Tome & Blood - TJLEE

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TABLE OF CONTENTSTABLE OFCONTENTSIntroduction . 3What This Book Is and Is Not . 3How to Use This Book . 3Chapter 1: Arcane Lore . 42Creating an Effective Spellcaster . 4The Basics . 4Feat Selection . 4Spell Selection . 5Magic Item Selection . 7Sidebar: Expanding aSpecialist’s Range . 7For Wizards Only:Specializing in a School . 8Familiars: Friends Indeed . 9Acquiring a Familiar . 1 0Familiar Abilities . 1 0Dismissing a Familiar . 1 2Death of a Familiar . 1 2Death of a Master . 1 2Alternate Familiars byMaster Size . 1 3Improved Familiars . 1 5Familiars in Combat . 1 7Close-Up on Skills . 1 9Which Skill to Use? . 1 9Spellcraft . 1 9Knowledge (Arcana) . 2 0Sidebar: DM Note:Recalling Information . 2 0Sorcerers and Wizards and theWorld They Live ln . 2 0Becoming a Wizard . 2 0Becoming a Sorcerer . 2 0Organizations:The Few, the Proud . 2 1The Arcane Order . 2 3Sidebar: Peculiar Featuresof a Magical Laboratory . 2 4Beastchasers . 2 4Bleak Academy . 2 5Broken Wands . 2 6Escriers . 2 6Sidebar: Escrier’s Brooch . 2 6League of Diviners . 2 6The Queendom . 2 6Savants of the Flame . 2 7Spellswords . 2 7Wayfarer’s Union . 2 8The Hollow: A Mages’ Abode . 2 8How Typical is the Hollow? . 2 8Location . 3 1Features . 3 1Sidebar: Peculiar Featuresof an Arcane Spellcaster’sQuarters . 3 1Inside the Hollow . 3 4Benay Ahollow . 3 5Airees Ahollow . 3 6Chapter 2: Feats . 37Acquiring Feats . 3 7Virtual Feats . 3 7Feats and Weaponlike Spells . 3 7New Feats . 3 8Arcane Defense . 3 8Arcane Preparation . 3 8Augment Summoning . 3 9Chain Spell . 3 9Cooperative Spell . 3 9Delay Spell . 3 9Energy Admixture . 3 9Sidebar: Substituting andAdmixing Energy . 3 9Energy Substitution . 4 0Eschew Materials . 4 0Extra Slot . 4 0Extra Spell . 4 0Greater Spell Focus . 4 0Greater Spell Penetration . 4 0Improved Familiar . 4 0Innate Spell . 4 1Persistant Spell . 4 1Repeat Spell . 4 1Sanctum Spell . 4 1Sculpt Spell . 4 2Spell Specialization . 4 2Split Ray . 4 2Subdual Substitution . 4 2Twin Spell . 4 2Widen Spell . 4 2Magic Items . 7 3Creating Magic Items . 7 3Behind the Curtain:Magic Item Pricing . 7 3New Magic Items . 7 5Rod Descriptions . 7 5Staff Descriptions . 7 6Wondrous Item Descriptions . 7 8Building a Golem . 7 8Chapter 5: Spells . 79Magic Tricks . 7 9Weaponlike Spells . 7 9Fun with Prestidigitation . 8 0Casting Times . 8 0Researching New Spefls . 8 1Is a New Spell Viable? . 8 1Behind the Curtain:Evaluating Spells . 8 3New Spells List . 8 3Permanency and New Spells . 8 4Spell Descriptions . 8 5TablesAcquiring a Prestige Class . 4 3Prestige Class Descriptions . 4 3Acolyte of the Skin . 4 3Alienist . 4 5Arcane Trickster . 4 7Bladesinger . 4 9Blood Magus . 5 0Candle Caster . 5 2Dragon Disciple . 5 5Elemental Savant . 5 7Fatespinner . 5 8Mage of the Arcane Order . 6 0Mindbender . 6 3Pale Master . 6 4Spellsword . 6 7True Necromancer . 6 9Wayfarer Guide . 7 01-1: Familiars for Tiny or SmallerMasters .1-2: Familiars for Huge or BiggerMasters .2-1: Feats .2-2: Improved Familiars .2-3: Alternate ImprovedFamiliars .3-1: Prestige Classes .3-2: The Acolyte of the Skin .3-3: The Alienist .3-4: The Arcane Trickster .3-5: The Bladesinger .3-6: The Blood Magus .3-7: The Candle Caster .3-8: The Dragon Disciple .3-9: The Elemental Savant .3-10: The Fatespinner .3-11: The Mage of theArcane Order .3-12: The Mindbender .3-13: The Pale Master .3-14: The Spelisword .3-15: The True Necromancer .3-16: The Wayfarer Guide .4-1: Mundane Items .4-2: Special Items .4-3: Estimating Magic Item GoldPiece Value .4-4: Magic Items .4-5: Metamagic Feat Rods .Mundane Items . 7 1Special Items . 7 2Map 2: The Hollow:A Mages’ Abode . 3 0Chapter 3:Prestige Classes . 7577Chapter 4:MapsTools of the Trade . 71Map 1: The Arcane Order . 2 2

