d20 Bastion Press Spells & Magic v3.0.pdf

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Table of Contents
Chapter 1: Feats & Skills ........................................................... 3
New Uses for Old Skills ............................................................ 5
Chapter 2: Blood Magic ............................................................. 6
Blood Mage Prestige Class ....................................................... 6
Chapter 3: Dragon Magic .......................................................... 8
History and Nature of Dragon Magic ................................... 8
Trovebond .................................................................................. 9
The Trove .................................................................................... 9
Ways of the Dragon ................................................................... 11
Dragon Mage Prestige Class .................................................... 13
Chapter 4: Faery Magic .............................................................. 19
Faerier Prestige Class ................................................................ 19
Chapter 5: Mirror Magic ............................................................ 21
The Reflecting World ................................................................ 21
The Art of Glass and Silver ...................................................... 23
Slaves of Glass ............................................................................ 27
Powers of Glass Shadows ......................................................... 28
Reflecting Master Prestige Class ............................................. 28
Chapter 6: The Path of Jewels .................................................. 30
Facets of Power .......................................................................... 30
Jewel Mage Prestige Class ........................................................ 30
Soul Gem Guardian Prestige Class ......................................... 34
Crystalline Creatures ................................................................ 35
Path of Jewels Options .............................................................. 37
Expanded Gem Descriptions ................................................... 37
Chapter 7: Rune Magic .............................................................. 39
Casting Rune Spells ................................................................... 39
Rune Mage Prestige Class ........................................................ 42
Runes ........................................................................................... 44
Running a Rune MagicOnly World ....................................... 52
Chapter 8: The Path of Shades ................................................. 53
The Gray Road ........................................................................... 53
The Red Road ............................................................................. 54
Shadetouched Prestige Class ................................................... 55
Chapter 9: Spellsinging ............................................................. 57
Spellsinger Prestige Class ......................................................... 57
Chapter 10: Totem Magic .......................................................... 59
Totem Mage Prestige Class ...................................................... 59
Totems ......................................................................................... 60
Chapter 11: Spells ....................................................................... 62
Chapter 12: Magic Items ............................................................ 87
Strange Brew Potions ................................................................ 87
Rings ............................................................................................ 89
Rods & Staffs .............................................................................. 90
Wondrous Items ........................................................................ 91
Magic Weapon and Armor Qualities ...................................... 94
Lead Designer
Sam Witt, with Joe Crow and Lee Hammock
Artwork
Brannon Hall, Ginger Kubiscz, Jake Wynn,
Kevin Wasden, Michael Orwick,
and Stephanie Law
Additional Design
Alexander H. MacLeod IV, August Hahn, Bevan
Thomas, Bret Boyd, Brian Patterson, Chris Jones,
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Kletch, Nikkisa Christian, Paul Sudlow, R. Scott
Rogers, Skeeter Green, and Spike Jones
Proofreader
Travis J. Halwachs
Typesetter
Josh Gilchrist
Lead Editor
John Todd
Playtesters
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Wyatt, Shawn “Duke” Duquet, Skeeter Green, Stephan Lesting,
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Jackson, and Troy Ellis
Creative Director
Jim Butler
Art Director & Cover Artist
Todd Morasch
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1
 
Introduction
The heart of fantasy lies with its embrace of magic. Whether a
group of brave heroes are struggling to overcome a barrage of
fireballs and lightning bolts or recovering a sunblade to use against
the forces of vampiric evil, the elements of magic are an icon to
adventure. Magic represents both enemy and ally; a tool that can
be used for both good and ill.
Harnessing the power of magic is something that every
character strives to do in one form or another. Paladins seek their
holy avengers , bards seek mystical instruments to augment the
power of their song, clerics
bring down divine wrath
and blessings upon those
they encounter in their
lives, druids bring power
from the very earth itself—
and so the story unfolds.
Spells & Magic tries to
embrace this view; there’s
something in here for any
character class seeking to
embrace the roots of magic.
Whether you’re seeking to
play a barbarian true to his
tribe’s totem, a bard
seeking to amplify the
power of his voice, or a
pure spellcaster desiring to
walk different paths of
magic, you’ll find
something within these
pages to spark your
imagination. New
philosophies of magic,
feats, spells, magic items,
and more await you.
Chapter 3 discusses the nuances of dragon magic and presents
the members of the dragon mage prestige class. Hoard your
treasure and sign up today!
