This was an odd little idea I played with, of removing the Magic-User and Cleric classes, and replacing them entirely with Druids and Illusionists. Druids dealt in Real things; fire, earth, blood and bone. Illusionists dealt in the quasi-real... light, illusion, shadow. The result is what is below. (Sorry about the formatting; Blogger does NOT play nice with stuff copied from GoogleSheets, and has little native WYSIWYG table support).
Spellcaster Class
Spellcasters have mastered one of the two arcane arts of the world, known as "druids" and "illusionists". While mechanically similar, the two arts themselves are very different, each relying on a different secret language and very different mindsets. Druidic magic focuses on the physical world, the natural elements, and plants and animals. Illusionist magic focuses on perceptions, the mind, and, as it advances, alternate dimensions. These are not exclusive, however; any druid spell can be created as an illusionist spell with at most a two-level increase, and vice versa. 6th and 7th level spells are not usually subject to this, representing deep secrets and specializations within their respective schools. In choosing the spellcaster class, one must choose to be a Druid or an Illusionist; that choice will determine the spells available and the skills developed. The two classes share an experience chart, HD progression, and combat table.
Spellcasters must be both quick and strong of mind, requiring a 15 Intelligence and a 12 in Wisdom. They are limited in spell knowledge based on their Intelligence (see Intelligence Table II), but gain bonus spells known, and suffer spell failure chances by comparing their Charisma to Wisdom Table II; facility with the use of language helps them learn additional low-level spells, and avoid mishaps. Their maximum spell level is determined by their Wisdom (see Wisdom Table I), but they gain bonus spells per day by comparing their Constitution to Wisdom table II; spellcasting is enervating, but those with healthy constitutions can avoid those difficulties. Both classes keep spellbooks of known spells in their secret languages.
Spellcasters fight on the table for thieves, and make saving throws on the table for priests. They may not wear armor made of metal, nor use any weapon, tool, or shield of metal more than 30gp in weight. They begin with proficiency in two weapons, receive an additional proficiency every five levels, and suffer a -4 penalty with all weapons with which they are not proficient. Demi-humans and Semi-humans may be multi-classed spellcasters, including Druid/Illusionists. There are no alignment restrictions on either Druids or Illusionists, nor requirements to fight for more advanced levels. Druids tend to be more lawful, and illusionists tend to be more chaotic, but it is not a requirement or impediment.
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Experience Points | Level | HD (d6) |
0-2250 | 1 | 1 |
2251-4500 | 2 | 2 |
4501-9000 | 3 | 3 |
9001-18000 | 4 | 4 |
18001-35000 | 5 | 5 |
35001-60000 | 6 | 6 |
60001-95000 | 7 | 7 |
95001-145000 | 8 | 8 |
145001-220000 | 9 | 9 |
220001-440000 | 10 | 10 |
440001-660000 | 11 | 10+1 |
660001-880000 | 12 | 10+2 |
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220,000 Experience points per level beyond the 12th.
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Spellcasters gain 1 HP per level after the 10th.
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Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
Character Level | | | | | | | |
1 | 2 | | | | | | |
2 | 2 | 1 | | | | | |
3 | 3 | 2 | 1 | | | | |
4 | 4 | 2 | 2 | | | | |
5 | 4 | 3 | 2 | | | | |
6 | 4 | 3 | 2 | 1 | | | |
7 | 4 | 4 | 3 | 1 | | | |
8 | 4 | 4 | 3 | 2 | | | |
9 | 5 | 4 | 3 | 2 | 1 | | |
10 | 5 | 4 | 3 | 3 | 2 | | |
11 | 5 | 5 | 3 | 3 | 2 | 1 | |
12 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
13 | 6 | 5 | 5 | 5 | 4 | 3 | 2 |
14 | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
15 | 6 | 6 | 6 | 6 | 6 | 5 | 4 |
16 | 6 | 6 | 6 | 6 | 6 | 6 | 5 |
17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
18 | 7 | 6 | 6 | 6 | 6 | 6 | 6 |
19 | 7 | 7 | 6 | 6 | 6 | 6 | 6 |
20 | 7 | 7 | 7 | 6 | 6 | 6 | 6 |
21 | 7 | 7 | 7 | 7 | 6 | 6 | 6 |
22 | 7 | 7 | 7 | 7 | 7 | 6 | 6 |
23 | 7 | 7 | 7 | 7 | 7 | 7 | 6 |
24 | 7 | 7 | 7 | 7 | 7 | 7 | 7 |
25 | 8 | 7 | 7 | 7 | 7 | 7 | 7 |
26 | 8 | 8 | 7 | 7 | 7 | 7 | 7 |
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Druids | | | | | | | |
Races Allowed: | Dwarven | Elven | Gnome | Half-elves | Halfling | Half-Orc | Human |
Level Limit | 7 | 8 | 8 | U | 6 | 4 | U |
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Level | Class Ability | | | | | | |
1 |
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1 |
