Monday, May 15, 2023

Classy World-building (pt. 6)

 I didn't want standard-issue magic missile hurling wizards to be too common in this setting. Instead, I wanted a variety of magicians with very different thematic spell lists.

When designing magician for the drowned world, I wanted to be sparing with damage spells. Instead, I wanted to grant PCs a collection of problem solvers that can offer a lot of battlefield control and tactical play. I have always believed that the best magic-user isn't the one toasting the enemies with fireballs, but rather the one who .make sure the fighter is invulnerable while he splits skulls, and the thief always backstabs. These are my initial takes:

Halflings with Attitude

Rather than having wild jungle sorcerers, or eerie druids from the heart of a black forest, I wanted my settings plant-magic specialists to be everyday farmers who happen to learn a strong dose of folk magic that they mostly just use to care for their crops. But the really talented among their mage-farmers can turn scarecrows into armies and use their crops as a weapon.

The Immerweil 

A race of simple, small, dark-skinned people so attuned to the life force that they can speak to plants. As a people, they have developed a secret magical art that allows them to animate plants, causing them to grow and move, or take shapes. They can animate figures of sticks and gourds to serve as laborers and bodyguards.

The Immerweils’ plant magic is feared, and their crops are always bountiful enough to trade, which buys them a peaceful existence.

HD: D6 ● Requirements: WIS 9 ● Attack as: Cleric ● Save As: Cleric ● 
Magic Thresholds: as Cleric ● Special: Doll ● Armor: leather ● 
Weapons: staff, club, spear, dagger, crossbow, shortbow

Level

Experience

Hit Dice

Title

Spell Bonus

Notes

1

0

1d6

Planter

+0

Doll

2

1,200

2d6

Nurturer

+1

Spellcasting Magic Threshold 1st Level

3

2,400

3d6

Cultivator

+1


4

4,800

4d6

Harvester

+2

Magic Threshold 2nd Level

5

9,600

5d6

Conservator

+2


6

20,200

6d6

Weaver

+3

Magic Threshold 3rd Level

7

40,400

7d6

Listener

+3


8

80,800

8d6

Speaker

+4

Magic Threshold 4th Level

9

180,800

9d6

Sage

+4


10

280,800

9d6+2


+5

Magic Threshold 5th Level

11

380,800

9d6+4


+5


12

480,800

9d6+6


+6

Magic Threshold 6th Level

13

580,800

9d6+8


+6


14

680,800

9d6+10


+7


15

780,800

9d6+12


+7


16

880,800

9d6+15


+8


17

980,800

9d6+16


+8


18

1,080,800

9d6+18


+9


19

1,180,800

9d6+20


+9


20

1,280,800

9d6+22


+10


Doll: The Immerweil can make a figure of a gourd, roots, twine, leaves, and sticks that will become their animated servant. Making a doll requires six hours of crafting and rituals and costs 100gp worth of materials. You may have as many dolls as you may have henchmen.

HD 1d6; AC 13; Attacks: Punch (1d3); MV: 120’ (40’); AL: N; ML: 12; Treasure: Nil; XP: 5

Immerweil Spells

Entangle 

Massmorph

Plant Growth

Predict Weather

Speak with Plants

Warp Wood

Woodform

Turn Wood

Vulgar Arcana

Detect Magic

Floating Disc

Light

Locate Object

Protection Evil

Read Languages

Read Magic

Sanctuary


1

5

3

1

3

2

4

6


1

1

1

2

1

1

1

1

 Time Wizards

For me, the best D&D experiences are ones where the adventure felt like a puzzle to be solved. This is how I have imagined the time magicians that I call The Demalion. They cannot deal damage, but their ability to control the flow of time can turn the tide. 

While their spells include some truly staggering high level options, at low levels attempting them will render the character helpless and fail more often than not. I am hoping that over time the struggles of these characters will make the payoff feel big.

The Demalion

The Demalion are a tribe of sorcerers who discovered the ancient engine that regulates time itself. They have learned to manipulate, slow, and even freeze time, but never turn it back. Deeply aware of their own mortality (although many live for centuries), they are driven by an urgent need to accomplish great works of magic, Art, and technology. They are notoriously ill-tempered, impatient, and sarcastic.