INTRODUCTIONMagic is the eldritch blood that gives life to fantasticworlds. No ingredient is more fundamental to theDUNGEONS & DRAGONS game. Few classes are as elegant,and none are as fascinating as the game’s wizards andsorcerers. These heroes tap a power whose true sourceremains a mystery. Although many have tried to masterit, all have ultimately failed for magic is a force that transcends explanation.Despite the mystery or because of it, magic is a doorway to a realm where all things are possible. Let themartial classes exploit mere physical prowess—arcanespellcasters know the verbal keys and mystic rituals thatrelease power from the very fabric of reality. Beholdenonly to their own consciences, the most powerful spellcasters grow ever wiser in arcane lore. Some eventuallywield powers likeunto those ofa deity.WHAT THIS BOOK ISAND IS NOTThis material is brand—new and pertains to the newedition of the DUNGEONS & DRAGONS game. You’ll findnew feats, spells, and prestige classes, as well as usefuladvice for getting the most out of your spellcaster.This supplement is designed to mesh with the rulessystem presented in the Player’s Handbook, the DUNGEONMASTER’S Guide, and the Monster Manual.This book presents options, not restrictions, for playingthe D&D game. Players should ask their Dungeon Mas-INTRODUCTIONters about incorporating any elements of this book. DMscan also use the new feats, spells, and prestige classes todesign nonplayer characters. Use what you wish andchange or ignore the rest. Have at it and enjoy!HOW TO USE THIS BOOKThis book’s primary goal is to help you customize yourwizard or sorcerer player character, personalizing her,broadening her range of capabilities, and enhancing therole she plays in an adventuring party.The information in this book is a guide for players andDMs. In addition to completely new material, it offersguidance and advice on topics of perennial interest tospellcasting characters.Chapter 1: Arcane Lore provides explanations of,advice on, and expansions to magical topics that arealready a part of thegame. Here you findsuch topics as choosing aspecialty, picking metamagic feats,and the care and feeding of familiars.Chapter 2: Feats offers special feats toenhance your spellcasters, such as EnergySubstitution and Sanctum Spell.Chapter 3: Prestige Classes takes your spellcasterin exciting new directions with the pale master, elemental savant, and other prestige classes.Chapter 4: Tools of the Trade presents specialty itemsof interest to both spellcasting and nonspellcastingcharacters.Chapter 5: Spells not only expands the selection ofarcane spells from 0 level to 9th level, but also providesadditional advice on designing new spells of your own aswell as providing the updated, official versions of thepolymorph other and polymorph self spells. The versions ofthe spells presented herein supersede those presentedin the Player’s Handbook.3

CHAPTER 1: ARCANE LORECHAPTER I:ARCANE LORE”Talent is a gift. Training opens the box”.—MialeeHow best to develop the magical talents of your PC?Should you consider an improved familiar? What is agood design for a magical household? This chapteraddresses these and other issues for wizards and sorcerers.CREATING ANEFFECTIVE SPELLCASTERThis advice is intended to help you maximize yourchoices as a sorcerer or wizard. It is based on the experience of the authors, but like all advice, is subjective. Still,it is a place to start, a foundation upon which you canbuild your own, ideal spellcaster.The BasicsA few simple tweaks for your character early on can makeall the difference later.Ability Scores4An average 1st-level character starts the game with typicalability scores of 15, 14, 13, 12, 10, and 8. Your first impulsemight be to put the highest score in the ability thatgoverns your spellcasting (Intelligence for a wizard orCharisma for a sorcerer). This is a good choice for severalreasons: You start with the highest possible save DCs forall your spells, and you can cast bonus spells and spells ofhigher level. If you choose a high Intelligence, your character also benefits from many more skill points.This isn’t the only option, however. You might want tohave your highest score in an ability that helps keep youalive long enough to cast all those great spells. The trickhere is to balance long-term prospects against short- termsurvival. Putting the second-highest score into yourspellcasting ability and the highest score elsewhere isusually a good compromise. You can always increaseIntelligence or Charisma when you reach 4th level (andevery four