RangerWickett
Legend
Galindrel White: Male Elf Ftr1/Sor6; Medium-size Humanoid (Elf); HD 6d4 + 1d10; hp 29; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +4 Elven Chain); Atk +2 staff +8 melee (1d6+4), or +1 bow +8 ranged (d8+1/crit x3); SQ Elven Traits; SV Fort +4, Ref +7, Will +5; Str 14, Dex 16, Con 11, Int 14, Wis 10, Cha 17.
Skills and Feats: Climb +7, Concentration +10, Jump +7, Knowledge (arcana) +12, Spellcraft +12; Craft Magic Arms & Armor, Expertise, Lightning Reflexes, Spell Focus (Enchantment).
Spells Per Day: 6 / 7 / 6 / 4 — Dancing Lights, Daze, Detect Magic, Ghost Sound, Light, Prestidigitation, Resistance / Alarm Ward, Magic Missile, Magic Weapon, Sleep / Fey Web, Resist Elements / Invisibility Sphere. Arcane spell failure: 10%.
Background:
An Elf born on Earth, not the Faerie Realm, Galindrel was pushed by his family to join the Bureau at an early age. As a Bureau member, he could enjoy freedom on Earth or the Faerie Realm, without being as monitored by the Bureau as most magi on Earth are. He is mostly a relaxed agent, having worked with the Bureau for twenty years without actually advancing his status or skill.
High Fantasy Taxonomy:
For the past two centuries, humans aware of magi have labored to catalog the different types of magical creatures of the world, in effort to understand whether they are truly natural (in which case they do not fit with the current standing theory of evolution), or if they are the result of magic and do not fit into the normal ecosystem. After much consideration, they have come to a general consensus that chooses not to make value judgments, and instead simply says that there is more than one type of life, though evidence suggests that magical life is not the product of Darwinian evolution.
Firstly, we can divide all creatures into Living and Non-living. In the branch of living, we have MAGICAL LIFE and MUNDANE LIFE, and then among the non-living we have UNDEAD and ANIMATED creatures (things like golems). There is speculation of whether to add a fifth distinction for creatures from other planes, such as demons and angels. These OUTSIDERS, as they are called by some, are not known definitively to exist, and most scholars believe that entities historically believed to have been devils or angels were usually just Unseelie or Seelie fey, or any manner of magical beasts
Magical Life
Rather than define MAGICAL LIFE into Kingdoms, Phylums, Classes, etc., we have Elementals, Magical Creatures, Dragons, and Magi as the main sub-categories. All magical creatures in these groups share major traits, regardless of their exact appearances.
In game terms, all Magical Life has an additional type modifier of (magical), such as a fire elemental being a “Medium-Size Elemental (fire, magical)”. This extra descriptor has major effects when
Dragons are fairly self explanatory, but one misconception must be cleared up. There can be only sentient Dragons (like most Oriental ones, plus a few Norse Dragons). Non-sentient creatures that we might call Dragons (like wyverns and Hungarian Razorbacks) are more properly categorized under Magical Creatures. We make the differentiation because of the effect Dragons, and only Dragons, have on other magical creatures. All Dragons have the creature type Dragon.
Elementals are almost mostly self explanatory, except that in addition to traditional ‘pure’ elementals, arabian genies also fill this category. However, creatures like sylphs (air sprites) or nereids (water sprites) would fall under the category of Magi (Fey, in particular). Elementals can be either sentient or non-sentient. They are not quite living in the sense that animals or plants are, since they have non-standard anatomies, but they do heal and can grow, unlike UNDEAD or ANIMATED creatures. All elementals have the creature type Elemental.
Magical Creatures include all types of non-sentient lifeforms that have innate magical abilities, or that are native uniquely to Gaia. This includes things such as Hydrae, Shambling Mounds, Sea Serpents, Rocs, and Basilisks. Plus it also covers all manner of seelie and unseelie beasts, like dark wolves or fey ponies. Most creatures of this type have the Magical Beast creature type, but some are Aberrations, Beasts, Oozes, Plants, Shapechangers, or Vermin.
Note: In this taxonomy, wyverns are non-sentient Beasts, not Dragons.