Chapter 4 discusses Faery magic and presents the faerier
prestige class. Bards, druids, and rangers typically follow the path
of the fey.
Chapter 5 presents mirror magic. Those who rely on mirrors
to power their spells have mastered the craft of making
mastercraft mirrors and empowering them with the most
powerful spells known.
Chapter 6 belongs to
those that follow the Path
of Jewels. Gems can
contain powerful magic,
and the jewel mages that
master them present
many opportunities to
adventurers and NPCs
alike.
Chapter 7 is home to
the rune mage. Powerful
casters that rely on runes
to power their magic,
theirs is an ancient art.
Chapter 8 leads to the
Path of Shades. Not every
road into this domain of
magic is an evil one, yet
those who choose to
become shadetouched
have a lifetime of
challenges
awaiting
them.
Chapter 9 rings forth
with the spellsinger!
Primarily a bardic
prestige class,
spellsingers can greatly
enhance their abilities by
following this career.
Chapter 10 presents
totem magic. Long
associated with
barbarians and shamans,
totems present a way to
awake innate magic tied
to a sacred creature.
Chapter 11 presents
more than 120 new spells
to bring into your
campaign. These spells
are for more than just wizards and sorcerers, though, and all
spellcasting classes will find something new in this chapter.
Chapter 12 finishes off the book by providing new magic
items.
What’s
Needed?
In order to take full
advantage of Spells &
Magic , you’ll need the PHB
and DMG , both published
by Wizards of the Coast.
How to Use
this Book
Spells & Magic presents a
number of different
prestige classes, feats, spells, and magic items. Each of these items
are detailed in separate chapters, and all of the materials are useful
to both players and GMs. Players should check with their GM
before bringing any materials from Spells & Magic to their game.
Chapter 1 details all of the new feats in this book. While many
of them are tied directly to prestige classes, it’s a relatively simple
matter to adopt them to a variety of different character concepts.
Chapter 2 details the blood mage prestige class. These are
casters that use the power of their blood to fuel their spells.
Have Questions?
If you have questions about this product, please send an email to
questions@bastionpress.com . In addition, you can also talk with
other players at the Bastion Press message boards
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Chapter 1: Feats & Skills
Listed below are a collection of feats from the prestige classes
detailed in Spells & Magic . While most are available to any
character that chooses to spend a feat on them, most are best
used in conjunction with the types of magic detailed in this book.
used to enhance a breath weapon, it doubles the amount of time
that must pass between uses of the breath weapon.
Craft Necromantic Focus
[Item Creation]
You can create necromantic focuses.
Prerequisites: Spellcaster level 7 th +, Craft Wondrous Item,
Shadehand
Benefit: You can create any necromantic focus whose
prerequisites you meet.
Activate Rune [General]
Having gained a basic understanding of runes and their operation
you may activate inscribed runes.
Prerequisite: Con 12+
Benefit: You may activate inscribed runes as a standard
action.
Draconic Will [General]
Your willpower is a thing of legend.
Prerequisites: Iron Will
Benefit: You get a +2 bonus to all Will saving throws; this
bonus combines with Iron Will.
Attune Extra Rune [General]
You are able to attune an additional rune.
Prerequisite: Base Fortitude Save +7, 3 rd level rune spell slot.
Benefit: You may attune to one rune more than normal.
Normal: Runecasters may attune a number of runes equal to
their level in the Attune Rune class ability plus their Con. bonus.
Special: This feat may only be taken once.
Essence Mastery [Metamagic]
You are able to add additional essences to the internal fluid of a
mirror with less difficulty than other reflecting masters.
Prerequisites: The ability to perform mirror magic; Alchemy
10 ranks
Benefit: The DC for adding more than one essence to the
interior of a mirror is calculated as follows: 5 + (the number of
additional essences minus 1 times 10).
Normal: The DC for adding more than one essence to the
interior of a mirror is calculated as follows: 5 + (the number of
additional essences times 10).
Blood Power (Metamagic Feat)
You are able to use your life force to power arcane spells, enabling
you to cast more spells per day in exchange for taking physical
damage.
