d20 Dark Quest Dweomercraft - Enchanters.pdf
(
2080 KB
)
Pobierz
Games
Requires the use of the Dungeons & Dragons®
Player’s Handbook, ird Edition,
published by Wizards of the Coast, Inc.
Contents
Chapter One: Racial Views
So you want to be an Enchanter?
Chapter : Spells
Bard Spell List
Shoes of Discomfort
Skipping Demise
Sleep Noggin
Cleric Spell List
Sour Stomach
Druid Spell List
Spell Jumble
Ranger Spell List
Spendthrift
Sorceror/Wizard Spell List
Attitudes of the various
major races toward Enchanters
Dwarves
Stun Good Hand
Alignment Shift
Tabula Rasa
Alter Memory
Tankard of Drunkeness
Aphasia
Elves
Temper Tantrum
Aura of Fish Paste
Gnomes
Toad Mind
Barking Fit
Hallings
Tone Deaf
Bestial Panic
Half-Elves
Traitor’s Aura
Blind Eye
Half-Orcs
Trembling Grasp
Cat Fever
Humans
Uncontrollable Snickers
Cat Nap
Enchanter Personalities
Vengeance of Donkeys
Charm Object
Abjuration
Vocal Jiggle
Charm Vegetation
Conjuration
Well-wished Wiggles
Clubbing of Confession
Evocation
Compulsive Sneezing
Illusion
Chapter : Tomes of
Knowldge
e Arcane Inspiration of Knowing
Someone’s Heart and Mind
Confuse Familiar
Transmutation
Deceptive Recovery
Divination & Necromancy
Delusional Kindred
Delusive Limp
Chapter To: Feats
Beckon Summoning [General]
Divulgence
Biologies and Cosmologies
Dog Treachery
Chaotic Hint [General]
Charm Maker
Dominate Vegetation
Charismatic Aura [General]
e Exquisite Charm
of Domination
Dream Talk
Charismatic Mesmerist [General]
Dyslexia
Charm Ofensive [Metamagic]
False Rememberances
e Good Charmer’s Herbal
Compulsion Leech [General]
Gaudiness
e Grand Book
of Monstrous Enchanters
Deceptive Acquaintance [General]
Heightened learning
Discouraging Smirk [General]
Herd Panic
A Most Foul Boiling of the
Charmer’s Blood…
Honeyed Words [General]
Ill-mannered Body
Illusion Flux
Horse Beckon [General]
Nellalok’s Guide to
Corrupting the Goblinoids
Illusionary Backlash
Humble Guise [General]
Impersonate Gender [General]
Image Imprint
Quakewaver’s Most Notable Lives
Interrogation Shivers
Lawful Hint [General]
Vorthelz’s Literary Notes
Interrogation Tremors
Retracting Polarity [General]
Chapter : Magic Items
Amulet of Internal Realignment
Irritate Sleeper
Skeptical Intolerance [General]
Itchy Clothing
Seductive Charm [General]
Kleptomanic Urges
Social Dominance [General]
Baton of Command
Mad Lust
Unpassionate Aura [General]
Belt of Irrefusable Ofer
Memory Man
Wizard Shrill [General]
Circlet of the Sun and Moon
Mental Block
Dagger of Clear ought
Mind Rash
Chapter : Deities
Impoant to Enchanters
Anma Grelga
(intermediate goddess)
Dunce Cap
Muddled Mind
Guarantee’s Agreeable Marbles
Name Scatter
e Jasthiner Lenses
Necromantic Doubt
Mirror of Endless Gazing
No Smell/Taste
Deludra (lesser goddess)
Pipe of Charming Presence
Null Romantic
Judicia (intermediate goddess)
Quilt of Endless Sleep
Opinionated Outburst
Psydelius (intermediate god)
Perfume Bane
Ring of Recall
Trikalur (intermediate god)
Pocket Twitch
Diadem of the Seventh Hour
Tyrakor (greater god)
Ringing Ears
Ganymede’s Grandfather Clock
W
Chris Snook, David Woodrum
A W
Joshua Goldfond, Michael Hammes, Neal Levin
E
Deanna Link, Neal Levin, Ben Oxwell
L D
Natural 20 Press is an imprint of EN World. Please visit
http://www.enworld.org
Games
Open Game Content & Copyright information
Dweomercraft: Enchanters
is © Dark Quest, LLC. All rights reserved. Reproductions of the product
without permission of the publisher is expressly forbidden.
Dweomercraft: Enchanters
is presented under
the d License. All textual material is desginated as Open Game Content. All artwork herein is copyrighted
Dark Quest, LLC. “d System” and the d System Logo are trademarks owned by Wizards of the Coast
and are used under the terms of the d license.
A D
Darren Pearce
Gillian Pearce
C A
D/L
Steve A. Roberts
Duncan Fielden
I A
Ceredwyn Ealanta, Owen Kuhn, Gillian Pearce
Chapter One: Racial Views
o you want to be an Enchanter?