levels thereafter). Even if you decide to buildfor the long term by putting your best score into a spellcasting ability, it’s a good idea to put your second-highestscore into a «survival» ability.Which abilities help you survive? Constitution is agood choice, because it simultaneously increases yourFortitude save, which is not your best category (Willsaves have the highest modifiers for both wizards andsorcerers), and hit points. And what mage doesn’t needmore starting hit points?Dexterity is as good as Constitution, but it does requirea bit more faith. Your Reflex save (also not your best)improves, helping you avoid many spell effects anddamage from traps, as does your Armor Class. By takingless damage on average, you can afford to have fewer hitpoints. In addition, a good Dexterity helps your rangedattacks—including some spells. If your spell selection isheavy on spells that require a ranged attack roll, a highDexterity serves you well.Choosing a FamiliarThe various familiars offer many benefits, so take thetime to think about which one gains you the most. It’shard to pass up the utility of a flying familiar such as araven or owl, especially when they become able to delivertouch spells for you, but consider the lowly toad. It grantsa 2 modifier to your Constitution score. Not only doesthat possibly strengthen your weak Fortitude save, but itadds all-important hit points at every level—and even afew extra can make all the difference. Measured over thecourse of an adventuring career, a toad may well providethe overall greatest benefit. The rat and weasel too aregood choices, as they each grant a 2 modifier to yourweak saving throws (Fortitude and Reflex, respectively).EquipmentThese days, a spellcaster is far from useless once she’sout of spells. Since mixing it up with a melee weaponreally isn’t your style, it’s always nice to have a rangedweapon on hand. If you’re an elf, your good Dexterityand native proficiency with bows make you a fair shotwith a longbow. Even a crossbow can dish out decentdamage, though, despite the increased reload time.Once you scrape up a little money, it pays to invest insome «grenades»: a few flasks of acid, alchemist’s fire, orholy water. Any of these are a great ranged attack in apinch—especially if you have a high Dexterity score,making you more likely to hit. For that matter, delay anddisruption items such as thunderstones, flashpellets, andtanglefoot bags can really save your bacon when you haveno spells available.A familiar carrier (see Chapter 4: Tools of the Trade) isa nigh-indispensable item to keep that precious companion safe from harm.Feat SelectionAll feats are important and have their uses, but whenyou get them is at least as important as which ones youget. A poor choice early on can hamper you throughoutyour career.First Things FirstWizards get Scribe Scroll for free, so always prepare scrollsif you have the time and the money. Scrolls of low-levelspells are inexpensive to create and make a fine backup,allowing you to cast more spells per day than otherwisepossible. Sorcerers don’t start with a free feat, and sincethey already can cast spells several times in a given day,Scribe Scroll may not be the best choice. They benefitmore from feats that improve casting efficacy, such asSpell Focus.The best use for additional feats is to enhance yourspells. While metamagic feats are designed to do exactly

CHAPTER 1: ARCANE LOREthis, most bump up the spell level farther than is practicalwhen you’re just starting out. So, think about taking somegeneral feats first.A wonderful feat for both sorcerers and wizards is SpellFocus, which raises the save DCs of spells you cast from aparticular school. Of course, this feat also paves the wayfor Greater Spell Focus (see Chapter 2: Feats). The higherthe save DC, the more likely you’ll affect foes with yourspells. Spell Focus is useful far more often than SpellPenetration, which is only beneficial against creatureswith spell resistance, so it makes sense to take it first. Thisis especially true if you are a specialist wizard. ConsiderSpell Penetration for later, though, because eventuallyyou’ll find yourself up against a foe with spell resistance,and