d20 Plot Device Colours of Magic - White.pdf

(758 KB) Pobierz
White Magic
The Oracle sat quietly in his chair, twirling his thumbs,
and waiting with some measure of impatience. The fact that he
knew exactly when what was going to happen was going to
happen did not calm him in the slightest. He hated the waiting as
much as anyone else, but for different reasons. It was just so
darned boring. “Finally,” he muttered, about a tenth of a second
before the rapping came at the door. He paused to assume his best
spot and brushed the hair from his eyes. He waved to his
attendant, who smiled at him warmly before going to open
the door. Foolish woman. He would have to make up a
story to upset her later. Something about her son,
that would show her proper place.
am so looking forward to that. Quickly, Quickly, it will only take a minute!”
The Senator shook his head, but under the withering gaze of the Oracle he
opened he decided to speak rather than risk any further incident. “I need to find
the way to the city of the Nine Seals, to place a wreath on the throne of an
ancient Queen and convey the wishes of the government to the Verdant Isle.”
The Oracle sat up in his chair. “That sounds totally amazing,” his eyes
lit up with enthusiasm, and he got an eerie, far away look. “The seals are in
the hands of a crying man, whose beard drags in the river, as he
stands on planks and speaks to the wind. Seek him in the
heart of the forest.” He blinked. “Now tell me I can come
too!” He g rinned at the man, who look ed ab out for help.
“Under no circumstances, my son,” said the
caretaker, shaking her head. “The Forest is no place for
a ten year old.” Her tone brooked no appeal.
“Greetings, Senator Wrythor. You are
most welcome. All is well with you personally,
I see. It pleases me to renew our
acquaintance.” He smiled.
Index
O v e r v i e w ……………………. …
2
The Senator was unnerved,
but chose not to make a display. “Greetings, Seer.
I have needs of your …” he managed before being
cut off. “Yes, and though you will protest it once,
you will agree to the price of forty thousand gold.”
In te r v e n ti on ……………………
3
O m n i sci e n ce ………………. . ….
4
Su m m on i n g …………………….
5
T h e O r a cl e ……. ………………. .
6
Appendix (White Spells) …….
11
“But, that is…” The Senator stopped himself,
and then continued, “acceptable.” He swallowed
then smiled wryly. “So is there actually anything
that you do not know?”
L i ce n ce ………………………….
2 4
Chromatic Arcana
This game supplement requires the Dungeons &
Drag ons Play ers Handb ook , Third Edition, pub lished b y
Wizards of the Coast, Inc. It uses material from the updated
v3.5 revision. All content in the Game Rule Info sections, all spell
descriptions and names and all tables are OGC. All fiction, pictures and other
descriptive text are IP of the respective creators.
“Actually, yes. What is it exactly that you
want me to do?” said the Oracle with an eager,
almost hungry look in his eyes. All hope of maintaining
a semblance of dignity left the Senator and he stared at the
Oracle in total incredulity. “But you have agreed… That is to say,
how could you know…? I am sorry, what?”
Chromatic Arcana is a re-organization of the magic system of d20 fantasy.
Instead of Illusion, or Evocation, spells are classified according to colours. Three
new cleric domains are also included. It is possible to use this supplement directly
with the normal classes. A new class is also included: The Oracle.
“I only got the silly details in my last vision, I know
nothing of the specifics of what y ou want of me. I just k now
how I am going to feel about it when you tell me, and I
1
905018888.050.png 905018888.060.png 905018888.071.png 905018888.082.png
Chromatic Magic Overview
S chool , S u b -school , D escr ipt or
The easiest application of these rules is to
simply allow a few new character classes that you
can say come from a culture that has had a different
approach to the study of magic within an already
existent standard world. It is relatively easy to
assume that a culture separated from the
mainstream of a fantasy world might develop a
mag ical metaphy sics that approached arcane theory
from a chromatic perspective rather than an
elemental or effect-based one.
character class. Please feel free to ignore the 0 level
spell for domains if you do not want to use that
option in y our g ame world. If y ou do choose to use
this option, you should grant an extra 0 level spell
slot to clerics that must be chosen from the relevant
domain spells, as per the domain bonus spell rules. I
have included two levels of Domain power, the base
level available to clerics that might choose the
domain, and the advanced power that is available to
Mystics and classes like the Oracle. Feel free to use
or ignore this extra information at your whim.
In the Players Handbook, spells are
classified b y School, Sub -School and Descriptor.
Here is the text of the information about this
categorisation system copied in from the System
Reference Document for reference:
Almost every spell belongs to one of eight schools of
magic. A school of magic is a group of related spells that work in
similar ways. A small number of spells (arcane mark, limited
wish, permanency, prestidigitation, and wish) are universal,
belonging to no school.