If you are reading this you are clearly considering
turning your developing arcane talents towards special-
izing in the very intriguing school of enchantment. As
you mull this idea over you are faced with a diicult
decision: which school, or schools, do you choose to
neglect as you delve into the subtle and intricate ways
of the enchanter? Clearly, this is an important deci-
sion you make, as it will afect you for the rest of your
existence(s). As such, it is not something that should be
decided on a whim, and the mere fact that you are read-
ing this shows that you are approaching this decision
with the gravity it deserves.
While it would be easy to ill an entire library with
the debates and discussions about this choice, this
would do little but confuse you. us, I have taken
it upon myself to herein delve into the issue in the
simplest of terms and allow you the broadest guidelines
for making your decisions. What follows is not gospel,
but rather a handy outline of issues that should concern
you as you prepare to make your decision.
still others are anathema to the aims and focus of
the enchantment school. What follows here is a brief
generalization of how each of the other seven arcane
schools interacts with the school of enchantment in
general, and the abilities and goals of an enchanter
speciically. While this is by no means an exhaustive
exploration of the issue, it is a handy reference guide for
the aspiring enchanter as he, or she, sets about deciding
what schools to keep and which school, or schools, to
surrender.
Abjuration
– With its array of protective spells,
the abjuration school is a great aid to an enchanter.
Abjuration spells not only protect the enchanter, but
often extend to his allies and friends, whether free-
willed or under the enchanter’s talents. ey can be
used to keep the enchanter safe while he tries his
powers and also, should his powers fail to achieve
the desired results, help him avoid his targets’ wrath.
Since most of the abjuration spells are of a subtle
nature they mesh well with the enchantment school’s
own subtle manipulations. In addition, the ability to
counter other magic efects, including enchantments,
through dispelling makes this a virtual must-have for an
enchanter.
Conjuration
– e ability to call for a wide array
of ofensive and defensive efects as well as summon
instant allies makes the conjuration school perhaps the
most useful to an enchanter. Its greatest impact for an
enchanter occurs at the higher levels, however, when it
allows the enchanter to summon powerful extra-planar
beings, which he can then attempt to
gain control of through his enchantment
abilities and compel the beings beyond
what the ordinary conjuration school
would allow. Naturally, this is extremely
dangerous, but it has been argued that
this is the ultimate test of an enchanter’s
true skills.
Divination
– is school is the
ultimate complement to the manipulative
capabilities of the enchantment school.
rough judicious use of the spells within
the divination school, the enchanter can
gain valuable information on potential
targets, making the enchantments more
likely to succeed. Further, its observation
capabilities allow the enchanter to keep
better track not only of those he has
enchanted, but also of what is going on
around them; this makes immediate and
long-term control much more efective.
Another vital use of the divination school
The World Beyond Enchantment:
An Enchanter’s Views of Other Schools
Although the enchantment school, with its ininite
degrees of subtlety and demands on the spellcaster’s
intellect, is by far the most diicult to master, there
are other schools that have their uses. Some allow the
enchanter to better use his skills, others are so generally
useful that to do without them would be diicult, and
Chapter 1:
Racial
Views
is the expanded ability to communicate with creatures
of all kinds.
S
: DMs could add a situational
modiier to
charm
efects if the enchanter has used
divination spells to gain personal information about
the subject of a charm. For instance, an attempt to
charm
or
dominate
the local mayor might grant
a negative situational modiier to the mayor’s
Will saving throw if the enchanter has used
divination spells to igure out that the mayor
really enjoys collecting ine books and the
enchanter presents him with a rare
tome.
Evocation
– Arguably the
most powerful of schools, evocation
is also the school at greatest odds
with the subtlety inherent in the
enchantment school. ere is
nothing delicate about blasting
an area with ire, or some other
violent efect. Not only do such
actions usually bring swift and
maximum retribution on those
who practice them, but careless
use can actually hurt the enchanter’s
ability to control their subjects or
even attempt enchantments. Still,
because it is extremely powerful
and also includes a number of
spells that have protective and
miscellaneous uses, the school
is very tempting. After all,
should the enchantments fail, a
brutal display of power will often be
enough to discourage retribution on the part of those
the enchanter attempted to manipulate. Unfortunately,
while vulgar displays of power might frighten foes, they
usually make it harder to subsequently enchant them.
S
: DMs could penalize the
ability of an enchanter to
charm
or
dominate
a person
or creature if the enchanter has previously been less
than careful with evocation spells. Certainly a positive
situational modiier would be appropriate to a goblin’s
Will save if the enchanter has been busy blasting the
goblin patrol with ire and then attempts to charm the
remaining survivor to act as a spy.
Illusion
– While the divination school provides
information to help the enchanter manipulate his
subjects and control them, the illusion school is perhaps
even more in the spirit of the enchantment school.
With its reliance on fooling the senses, it is a natural
complement to an enchanter’s abilities to control
minds. e spells of the illusion school can bolster an
enchanter’s chances of success with potential victims. By
disguising himself as a trusted friend or creating a more
comforting
environment, the
enchanter can more
easily inluence a
potential target.
S
: DMs could grant a negative
situational modiier to a subject’s Will
save against an enchanter’s
charm
or
dominate
if the
enchanter disguises himself as a trusted friend, or
makes the subject believe he is in an environment where
he can let his guard down.