Prerequisite: Arcane spellcaster 3rd level+, 10+ hit points
Benefit: You may cast extra spells by causing hit point
damage to yourself. Wizards may cast any spell they have
currently prepared using this ability and sorcerers may cast any
spell they know. When using this ability, the spell is cast
normally, including casting time, concentration checks and
attacks of opportunity. If the spell is successfully cast, the
spellcaster takes 5 hit points of damage per level of the spell cast,
including any modifiers for using a metamagic feat, but does not
expend a spell slot. If a spellcaster knocks himself unconscious
using this feat, the spell is cast and the spellcaster collapses
immediately afterward. If a spellcaster kills himself using this
feat, the spell is cast but the spellcaster dies immediately
thereafter. A blood mage dying from such overexertion may only
be brought back to life by a resurrection or true resurrection spell.
Damage taken from using the Blood Power feat does not heal
naturally.
Eye of Knowledge [General]
Seeking knowledge and comprehension of the deeper mysteries
of the runes, you performed an ancient ceremony to remove your
own eye. It now sees into the realm of spirits for you and allows
you to look at the world from the runes’ flat point of view.
Prerequisite: Con 15+, 3 rd level rune spell slot
Benefit: May learn and attune to one extra rune. You also
receive a +2 bonus to all checks to learn runes, attune to runes, or
create runestones or runestaves.
Penalty: You are missing one eye. This imposes a –2 penalty
on all Search and Spot checks in addition to a –2 penalty on all
attack rolls. Unless you cover up the empty socket, you receive a
–2 penalty on all Charisma checks and all Charismabased skills
as well.
Cone Control [Metamagic]
You are able to direct any spell or breath weapon with an area of
effect of ‘cone’ at specific targets rather than covering an area.
Prerequisites: The ability to use a breath weapon or cast an
offensive spell with a ‘cone’ area of effect; Spellcraft 15 ranks
Benefit: When this feat is used, the prepared spell or breath
weapon no longer has a ‘cone’ area of effect. Instead, the caster/
breather may direct a blast of the attack at one target for every 5’
of the cone’s maximum length. Thus, if a breath weapon had a
maximum width of 25’, up to five creatures could be targeted
with this feat. This feat does not increase the range of the spell or
breath weapon–all targets must still be within the spell’s range.
All targets are allowed saves and are otherwise treated
exactly as if they had been caught in the blast of a cone spell or
breath weapon. Preparing a spell with this feat uses up a spell
slot one level higher than the spell’s original level; if this feat is
Instinctive Reflection [Metamagic]
Your reflexes instinctively assist you in deflecting spells cast at
you.
Prerequisite: Combat Reflexes
Benefit: You receive a +3 natural bonus to all attempts to de
flect spells with your magical mirrors.
Item Breaker [General]
You are able to accurately target specific items held or worn by
your opponents with ranged attacks.
Prerequisites: Base attack bonus +3 or higher, proficiency
with weapon or attack.
3
Benefit: When targeting an item that is worn or held by an
opponent, you receive a +2 competence bonus to any ranged
attack. When attacking a weapon or shield, your ranged attack is
considered to target a Mediumsize weapon.
This requires a mostly intact corpse or skeleton and otherwise
works as the spell animate dead . Abilities granted by this feat are
spelllike abilities. Using this feat to create a zombie or a skeleton
causes 10 points of subdual damage, while creating a shadow
causes 15 points of subdual damage.
Special: Shadeseers receive this feat free at fifth level.
Shadeseers may take this feat earlier, whenever they may select
a feat, but they do not receive a bonus feat at fifth level to
compensate.
Learn Rune [General]
Because of your great insight and your deep connection with the
runes, you are able to understand more runes than normal.
Prerequisite: Wis 15+, Int 15+, 1 st level rune spell slot
Benefit: You may learn one rune more than normal.
Normal: Runecasters may learn a number of runes equal to
their level in the rune mage class plus their Intelligence modifier.
Special: This feat may only be taken once.
Shadehand [General]
You generate, store, and project necromantic energy from your
body.
Prerequisite: Shadesight, Great Fortitude, Con 15+
Benefit: You can generate necromantic energy within your
body and release it in a variety of ways. By expending a full
round action and making a Constitution check (DC 15), you
generate one charge of necromantic energy. For every 5 points
by which the check exceeds the base DC, you generate an
additional charge. For each charge generated, you suffer 1d4
points of subdual damage.