Appearing on the same line as the school and sub-
school, when applicable, is a descriptor that further categorizes
the spell in some way. Some spells have more than one
descriptor.
The descriptors are acid, air, chaotic, cold, darkness,
death, earth, electricity, evil, fear, fire, force, good, language-
dependent, lawful, light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by
themselves, but they govern how the spell interacts with other
spells, with special abilities, with unusual creatures, with
alignment, and so on.
Each of the new schools (the Colours in
other words) is sub-divided into three sub-sections,
or “spheres”. Spheres are in essence Sub-schools and
Descriptors wrapped into one. Note that focusing on
a sphere has no in-game effect with the standard
character classes. Some GMs may choose to use an
optional rule of giving a bonus to Sorcerers that
learn all the spells in a particular domain and colour
in exclusion of granting them the base domain or
even the advanced domain powers of the domain in
question as an added incentive for specialising.
T he Col ou r W hit e
White is the colour of the spirit world,
granting perception, influence and power to the
intangible soul. To incorporate Colours into an
existing campaign, allocate them to deities; in the
case of White, deities of knowledge or the afterlife,
ruling gods, or indeed any deity at all might have
influence over the domains of Intervention,
Omniscience and Summoning. Next allow Specialist
Wizards to choose a Colour as their primary school.
The colours are opposed to each other in the
following manner by default, but please feel free to
add in your own chromatic oppositional restrictions:
S pect r u m S hift
Chromatic Mag ic is a reclassification of the
base spells from the standard rules using a different
school system. All spells are given a school, or
Colour. The basic descriptors of spells do not
change. Only a few of their effects are modified to fit
in with this reclassification. The schools and sub-
schools do change. The effect of this alteration to the
magic system is simple and subtle, but it has a very
powerful follow-on effect to the nature of the game
world that it might be included in. In particular
there are fundamental effects upon specialist
Wizards, and there may (if you choose to go that far)
be effects upon clerical magic, or even the existence
of any of the standard spellcasting classes.
Basically this is the name I gave to a d20
rules modification that I came up with for a game
universe I ran for my friends in 2004. I twisted the
magic system, the base character classes and
alignments, and took out the classic fantasy races,
adding in a few archetypes of my own. It was a lot
of fun to do, so I wanted to share these ideas.
Red (energy) ÅÆ Indigo (thought)
Blue (pattern) ÅÆ Orange (disorder)
White (divine) ÅÆ Black (mundane)
Yellow (life) ÅÆ Purple (death)
Green (nature) ÅÆ Brown (artifice)
Grey (form) ÅÆ Chrome (function)
In the Spectrum Shift system, all domains
are given a 0 level spell. If you are interested in
finding out what 0 level spells are allocated to the
b asic domains out of the Play er’s Handb ook , they
are available in the “Unlikely Heroes: The Mystic”
For ease of use, the complete list of Black
spells is shown after the White Spell descriptions on
page 22. An alternate limitation might be Brown or
Grey magic.
2
The Sphere of Intervention
A fundamental premise of most d20
fantasy worlds is that gods and spirits of the
other world like to meddle. Every cleric calls on
them for assistance, and every one of them gets
the help they ask for, within the limits of their
level and memorised spells. Intervention is the
sphere for those powers that can be evoked by
calling on the other world to perform action
upon the mundane universe.
Like most of the Yellow spheres, the
spells this White sphere contains are classically
associated to divine or clerical magic, so you
may feel it is inappropriate to grant this sphere
to arcane spell casters. If you do allow these
spells broader access be very aware of the
consequence to the cleric class, as several key
abilities that only they have will subsequently
be shared with arcane casters. Justifying
allowing this style of magic is easy enough:
arcane spell casters that learn Intervention
magic do not draw upon specific deities or even
their own natural piety toward a particular
alignment as their source of influence on the
other world, but rather draw directly upon the
power of magic itself as a force, and through
their command of arcane power, gain the
needed respect and influence needed to call
upon these effects. This justification is not
without fantasy examples, quite the opposite.
Table White 1 All Intervention Spells
Spell Name
this does not preclude or limit this sphere to
good aligned clerics. The ability to Intervene is
indiscriminate as regards morality.
Level
Divine Favour
0
Bane
1
Bless
1
The ba se d om a i n ability for the domain
of Intervention grants the supplicant access to
the Knowledge (religion) skill as a class skill if
it was not one already, and also grants a +3
natural bonus to this skill.
