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.)
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