d20 Natural 20 Press Wild Spellcraft.pdf

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By Ryan Nock
Requires the use of the Dungeons & Dragons(R) Player’s Handbook,
Third Edition, Published by Wizards of the Coast(R)
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to the entire roleplaying gaming community, but in particular to all the people at ENWorld
who are keeping gaming fun and vibrant
Wild Spellcraft
Writing
Ryan Nock
Cover Art
JL Jones
Interior Illustrations
JL Jones
J Ryan Machan
Ryan Nock
Graphic Design
Jake Badger
Product Manager
Russell Morrissey
Playtesting & Special Thanks
Melissa Buckshorn, Nic Bumpus, Neil D’Cruze, Lydia Dene, Chad
Dollins, Seth Feldman, Michael Gallogly, Raul Gonzalez, Kevin Kulp, Jessica
Jones, Justin Rollins, Leena Shah, Jim Bologna, Peggy O’Connell, Tri’ni Gren’eys,
Dirk Chin Leung, Matthew Sprange, James Bell, and all the various people who
helped but who I only know by their screennames.
Open Gaming Content
Wild Spellcraft is published under the terms of the Open Gaming Licence 1.0A by EN World through it’s Natural Twenty Press imprint.
The folowing content is designated as open:
All of Chapter 1 .
Chapter 2 from “Wild Sorcery in the World” up until (but not including) “Sample Magical World Overview”.
All of Chapter 3 EXCEPT character descriptions and names (but including stats) .
All of Chapter 4.
All of Apendix A.
All of Appendix B.
All illustrations, diagrams and designs are NOT open content, are classed as product identiy, and are copyright 2002 EN World.
Dungeons & Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of the Coast, and are used with Permission.
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Wild Spellcraft
The supernatural mystique of magic is one of the deining aspects of any fantasy setting. Magic affects the
power of nations, is held responsible for the cycle of seasons, tips the scales of life and death for those who
fall prey to it, and sculpts the destiny of those willing to delve into it’s inexhaustible depths. However, far
too often in roleplaying games, the majesty and mystery of sorcery is sacriiced for the sake of ease of play,
reducing this awe-inspiring arcane force to a simple entry on a “spells per day” table.
This style of magic can be found in countless stories, movies, and books, from European folktales and
Japanese anime, to the Sorcerer’s Apprentice in Fantasia and a particularly famous School of Witchcraft and
Wizardry.
The purpose of this and possible future Spellcraft books from Natural 20 Press is to add more variety, depth,
and charm to magic. Wild Spellcraft details the unpredictable forces of magic that is not mundane and
docile. In traditional mythology and fantasy, magic is never wholly reliable, making wild sorcery a branch
of spellcraft that has variety, depth, and charm in spades.
Wild Spellcraft is intended to be modular, able to be inserted wholly or piecemeal into both new settings
and existing adventure campaigns. The rules in this book are compatible with the d20 system, as found in
the d20 System Reference Document and the Core Rulebooks.
Basics of Wild Spellcraft
Magic is not easily controlled. It takes training, talent, or bless-
ing to successfully wield magical energies. However, even if a
magic-user devotes herself fully to learning the art of magic,
her desire for mastery cannot match the limitless
power that is magic. Often, for a variety of rea-
sons, a spellcaster fails to control the powerful
forces of her magic, and the energies go wild, acting
randomly, or sometimes against her original intentions.
Wild sorcery is most often found in areas where the normal
low of magic has been disrupted, but just as
often a spellcaster may herself cast her spells
wild, due to a curse or perhaps even simple
lack of discipline. Arcane libraries occa-
sionally even have a small collection of
unusual or defective spells and magical
items that either tap the forces of ran-
domness, or merely the forces of unreli-
ability.
There is no one cause, necessarily, of wild
sorcery. It is up to the players and the GM as
to how wild spellcraft works in their game,
or with their characters.
Layout
Though wild spellcraft is
random and often confusing, this book
should not be. The key to utilizing this
book to its full potential is to remember you
can easily give a new description to material
that doesn’t it your view of your campaign so
it works in your world.
