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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 EDITING Greg Benage, Kevin Wilson ART DIRECTION Kevin Wilson 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 ‘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. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast and are used with permission. Copyright © 2003 Fantasy Flight Publishing Inc. Legends and Lairs is a trademark of Fantasy Flight Publishing Inc. All rights reserved. Sample file

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Page 1: Credits - DriveThruRPG.comour Legends & Lairsline of sourcebooks for the d20 System. School of Evocation is an exploration of the arcane school of Evocation intended for use by both

School of Evocation

CreditsLEAD 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

EDITING

Greg Benage, Kevin Wilson

ART DIRECTION

Kevin Wilson

LAYOUT

Kevin Wilson

PUBLISHER

Christian T. Petersen

FANTASY FLIGHT GAMES1975 W. County Rd. B2, Suite 1

Roseville, MN 55113

651.639.1905

www.fantasyflightgames.com

‘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.

Dungeons & Dragons® and Wizards of the Coast® are Registered

Trademarks of Wizards of the Coast and are used with permission.

Copyright © 2003 Fantasy Flight Publishing Inc. Legends and Lairs is

a trademark of Fantasy Flight Publishing Inc. All rights reserved.

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School of Evocation

ContentsIntroduction 3

Disciplines 3

Devoted Evoker Core Class 4

Prestige Classes 7

Arcane Architect 7Guardian of the Flame 9Illuminator 11Maestro of Dissonance 13Order of Akmon 15Spark 17Unmaker 19Wintermage 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 inour Legends & Lairs line of sourcebooks forthe d20 System. School of Evocation is anexploration of the arcane school of Evocationintended for use by both DMs and players.

In this book, you’ll find new prestigeclasses, new magic items, new feats, and morethan 60 new spells in the school of Evocation.

The DisciplinesThis book uses the concept of subschools

of magic, or “disciplines.” These are small,commonly themed groups of spells similar todivine domains, but intended for arcane spell-casters. In School of Evocation, there are 8 dis-ciplines of magic, themed according to thetasks or spell effects that most typify Evocationmagic:

The disciplines and their abbreviationsare: acid (acid), cold (cold), electricity (elec),energy construct (enrgy), fire (fire), force(force), light (light), and sonic (sonic). Eachdiscipline is briefly described below.

The acid discipline involves manipulatingvarious forms of acid energies, ranging fromfine, corrosive coatings to clouds of causticvapors to torrents of liquid acid.

The cold discipline focuses on spells thatuse chill energies to freeze enemies in theirtracks and turn water to ice.

The spells found in the electricity disci-pline use powerful electrical shocks to stun anddamage opponents.

Spells in the energy construct disciplineallow a caster to instantly produce numeroushelpful items composed of energy, includingtools, weapons, and even shelter.

Fiery meteors, hails of brimstone anddevastating fireballs are the hallmark of the firediscipline. Yet, the destructive spells of this dis-cipline are tempered by others that offer pro-tection or a means to subdue an opponent withrelatively little harm.

Powerful blasts and crude shapes formedfrom pure force are the hallmark of the forcediscipline. This discipline can be thought of asthe club to the energy construct discipline’srapier.

The light discipline specializes in spellsthat create various forms of light, ranging fromdim glows to a blinding artificial sun. Creaturesof the night—such as vampires—are particu-larly vulnerable to this discipline.

Sonic discipline spells employ variousforms of sonic energy to send helpful mes-sages, deafen opponents, or instantly shatterobjects into dozens of tiny shards.

The Open Game LicenseSchool of Evocation is published under

the terms of the Open Game License and d20System Trademark License. The OGL allows usto use the d20 System core rules and to publishgaming material derived from those rules.

In fact, material that is strictly rules relat-ed is Open Content. You can use this material inyour own works, as long as you follow the con-ditions of the Open Game License. You cancopy the material to your website or even put itin a book that you publish and sell.

Not everything in this book is OpenContent, however. The names of feats, spells,disciplines, magic items, classes, and the gamestatistics, mechanics, and rules derived from thed20 SRD are designated as Open Content. Thedescriptions of the feats, spells, disciplines,classes, and magic items are closed content andcannot be republished, copied, or distributedwithout the consent of Fantasy Flight Games.

All illustrations, pictures, and diagrams inthis book are Product Identity and the propertyof Fantasy Flight Publishing, Inc., © 2003.

The Open Game License is printed in itsentirety at the end of this book. For further infor-mation, please visit the Open Gaming Foundationwebsite at www.opengamingfoundation.org.

