Istoria: Generic Humanocentric Game - [Was Elements of Magic]

Ferrix said:
Additonally, the source of magic is speculated, it is not actually known. Various beliefs persist as to it being found in the races of men, whether the gods gave it to them (who are slightly speculative themselves), it is a part of nature, it is an aberration, and so on. Many different beliefs would persist.
More proof that Ferrix is going to run a great EoMR game. :)
 

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I'm still working on actually writing it up before I start my Sunday night game, but I'm thinking for background that Anesha belongs to one of the twelve noble houses of the Empire. Distant cousin, heiress to the noble house... I'm not sure how far I/you want me to go with that. One way or another, she's a part of one of the noble houses. She didn't spend most of her youth at court, though. Oh, no. I have some more nefarious things to throw into her background... :]

As far as equipment goes, I have two unusual requests. The first is that I want to give her the Masked Soul tradition feat that goes with the "Ragesian Inquisitors", and gaining the benefits of the feat requires crafting a soul mask worth 100gp. The second request is that I would like to have her in possession of an item that she crafted at the end of her training. I want her staff to be a charged item with Heal Life 0 to restore one die of hit point damage. Instead of tracking charges I was wondering if I could use an alternate mechanic (it might be good to at least skim through the whole thread to see how it works, see post #62 and onward for the platonic solids method I would want to use). I was playing around with it last night and several times with the d12 wand got 9-20 charges, but then suddenly out of the blue one of them rolled 77 charges before expiring. In general, that's not going to happen, since the odds of going below 30 are greater than the odds of going above 30, but when it does go above 30 sometimes it does so very significantly. I think it'd be more fun to go with that than to track charges.

As far as cost goes, I would want spell completion, so it's 2.5gp per "effective charge", meaning market price (effectively what I'd be "paying" at character creation) would be:
d4: 10gp
d6: 25gp
d8: 45gp
d12: 75gp
d20: 125gp
I'm hoping for d12 if that's not too expensive. That way I'm very unlikely to get less than 10 uses out of it. Besides, the d12 needs to see more use. ;)
 

Genshou; remember that the noble houses are merchant houses, think somewhere along the lines of the great houses from Dune and the dragonmarked houses of Eberron. I'm going to say no to staff because the creation of magical items is rare and left to the most powerful of spellcasters, however the mask I'll allow.

Woops... I guess I left out of the feats section... I had it typed up but missed the copy/paste for the Item Creation rules.

The creation of magical items is mostly a lost art, very few spellcasters are powerful enough to make all but the simplest of items. Items of magic are often temporarily imbued rather than permanently created, although some rare locations and components exist which along with the correct invocations can create permanent magical items.

Item Creation Feats
Craft Permanent Spell Prerequisites: Spellcaster level 12 Base Price: (spell level x caster level x magic item creation modifier) x 2000 gold pennies

Craft Charged Item Prerequisities: Spellcaster level 7 Base Price: (spell level x caster level x magic item creation modifier) x 750 gold pennies

Craft Constant Item (as per Arcana Unearthed) Prerequisities: Spellcaster level 12 Base Price: (spell level x caster level x magic item creation modifier) x 2000 gold pennies

Craft Magic Arms and Armor (as per Arcana Unearthed) Prerequisities: Spellcaster level 7 Base Price: as per DMG in gold pennies

Craft Single-Use Item (as per Arcana Unearthed) Prerequisities: Spellcaster level 5 Base Price: (spell level x caster level x magic item creation modifier) x 50 gold pennies

Craft Spell-Completion Item (as per Arcana Unearthed) Prerequisities: Spellcaster level 3 Base Price: (spell level x caster level x magic item creation modifier) x 25 gold pennies
 

Ferrix said:
Genshou; remember that the noble houses are merchant houses, think somewhere along the lines of the great houses from Dune and the dragonmarked houses of Eberron.
I don't know anything about Dune or Eberron, but I figured they were merchant houses.

:( I guess that pretty much negates my ability to craft charged items for a decent cost. I may never take the feat if it's that bad. No idea what I'm going to replace it with, either.
 

genshou said:
I don't know anything about Dune or Eberron, but I figured they were merchant houses.

:( I guess that pretty much negates my ability to craft charged items for a decent cost. I may never take the feat if it's that bad. No idea what I'm going to replace it with, either.

Well, item creation may also be possible at places of power with the correct components, so the feats may not be necessary. But don't expect to go making normal items very often.

Also, this will not really be following any sort of guideline found in the DMG for wealth by level, as wealth is more indicative of social status and power than level. And with the rarity of magic items, there really isn't a market for them, so they don't really get bought or traded for.
 

I compiled the variant skill information into a list which I've found somewhat useful (since I've made and remade and plan on remaking my character again). Hopefully someone else will find it useful also.

[sblock=Skills]
Acrobatics (Dex): Escape Artist, Tumble and Balance rolled into this skill.
Athletics (Str): Climb, Jump and Swim rolled into this skill.
Concentration (Con):
Craft (Int):
Disable Device (Int/Dex?): Open Locks rolled into this skill.
Dispel Magic*:
Divination*
Examine (Int): Search and Appraise rolled into this skill.
Gather Information (Cha):
Handle Animal (Cha/Dex): Ride rolled into this skill, the ride portion uses Dexterity instead of Charisma.
Heal (Wis):
Knowledge (Int):
Linguistics (Int): Decipher Script and Forgery rolled into this skill.
Negotiation (Cha): Bluff, Diplomacy and Intimidate are rolled into this skill.
Notice (Wis): Listen and Spot rolled into this skill (also used for scent, blindsense, blindsight).
Perform (Cha):
Profession (Wis):
Scry*
Sense Motive (Wis):
Sleight of Hand (Dex):
Sneak (Dex): Hide and Move Silently rolled into this skill.
Spellcraft (Cha/Int/Wis)*: Based off of the primary attribute for the mages tradition, unavailable to characters without the Magic Talent feat. Other checks involving magic of other traditions schools increases the DC by 10. If you are using a spell from a text, you must be fluent in the language it is written in or have some other way of deciphering it.
Survival (Wis):
Use Magic Device (Cha):
Use Rope (Dex):

