d20 Natural 20 Press The Elements of Magic.pdf

(5986 KB) Pobierz
Requires the use of a Roleplaying Game Core Book
published by Wizards of the Coast®
905007947.008.png
Contents
Introduction
Rune Magic
44
Powers of the Mind
44
3
Fifty Character Ideas
45
Poison
87
So What’s Changed?
3
Sample Characters
47
Polymorph [Creature]
88
Layout
4
Polymorph [Element]
90
Conversion Issues
4
C 5:
E M
Power Word
91
51
C 1:
C  D
Spellcasting Basics
Preserve & Decay
92
C 6: S L
Deining your Spells
Regeneration
92
5
53
Sight
93
Spell Lists
6
Prestidigitation
55
Spectral Hand
94
Spell Expertise
7
Abjure [Creature]
55
Summon [Element]
94
Magic Points
7
Abjure [Element]
56
Summon [Outsider]
95
Metamagic Feats and Spells
8
Abjure Magic
57
Telepathy [Creature]
95
Elemental Relations
and Damage Type
Abjure [Outsider]
58
Teleportation
96
9
Alter Reality
58
Wall of [Element]
96
Elemental Side Efects
10
Animate Object
59
Blanket Changes
to Magic Rules
Credits
Written by
Matt ‘Cyberzombie’ Blakeley
Editors
Mark Clover
Greg Dinkelman
Aaron Morgan
Russell Morrissey
Ryan Nock
Alex “Angramainyu” Wilson
Artwork
Robin Blakeley
Chris Shepard
Matt Blakeley
Aaron Morgan
Graphic Design and Typesetting
Duncan Fielden
Astral Projection
60
14
Banish [Element]
62
Schools of Magic
and Spell Descriptors
Banish [Outsider]
62
15
Bind [Element]
63
Bind [Outsider]
63
C 2:
S C
Mage
Charm [Creature]
63
Command [Creature]
64
16
Companion [Creature]
65
Magical Subclasses
20
Compel [Creature]
66
Black or White Mage