Necromancy
– Because the enchantment school
relies on manipulating the minds of creatures, it is
useless against the mindless, many of which are undead.
us the necromancy school directly addresses the
most glaring shortcoming of the enchantment school
and provides an enchanter with the ability to create and
control undead. In addition, the higher necromantic
powers are very efective against small numbers of living
foes without being as showy as spells of the evocation
school and actually make a more appropriate display of
power for an enchanter than storms of ice or bolts of
lightning.
Transmutation
– As the school with the greatest
range of difering arcane efects and heavy on mobility,
the transmutation school is so broad in its scope that
there is really little correlation with, or opposition
to, the enchantment school. As such, transmutation
Chapter 1:
Racial
Views
neither addresses any particular weaknesses of, nor
adds any particular strength to, the enchantment
school. Like the abjuration school, certain spells of
the transmutation school, especially those concerning
mobility, are directly useful to the enchanter’s allies
or to the enchanter, should he need to take leave of an
uncomfortable situation. While spells of this school
can be somewhat showy, they do not pack the explosive
impact of the evocation school’s chief spells and thus
aid the enchanter in keeping a somewhat lower proile
in addition to being generally more useful than the
evocation school.
ere you have a brief summary of how the diferent
arcane schools relate to the mastery of enchantment.
It will hopefully aid you in your choice on the school,
or schools, you choose to disregard in your pursuit of
enchantment lore.
itudes of the various major
ces toward Enchanters
As you travel the realms you will undoubtedly encounter
the many races that populate the wider world. It is
perhaps useful to know how you can expect to be
received by the various races upon encountering
them. Of course, while your own race or cultural
background will tend to be the most obvious indicator
those meeting you will seize upon to form an initial
impression, your profession is not far behind. us
an enchanter is well advised to familiarize himself or
herself with the prevailing racial attitudes towards their
chosen specialization; being aware of racial and cultural
diferences usually means the diference between
being welcomed, or at least tolerated, and
being shunned or even feared. Note, while
it is a gross exaggeration to claim that
any speciic member of a particular
race will act in the manner described
below, it is a good generalization
of the general attitudes the race
carries towards members of the
enchantment school.
may grudgingly respect the power of a ireball and can
reluctantly appreciate the usefulness of a teleport, they
give no such credit to the enchanter’s powers. In fact,
the dwarven penchant for being straightforward in word
and deed runs counter to the enchanter’s powers, which
rely more on subtlety, inesse, and manipulation.
us enchanters are to be doubly mistrusted, as
not only do they dabble in the less respected arcane
arts, but also seek to overcome their challenges through
subterfuge rather than simply meeting them head-on.
is means enchanters tend to be ignored, avoided, and
generally treated with less respect than other members
of the arcane arts, which can leave the enchanter
feeling very lonely indeed. In addition, a certain level of
discomfort with an enchanter’s powers can be detected.
Despite the fact that dwarves are very resistant to all
things spell-related, and quite prepared to deal with any
physical dangers, the thought of someone being able to
control their mind makes them ill at ease. Fortunately,
the natural dwarven sense of fairness, coupled with
a irm belief in their own strengths, keeps enchanters
from being viewed in a worse light. us, an enchanter
among dwarves will not generally feel welcomed and, at
best, can hope for civil, if cool, treatment.
Given these prevailing attitudes, dwarven arcane
casters are rare, and dwarven enchanters rarer still.
Eles
Questions of the enchanter’s race aside, with their ain-
ity for arcane magic, their love of the arts, and their
ability to take the long-term view of things, enchanters
feel right at home among the elves. Elves espe-
cially appreciate the need for inesse and skill
found in the enchantment arts and tend to
prefer them to the more blunt and less
elegant arts such as evocation, or the
unnaturalness of necromancy. Being
more resistant to enchantments than
other races increases the comfort
elves feel with even mistrusted
enchanters as they can feel con-
ident in their ability to resist
his or her enchantment
attempts.
Many elves are
arcane spellcasters
of some form and,
if they choose to
specialize, they
tend to choose
the more subtle
and artistic schools.
us, elven enchanters are
actually quite common as
such things go.
Dwares
Conservative in their
views and ideas,
dwarves tend to
view practitioners
of the arcane
arts as useful, if
cowardly, at best,
and with contempt
at worst. is tends to
leave arcane talents ignored
or even avoided, but enchanters
have it even worse. While dwarves
Plik z chomika:
R5700
Inne pliki z tego folderu:
d20 Dark Quest The Weapon Rack Parry and Riposte.pdf
(2573 KB)
d20 Dark Quest The Weapon Rack Daggers.pdf
(4036 KB)
d20 Dark Quest The Taverner's Trusty Tome.pdf
(2242 KB)
d20 Dark Quest Temporality.pdf
(12125 KB)
d20 Dark Quest Teams SWAT.pdf
(1083 KB)
Inne foldery tego chomika:
0one Games
12 to Midnight
93 Games Studio
A New Arcadia Publications
Adamant Entertainment
Zgłoś jeśli
naruszono regulamin