Magi. Magi are any of the sentient magical creatures that have proper anatomies and are not Dragons. Among Magi, there are numerous small sub-categories that are either so rare or so similar that it's not worth defining them (though a few examples are treants, giants, gorgons, naga, true lycanthropes, and illithids). The only large subcategory is that of the Fey.
Fey are the vaguely-humanoid magi that most of us are familiar with, but with a diversity ranging from Gremlins and Goblins or Ogres and Trolls, through standards like Elves and Brownies or exotics like the Skinwalker or Wendigo, all the way up to the High Fey (like the legendary Titania and Oberon). All magi can be recognized as having vaguely human-like shapes, which leads most human scholars to arrogantly claim that humanity is the primary form of life, and magi mere imitations. Most fey scholars would counter by saying that humans are weak amalgamations of the awesome diversity of fey, stripped of any true power.
Among the fey, we have three primary groups, each defined by their natural magical ability and capability to bond with spirits. These three groups—High Fey, Middle Fey, and Low Fey—contain most of the key players in the world's mythology.
MUNDANE LIFE
Mundane life consists of the creatures native of Terra, none of which have natural magical powers. They can only access their magical powers if they bond with a spirit, or if they study magic rigorously in order to change their body's connection with Gaia, and as far as we know, humans are the only mundane life capable of doing either. All mundane life has the creature type of either Animal, Plant, Vermin, or Humanoid (human).
Mundane creatures can be altered to have magic within them, such as being turned to vampires or lycanthropes. In these cases, the soul of the individual remains the same, and it is only the body that changes. Thus, it is possible to have goodly and moral vampires. Their creature type changes from Humanoid (human) to the appropriate Undead or Shapechanger, but they do not gain the type modifier (magical).
UNDEAD
Undead are defined as any animate creature that is non-living (it has no functional anatomy), but was living at one time. Within UNDEAD there are two main categories—corporeal and spiritual. Corporeal undead include vampires, zombies, skeletons, and a few more bizarre types, while spiritual undead include Ghosts (sentient uneasy spirits), Spirits (sentient bonded spirits), and Wraiths and Poltergeists (sentient uneasy spirits that no longer remember who they are; poltergeists are simple apparitions, while wraiths prey upon the living). All such creatures have the creature type Undead.
ANIMATED
Animated creatures are defined as any animate creature that has no functional anatomy and that never was living. All such creatures have the creature type Construct, and the type modifier (magical).
Changes to Creature Type From the Monster Manual
The following creatures have had their creature type changed in a substantial way. This list is not to be considered complete, as our understanding of the nature of life is ever-evolving.
Draconic Auras of Power:
The ‘Dragonfear’ presented in standard D20 rules for Dragons is a misinterpretation of the true nature of Dragons. Indeed, one rarely sees heroes in dragonslaying literature even sweat at the sight of a terrifying Dragon, let alone become shaken. Instead, consider that in such stories, rarely does a magic-user confront the Dragon. Rather, it is the warrior who lays upon the beast, defeating it in deadly physical combat.
All magical creatures—creatures with the type modifier (magical)—have innate auras of magic, tied to the magic of Gaia. It is the unique property of Dragons that their auras are expansive, extending far from their actual bodies. Their auras can burst out from them like a dam breaking its walls, and the resulting flood of energy can metaphorically flood the auras of surrounding magical creatures.
Rather than having a Frightful Presence ability, Dragons have the Aura of Power ability. Once per day per age category, they can unleash their auras, drowning out the auras of other magic-users around them. This aura burst has the same area of effect and saving throw as Frightful Presence, but its effects are quite different. Additionally, the effect this aura has differs between humans and other magic-using creatures.
Humans and Draconic Auras: Human souls operate slightly differently from the souls of magical creatures, if for no other reason than that magic is not inherently in their veins. Only humans who have magical abilities can be affected by the Draconic Aura of Power. Any human with a magic-using class—Adept, Bard, Cleric, Druid, Monk, Paladin, Psion, Psychic Warrior, Ranger, Sorcerer, Wizard, and various prestige classes—that fails his Will save against the Aura of Power ability temporarily loses access to his magical abilities.