Create [Element] Object
68
Green Mage

Cursecraft
69
Green Magic

Disease
70
Grey or Red Mage

Disjunction
71
Bard

Dominate [Creature]
72
Paladin

Enervate & Restore
73
Ranger

Enthrall [Creature]
73
Evoke [Element]
74
C 3:
M S
Alchemy
Evoke Area [Element]
76
Fast Healing
78
34
Figment
78
Dispel Magic
34
Infuse Creature
with [Element]
Divination
35
with extra special thanks to
Chris Shepard
79
Intuit Direction
37
Infuse Object
with [Element]
Scry
38
81
Spellcraft
38
Natural  Press is an imprint of
EN World. Please visit:
for more information.
Instill Emotion
in [Creature]
C 4:
W  M
Other Useful Resources
82
Invisibility
84
40
Life & Death
85
Spellcraft and Worldcraft
41
Mass Compulsion
[Creature]
Familiar Magic
42
86
Vancian Magic
42
Mass Projection
86
Arcane and Divine
43
Paralysis & Petriication
86
2
905007947.009.png 905007947.010.png 905007947.011.png 905007947.001.png 905007947.002.png 905007947.003.png
Introduction
Magic deines fantasy. Whether it is the
timeless magic of unlikely heroes defeating
iendish plots, or the more tangible magic of
sorcery and charms, it is the magical that makes
a normal story into a fantasy that delights
listeners, readers, and gamers by making all
the impossibilities we can imagine come real.
Dreams of magic can make even the most
mundane day something to cherish, like a poem
evoking the charm of the everyday world.
But sometimes, just like poems, magic can
become stale and clichéd. rough repeated
exposure, its novelty can wear of, and certainly,
thirty years of magic missiles and inger of
deaths has been enough to render many fantasy
gamers jaded. At its core, saying, “My love
is a dove,” in a poem is as trite as, “I cast
detect magic .” is is not to say that all core
magic is clichéd, for some spells would
certainly qualify as classics, but many
are simply adequate. Detect magic may
be adequate, perhaps, but it is not as
evocative as “I whisper to my spirit
guide, asking for him to lend his
eyes, that I may see the realm of
magic.”
Already, Natural 20 Press’s
Wild Spellcraft has added a
greater sense of mystery and
danger to magic. Now e
Elements of Magic opens
the world of magic to you,
letting you create almost
any type of magic-user
you’d like. Magic is an
artform, like poetry,
and any good poem
is never content
to merely recite
the works of
others.
e Elements of Magic is intended to be
modular, able to it whatever role you want it
to play. It can be added to an existing campaign
that already has wizards, sorcerers, clerics, and
druids, perhaps representing another, higher
sort of magic, or it can wholly replace the
existing magic system, providing a whole new
feel to your fantasy gaming. You will need a
d20 core rulebook to use these rules, but this
book will let you ignore the old, clichéd spells
presented in those books, and create your own
works of magical art.
So What’s Changed?
e largest and most important change e
Elements of Magic presents is that it eliminates
the spell memorization and preparation system
entirely. Instead, this rules module uses a spell
list and magic point system, which is more
lexible, letting you decide what the mechanics
actually mean.
e division between arcane and divine
magic (and psionics, for that matter) has been
done away with in an attempt to make these
rules as setting-neutral as possible. Of course,
a spellcaster can always attribute his magic
to whatever source he believes in, but such
possibilities should be determined by how the
player and game master roleplay their world.
e rules for all spellcasters are the same, and
this system does not presuppose anything.
Magic can be a gift from the gods, the ancient
lingering spirit-energies of dead dragons, a
power innate in the world, or whatever else you
choose. Perhaps the most interesting possibility
is to make magic as mysterious in your game
as it is in the real world, where everyone has an
opinion, but there might be no single truth to
what magic is.
While the schools of magic from the core
rules are used, they have not been strictly
maintained. e necromancy school has been
3
905007947.004.png 905007947.005.png
dropped entirely, most divination spells have
been turned into magic skills, and some spells
are placed in diferent schools than they would
be in the core rules. e Evoke Life list, for
example, is roughly equivalent to the cure spells,
but it is in the evocation school rather than
conjuration (healing).
e alignment system, while not entirely
dropped, has been de-emphasized. e Life and
Death magical elements below, despite their
names, have no alignment. Death magic is no
more inherently evil than laming someone to a
crisp, and Life magic is used as much by villains
as heroes. Alignments are used primarily for
magic that deals with outsiders, since such
entities are assumed to be nearly the physical
embodiment of their alignment. is move away
from the alignment system is intentional, since
most settings other than the core d20 Fantasy
settings do not use alignment. While the moral-
absolutism of alignment is appropriate for the
d20 core rules, it is not appropriate for most
settings, especially a modern or futuristic one.
Unless, of course, the game master says
otherwise. e Elements of Magic is intended to
make it easy for you to create the fantasy world
you desire, with minimal tinkering. We have
done all the work of rules for you. All you have
to do is add whatever tone and descriptions
you want, and you can make these scattered
elements of magic manifest into a striking and
intriguing fantasy.
magic system to represent the speciic tone of
your game world, we also present several sample
variations of the Mage, all of which emphasize
the various spell elements. Finally is a revision
of the bard and ranger to these new rules.
Chapter ree: Magical Skills –
presents two new skills, as well as new uses for
ive skills from the core rules. All seven skills
gain extra abilities when used with magic.
Chapter Four: Worlds of Magic –
gives advice on creating interesting and
compelling forms of magic in your game, and
provides tons of ideas for creating your own
spellcasting character, along with three sample
characters.
Chapter Five: Elemental Monsters –
presents rules on new elementals for use with
this book. e .rtf ile included in this zip ile
contains combat statistics for all 20 elementals
at all 10 power levels.
Chapter Six: Spell Lists –
presents the descriptions of the spell lists, in a
format very similar to the spell descriptions of
the core rules.
Conversion Issues
You may wonder how adding a new magic
system will afect all the magic-using creatures,
magic items, and NPCs already in your game.
For most purposes, however, you should be able
to plug this book into your campaign with little
diiculty. Spellcasting characters and monsters
can be converted to a spellcasting class from
this book if you feel like going to the efort, but
since the new magic system is balanced with the
older magic rules, no conlicts should arise if
you use an old spell. Most spell-like abilities and
magic items can be kept unchanged, though you
can convert them to a related spell list from this
book if you’d like to add some new spice. Our
goal is to eventually create a sequel book with
additional ideas for new monsters using these
rules, but we don’t doubt that you’ll be tinkering
in the meanwhile.
Layout
Since this book uses a very diferent magic
system than the core rules, you might need a
little help navigating it.
Chapter One: Concepts & Deinitions –
explains the workings of the new magic system.
Once you have some familiarity with this
chapter, most of the rest of the book follows
easily from there.
Chapter Two: Spellcasting Classes –
covers the new core spellcasting class, the Mage.
Additionally, as examples of how to utilize this
4
905007947.006.png
T hough many artists can be quite skilled
creature, or outsider type. ere are 20 types of
elements, 12 types of creatures, and 9 types of
outsiders in all.
Elements: Each element has its own unique
efects and side efects, such as Fire’s ability to
start ires, and Water’s ability to drown.
Creatures: e creature descriptors are used
for spells that afect a creature directly instead
of using elemental energy, and such spells must
be tailored to the creature’s type. A Charm
Humanoid spell will not afect an Aberration.
Outsiders: Outsiders are classiied strictly
by their alignment.
by simply letting their muse guide their
craft, the great masters are those who
understand the tools at their disposal, and then
make use of their canny skill. Similarly, before
you are able to truly utilize this magic system,
you will need to familiarize yourself with its
components.
Spellcasting Basics
In this book, this is only one core spellcasting
class, the Mage, though we present several
optional ways to tweak it for diferent lavors.
Unlike the core rules where magic from
diferent classes was gained and handled
separately, a spellcaster from e Elements
of Magic has only one spellcaster level that
increases in a fashion much like the character’s
base attack bonus. If you’re just using the Mage
class, this will not be a concern, but if you
decide to use the diferent subclasses of the
Mage, this mechanic means that multiclassing
will not be the great drawback it is for a
spellcaster in the core rules.
A spellcaster learns to use spells in spell
lists , which go from ‘0’ to 9th level spells, rather
than individual spells. While some spell lists
are unique, such as Disease and Polymorph,
most spell lists are created by combining a
type of action that the spell does, with a type of
element, creature, or outsider that they afect.
For example, the spell list Evoke Area Lightning
is a combination of Evoke Area [Element] and
the element of Lightning.
ere are over two dozen types of spell
actions, such as Abjure [Element], Charm
[Creature], or Summon [Outsider]. When
actually learning a spell list you would combine
an action with a single particular element,
Spellcaster Level
ough the Mage is the core spellcasting class in
e Elements of Magic , because you may want to
create your own types of spellcasters, we have
simpliied spellcasting progression so that caster
levels from all magic-using classes stack, just as
Base Attack Bonus stacks. Some of the optional
classes, such as the red and grey mage, will not
gain a spellcaster level every time they gain a
class level, since they are not solely dedicated
to magic, and the revised ranger class gains
spellcaster levels in 2 level increments, much
like a 2 level of a skill. us, the table below is
presented in 2 level increments.
When determining the level-based efects of
a spell, as usual, round down fractions. us, a
character with a caster level of 112 would cast
spells that are functionally identical to those
cast by someone with caster level 11.
e character’s spellcaster level determines
what level of spells they can cast, how many
spell lists they know (see the next entry), and
how many magic points they have (see the entry
after that), as given on Table 1-1: Spellcaster
Levels , overleaf:
5
905007947.007.png
Zgłoś jeśli naruszono regulamin