Bless Water
1
Bless Weapon
1
Augury
2
Consecrate
2
Gentle Repose
2
Spectral Hand
2
The advanced domain power of
Intervention grants the devotee the ability to
call on the powers to protect them, as per the
spell Sanctuary, except as noted below. This
ability can be used a number of rounds per day
equal to the character’s class levels, and these
rounds do not need to be sequential. It is a free
action to activate this ability on the characters
turn. The DC of the will roll to avoid this affect
is 5 + the character’s Charisma bonus + the
character’s class level.
Helping Hand
3
Prayer
3
Divination
4
Planar Ally, Lesser
5
Atonement
5
Commune
6
Forbiddance
6
Planar Ally
7
Holy Sword
8
Planar Ally, Greater
8
Miracle
9
T he D omain of Int er vent ion
Table White 2 Intervention Domain
Spell Name
Level
Practically any deity at all might grant
the powers of this domain. In fact, you might
say that this is a Common domain, and all
deities offer it to their clerics. The principle of
intervening on behalf of a supplicant is intrinsic
to the very nature of divine magic, so this is not
at all out of concept. Any cleric might gain
access to these powers. Note that there are
some spells that have been historically classed
as “good” spells ( consecrate, gentle repose ) but
0
Divine Favour
1
Bless
2
Augury
3
Prayer
4
Divination
5
Planar Ally, Lesser
6
Commune
7
Planar Ally
This is a very powerful miscellaneous
sphere, with many useful effects to bolster,
assist and mitigate the abilities of others.
8
Planar Ally, Greater
9
Miracle
3
905018888.001.png 905018888.002.png 905018888.003.png 905018888.004.png 905018888.005.png 905018888.006.png 905018888.007.png 905018888.008.png 905018888.009.png 905018888.010.png 905018888.011.png 905018888.012.png 905018888.013.png 905018888.014.png 905018888.015.png 905018888.016.png 905018888.017.png 905018888.018.png 905018888.019.png 905018888.020.png 905018888.021.png 905018888.022.png 905018888.023.png 905018888.024.png 905018888.025.png 905018888.026.png 905018888.027.png 905018888.028.png
 
The Sphere of Omniscience
Omniscience consists of awareness and
pure perception. Some theoreticians attribute
the powers of this sphere to a natural sixth
sense or so-called “Sight” that is natural to all
spiritual entities, even those that are currently
living or bound to mortal forms. They further
speculate that this sensory capacity remains
blinded when we are within corporeal form,
accessible only with the power of this kind of
magic. Others say that this sphere allows
casters to tap into the awareness of the gods,
and thus share in their superlative perceptive
abilities. Some, in turn, speculate that there are
no otherworld elements to this sphere at all,
and magic itself is simply giving extra senses
where none existed before, or amplifying the
natural faculties of the spell-casting individuals
in some other way.
The ba se d om a i n power of Omniscience
grants the devotee a +2 insight bonus to the
skills Listen and Spot, making them both class
skills if they were not already.
Table White 3 All Omniscience Spells
Spell Name
Level
Guidance
0
Detect Snares and Pits
1
Alarm
1
Detect Secret Doors
1
The advanced domain ability of
Omniscience gives the devotee a limited form
of prescience. This extra sensory perception
gives the character a cumulative insight bonus
of +2 that is usable for one round per level per
day, which do not need to be consecutive
rounds. Activating this insight bonus is a free
action, and when this ability is used, the
character must choose one of the following
areas to apply it to until their next action:
• Attack rolls
• Armour class
• One saving throw (will, fortitude, reflex)
• Damage from one weapon used
• Spell DC for one spell the character casts.
True Strike
1
Find Traps
2
Owl Wisdom
2
See Invisibility
2
Clairaudience/Clairvoyance
3
Arcane Eye
4
Detect Scrying
4
Scrying
4
Prying Eyes
5
True Seeing
5
Find the Path
6
Legend Lore
6
Owl's Wisdom, Mass
6
Scrying, greater
7
Irrespective of the theoretical origins of
this sphere, it grants extremely powerful
miscellaneous abilities. The ability to know
what is transpiring, or to grant insight into the
true nature of things is extremely useful in so
many ways. In times of conflict it is often this
kind of power that governs the course of wars
or skirmishes, determining victor and victim.
Vision
7
Discern Location
8
Moment of Prescience
9
Table White 4 Omniscience Domain
Spell Name
Prying Eyes, greater
9
Level
Foresight
9
0
Guidance
T he D omain of O mniscience
1
Alarm
2
See Invisibility
Much like the other white domains,
almost any deity might grant access to the
powers of Omniscience. It has particular
association with the concepts of knowledge,
wisdom and forethought, so it is likely to have
favour with any being whose influence
includes these.