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The Devoted EvokerDevoted evokers are practitioners of the arcanearts who have dedicated their lives entirely toexploring and expanding the study of evoca-tion. Unlike a specialist, a devoted evoker isincapable of casting other schools of magic.However, this intense focus is what allowsthem to completely master their chosen field ofstudy.

Adventures: Devoted evokers oftencome from the most oppressed parts of society.A thirst for power drives them, and their adven-tures often reflect this. Devoted evokers canoften be found questing after new spells, pow-erful magic items, or even just as a favor to apolitically well-placed patron. Having had theirfill of being downtrodden when younger,devoted evokers constantly seek to claw theirway to the top.

Characteristics: Devoted evokers areoften arrogant and egotistical. They use theirspells only when they see fit and often sneer atthe suggestions of their peers. Fortunately, inspite of their protests, devoted evokers are alsoloyal and valuable companions. They reservethe right to insult or belittle their friends andoften get violent when a stranger trespasses onthis territory. After all, when violence is calledfor, few can equal the fury of a devoted evoker.

Alignment: Devoted evokers are nevergood-aligned. Their destructive subject ofstudy drives away gentler souls, leaving thosewho hunger for power and those who seekrevenge for ancient wrongs. Devoted evokersare not prone to negotiation unless faced byoverwhelming force. In most cases they prefersimple, honest combat to the “wheedling liesand shameless entreaties” of diplomacy.

Religion: Many devoted evokers turntheir backs on religion entirely. After the cruel-ty they often face as children, few devotedevokers want to acknowledge the gods thatthey feel abandoned them.

Background: Devoted evokers are typical-ly downtrodden or abused as children. Oftenphysically weak or a member of a racial minori-ty, they have been teased and tormented by theiryoung peers. Finally, unable to bear any moresuch treatment, they often turn to evocation inorder to gain the ability to defend themselves andseek vengeance on those who have harmed themin the past.

Races: Crossbreeds such as half-elvesand half-orcs are the most common devotedevokers, due to their status as second-class

citizens. Halflings, gnomes, and physicallyweak humans are also primary candidates forbecoming devoted evokers, since they too oftenreceive a great deal of abuse at the hands oftheir fellows. Full-blooded elves and dwarvesonly rarely become devoted evokers, lackingthe hunger for personal power and respect socommon to members of the class.

Other Classes: Devoted evokers are nor-mally most comfortable working with classesthat they feel can “pull their own weight.”Barbarians, clerics, fighters, paladins, androgues all contribute strengths to the party thatthe devoted evoker sees as valuable. Bards,druids, monks, rangers, sorcerers, and otherwizards are often the target of the devotedevoker’s scorn, since their specialties are eithertoo subtle for the devoted evoker to grasp, oroverlap 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 highscores in Intelligence and Dexterity, just like awizard. Additionally, a high Constitution iscritical, providing the high-profile spellcasterwith much-needed hit points. Because of thesavagery of the devoted evoker’s spells, heoften finds that opponents target him to theexclusion of the other members of his party.Strength can also be a great boon to a devotedevoker, allowing him to participate in combatafter his spells are gone. Charisma and Wisdomare 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 keyability for each skill) are Alchemy (Int),Concentration (Con), Craft (Int), GatherInformation (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 + Intmodifier.

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Class Features

All of the following are class features of thedevoted evoker.

Armor and Weapon Proficiency:Devoted evokers are proficient with the club,dagger, heavy crossbow, light crossbow, andquarterstaff. Devoted evokers are not proficientwith any armor or shields. Armor of any typeinterferes with a devoted evoker’s movements,which can cause his spells to fail (if those spellshave somatic components). Note that armorcheck penalties for armor heavier than leatherapply to the skills Balance, Climb, EscapeArtist, Hide, Jump, Move Silently, Pick Pocket,and Tumble, and that carrying heavy gearimposes a check penalty on Swim checks.

Spells: A devoted evoker casts arcanespells. He is limited to a certain number ofspells of each spell level per day, according tohis class level. A devoted evoker must preparespells ahead of time by getting a good night’ssleep and spending 1 hour studying his spell-book. While studying, the devoted evokerdecides which spells to prepare. To learn, pre-pare, or cast a spell, a devoted evoker musthave an Intelligence score of at least 10 + thespell’s level. A devoted evoker’s bonus spellsare based on Intelligence. The Difficulty Classfor saving throws against devoted evoker spellsis 10 + the spell’s level + the devoted evoker’sIntelligence modifier.

Bonus Languages: A devoted evokermay substitute Draconic for one of the bonuslanguages available to the character. Like wiz-ards, devoted evokers often find that they needto be able to read ancient texts written inDraconic in order to pursue their currentavenue of research.