HD: D4 ● Requirements: INT 13 ●  Attack as: Magic User ● Save As: Magic User ● 
 Magic Thresholds: As Magic User ● Armor: leather or scale mail ● 
Weapons: dagger, dart, sling, staff

Level

Experience

Hit Dice

Title

Spell Bonus

Notes

1

0

1d4

Origin

+1

Spellcasting Magic Threshold 1st Level

2

2,250

2d4

Initiator

+1


3

4,500

3d4

Watcher

+2

Magic Threshold 2nd Level

4

9,000

4d4

Observer

+2


5

18,000

5d4

Seer

+3

Magic Threshold 3rd Level

6

36,000

6d4

Agent

+3


7

72,000

7d4

Affector

+4

Magic Threshold 4th Level

8

135,000

8d4

Clockstopper

+4


9

185,000

9d4+1

Time Magus

+5

Magic Threshold 5th Level

10

335,000

9d4+2


+5


11

485,000

9d4+3


+6

Magic Threshold 6th Level

12

635,000

9d4+4


+6


13

785,000

9d4+5


+7

Magic Threshold 7th Level

14

935,000

9d4+6


+7


15

1,085,000

9d4+7


+8

Magic Threshold 8th Level

16

1,235,000

9d4+8


+8


17

1,385,000

9d4+9


+9

Magic Threshold 9th level

18

1,535,000

9d4+10


+9


19

1,685,000

9d4+11


+10


20

1,835,000

9d4+12


+10


Demalion Spells

Blink

Clairvoyance

Continual Light

Dimension Door

Foresight

Haste

Hold Person

Reverse Gravity

Shield

Slow

Sleep

Stasis

Time Stop

Teleportation 

Vulgar Arcana

Detect Magic

Floating Disc

Light

Locate Object

Protection Evil

Read Languages

Read Magic

Sanctuary


3

3

2

4

9

3

3

7

1

3

1

8

9

5


1

1

1

2

1

1

1

1

Wicked Illusionists

I love illusionist heroes. Deception and trickery as your primary weapons are another. I deceided to make a imp-like illusionist / thief.

Tricksters

A race of minor fiends that fled the netherworld and live alongside humans. They have become mortals after generations on the material plane. They are black-skinned, horned, and tailed. They are gifted in illusion magic, and often serve as entertainers.

HD: D6 ● Requirements: DEX 9 CHA 9 ● Attack as: Thief ● Save As: Elf ● 
Special: Thief Skills (restricted) ● Magical Thresholds: As Magic User ● Armor: leather ● 
Weapons: any

Level

Experience

Hit Dice

Title

Spell Bonus

Notes

1

0

1d6

Prankster

+1

Spellcasting Magic Threshold 1st Level, Thief Skills [2]

2

2,250

2d6

Prestidigitator

+1

Thief Skills [1]

3

4,500

3d6

Phantasmagorist

+2

Magic Threshold 2nd Level, Thief Skills [1]

4

9,000

4d6

Shadow Weaver

+2

Thief Skills [1]

5

18,000

5d6

Illusionist

+3

Magic Threshold 3rd Level,Thief Skills [1]

6

36,000

6d6

Trickster

+3

Thief Skills [1]

7

72,000

7d6

Juggler

+4

Magic Threshold 4th Level, Thief Skills [1]

8

135,000

8d6

Magus

+4

Thief Skills [1]

9

185,000

9d6+1

Djinn

+5

Thief Skills [1]

10

335,000

9d6+2


+5

Thief Skills [1]

11

485,000

9d6+3


+6

Thief Skills [1]

12

635,000

9d6+4


+6

Thief Skills [1]

13

785,000

9d6+5


+7


14

935,000

9d6+6


+7


15

1,085,000

9d6+7


+8


16

1,235,000

9d6+8


+8


17

1,385,000

9d6+9


+9


18

1,535,000

9d6+10


+9


19

1,685,000

9d6+11


+10


20

1,835,000

9d6+12


+10


Thief Skills: A Trickster has a 1 in 6 chance of Move Silently, Hide in Shadows, Pick Pockets, or Hear Noise. They may distribute 4 extra points out of six (to a maximum of 5 in 6 in any skill) in any skills. Every level after first up to thirteenth they may add another 2 points across their skills.

Trickster Spells

Blink

Charm Person

Clothform

Confusion

ESP

Hallucinatory Terrain 

Invisibility 

Mirror Image

Phantasmal Force

Polymorph Self

Ventriloquism 

Vulgar Arcana

Detect Magic

Floating Disc

Light

Locate Object

Protection Evil

Read Languages

Read Magic

Sanctuary


3

1

4

4

2

4

2

2

2

4

1


1

1

1

2

1

1

1

1

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