Thursday, 19 June 2014

New Class: The Specialist Wizard


Of the wizards who walk the world there are many kinds, with as many titles, ranks, offices, and stations as there are lands. For the sake of simplicity, many of these workers of the arcane are lumped together under the term "magic-user". These are the boldest and least bookish of their kind -- those whose fascination lies in the mysteries of the wider world and the direct application of magickal workings in the diverse situations which it presents. (There are, in fact, those who would argue that the very title commonly afforded to adventuring wizards -- "magic-users" -- is indicative of their somewhat workmanlike and utilitarian attitude to magic, favouring that which may expediate the accumulation of coin in their pouch as opposed to that which may deepen their understanding of the arcane.)

Wizards of more narrow focus also gather into schools and colleges: necromancers, illusionists, vivimancers, elementalists, conjurers, and so forth. These wizards specialize in just one of the many "schools" or domains of magic, thus developing a deeper and broader repertoire within that domain.

There also exist those spell-casters of devoted and obsessive bent who focus their study on uncovering the arcane secrets of a single particular and very specific aspect of reality. Such spell-casters are so isolated in their research that they seldom have any direct peers. As their domains of interest are so idiosyncratic, it is most convenient to refer to such wizards collectively as "specialist wizards". (Of course, in reality, their specializations bear no relation to each other.)

The following game rules may be used for such characters. (Note that the player of a specialist wizard character will almost certainly be required to engage in the creation of new spells. This is a fun, creative, but rather involved process, and this class is thus only recommended for players who enjoy this activity.)

The Specialist Wizard

Requirements: INT 9
Prime Requisite: INT
Maximum Level: None

Focusing on the secrets of one specific and very limited area of magic, specialist wizards are the obsessives, iconoclasts, and trail-blazers of the arcane world. Their devotion to a single field of study makes them very narrowly focused, thus greatly reducing the breadth of available spells. On the other hand, such dedication allows them to delve more deeply and more quickly into the mysteries of magic, unlocking potent secrets which can be used to create unique new spells, magic items, and more.

When creating a specialist wizard character, the player must select his area of specialization. Once selected, this may never be changed. Some example areas of specialization: birds, fire, geometry, blades, rope, rainbows, bone, dreams, mirth.

Combat: Like other magic-users, specialist wizards may only use small weapons such as daggers and may not wear armour of any kind. Their hit points, saving throws, and chance to hit in combat advance at the same rate as other magic-users.

Experience: Similarly, a specialist wizard advances using the standard experience and spell memorization tables common to other magic-users. A specialist wizard memorizes and casts spells as if he were one level higher than his actual experience level.

Demi-humans: Most specialist wizards are humans. Elves may advance to 11th level in the class, and half-elves to 13th level. The referee may allow characters of other races (even those races which are not normally allowed to be magic-users) to become specialist wizards, so long as a suitable area of specialization is chosen. For example, a dwarf might choose to specialize in the magic of the forge.

Initial spells: At 1st level, a specialist wizard has three spells in his spell book: read magic and two other spells relating to his area of specialization. The latter may be drawn from any available reference materials or may be created by the player in collaboration with the referee.

Spell acquisition: Specialist wizards may transcribe any spells which they discover over the course of their adventures into their spell book, as usual. However, with their extremely narrow focus, the likelihood of locating suitable spells by pure happenstance is low. Of course, a specialist wizard may purposefully embark on adventures to seek out magic of interest, but their own personal research also bears fruit from time to time. Every time a specialist wizard advances in level, he has the option to research a brand new spell of his own devising. This process takes one month (during which time the character may not go adventuring) but entails no further costs. Otherwise, the usual rules for spell research apply.

Marks of magic: The specialist wizard, in the course of his studies, immerses himself continuously in the magical energies related to his area of specialization. At every even-numbered level (2nd, 4th, 6th, etc) this contact has a permanent effect on the wizard. The broad type of effect is determined by rolling 1d4 (see below). The specifics should be worked out by the referee and should always be connected to the wizard's area of specialization. Marks of magic are typically neither detrimental nor beneficial to the wizard -- they merely distinguish him as being touched by strange forces.

1. Personality quirk. These quirks often bring the wizard towards the verge of what normal folk would regard as insanity.
2. Alteration of physical form. This could include changes to posture, gait, skin, hair, eyes, bone structure, and so on.
3. Magical aura. The wizard is continually surrounded by a very minor but noticeable manifestation of magic.
4. An item of clothing or a possession which is often on the wizard's person takes on an unusual quality or appearance.

Establish dominion: Upon reaching 5th level, a specialist wizard may construct a tower or base. The lands around the base become the wizard's dominion. (Exactly what area is considered as the wizard's dominion must be determined by the referee, bearing in mind the political and geographical features of the area.)

Spell research: From 5th level, using the laboratories and libraries of their towers, specialist wizards may research new spells using the normal rules; entailing the expenditure of time and money. All spells researched must, it is clear, be related to the wizard's area of specialization.

Apprentices: When a specialist wizard reaches 6th level, 1d4 1st level wizards will arrive in his dominion seeking an apprenticeship. These will be standard magic-users, but if the wizard accepts them as his apprentices, they will become specialist wizards with the same area of specialization as their master.

Magic item creation: From 8th level, specialist wizards may put the facilities of their towers to work in processes of magic item creation, using the standard rules. Specialist wizards can only create items related to their area of specialization.

