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School of Evocation
Requires the use of the
Dungeons & Dragons® Player's Handbook,
Third Edition, published by Wizards of the Coast ®
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School of Evocation
Credits
LEAD DEVELOPER
Kevin Wilson
MANAGING DEVELOPER
Greg Benage
WRITING
Mark Chance, Lysle Kapp, Lizard, Kevin Wilson
INTERIOR ILLUSTRATIONS
Ed Cox, Britt Martin, Joseph Querio, Patricio Soler
GRAPHIC DESIGN
Brian Schomburg
COVER DESIGN
Scott Nicely
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
www.wizards.com.
EDITING
Greg Benage, Kevin Wilson
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
ART DIRECTION
Kevin Wilson
Copyright © 2003 Fantasy Flight Publishing Inc. Legends and Lairs is
a trademark of Fantasy Flight Publishing Inc. All rights reserved.
LAYOUT
Kevin Wilson
PUBLISHER
Christian T. Petersen
FANTASY FLIGHT GAMES
1975 W. County Rd. B2, Suite 1
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
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School of Evocation
Contents
Introduction
3
Disciplines
3
Devoted Evoker Core Class
4
Prestige Classes
7
Arcane Architect
7
Guardian of the Flame
9
Illuminator
11
Maestro of Dissonance
13
Order of Akmon
15
Spark
17
Unmaker
19
Wintermage
21
New Feats
23
Visual Guide to Evocations
24
Alphabetical Listing of Spells
31
New Equipment
50
New Magic Items
55
Evocation
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect,
they create something out of nothing. Many of these spells produce spectacular effects, and evocation
spells can deal large amounts of damage.
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Welcome!
Fantasy Flight Games is pleased to present
School of Evocation , the latest softcover book in
our Legends & Lairs line of sourcebooks for
the d20 System. School of Evocation is an
exploration of the arcane school of Evocation
intended for use by both DMs and players.
In this book, you’ll find new prestige
classes, new magic items, new feats, and more
than 60 new spells in the school of Evocation.
The light discipline specializes in spells
that create various forms of light, ranging from
dim glows to a blinding artificial sun. Creatures
of the night—such as vampires—are particu-
larly vulnerable to this discipline.
Sonic discipline spells employ various
forms of sonic energy to send helpful mes-
sages, deafen opponents, or instantly shatter
objects into dozens of tiny shards.
The Open Game License
School of Evocation is published under
the terms of the Open Game License and d20
System Trademark License. The OGL allows us
to use the d20 System core rules and to publish
gaming material derived from those rules.
In fact, material that is strictly rules relat-
ed is Open Content. You can use this material in
your own works, as long as you follow the con-
ditions of the Open Game License. You can
copy the material to your website or even put it
in a book that you publish and sell.
Not everything in this book is Open
Content, however. The names of feats, spells,
disciplines, magic items, classes, and the game
statistics, mechanics, and rules derived from the
d20 SRD are designated as Open Content. The
descriptions of the feats, spells, disciplines,
classes, and magic items are closed content and
cannot be republished, copied, or distributed
without the consent of Fantasy Flight Games.
All illustrations, pictures, and diagrams in
this book are Product Identity and the property
of Fantasy Flight Publishing, Inc., © 2003.
The Open Game License is printed in its
entirety at the end of this book. For further infor-
mation, please visit the Open Gaming Foundation
website at www.opengamingfoundation.org.
The Disciplines
This book uses the concept of subschools
of magic, or “disciplines.” These are small,
commonly themed groups of spells similar to
divine domains, but intended for arcane spell-
casters. In School of Evocation, there are 8 dis-
ciplines of magic, themed according to the
tasks or spell effects that most typify Evocation
magic:
The disciplines and their abbreviations
are: acid (acid), cold (cold), electricity (elec),
energy construct (enrgy), fire (fire), force
(force), light (light), and sonic (sonic). Each
discipline is briefly described below.
The acid discipline involves manipulating
various forms of acid energies, ranging from
fine, corrosive coatings to clouds of caustic
vapors to torrents of liquid acid.
The cold discipline focuses on spells that
use chill energies to freeze enemies in their
tracks and turn water to ice.
The spells found in the electricity disci-
pline use powerful electrical shocks to stun and
damage opponents.