For a wizard, monk, psion, or psychic warrior, or for a creature like a lycanthrope or undead, who only has a connection to the magic of Gaia, and is not inherently magical, the energy from Draconic Aura takes the place of their normal magic, much as an ocean tide can flow upstream and oversalinate riverwaters. Since they cannot control the energy from the Draconic Aura, they cannot use any magic. For characters who are bonded to spirits, it is actually the spirits who are affected, and if the spirit cannot access magic, it cannot pass it on to the person to whom it has bonded. However, the spirit uses its bonded counterpart’s Will saving throw bonus to determine whether its magic is overridden.
This temporary disruption of magic lasts for one round per three age categories of the Dragon, during which time the magic-user (and his bonded spirit, if he has one) feels uncomfortable, as if a great weight were pressing down upon him.
Magical Creatures and Draconic Auras: For all creatures with the type modifier (magical)—basically any creature that is native to Gaia or that was magically created. If the magical creature fails its Will save, it is stunned for 4d6 rounds.
Note that Draconic Auras have no effect on any magic item unless specifically mentioned otherwise, as they are not creatures in any sense, and their magic is confined. Some rare items, however, have been designed to absorb the power of a Draconic aura, and these are highly prized by human magic-users wishing to confront a Dragon in combat.
Skills and Feats: Climb +7, Concentration +10, Jump +7, Knowledge (arcana) +12, Spellcraft +12; Craft Magic Arms & Armor, Expertise, Lightning Reflexes, Spell Focus (Enchantment).
Spells Per Day: 6 / 7 / 6 / 4 — Dancing Lights, Daze, Detect Magic, Ghost Sound, Light, Prestidigitation, Resistance / Alarm Ward, Magic Missile, Magic Weapon, Sleep / Fey Web, Resist Elements / Invisibility Sphere. Arcane spell failure: 10%.
Background:
An Elf born on Earth, not the Faerie Realm, Galindrel was pushed by his family to join the Bureau at an early age. As a Bureau member, he could enjoy freedom on Earth or the Faerie Realm, without being as monitored by the Bureau as most magi on Earth are. He is mostly a relaxed agent, having worked with the Bureau for twenty years without actually advancing his status or skill.
High Fantasy Taxonomy:
For the past two centuries, humans aware of magi have labored to catalog the different types of magical creatures of the world, in effort to understand whether they are truly natural (in which case they do not fit with the current standing theory of evolution), or if they are the result of magic and do not fit into the normal ecosystem. After much consideration, they have come to a general consensus that chooses not to make value judgments, and instead simply says that there is more than one type of life, though evidence suggests that magical life is not the product of Darwinian evolution.
Firstly, we can divide all creatures into Living and Non-living. In the branch of living, we have MAGICAL LIFE and MUNDANE LIFE, and then among the non-living we have UNDEAD and ANIMATED creatures (things like golems). There is speculation of whether to add a fifth distinction for creatures from other planes, such as demons and angels. These OUTSIDERS, as they are called by some, are not known definitively to exist, and most scholars believe that entities historically believed to have been devils or angels were usually just Unseelie or Seelie fey, or any manner of magical beasts
Magical Life
Rather than define MAGICAL LIFE into Kingdoms, Phylums, Classes, etc., we have Elementals, Magical Creatures, Dragons, and Magi as the main sub-categories. All magical creatures in these groups share major traits, regardless of their exact appearances.
In game terms, all Magical Life has an additional type modifier of (magical), such as a fire elemental being a “Medium-Size Elemental (fire, magical)”. This extra descriptor has major effects when
Dragons are fairly self explanatory, but one misconception must be cleared up. There can be only sentient Dragons (like most Oriental ones, plus a few Norse Dragons). Non-sentient creatures that we might call Dragons (like wyverns and Hungarian Razorbacks) are more properly categorized under Magical Creatures. We make the differentiation because of the effect Dragons, and only Dragons, have on other magical creatures. All Dragons have the creature type Dragon.
Elementals are almost mostly self explanatory, except that in addition to traditional ‘pure’ elementals, arabian genies also fill this category. However, creatures like sylphs (air sprites) or nereids (water sprites) would fall under the category of Magi (Fey, in particular). Elementals can be either sentient or non-sentient. They are not quite living in the sense that animals or plants are, since they have non-standard anatomies, but they do heal and can grow, unlike UNDEAD or ANIMATED creatures. All elementals have the creature type Elemental.
