in his
grimoire. So when the party
of adventurers finds the
ancient grimoire of Helrick
of Kelymar, they find much
more than just a simple
spellbook.
Bear’s Endurance vs. Boost of the Athlete
The schools of magic are more akin to
philosophies than actual unbreakable
truths, which means that sometimes
certain spell effects overlap each
other. The spells
Blindness/Deafness
and
Power Word Blind,
from the
PHB,
are an example of this.
Blindness/
Deafness
is a necromancy spell that
makes a creature either permanently
blind or deaf, and
Power Word Blind
has the exact same power to make a
person blind, but is considered an
enchantment spell. They overlap.
1st-level Bard Spells
Boost of the Athlete
M
:
Subject gains a Constitution
bonus of +1 per 5 levels.
Boost of the Defender
M
:
Subject gains an AC bonus of +1
per 5 levels.
Boost of Fame
M
:
Subject
gains a Charisma bonus of +1
per 5 levels.
Boost of the Quick
M
:
Subject
gains a Dexterity bonus of +1
per 5 levels.
Boost of the Sage
M
:
Subject
gains an Intelligence bonus of
+1 per 5 levels.
Boost of the Strong
M
:
Subject
gains a Strength bonus of +1
Bear’s Endurance
has the power to
change a creature’s Constitution,
magically enhancing it, and
Boost of
the Athlete
does the same thing. So
what are the differences in these two
spells, how do they differ from each
other?
Bear’s Endurance
is a physical
spell, which changes the body of the
target, while
Boost of the Athlete
is a
mental spell. It changes how the target
3
Grimoire: Enchantment
per 5 levels.
Boost of the Warrior
M
:
Subject gains an Attack bonus
of +1 per 5 levels.
Boost of the Wise
M
:
Subject gains a Wisdom bonus of
+1 per 5 levels.
Calm Dreams:
Subject gains a +4 bonus to Will saves
while sleeping.
Kiss of the Obnoxious
M
:
Subject takes a -2 penalty to
all Charisma-based skill checks for 1 hour.
Restrain
M
:
Subject delay his action for one round and
awaits caster command.
Strength of Mind:
Subject gains a +2 bonus to
Strength, but must make Fortitude save or become
exhausted.
Kiss of the Obnoxious
M
:
Subject takes a -2 penalty to
all Charisma-based skill checks for 1 hour.
message to another person.
Devoted Defender:
Caster compels a creature defend
him for 1 round/level.
Distracted Mind:
Subject takes a -4 penalty to all
Wisdom-based skill checks and Concentration, and a -2
penalty to Will saves.
Feeble Body:
Subject believes his body to be weak
and feeble.
Focused Mind:
Caster becomes extremely focused
and gains a +10 bonus to Concentration.
Mental Weight:
Subject takes a -1 penalty for every 5
levels to Intelligence, Wisdom and Charisma based
checks.
Sleeper’s Truth
M
:
Caster can ask one question/2
levels (Max 5) to sleeping creature.
4th-level Bard Spells
Guilty Mind:
Subject feels great guilt about
something he didn’t do.
Incompetence, Greater:
Subject takes a -20 penalty to
all skill checks.
Obsession
M
:
Caster implants an obsession in subjects
mind.
Strength of Mind, Mass:
As
strength of mind
, affects
one creature/2 levels.
2nd-level Bard Spells
Imitate:
Subject imitates the caster.
Incompetence:
Subject takes a -10 penalty to all skill
checks.
Inspire Confidence
M
:
Subjects gain +1 circumstance
bonus to all dice rolls, and a +4 bonus to saves against
fear.
Lost:
Subject feels lost and takes a -4 penalty to
Survival checks.
Sandman’s Embrace:
As
sleep
, but subject has either a
good or a bad dream.
Sorrow:
Subject is overwhelmed by sorrow and takes
a -4 penalty to Will saves.
Weight of the World
M
:
Subjects believe their
equipment weighs 5 times more than it does.
5th-level Bard Spells
Kiss of Luck
M
:
Subject gains a +5 luck bonus to
attack, saves and skill checks.
Stigma:
Subject takes a -10 penalty to all Charisma-
based skills when socializing with others.
True Pacifist:
Creatures becomes a pacifist and will
not fight.
3rd-level Bard Spells
Boost of the Athlete, Mass
M
:
As
boost of the athlete
,
affects one creature/2 levels.
Boost of the Defender, Mass
M
:
As
boost of the
defender
, affects one creature/2 levels.
Boost of the Fame, Mass
M
:
As
boost of the fame
, affects
one creature/2 levels.
Boost of the Quick, Mass
M
:
As
boost of the quick
,
affects one creature/2 levels.
Boost of the Sage, Mass
M
:
As
boost of the sage
, affects
one creature/2 levels.
Boost of the Strong, Mass
M
:
As
boost of the strong
,
affects one creature/2 levels.
Boost of the Warrior, Mass
M
:
As
boost of the warrior
,
affects one creature/2 levels.
Boost of the Wise, Mass
M
:
As
boost of the wise
, affects
one creature/2 levels.
Carrier of Secrets:
Creature unknowingly delivers a
6th-level Bard Spells
Feeble Body, Mass:
As
feeble body
, affects one
creature/2 levels.
Mental Weight, Mass:
As
mental weight
, affects one
creature/2 levels.
Obsession, Mass
M
:
As
obsession
, affects one
creature/3 levels.
NEW CLERIC SPELLS
0-level Cleric Spells (Orisons)
Break Concentration
M
:
Subject takes a -2 penalty to
Concentration checks.
Coercion:
Humanoid subject gains a +1 bonus to
either Bluff, Diplomacy or Gather Information.
Sleep, Lesser
M
:
Puts one subject of 2 HD or less into
magical slumber.
Twitch:
Subject takes a -1 penalty to a dexterity-based
4
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