+2 save vs. fire and lightning
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3 |
15% +5% per level after 3rd to identify plants, animals, and potable water
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3 |
Able to pass through non-magical overgrowth without leaving a discernable trail at normal movement rate
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3 |
Bonus language of an animal or animal-like monster, plus one additional language at each additional level
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7 |
May change shape three times per day into animals or plants. New forms may be no lighter than one percent the druid's weight, and no heavier than two hundred percent (so a 200 pound druid may be as light as 2 pounds, or as heavy heavy 400 pounds). Assuming a new physical form grants any physical abilities of the form, but not explicitly magical abilities; becoming a pixie will let you fly, but not turn invisible. Changing form heals 10-60% of the druid's wounds
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7 | Immunity to Disease and Poison | | | | |
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Available Spells | | | |
1 | 2 | 3 | 4 |
Affect Normal Fires | Barkskin | Call Lightning | Animal Summoning I |
Animal Friendship | Charm Person or Mammal | Charm Plants | Call Woodland Beings |
Burning Hands | Create Water | Create Food and Water | Charm Monster |
Detect Magic | Cure Light Wounds | Cure Blindness | Control Temperature 10' Radius |
Detect Snares and Pits | Detect Invisibility | Cure Disease | Cure Serious Wounds |
Entangle | Enlarge | Explosive Runes | Dig |
Faerie Fie | Feign Death | Flame Arrow | Dispel Magic |
Feather Fall | Fire Trap | Gust of Wind | Fire Charm |
Invisibility to Animals | Heat Metal | Hold Animal | Fire Shield |
Locate Animals | Jump | Levitate | Hallucinatory Forest |
Mending | Knock | Locate Object | Hold Plant |
Pass Without Trace | Locate Plants | Neutralize Poison | Lower Water |
Predict Weather | Obscurement | Plant Growth | Plant Door |
Purify Water | Produce Flame | Protection from Fire | Polymorph Self |
Resist Cold | Purify Food and Drink | Pyrotechnics | Produce Fire |
Resist Fire | Shatter | Slow | Protection from Lightning |
Shillelagh | Slow Poison | Snare | Repel Insects |
Shocking Grasp | Snake Charm | Stone Shape | Speak with Plants |
Sleep | Spider Climb | Summon Insects | |
Speak with Animals | Stinking Cloud | Tree | |
Warp Wood | Strength | Water Breathing | |
Web | Trip | | |
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5 | 6 | 7 |
Airy water | Aerial Servant | Animate Object |
Animal Growth | Animal Summoning III | Chariot of Sustarre |
Animal Summoning II | Animate Rock | Confusion |
Anti-Plant Shell | Anti-Animal Shell |
Conjure Elemental (as druid Conjure Fire Elemental)
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Commune with Nature | Conjure Animals | Control Weather |
Control Winds | Cure Critical Wounds | Creeping Doom |
Flame Strike | Feeblemind | Earthquake |
Fly | Fire Seeds | Finger of Death |
Hold Monster | Heal | Fire Storm |
Insect Plague | Move Earth | Ice Storm |
Pass Plant | Part Water | Regenerate |
Polymorph other | Stone Tell | Reincarnate |
Remove Curse | Stone to Flesh | Restoration |
Sticks to Snakes | Transport Via Plants | Statue |
Transmute Rock to Mud | Turn Wood | Transmute Metal to Wood |
Wall of Fire | Wall of Thorns | Wall of Iron |
Wall of Ice | Weather Summoning | Wall of Stone |
| | Wind Walk |
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Illusionist | | | | | | | |
Races Allowed: | Dwarven | Elven | Gnome | Half-elves | Halfling | Half-Orc | Human |
Level Limit | 5 | 7 | 11 | 8 | 4 | 4 | U |
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Level | Class Ability | | | | | | |
1 |
Bonus Language: Illusionist
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1 |
+2 save vs. Blinding and Deafening
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3 |
15% +5% per level after 3rd to locate secret or concealed doors or invisible creatures
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3 |
Able to alter appearance as if under a Change Self spell
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3 |
Bonus language of a demi-human, humanoid, or intelligent monster, plus one additional language per level after 3rd
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7 |
Each day, may cast 3 bonus levels of illusionist spells without having memorized, or even necessarily learned, those spells.. These levels may be used in any combination adding up to no more than 3, and are cast as if they had been memorized (including the need for material components).