Magical Creatures include all types of non-sentient lifeforms that have innate magical abilities, or that are native uniquely to Gaia. This includes things such as Hydrae, Shambling Mounds, Sea Serpents, Rocs, and Basilisks. Plus it also covers all manner of seelie and unseelie beasts, like dark wolves or fey ponies. Most creatures of this type have the Magical Beast creature type, but some are Aberrations, Beasts, Oozes, Plants, Shapechangers, or Vermin.
Note: In this taxonomy, wyverns are non-sentient Beasts, not Dragons.
Magi. Magi are any of the sentient magical creatures that have proper anatomies and are not Dragons. Among Magi, there are numerous small sub-categories that are either so rare or so similar that it's not worth defining them (though a few examples are treants, giants, gorgons, naga, true lycanthropes, and illithids). The only large subcategory is that of the Fey.
Fey are the vaguely-humanoid magi that most of us are familiar with, but with a diversity ranging from Gremlins and Goblins or Ogres and Trolls, through standards like Elves and Brownies or exotics like the Skinwalker or Wendigo, all the way up to the High Fey (like the legendary Titania and Oberon). All magi can be recognized as having vaguely human-like shapes, which leads most human scholars to arrogantly claim that humanity is the primary form of life, and magi mere imitations. Most fey scholars would counter by saying that humans are weak amalgamations of the awesome diversity of fey, stripped of any true power.
Among the fey, we have three primary groups, each defined by their natural magical ability and capability to bond with spirits. These three groups—High Fey, Middle Fey, and Low Fey—contain most of the key players in the world's mythology.
- High Fey have diverse natural magical abilities that require no training to control or develop. Though they can freely take levels in magical classes, most do not, simply because they find their natural powers enough. High Fey are typically very malleable of shape, often able to change their appearance or disappear entirely. These abilities are due to their powerful magical nature, which makes their body secondary to their magical spirits. As such, High Fey cannot bond with ghosts. High Fey might be immortal, though records to confirm or deny this theory are scant.
Sample High Fey include the true Faeries, nymphs, dryads, the Yuki-on-na from Asia, and the wide variety of elemental sprites—pechs, salamanders, sylphs, and nereids. All High Fey have the ‘Fey’ creature type. - Middle Fey are the fey with which humans most commonly interact, at least in the Bureau. They do not have innate magical powers of their own, but can take spellcasting classes freely. However, because their nature is inherently magical, they cannot bond with spirits. Middle Fey are characterized by a blending of the powers of magic and the powers of their physical forms.
Sample Middle Fey include Elves, Goblins, Trolls, and Brownies. Middle Fey have the creature type Humanoid. - Low Fey typically fit the Scandinavian mental image of magical creatures. Though they have access to powers unnatural to humans, they are not themselves inherently magical. They can freely take levels in spellcasting classes, without needing to bond with a spirit. However, they can bond with spirits if they wish. Low Fey rely almost exclusively on their natural physical forms unless they go to the effort to learn magic.
Sample Low Fey include Centaurs, Dwarves, Orcs, Ogres, and Gremlins. Low Fey have the creature type Humanoid.
MUNDANE LIFE
Mundane life consists of the creatures native of Terra, none of which have natural magical powers. They can only access their magical powers if they bond with a spirit, or if they study magic rigorously in order to change their body's connection with Gaia, and as far as we know, humans are the only mundane life capable of doing either. All mundane life has the creature type of either Animal, Plant, Vermin, or Humanoid (human).
Mundane creatures can be altered to have magic within them, such as being turned to vampires or lycanthropes. In these cases, the soul of the individual remains the same, and it is only the body that changes. Thus, it is possible to have goodly and moral vampires. Their creature type changes from Humanoid (human) to the appropriate Undead or Shapechanger, but they do not gain the type modifier (magical).