Spellbooks: Devoted evokers must studytheir spellbooks each day to prepare theirspells. A devoted evoker cannot prepare anyspell not recorded in her spellbook (except forread magic, which all devoted evokers can pre-pare from memory).

Devotion: Devoted evokers may onlylearn, prepare, and cast spells from theUniversal school and the school of Evocation.Other schools of magic are entirely closed tothem except through the Opposed Spell feat(see page 23).

Devoted evokers receive a +4 bonus toSpellcraft checks to learn evocation spells (seePHB, Chapter 10, Writing a New Spell into aSpellbook).

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Discipline Mastery: Devoted evokersmay choose one evocation discipline that theyhave mastered. Devoted evokers can channelstored spell energy into any spell in a disciplinethey have mastered, in much the same way as acleric. Devoted evokers can “lose” a preparedspell in order to cast any spell from a masteredevocation discipline of the same level or lower.For example, a devoted evoker that has mas-tered the fire discipline may lose one of his pre-pared 2nd-level spells to cast flaming sphere(also a 2nd-level spell).

At 10th and 20th levels, a devoted evokerchooses one additional evocation discipline tomaster.

Augment Evocation: At 2nd level, adevoted evoker begins to accumulate a store-house of power that he may use to augment hisspells as he sees fit. This allows him to ignoreone level of metamagic cost when preparingspells. So, a 2nd-level devoted evoker couldprepare one silent magic missile as a 1st-levelspell instead of a 2nd-level spell. The devotedevoker can also use these levels to decrease themetamagic level penalty if he does not haveenough to completely ignore it.

At 4th level and every 4 levels thereafter,a devoted evoker may ignore one additionallevel of metamagic cost when preparing spells.

Evocation Focus: At 3rd level, a devotedevoker receives a +1 bonus to all caster level

checks (1d20 + caster level) to beat a crea-ture’s spell resistance when casting evoca-

tion spells. In addition, the DCs of all evocationspells the devoted evoker casts are increased by1. These benefits stack with bonuses providedby the Spell Focus and Spell Penetration feats.These bonuses increase by 1 each at 6th, 12th,and 18th levels.

Evasion (Ex): At 5th level, a devotedevoker gains evasion. If exposed to any effectthat normally allows a character to attempt aReflex saving throw for half damage, thedevoted evoker takes no damage with a suc-cessful saving throw. Evasion can only be usedif the devoted evoker is wearing light armor orno armor.

Evocation Resistance (Ex): Beginningat 15th level, the devoted evoker ignores thefirst 10 points of damage caused by any evoca-tion spell.

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Table 1: The Devoted EvokerAttack Fort Ref Will Spells per Day

Level Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 91 +0 +0 +0 +2 Devotion, discipline mastery 4 2 — — — — — — — —2 +1 +0 +0 +3 Augment evocation (1 level) 5 3 — — — — — — — —3 +1 +1 +1 +3 Evocation focus (+1) 5 3 2 — — — — — — —4 +2 +1 +1 +4 Augment evocation (2 levels) 5 4 3 — — — — — — —5 +2 +1 +1 +4 Evasion 5 4 3 2 — — — — — —6 +3 +2 +2 +5 Evocation focus (+2) 5 4 4 3 — — — — — —7 +3 +2 +2 +5 5 5 4 3 2 — — — — —8 +4 +2 +2 +6 Augment evocation (3 levels) 5 5 4 4 3 — — — — —9 +4 +3 +3 +6 5 5 5 4 3 2 — — — —10 +5 +3 +3 +7 Discipline mastery 5 5 5 4 4 3 — — — —11 +5 +3 +3 +7 5 5 5 5 4 3 2 — — —12 +6/+1 +4 +4 +8 Augment evocation (4 levels), 5 5 5 5 4 4 3 — — —

evocation focus (+3)13 +6/+1 +4 +4 +8 5 5 5 5 5 4 3 2 — —14 +7/+2 +4 +4 +9 5 5 5 5 5 4 4 3 — —15 +7/+2 +5 +5 +9 Evocation resistance 5 5 5 5 5 5 4 3 2 —16 +8/+3 +5 +5 +10 Augment evocation (5 levels) 5 5 5 5 5 5 4 4 3 —17 +8/+3 +5 +5 +10 5 5 5 5 5 5 5 4 3 218 +9/+4 +6 +6 +11 Evocation focus (+4) 5 5 5 5 5 5 5 4 4 319 +9/+4 +6 +6 +11 5 5 5 5 5 5 5 5 4 420 +10/+5 +6 +6 +12 Discipline mastery, augment 5 5 5 5 5 5 5 5 5 5

evocation (6 levels)

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