you’ll need all the help you can get.On the other hand, when casting spells that areresolved with ranged touch attacks, the save DCs are lessimportant than how well you can target them. A spellcaster in this situation probably has a high Dexterity scoreand would benefit most from Point Blank Shot and PreciseShot. Because ranged touch spells work much as rangedweapons do, both these feats enhance them too (seeWeaponlike Spells in Chapter 5: Spells). The best part is,these feats also work with your bow or crossbow.Next StepOnce you have a few more levels under your belt, it’s timefor another general feat. It’s hard to say no to Brew Potion,especially if you’re a wizard. The ability to create aconsumable magic item usable by anyone, for half the marketprice, is a great advantage (as is true for any item creationfeat). Craft Wand is incredibly useful as well, and it isavailable at 5th level (wizards’ first bonus feat opportunity).For wizards it is a vital feat and sorcerers should thinkseriously about picking it up. Many a self-created wand hasbeen a spellcaster’s salvation when personal spells ranlow.WizardsWizards have a tremendous advantage in their bonusfeats (metamagic, item creation, and Spell Mastery).Metamagic feats are your best friend, but be careful whichones you start with. Your first choices shouldn’t bump thespell slot up more than one or two levels. That way, youcan take advantage of them immediately with your lowestlevel spells.Once you’re high enough level, go for the juicy metamagic feats, such as Quicken Spell or Maximize Spell.Which is better? Maximize Spell only increases the spellslot by three levels—and you can get a lot of mileage outof maximized magic missiles. Still, Quicken Spell is yourace in the hole: Even a quickened spider climb could allowyou to retreat from a situation you would rather notremain in. At higher levels, a quickened dimension door orfly is a good backup for any adventuring spellcaster.SorcerersGeneral feats are generally the best option for sorcerers.Because you’re casting the same spells over and over,Spell Focus continues to be a very good choice. Followingthis philosophy, you would pick Spell Focus in otherschools, with Greater Spell Focus in one or more, possiblywith Spell Penetration and feats that enhance both spellsand ranged weapons. Primary among these last is SpellSpecialization (see Chapter 2: Feats): In conjunction withPoint Blank Shot, you could be dealing 3 points ofdamage with your ranged attack spells.Sorcerers should approach metamagic feats withcaution. When you use a metamagic feat, it’s a full-roundaction to cast the spell (see Casting Times in Chapter 5:Spells). You can’t take a move action during that round,which could be dangerous in a fight. For a sorcerer,Quicken Spell isn’t worth even considering. MaximizeSpell is still a good choice, but you can’t use it effectivelyuntil you reach 8th level (the first level you have any 4thlevel spell slots). On the other hand, with such a limitedselection of spells, metamagic feats give you muchneeded flexibility—especially when it comes to attackspells. For example, at 8th level you can cast a 4th-levelspell at least three times each day, but you’ll only knowone. If you pick a useful spell such as polymorph self,improved invisibility, or dimension door, you have to give upgreat 4th-level offensive spells such as ice storm. But amaximized magic missile, an empowered Melf ’s acid arrow, oran enlarged or heightened fireball or lightning bolt helpsmake up for it.Spell SelectionSpells make the mage.Although the diversity and the number of arcane spellslet you assume a variety of roles in a party, your companions probably look to you for offensive power and theoccasional bit of magical troubleshooting. Most of thetime, you’re the only party member who can damage ordestroy several

Chapter 5: Spells not only expands the selection of arcane spells from 0 level to 9th level, but also provides additional advice on designing new spells of your own as well as providing the updated, official versions of the polymorph other and polymorph self spells. The versions of the spells presented herein supersede those presented