You may hold a number of generated charges equal to your
Constitution score but suffer 2 hit points per charge held at the
start of each round. If you are slain or rendered unconscious while
holding charges, the negative energy is released in a 10 ft. radius
burst (centered on your body) that causes 1d4 points of damage
to all living creatures in the area of effect per charge held. All
creatures in the area of effect are permitted a Fortitude Save (DC
15) to avoid the damage. As a standard action, you may release
up to 5 held charges to generate one or more of the effects detailed
below. You may combine charge effects, as long as no more than
5 charges are released in a single action.
The available charge effects are:
1 charge: A touch attack causing 1d6 hit points of negative
energy damage. The target of this attack is permitted a Will save
(DC 10 + your Charisma bonus) to avoid the damage.
Lightburst [Metamagic]
You are able to convert spell energy into light.
Prerequisite: The ability to perform mirror magic.
Benefit: When this ability is used, one spell level stored within
a magic mirror is converted to a glowing halo of light around the
mirror in which it is stored. This light flares out 60 ft. in all direc
tions and is the equivalent to bright daylight in intensity. The light
persists for 1 hour per level of the caster.
Mite Fighter [General]
You are especially adept at battling creatures smaller than
yourself.
Prerequisites: Base Reflex Save +4, Base Attack Bonus +4
Benefit: When fighting a creature smaller than yourself, you
gain a +2 bonus on your attack rolls.
Rapid Movement [General]
You are faster than normal with one movement type.
Prerequisites: A burrow, climb, fly, or swim movement rate
Benefit: You must choose one of the above movement rates
(that you already possess) and increase your base movement rate
by 10 ft./round.
A touch attack that creates a Cause fear effect, as the spell.
The target of this attack is permitted a Will save (DC 10 +
your Charisma bonus) to negate the effect.
Deliver either the negative energy or cause fear effects as a
30 ft. ranged touch attack.
Shadecall [General]
You can create undead.
Prerequisite: Shadehand, Shadetongue, Cha 15+
Benefit: By focusing necromantic energy into a corpse, you
can create undead. You must concentrate on the corpse to be
animated for 5 uninterrupted rounds. At the end of those 5
rounds, you must make a Charisma check DC 20 to create a
zombie or a skeleton, or a Charisma check DC 25 to create a
shadow. The undead creature created by this ability rises at the
end of the round in which the successful check was made, under
the control of its creator. Undead created by this ability respond
to vocal commands, and remain under their creator’s control
indefinitely, until they are released. Regardless of the type of
undead, you cannot create an undead creature with more HD
than you have character levels with this ability.
You can maintain control over a maximum of 1/2 HD worth
of undead creatures per character level. If you exceed this number,
the newest creatures fall under your control, and excess undead
you have had under your control become uncontrolled. You may
choose which of the previous creatures are released. You may
attempt to rebuke or command uncontrolled creatures with the
Shadetongue feat or with any clerical rebuke/command abilities
you possess. Undead controlled with the Shadetongue feat or
clerical abilities do not count toward this limit.
Increase the Will Save DC for a negative energy or cause fear
effect by 5.
2 charges: A touch attack causing 1d4 points of temporary
Strength damage.
Project the damage or cause fear effect as a 20 ft. cone area of
effect.
3 charges: Project the damage or cause fear effect as a 10 ft. ra
dius burst centered on you.
You gain a +2 competence bonus to Fortitude Saves to
recover from energy drain effects due to your experience
with channeling negative energy through your body.
Abilities granted by this feat are spelllike abilities.
Special: Your body temperature drops 20 degrees. Shadeseers
receive this feat free at first level.
Shadesight [General]
You can sense the aura of death and necromantic energy.
Prerequisite: Wis 15+, character must have suffered a
negative level from an undead attack.
Benefit: You can sense the aura of death and necromantic
energy in a 20 ft. radius centered on you as a full round action.
The longer you concentrate, the more information you reveal.
4
Shrug Off [General]
You are able to shrug off part of an attack using
your damage reduction ability against one specific
weapon type (slashing, bludgeoning, or piercing).
Prerequisites: Damage reduction 1/ or better
Benefit: At the beginning of each round of
combat, you must declare one opponent against
which your damage reduction rating increases.
Your damage reduction is increased by 2 hit points
against any damage caused by that opponent (though the type of
weapon needed to overcome the reduction remains the same).