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Introduction to
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Wild Spellcraft
Chapter One: Wild Spellcaster Template includes the main aspect of the rules introduced in this supple-
ment, a template that can be applied to any character, creature, or even item, detailing how wild spellcasters
differ from their more mundane counterparts.
Chapter Two: Wild Spellcraft in Your Game is a GM’s guide to including wild spellcraft your world,
giving suggestions on how different worlds can have different deinitions of what wild spellcraft is. Players
can likewise draw inspiration from this chapter on deining their own wild spellcasting characters. This
chapter also provides uses for wild spellcraft aside from just applying the template to a character.
Chapter Three: Masters of Wild Spellcraft details two prestige classes that use wild sorcery in unique
ways-the Sculptor of Chaos and the Pandaemonicist-and includes stats for three sample Wild Spellcasters.
Chapter Four: Wild Spells opens up wild spellcraft to all spellcasters, providing over twenty-ive new
spells that involve chaos, randomness, entropy, and improbability.
Ten Ways to Scavenge this Book
You don’t have to use everything in Wild Spellcraft right away to ind this book useful.
1. Include a scroll of a wild spell for treasure to see if the party would be interested in more.
2. Use the spells for your chaotic cleric.
3. Apply the Wild Spellcaster Template to an ancient magical item whose power is fading.
4. Roll on the mishap table whenever a caster fails a Concentration check to cast a spell.
5. Have a comic relief Pandaemonicist villain.
6. Introduce a wild spellcasting area that a group of mage-hunters uses as its hideout.
7. The Wild Spellcaster Template would be a ine curse when laid upon a paladin.
8. Your bard could learn Meece’s cartomantic lourish so he can distract with legerdemain.
9. Mention legends of a bizarre forest where all magic is chaotic, and let a Sculptor of Chaos be the mage
using it for her experiments.
10. If you are GM, and don’t like Sorcerers, say that all Sorcerers are wild spellcasters. That might discour-
age people from playing them as often.
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Table of Contents
Introduction
3 Basics Of Wild Spellcraft
3 Layout
4 Ten Ways To Scavenge This
Book
Chapter Three: Masters of
Wild Spellcraft
27 Feats
27 Chaotic Disruption
27 Enwild Spell
27 Reckless Spell
27 Suppress Mishap
28 Prestige Classes
28 Pandaemonicist
32 Sculptor of Chaos
36 Wild Spellcasting Characters
36 Anna Kulpa
38 Meece Upknot
39 Nadia Stoneshaper
Table of Contents
Chapter One: Wild
Spellcaster Template
6 Wild Spellcaster Template
6 Mishaps
7 Optional Rule: Exotic & Bizarre
Mishaps
9 Undoing the Damage of Mishaps
9 Creating Appropriate Mishaps
Chapter Four: Wild Spells
42 Wild Bard Spells
42 Wild Cleric Spells
43 Wild Druid Spells
44 Wild Sorcerer/Wizard
Spells
45 Wild Spell Descriptions
Chapter Two: Wild
Spellcraft in Your Game
10 Introducing Wild Spellcraft
10 What is Wild Spellcraft?
13 Tone, the Personality of Chaos and
the Personality of Your Game
15 Reactions to Wild Sorcery
16 Roleplaying a Wild Spellcast er
18 Wild Sorcery in the World
18 Wild Magic Items
20 Chaos Fields
21 Lore of Wild Spellcraft
21 Optional Rules
24 Sample Magical World Over-
view
23 The Andaut Plains
23 Rules Effects
25 Magical Vignettes
Appendix A
61 Exotic & Bizarre Mishap
Tables
Appendix B
65 Open Gaming Licence
Tables
7 1-1 Standard Mishap Table
22 2-1 Fluctuating Caster Level
29 3-1 Pandaemonicist
30 3-2 Risky Magic
33 3-3 Sculptor of Chaos
34 3-4 Fluid Magic
34 3-5 Fuild Magic Alterations
46 4-1 Chaos Blast
59 X-1 Minor Mishap Table
60 X-2 Major Mishap Table
61 X-3 Wild Mishap Table
62 X-4 Typical Arrangement of a
Mishap Table
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