Speak Language: 1 rank in a language is minimal understanding, 2 ranks is basic understanding, 3 ranks is fluent understanding, 4 ranks is expert understanding, 5 ranks is masterful understanding. Having 4 ranks grants synergy bonuses to various skills regarding that language, having 5 ranks grants synergy bonuses to various skills regarding languages within that language group. All characters start with 3 ranks in their native tongue. At 1st level you receive a number of bonus skill points to spend only on languages equal to your Int bonus in addition to normal bonus skill points.

Read Language: 1 rank in a language is minimal understanding, 2 ranks is basic understanding, 3 ranks is fluent understanding, 4 ranks is expert understanding, 5 ranks is masterful understanding. Having 4 ranks grants synergy bonuses to various skills regarding that language, having 5 ranks grants synergy bonuses to various skills regarding languages within that language group.

* - requires Magic Talent feat

[/sblock]
 

Ferrix, here's my idea of the Clan of the Bear tradition extrapolated from what you've posted about it and Arund. I got ideas from the Hurstwic website also. Let me know what you think, what needs to be changed, what needs to be added/removed, etc.

[sblock]
The Clan of the Bear

At its most basic and broadest application the Clan of the Bear is a resurgence of the code of behavior exhibited by the ancient warrior-kings of Arund as related in the epics. It is a rising movement which has great support among free men of Arund and from the High King himself.

Availability: The Clan of the Bear is open to any person, man or woman, who strives for excellence and honor in undertakings important to the Arund and who attempts to embody the virtues of bravery, nobility, generosity, and strength of body and will. As magic is rare few men have the invocations they utter to the Great Bear, the land-spirits, or the ancestors answered.

Thematic Elements: 'Priests' of the Clan of the Bear are likely recognized as exemplary men or women who are blessed with the spirit of the Great Bear. They do not cast spells so much as invoke the aid of the spirits. These invocations are highly personal and what works for one invoker likely will not work for another. Invocations may even change from one utterance to the next as the caster personalizes it based on the circumstances confronting him. Sacrifices promised are a common, though not necessary, element of invocations. If a promised sacrifice is not carried out the spirits may become disgruntled and refuse to respond to any further invocations. An angry spirit may cause the invoker to suffer the effects of a Compel, Drain, or Hex spell.

Invocations rarely have a sensory effect beyond a few quietly spoken words; those that do usually only have a minor effect. Only the greatest of invokers have highly visible effect for their spells, though the epics are full of descriptions of visible manifestations of the aid granted by the spirits.

Spell Lists: Abjure Nature or Metal, Charm Humanoid, Create Air, Evoke Air, Heal Life, any Infuse, Summon Outsider.

Miscellaneous: The Clan of the Bear is a spiritual tradition whose primary ability is charisma.

[/sblock]
 
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Empyreal Inquisitors
The Great Empyreal Trade Consortium was once a great economic force on Istoria. When that force became an empire, a small group of magic users were the leaders of a resistance that caused a great deal of trouble for the newly formed Empire. The Empire compensated for this by forming an elite group of “witch hunters” known as the Empyreal Inquisitors, agents of the Empire fighting fire with fire. Though the Inquisitors are long since officially broken up, a few radical groups still exist across the empire, dedicated to rooting out and capturing or killing any mages not belonging to their organization.
Tradition Ability Score: Most Inquisitors are hermetic mages, since they study ancient texts to learn to harness their spellcasting powers. The order certainly isn't opposed to sorcerous casters, since they tend to have a strong force of will. Spiritual Inquisitors are all but unheard of.
Availability: Students are required to be both physically and mentally strong, making those capable of being Inquisitors very rare. Physically weak Inquisitors are only allowed into the order in very special cases, and tend to focus enough on magic to surpass most others of the order. Since the Inquisitors covered the breadth of the Empire in their prime, small pockets of Inquisitors are likely to be found anywhere in the Empire and even in bordering countries.
Thematic Elements: Inquisitorial magic is subtle in its effects, with few sensory cues, but very distinctive with regard to its caster. Inquisitors learn to use their force of will to intimidate foes, and so they typically growl their spells loudly and gesture clearly at their spell’s targets. They use few directly offensive spells, though many can create flaming barriers for defence or to trap foes.
Spell Lists: Abjure Death, Abjure Fire, Abjure Nature, Charm Humanoid, Compel Animal, Compel Humanoid, Create Fire, Create Force, Infuse Earth, Infuse Fire.
Miscellaneous: Inquisitors are easily recognized for their masks, which they claim protect their souls from enemy magic. Most Inquisitor masks are wood or stone carved in the shape of bearskulls, and many Inquisitors favor bearskin cloaks. They seldom arm themselves with more than a claw-shaped dagger.

Inquisitors learn their spells from copies of old spellbooks, scribed by the founders of the Inquisitorial order centuries ago. These spellbooks are written in a civilized form of Orcish, and are closely protected by the order that owns them. Experienced Inquisitors also usually study the magic of other groups to be better able to counterspell it.

Inquisitors have as many skill ranks in Dispel Magic, Intimidate, and Sense Motive as possible. Most also have the Dispel Specialist feat, and the tradition feat Masked Soul.
 


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