Art @hiroshark |
Charm-Caster
HD-
d6
Max AC-
13
You
aren't much of a Sorcerer. You can cast spells, but you were probably
never formally trained. You've never known much of magic beyond the
minor enchantments and bits of craft you can weave, but you have
become very good at it. You're not as much the academic, scholarly
wizard but more the eccentric hermit. You probably use magic to
entertain people or to scam the gullible- going on adventures will
earn you a lot better coin, even if it won't gain you any more
respect.
You
don't have the same education or depth of thought as a regular
magician, and as such learning spells is difficult. You probably
can't read or write, and will need someone to physically show you how
to cast a spell to learn it, as such you can only learn spells from
other Wizards. This
restriction is lifted at 3rd level or if you generated
your character with a +2 Intelligence modifier. However, you get double starting spells to a regular Magic User.
You
also don't have the same sixth sense or ability with magic as a
caster, but you are slightly more well rounded and have a sort of
innate knack with magic. You can entangle bits of magic into a
standard object; your shepard's crook, your straw hat, your
coinpurse. This object can be recalled to you by simply holding out
your hand and willing the object to fly into your hand. The object
will fly as long as there is a clear path, but enemies nearby can
make a saving throw to keep it from flying back to you, using their
strength to stop the pull. If this object is destroyed or stolen it
loses this power and you can bond with a new object to have this
power.
You
gain +1 to-hit at 3rd level.
At
10th level, you become a Master of Charms.
If you see someone casting a 1st
or 2nd
level spell, even once, you can memorize it in your mind and later
transcribe it down to cast later. You must do this the following
season of downtime from the adventure, else the details and exact
incantations slip your mind and you have to learn the spell the old
fashioned way.
Magic
oozes from you. Every object you own for at least a year and a day
becomes magically enchanted. These objects gain a personality and
some minor abilities to move around; objects like to clean up after
themselves now, perform simple work, sort easily on their own, and
care for their master in some strange empathetic way. This happens if
you like it or not, and your objects start to become attached to you
as well, making separation difficult. As a result, you may become a
bit of a hoarder. These objects act as though under an Animate
Objects spell at all times,
freely, but can only do a maximum of 1d2 damage even if crowding
someone. Objects gain personalities based on what they are and where they come from; crocodile leather boots nip at your toes playfully when you put them on, candles taken from a church will spit wax at people who blaspheme near it, etc.
Spells per
Adventure Table
Level
|
1st Circle (1st
level spells)
|
2nd Circle
(2nd
level spells)
|
1
|
1
|
|
2
|
2
|
|
3
|
3
|
|
4
|
5
|
|
5
|
6
|
1
|
6
|
8
|
1
|
7
|
9
|
2
|
8
|
11
|
2
|
9
|
12
|
3
|
10
|
14
|
3
|
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