UNDEAD
Undead are defined as any animate creature that is non-living (it has no functional anatomy), but was living at one time. Within UNDEAD there are two main categories—corporeal and spiritual. Corporeal undead include vampires, zombies, skeletons, and a few more bizarre types, while spiritual undead include Ghosts (sentient uneasy spirits), Spirits (sentient bonded spirits), and Wraiths and Poltergeists (sentient uneasy spirits that no longer remember who they are; poltergeists are simple apparitions, while wraiths prey upon the living). All such creatures have the creature type Undead.
ANIMATED
Animated creatures are defined as any animate creature that has no functional anatomy and that never was living. All such creatures have the creature type Construct, and the type modifier (magical).
Changes to Creature Type From the Monster Manual
The following creatures have had their creature type changed in a substantial way. This list is not to be considered complete, as our understanding of the nature of life is ever-evolving.
- Celestials, Demons, Devils, and other Outsiders do not exist. Though it is well known that demonic entities exist, and that apparently divine miracles do occur, such entities remain an unknown. Summoning spells either create an equivalent creature out of pure magical energy, or conjure a creature with the Seelie Beast or Unseelie Beast template from the Fey Realm.
- Genies have the creature type Elemental instead of Outsider.
- Ogres have the creature type Humanoid (ogre) instead of Giant.
- Trolls have the creature type Humanoid (troll) instead of Giant.
- Wyverns have the creature type Beast instead of Dragon. They have a 2 Intelligence.
Draconic Auras of Power:
The ‘Dragonfear’ presented in standard D20 rules for Dragons is a misinterpretation of the true nature of Dragons. Indeed, one rarely sees heroes in dragonslaying literature even sweat at the sight of a terrifying Dragon, let alone become shaken. Instead, consider that in such stories, rarely does a magic-user confront the Dragon. Rather, it is the warrior who lays upon the beast, defeating it in deadly physical combat.
All magical creatures—creatures with the type modifier (magical)—have innate auras of magic, tied to the magic of Gaia. It is the unique property of Dragons that their auras are expansive, extending far from their actual bodies. Their auras can burst out from them like a dam breaking its walls, and the resulting flood of energy can metaphorically flood the auras of surrounding magical creatures.
Rather than having a Frightful Presence ability, Dragons have the Aura of Power ability. Once per day per age category, they can unleash their auras, drowning out the auras of other magic-users around them. This aura burst has the same area of effect and saving throw as Frightful Presence, but its effects are quite different. Additionally, the effect this aura has differs between humans and other magic-using creatures.
Humans and Draconic Auras: Human souls operate slightly differently from the souls of magical creatures, if for no other reason than that magic is not inherently in their veins. Only humans who have magical abilities can be affected by the Draconic Aura of Power. Any human with a magic-using class—Adept, Bard, Cleric, Druid, Monk, Paladin, Psion, Psychic Warrior, Ranger, Sorcerer, Wizard, and various prestige classes—that fails his Will save against the Aura of Power ability temporarily loses access to his magical abilities.
For a wizard, monk, psion, or psychic warrior, or for a creature like a lycanthrope or undead, who only has a connection to the magic of Gaia, and is not inherently magical, the energy from Draconic Aura takes the place of their normal magic, much as an ocean tide can flow upstream and oversalinate riverwaters. Since they cannot control the energy from the Draconic Aura, they cannot use any magic. For characters who are bonded to spirits, it is actually the spirits who are affected, and if the spirit cannot access magic, it cannot pass it on to the person to whom it has bonded. However, the spirit uses its bonded counterpart’s Will saving throw bonus to determine whether its magic is overridden.
This temporary disruption of magic lasts for one round per three age categories of the Dragon, during which time the magic-user (and his bonded spirit, if he has one) feels uncomfortable, as if a great weight were pressing down upon him.
Magical Creatures and Draconic Auras: For all creatures with the type modifier (magical)—basically any creature that is native to Gaia or that was magically created. If the magical creature fails its Will save, it is stunned for 4d6 rounds.
Note that Draconic Auras have no effect on any magic item unless specifically mentioned otherwise, as they are not creatures in any sense, and their magic is confined. Some rare items, however, have been designed to absorb the power of a Draconic aura, and these are highly prized by human magic-users wishing to confront a Dragon in combat.
Last edited: