Thursday, November 8, 2012

Fantasy Core RPG--The Fairy Enchantress

The Fairy Enchantress
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Spell Level
1st
+0
+0
+2
+2
1
2nd
+1
+0
+3
+3
1
3rd
+1
+1
+3
+3
2
4th
+2
+1
+4
+4
2
5th
+2
+1
+4
+4
3
6th
+3
+2
+5
+5
3
7th
+3
+2
+5
+5
4
8th
+4
+2
+6
+6
4
9th
+4
+3
+6
+6
5
10th
+5
+3
+7
+7
5
Description: If a human with magical abilities reproduces with an Elf, a rather magical being results, a Fairy. Their human heritage, allows the Fairy to still live in the mortal world. They are physically weaker, though usually taller than a mundane Halfling, nearing normal human height.
Inherently magical, Fairies are born with an Arcane magical ability and ethereal wings, which can retract into an unnoticeable position. They always appear young and beautiful with a near luminescent radiance. “Pixies,” as they are sometimes called, are all female (and still human, though very magical). Their magical potential (and their other charms) actually make them highly prized as students by other Wizards.
Hit Die: d6
Prime Abilities: Int, Cha, Wis
Subprime Abilities: Str, Con
Weapon and Armor Proficiency: Fairies have very small hands and are rather physically weak.  They may only use daggers and hand crossbows as two-handed weapons. They are unable to wear any armor or use any shield, even Elvish chain.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, dagger, hand crossbow, 10 bolts.

Flight: Fairies are able to fly, however they may only be lightly encumbered. They are able to hover and may fly as easily as they can walk.
Dodgy: Enchantresses have a natural +4 AC bonus.
Charm: Enchantresses have very compelling personalities and looks. 1 + (Cha + Wis)/2 + ½ level.
Infravision: Has the ability to see in the dark.
Immunities: Sleep, charm, and paralysis effects. They may also move freely between the Otherworld and the mortal world, without suffering any adverse effects. However, they are unwelcome there. Elves do not trust Pixies.

Spells
An Enchantress begins play with a spellbook containing all 0-level Wizard spells plus one 1st-level spell of the player's choice. For each point of Int bonus they have, the spellbook holds one additional 1st-level spell of their choice. With each new level, Pixies gain two new spells of their choice, up to the highest level they can cast, from their mentor or the Wizard Council (or some similar organization).  New spells (including ones bought, bartered, found, and stolen) must be copied into their spellbook and practiced before being used in the field. Assume a day per spell.

Spellcasting
Pixies may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 12 + Spell Level. (Cantrips are DC 10.)  With 3 cumulative failures in a turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell Level Limit is the highest spell level that a Wizard can cast.  A spellcaster must roll to activate a spell, even if their Spell Check is greater than the spell’s DC.  A Natural 1 is a Botch, meaning all spellcasting is immediately suspended until the caster has had 1 turn of rest. 
A Saving Throw against a spell has a DC of 12 + ½ caster level.

Spellcasting Beyond 10th Level
10th level Pixies may spend 10 XP to gain a +1 to their Spellchecks, up to +10 total for their level bonus.  Pixies with at least a +6 level bonus may attempt to cast spells beyond 5th level

Forbidden Spells (Optional Rule)
Some spells on the Spell List have been marked as Forbidden.  Typically, these would be spells summoning monsters, creating undead (Animate Dead), or spells of mass destruction. They are not taught or commonly available and should be considered rare in the extreme.  Any confirmed usage or being caught in possession of these spells will eventually bring members of the Wizard Council to issue punishment (up to even death) and the destruction of any spellbooks or spell scrolls.  The offending spellcaster is termed a Warlock, an oath-breaker.

Ceremony Spells (Optional Rule)
Many Forbidden spells require a Ceremony to cast. They may require a turn cast and a ceremonial space.  Other requirements may also be necessary, or just use the general guideline of 100 GP in materials/spell level.  Sacrifices may also be used for Ceremony spells, involving either the caster's freshly drawn blood (hp) equal to double the spell level or another's death.  Add +4 to the Spellcheck in either case.  Failure in casting renders the caster unconscious 1 turn and results in a permanent loss of 1 point of Wis.  At 6 Wis, the character is considered eccentric. (Player's option on how to play that out.) At 3 Wis, the character is considered hopelessly insane. The character is taken out of play and controlled by the Ref.  

Wizard Council (Optional Rule)
All legitimate Wizards have been trained and Arcane Marked by the Wizard Council. Unlicensed Wizards, confirmed abusers of magic, or possessors of forbidden spells are hunted by the Council for punishment or death.  (A Wizard hunt is also a great way to get one’s hands on a full spellbook, if successful and not killed in the process.) 

At 10th level, an Enchantress may apply for membership to the Council and take on apprentices.  However, the Council is typically reluctant to admit Fairies to their ranks.  Their inherently magical nature (and high Wis score) often means that they are experimenting with dangerous high-level spells and might become a Warlock (and a high-level one at that).  Their testing of Pixies applicants would be more severe and thorough than that of other races, especially in terms of their character. 

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