Spells in the energy construct discipline
allow a caster to instantly produce numerous
helpful items composed of energy, including
tools, weapons, and even shelter.
Fiery meteors, hails of brimstone and
devastating fireballs are the hallmark of the fire
discipline. Yet, the destructive spells of this dis-
cipline are tempered by others that offer pro-
tection or a means to subdue an opponent with
relatively little harm.
Powerful blasts and crude shapes formed
from pure force are the hallmark of the force
discipline. This discipline can be thought of as
the club to the energy construct discipline’s
rapier.
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The Devoted Evoker
Devoted evokers are practitioners of the arcane
arts who have dedicated their lives entirely to
exploring and expanding the study of evoca-
tion. Unlike a specialist, a devoted evoker is
incapable of casting other schools of magic.
However, this intense focus is what allows
them to completely master their chosen field of
study.
Adventures: Devoted evokers often
come from the most oppressed parts of society.
A thirst for power drives them, and their adven-
tures often reflect this. Devoted evokers can
often be found questing after new spells, pow-
erful magic items, or even just as a favor to a
politically well-placed patron. Having had their
fill of being downtrodden when younger,
devoted evokers constantly seek to claw their
way to the top.
Characteristics: Devoted evokers are
often arrogant and egotistical. They use their
spells only when they see fit and often sneer at
the suggestions of their peers. Fortunately, in
spite of their protests, devoted evokers are also
loyal and valuable companions. They reserve
the right to insult or belittle their friends and
often get violent when a stranger trespasses on
this territory. After all, when violence is called
for, few can equal the fury of a devoted evoker.
Alignment: Devoted evokers are never
good-aligned. Their destructive subject of
study drives away gentler souls, leaving those
who hunger for power and those who seek
revenge for ancient wrongs. Devoted evokers
are not prone to negotiation unless faced by
overwhelming force. In most cases they prefer
simple, honest combat to the “wheedling lies
and shameless entreaties” of diplomacy.
Religion: Many devoted evokers turn
their backs on religion entirely. After the cruel-
ty they often face as children, few devoted
evokers want to acknowledge the gods that
they feel abandoned them.
Background: Devoted evokers are typical-
ly downtrodden or abused as children. Often
physically weak or a member of a racial minori-
ty, they have been teased and tormented by their
young peers. Finally, unable to bear any more
such treatment, they often turn to evocation in
order to gain the ability to defend themselves and
seek vengeance on those who have harmed them
in the past.
Races: Crossbreeds such as half-elves
and half-orcs are the most common devoted
evokers, due to their status as second-class
citizens. Halflings, gnomes, and physically
weak humans are also primary candidates for
becoming devoted evokers, since they too often
receive a great deal of abuse at the hands of
their fellows. Full-blooded elves and dwarves
only rarely become devoted evokers, lacking
the hunger for personal power and respect so
common to members of the class.
Other Classes: Devoted evokers are nor-
mally most comfortable working with classes
that they feel can “pull their own weight.”
Barbarians, clerics, fighters, paladins, and
rogues all contribute strengths to the party that
the devoted evoker sees as valuable. Bards,
druids, monks, rangers, sorcerers, and other
wizards are often the target of the devoted
evoker’s scorn, since their specialties are either
too subtle for the devoted evoker to grasp, or
overlap the devoted evoker’s own strengths,
something that the egotistical spellcasters can-
not abide.
Game Rule Information
Devoted evokers have the following game sta-
tistics.
Abilities: A devoted evoker needs high
scores in Intelligence and Dexterity, just like a
wizard. Additionally, a high Constitution is
critical, providing the high-profile spellcaster
with much-needed hit points. Because of the
savagery of the devoted evoker’s spells, he
often finds that opponents target him to the
exclusion of the other members of his party.
Strength can also be a great boon to a devoted
evoker, allowing him to participate in combat
after his spells are gone. Charisma and Wisdom
are much less valuable to the devoted evoker,
seldomly seeing use.
Alignment: Any non-good.
Hit Die: d4.
Starting Gold: 4d4 × 10 gp.
Class Skills
The devoted evoker’s class skills (and the key
ability for each skill) are Alchemy (Int),
Concentration (Con), Craft (Int), Gather
Information (Cha), Intimidate (Cha),
Knowledge (all skills, taken individually) (Int),
Profession (Wis), Scry (Int, exclusive skill),
Search (Int), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
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