Dominion enchantments: At 11th level or greater, a specialist wizard is able to research large-scale dweomers which enchant his tower and the surrounding lands with aspects of his specialist area of magic. The process for magic item research should be used.

Saturday, 7 June 2014

Another Review of The Complete Vivimancer

Further to the two very positive reviews I posted links to previously, Brendan of Necropraxis has written a review of The Complete Vivimancer.

May all your chimeral breeding programs be blessed.

Wednesday, 4 June 2014

New Elementalist Spell: Tidings

Continuing work on The Complete Elementalist. Here's a new water spell...



Tidings
Level: 4th
Duration: Special
Range: Unlimited
Elements: Water

This spell allows an elementalist to send messages across vast distances, harnessing the force of the seas and oceans. The elementalist's missive, which may be of any length, is taken up by the susurrations of the flowing water and carried across the tides to a destination named by the caster. Both the destination and the location where the spell is cast must be beside a body of water which connects to the sea – either at the seashore itself or beside a river which flows into the sea. The message is carried by the tides and currents of the seas at a rate of 50 miles per hour (1,200 miles per day).

Upon reaching the destination, the message is reproduced in its fullness by the crashing, frothing, and bubbling of the waters. The elementalist may choose one of the following conditions of delivery:

Immediate: the message is delivered as soon as it reaches the destination, irrespective of whether anyone is there to hear it.

General recipient: the message will await the arrival of the specified type of recipient. This may be as broad or narrow as the elementalist wishes, for example: “an elf”, “a man of the village of Thariknea”, “a woman wearing a crucifix”.

Specific recipient: the message will only be repeated for a single, named recipient. If this person does not visit the location to which the message has been delivered within three days of its arrival, they will begin to experience dreams of increasing vividness, directing them towards the location where the message is to be delivered.

Legends tell of lost tidings – castings of this spell which failed to reach the intended recipient and which still linger in the waves.


(The Complete Elementalist is going to be a self-contained book detailing a greatly expanded version of the elementalist class from Theorems & Thaumaturgy.)

Saturday, 31 May 2014

Elemental Progress

Just a very quick progress report on The Complete Elementalist. After a period of gestation, I'm pleased to report that I now have a burgeoning list of ideas for new spells. There are currently about 75 ideas in the list and they keep coming thick and fast. Now I'll just have to find the time to write them all up properly!

I'll post some more spells as work progresses.

Saturday, 24 May 2014

The Complete Vivimancer: Print Version Live! PDF Price Reduced!

After a fair amount of wailing, gnashing of teeth, tearing of hair, and such like, I am proud to announce that the print version (A5, softcover) of The Complete Vivimancer is now live for purchase at RPGNow!

http://www.rpgnow.com/product/128029/The-Complete-Vivimancer

With the launch of the print version, I've also reassessed the pricing of the book. It now costs:

PDF only - $6.99
Print only - $9.99
Print & PDF - $13.99

Go get it!


For people who have already bought the PDF at its former price: I've created a special discount code which allows you to get a copy of the print version of the book at cost. You should have received an email with the code. (I wasn't able to email all of you directly through RPGNow, so if you're one of these people and you've not received the coupon, just get in touch and I'll send it to you.)

Saturday, 10 May 2014

New Elementalist Spell: Crystal Resonance

It ain't all just "fist of flame!!!!!!" in elementalist world.

Crystal Resonance
Level: 1
Duration: Special
Range: 30'
Casting time: 1 turn
Elements: Earth

A specially attuned crystal (costing 75gp), in combination with this spell, allows the elementalist to absorb certain energies from his surroundings. Once an energy has been impressed into the crystal's resonance, a second casting of this spell causes it to reproduce the stored energy in whatever environment it now occupies. One of the following energies may be absorbed into the crystal:

  • Light: the lighting qualities of an environment may be absorbed and reproduced, causing an area of light, gloom, shadow, and so forth to be emitted from the crystal for 1 turn per level of the caster.
  • Images: a static snapshot of the crystal's environment can be attuned for later examination. The image is reproduced for 1 turn.
  • Sound: any sound emitted during the 1 turn casting time may be recorded and reproduced.
  • Temperature: warmth or cold may be absorbed into the crystal and re-emitted for 1 turn per level of the caster.
A crystal which has been attuned with this spell retains the absorbed energy indefinitely. Each crystal can, however, only be attuned to a single energy – subsequent attunements will replace the original.
Each time this spell is cast, there is a 5% chance of the crystal shattering and becoming useless.

Thursday, 1 May 2014

New Elementalist Spell: Sound the Deeps

Getting down to a bit of work on expanding the elementalist class presented in Theorems & Thaumaturgy.

I'm going for a bit of a Gandalf vibe with some of these spells.

Sound the Deeps
Level: 1
Duration: Instant
Range: Touch
Elements: Water & Earth

The elementalist invokes a dolorous boom to echo through a body of water or rock which he touches with his hand or staff. The returning tremors of the sound allow the caster to precisely divine the depth to which it travelled. Thus, the caster can determine the extent and approximate shape of bodies of water, chasms, shafts, clefts, mountain peaks, caverns, passages, and so forth.

In addition to this divinatory function, a sound the deeps spell may optionally be used to arouse slumbering beings in the affected area up to 50' distant per level of the caster. Creatures in a natural state of sleep are awakened to alertness and unnatural entities such as dormant undead, constructs, or planar beings may also be aroused.

Casting this spell always incurs a wandering monster check, as nearby creatures may come to investigate the source of the booming.