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7 | Immunity to Charm and Fear | | | | | |
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Available Spells | | |
1 | 2 | 3 |
Audible Glamer | Blindness | Blink |
Bless | Blur | Charm Person |
Change Self | Chant | Clairaudience |
Color Spray | Comprehend Languages | Clairvoyance |
Command | Darkness 15' radius | Continual Darkness |
Dancing Lights | Deafness | Continual Light |
Darkness | Detect Magic | Cure Blindness |
Detect Illusion | Find Traps | Dispel Illusion |
Detect Invisibility | Fog Cloud | Fear |
Erase | Fool's Gold | Hallucinatory Terrain |
Find Familiar | Hypnotic Pattern | Hold Person |
Friends | Improved Phantasmal Force | Illusionary Script |
Gaze Reflection | Invisibility | Infravision |
Hypnotism | Leomund's Trap | Invisibility 10' Radius |
Light | Locate Object | Non-detection |
Message | Magic Mouth | Paralyzation |
Nystul's Magic Aura | Mirror Image | Prayer |
Phantasmal Force | Protection from Evil | Rope Trick |
Forget | Scare | Speak with Dead |
Remove Fear | Silence 15' radius | Spectral Force |
Sanctuary | Spiritual Hammer | Suggestion |
Unseen Servant | Stinking Cloud | |
Wall of Fog | Write | |
Ventriloquism | | |
Misdirection | | |
Augury | | |
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4 | 5 | 6 | 7 |
Confusion | Chaos | Conjure Animals | Alter Reality |
Detect Lie | Charm Monster | Demi-shadow Magic | Astral Spell |
Dispel Exhaustion | Contact other Plane | Dimension Door | Cacodemon |
Dispel Magic | Demi-Shadow Monsters | Find the Path | Gate |
Divination | Distance Distortion | Geas | Mass Invisibility |
Emotion | Hold Monster | Invisible Stalker |
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Exorcise | Leomund's Secret Chest 5 | Legend Lore |
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Fire Charm | Major Creation | Mass Suggestion | Prismatic Spray |
Fumble | Maze | Permanent Illusion | Prismatic Wall |
Improved Invisibility | Plane Shift | Programmed Illusion | Symbol |
Massmorph | Project Image | Repulsion | Teleport |
Minor Creation | Projected Image | Shades | Vanish |
Phantasmal Killer | Quest | Spiritwrack | VIsion |
Protection from Evil 10' Radius | Shadow Door | True Sight | Word of Recall |
Remove Curse | Shadow Magic | Veil | |
Shadow Monsters | Summon Shadow | | |
Wizard Eye | | | |
Other Classes
Fighters: | No change | | | | | |
Paladins: |
Paladins remain as very rare conduits of deities. Instead of a LG alignment, they must maintain absolute faithfulness to their deity; any transgression against their deity's strictures is the same as an evil act by a standard paladin in similar circumstances. Detection and Protection abilities (1 and 6 of the Paladin) instead extend to the moral and ethical opposites of their deity; a deity with a neutral component to their alignment receives no benefit along that axis (so a NG deity bestows protection from evil, a LN deity bestows protection from chaos, and a LG deity bestows protections from Chaos and Evil). Likewise, henchmen and companions must be adherents of the paladin's deity, or of compatible faiths. Paladins have sole access to clerical spells (save some monsters), and have no facility with druidic or illusionist magic (save through possible dual-classing).
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Rangers: |
Rangers gain access to Druidic spells as normal, and Illusionist spells instead of Magic-User spells. However, in order to do so they must learn the respective languages. If a ranger is unable to learn more languages upon attaining 8th and/or 9th level, the ability can be gained later, if they gain the ability to learn more languages (such as through an increase in intelligence due to age or magic). They do have the ability to use scrolls, however, and may use them to expand their spellbooks.
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Thieves |
Thieves are able to make use of druidic or illusionist scrolls beginning at 4th level. Their chance of failure is equal to ((100-Read Languages skill)/2)%, or a chance of failure dictated by comparing their Charisma to Wisdom table II, whichever is higher.
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Assassins |
Assassins are subject to the same rules for scroll use as thieves, when one considers their two-level penalty. Assassins who learn the Illusionist or Druidic Languages through their 9th level ability to learn secret languages consider only their Charisma for spell failure with scrolls of that nature.
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Monks: | No Change | | | | | |
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Magic Item
Potions |
Both Illusionists and Druids may begin creating potions at 7th level with the aid of an alchemist, or 11th level without. This process follows all of the usual rules.
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Scrolls |
Both Illusionists and Druids may begin scribing scrolls at 7th level, following the usual rules. Both classes may scribe any sort of protection scroll. Scrolls do not require Read Magic in order to use, only facility with the language in question. Chance of failure remains 5% per level difference, or the chance of failure prescribed by comparing one's Charisma to Wisdom table II, whichever is greater. Randomly generated scrolls are approximately 50% Druidic and 50% illusionist in nature.
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Other Magic Items |
There is no requirement for Enchant an Item, Permanency, Major Creation, or Alter Reality; creating magic items is a process, not a spell. Charged or single-use magic items may be created begining at 11th level. Permanent magic items may be created at 14th level. Both classes are able to conceivably create any magic item, but the DM may require the creator to describe how the spells she knows or has access to in spellbooks can be used to create said magic item; a druid who does not have access to the Strength spell making Gauntlets of Ogre Power might instead note access to Polymorph Self, for example. Illusionists may make use of their 7th level ability to meet these qualifications. Otherwise, the process follows the standard procedures outlined for illusionists in the Dungeon Master's Guide.
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