The wise men and women who enpeople the Realm
learn the ancient traditions of Item Magic.
They can prepare potions, lotions, balms and troches to grant
supernatural healing, second sight, great sibilance with the creatures of the
realm and other unheard-of powers. The
recipes for these items of magical power are discovered through trial and error
and this process happens in the alchemist’s laboratory and herbalist’s
apothecary.
Herbalists
are the witches and wise men who live nearby the village.
Alchemists
are natural philosophers who seek to understand the “why” of
Nature.
Doctors
are sanctioned by the Church to perform supernatural thaumaturgy.
And Druids
are the uncivilized men who follow the old ways.
Together these disciplines are called Item Magic
and their practitioners are called Item Mages.
The Prime Requisite for the Item Mage is
Wisdom. See Vol. I p. 9 for XP
adjustments due to high or low Wisdom.
He uses the same Attack Matrix advancement as the Magic User and same
Save progression as the Cleric.
Arms
and Armor: Item Mages may wear Leather armor and use the
following weapons: Backsword, Light Crossbow, Dagger, Flail, Mace or Hammer
(not the Pick), Sling, Staff, Spear.
The
Item Mage’s Class Abilities
Consumable
Magic Item Recipes:
Item Mages have the powerful ability to
create consumable magic items. They discover and create recipes from
which they and other Item Mages can create potions, balms, and other such item
containing a strong magical ability.
Recipe is the word for the formula for a particular
concoction. Each recipe has ingredients, a spell-like effect, and possibly a
side effect. An Item Mage starts knowing
four recipes, and learns a new one of his choice upon attaining each new
experience level.
Each recipe has a Complexity Level or CL, which is a direct analog to a spell's Spell Level. Recipes based on spells will have the same or similar levels.
Each recipe has a Complexity Level or CL, which is a direct analog to a spell's Spell Level. Recipes based on spells will have the same or similar levels.
Each recipe has several kinds of ingredients. Each uses a specially-prepared metal figurine
called a scarab that is carved like
a beetle. Each uses a talisman cut from the heartwood of
several kinds of trees and marked with arcane sigils. Each uses a medicinal herb, root or flower. And then
each of the disciplines uses its own unique reagent: tapers, liquids, powdered gemstones, or entrails.
Item Mages may learn recipes from
experimentation in the lab and from examining consumable magic items they find.
The Item Mage may keep potent only a few magic
consumables at a time. As he rises in
experience level, he can keep more items and more complex items potent
simultaneously. The total number of
items is based on his Recipe Number or
Rx Number. Each magic consumable he carries has an Rx cost equal to its
CL. CL 1 items have an Rx cost of 1. CL 2 items have an Rx cost of 2. And so on.
At each experience level gained, the Item Mage sees an increase in his
Rx number, and so therefore can carry more and more items with him (and hand
them out to his friends.)
Item Mages may write a recipe he knows down upon
a scroll. When another Item Mage uses
such a scroll, the scroll is used up and the Item Mage then knows the
recipe. He may put that recipe in his
book for later use. Unlike with Magic-User
spell casting, the Item Mage does not forget how to make a consumable once he
makes it, and then have to re-learn the recipe from the book. He must use the book to concoct his recipes each time, except for those recipes he knows of Complexity Level 1.
Dowsing:
Dowsing is the art of using the magic energies
in a crystal or pendant to listen to the Earth for guidance toward a desired
person, place, or thing. The Item Mage
uses his holy symbol or a crystal affixed to a length of chain. The chain swings in sympathetic vibration,
directing the Mage toward the object so named.
Dowsing might instead be done with crossed sticks of Rowanwood or any
branch in the shape of the letter “Y.”
At first level and then at every even level, the
Item Mage may name one object for which he wishes to be able to douse. These
things must come from the following list: Specific
Person, Specific Item, Specific Animal, Water, Kind of Mineral, Disease, Magic,
Traps, Shelter, Evil. Some of
these are generic terms and will lead the dowser to the nearest instance of
that item. Some are specific and will
attempt to point the dowser in the direction of that specific person or thing. No dowsing attempt will work at a range of
over 12 miles.
To attempt to dowse, the Mage makes a Save vs.
Magic Spell modified by his WIS modifier. If successful, the dowsing is
accurate for six Turns (one Hour.)
Surgery:
These wise men and women know enough about the
human body to perform rudimentary surgery. It can cut out a diseased body part
or infection, remove a foreign object, amputate a gangrened limb, and so
forth. Surgery takes 1d12 hours and
deals 1d6+1 Hit Points of damage.
At the end of the surgery, the patient must Save
vs. Death or die. He must Save vs. Death
at the end of each subsequent week or die from infections and complications due
to surgery. If under the supervision of
the surgeon, he gains a +2 to each of these subsequent Saves.
Designer
Notes:
This class with four flavors is designed for a
realm with no proper Clerics or their subclasses nor any Magic-Users in their
several varieties. The differences
between the classes as presented here are flavor only; however each should have
its own recipe list.
Spells
My initial conception is to look over the spell
lists for Magic-Users, Clerics and Druids, potion and other magic item effects
that don’t map to a specific spell, as well as some favorite weird home brewed
spells. Find a few spells from each list which are subtle and of general
utility and compile a list of nine such spell effects for each spell level, one
through six. Then choose three spells
per level which are specific, powerful, and flavorful for each of the
subclasses: Herbalist, Alchemist, Doctor and Druid. Then create effects from these (12 x 6 =) 72
spells that could conceivably come out of a physical delivery system like a
potion or lotion.
So each class has a list of 12 recipes per CL; and from each of these lists, each class has three recipes nobody else
has.
Additionally, I want there to be an emphasis on
self-directed players experimenting and creating or perfecting their own
recipes and sharing them with or selling them to the people in the Realm.
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