Table 1: Necromantic Energy Strength
Strength
HD
Level
Bonus
Dim
Lingering aura
0level spell
Faint
1 or less
1 st 3 rd
+1 +3
Moderate
2–4
4 th 6 th
+4 +6
Strong
5–10
7 th 9 th
+7 +9
Overwhelming
11+
Artifact or Deitylevel magic
+10 and up
1 st round: Presence or absence of corpses of creatures with at
least 1/4 Hit Dice within the radius of effect.
2 nd round: Number and direction of any corpses detected in
the previous round. Presence or absence of necromantic energy
auras. This reveals undead, necromantic spells (including spells
with the death or evil descriptors), and sources of necromantic
energy (such as battlefields, necromantic vortexes and the like).
3 rd round: Location of any corpses detected in the previous
round. Direction and number of sources of necromantic energy.
4 th round: Location and strength of the strongest necromantic
energy detected.
5 th round: Location and strength of each source of necromantic
energy.
Necromantic Energy Strength: The strength of the
necromantic energy is determined by the HD of the undead
creature, the level of the spell, or the bonus provided by the source
of necromantic energy.
Length Aura Lingers: How long the aura lingers depends on
its original strength. Faint=1d6 minutes, Moderate=1d6 x 10
minutes, Strong=1d6 hours, Overwhelming=1d6 days.
Note: This feat can penetrate some barriers, but 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet of wood or
earth blocks it. Intelligent undead creatures (those with at least
10 Int) detected by this feat can make an Intelligence check or a
Scry check DC 20 to notice the faint touch of the shadetouched
character’s mind, as if they were being affected by the Scry spell.
A successful check reveals only that someone is observing the
target.
Abilities granted by this feat are spelllike abilities. Using this
feat causes 2 hit points of subdual damage per round. You may
select other Shadetouched feats.
Normal: Without this feat, you may not learn other
Shadetouched feats.
Special: Your eyes turn pale gray.
Totem Link (General)
You have a special connection to a certain type of animal,
increasing the power of your familiar if it is of the appropriate
type and increasing your ability to interact with animals of your
totem.
Benefit: You receive a +2 bonus to all skill checks involving
your totem animal and your caster level is treated as two levels
higher when determining your familiar’s abilities if your familiar
is of the appropriate type. The totem selected can only be from
the following list unless the dungeon master wishes to generate
new totems on his own: Bear, Boar, Cat, Dog, Eagle, Horse, Insect,
Rat, and Wolf. Not all of these may be available as familiars, so
certain totems may be more advantageous than others.
Special: This ability may be taken more than once.
New Uses for Old Skills
Alchemy (Int, Trained Only)
Less than ethical Alchemists have discovered that their arts
permit them to alter the appearance of gems enough to make
them appear to be much more valuable than they are. In reaction
to this development, responsible practitioners have developed
methods to test gems for such trickery, and to more surely
establish the value of these precious minerals.
Check: You can disguise a low value gem as one of greater
value. You can also detect such trickery, and establish the true
value of a particular gemstone.
Disguising the true value of a gem makes an Appraise check
harder, adding +10 to the check. If the appraiser fails this check,
she estimates the value based on the apparent value rather than
the true value of the gem. When attempting to disguise the true
value of a gem, failure by more than 10 runs a 10% risk of lowering
the actual value of the gem by 50%.
Establishing the true value of a gem is more difficult than
simply identifying it. A successful check adds +10 to an Appraise
check. Failure by more than 10 runs a 10% risk of lowering the
actual value of the gem by 50%.
Failure by less than 10 uses the same rules as for a failed
Appraise check.
Shadetongue [General]
You can command the undead.
Prerequisite: Shadesight, Cha 15+
Benefit: You may rebuke or command undead as an evil cleric of
half your total character level. You must speak, and the undead
must hear you.
This ability does not stack with any other turning or rebuking
abilities you receive from other classes.
You also gain a +2 profane bonus to verbal Intimidate checks
due to the power of your voice.
Abilities granted by this feat are spelllike abilities.
Each use of this feat causes 10 hit points of subdual damage.
Special: Shadeseers receive this feat free at third level.
Shadeseers may take this feat earlier, whenever they may select
a feat, but they do not receive a bonus feat at third level to
compensate.
Task
DC
Notes
Disguise value
25
Costs 5% of the desired
apparent value
Detect true value
25
Costs 5 gp per attempt
Retry: Each failure while attempting to disguise the true value
of a gem consumes the entire cost per attempt.
Special: As all other Alchemy checks.
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