3
Clairaudience/Clairvoyance
4
Scrying
Though there are no direct offensive
abilities here, one indirect one (True Strike),
and only very few defensive ones at the highest
of levels, nevertheless this is a very powerful
sphere both in combat and out of it.
5
True Seeing
6
Find the Path
7
Vision
8
Discern Location
9
Foresight
4
905018888.029.png 905018888.030.png 905018888.031.png 905018888.032.png 905018888.033.png 905018888.034.png 905018888.035.png 905018888.036.png 905018888.037.png 905018888.038.png 905018888.039.png 905018888.040.png 905018888.041.png 905018888.042.png 905018888.043.png 905018888.044.png 905018888.045.png 905018888.046.png 905018888.047.png 905018888.048.png 905018888.049.png 905018888.051.png 905018888.052.png 905018888.053.png 905018888.054.png 905018888.055.png
 
The Sphere of Summoning
The ba se d om a i n ability of Summoning
grants an insight bonus of +3 to the Knowledge
(The Planes) skill, and makes it a class skill if it
was not one before. Furthermore, it allows the
devotee to select any extra planer or elemental
language as one of their initial or subsequent
language choices at no penalty.
The advanced domain power for
Summoning allows the devotee to choose a
specific plane of existence upon which to focus
(not their home plane). When summoning
creatures from this other plane the caster is
capable of ensuring they get only the larger and
more powerful specimens of creatures, giving
them automatically maximum hit points for
creatures of their type. Further, the devotee
gains +2 insight bonus on all rolls to do with
creatures from this plane, including skill rolls,
attack rolls, armour class against their attacks,
DC of spells cast upon them and saving throws
against their powers.
While the sphere of Omniscience allows
sensing things that are elsewhere in time or
space, or enhances the ability to perceive of the
mage; and the sphere of Intervention allows the
caster to draw power or abilities from beings
from elsewhere, often leading to interacting
with them with mutual respect; Summoning is
something else entirely. The power that this
sphere holds is much more direct and
immediate, and relies upon universal laws and
structures that govern how interaction between
different dimensions occur. This sphere allows
the caster to summon the physical essence of a
being from elsewhere, and command it to act as
the character wills.
Unlike the power of command over
others that the purple sphere of Dominion
holds, or indeed the influence over others that
the yellow sphere of Motive allows, this power
does not convey any influence over creatures
belonging to the natural realm. There is some
aspect to Summoning that seems to limit the
will and fundamental abilities of the creature
summoned. Some have speculated that this is
because only the mystical and physical nature
of the creature is in fact called, and not the
entirety of the creature at all.
Table White 5 All Summoning Spells
Spell Name
Level
Summon Instrument / tool
0
Mount
1
Summon Monster I
1
Summon Monster II
2
Summon Monster III
3
Planar Binding, lesser
4
Summon Monster IV
4
Contact Other Plane
5
Summon Monster V
5
Planar Binding
6
Summon Monster VI
6
D.'s Instant Summons
7
Summon Monster VII
7
Binding
8
Planar Binding, greater
8
Summon Monster VIII
8
Soul Bind
9
Summon Monster IX
9
T he D omain of S u mmoning
Like the other White domains, any deity
might grant Summoning to their priests.
Specific entities renown for having hoards of
creatures at their beck and call are particularly
likely to favour it. Before allowing this sphere
to be used by a cleric it is best to create a
specific list of relevant CR creatures that spells
of a particular pantheon or deity are likely to
call. It is, for example, bad form for a demonic
god to allow summoning of angelic creatures.
You can use the default alignments from the
standard summoned creatures as a guide
(replicated on page 23).
Table White 6 Summoning Domain
Spell Name
Level
Summon Instrument / tool
0
Summon Monster I
1
Summon Monster II
2
Summon Monster III
3
Summon Monster IV
4
Some elements of this sphere allow
communication to other planes of existence.
Unlike Intervention, communication does not
convey affiliation, and any interactions must be
coerced or called through other magic.
Summon Monster V
5
Summon Monster VI
6
Summon Monster VII
7
Summon Monster VIII
8
Summon Monster IX
9
5
905018888.056.png 905018888.057.png 905018888.058.png 905018888.059.png 905018888.061.png 905018888.062.png 905018888.063.png 905018888.064.png 905018888.065.png 905018888.066.png 905018888.067.png 905018888.068.png 905018888.069.png 905018888.070.png 905018888.072.png 905018888.073.png 905018888.074.png 905018888.075.png 905018888.076.png 905018888.077.png 905018888.078.png 905018888.079.png 905018888.080.png 905018888.081.png 905018888.083.png 905018888.084.png 905018888.085.png 905018888.086.png 905018888.087.png 905018888.088.png
 
Zgłoś jeśli naruszono regulamin