Saturday 30 December 2017

Sorcery: Sha'ir Spellcasting

Sorcery: Sha'ir Spellcasting

The sha'ir is an obscure base class for D&D 3.5 with unique mechanics and flavor. It is one of the two classes that can cast both arcane and divine spells natively. These arabic-flavored spellcasters rely on a gen familiar - a tiny genie - when casting spells. This gen fetches spells from the Elemental Planes, but the genie masters are fickle - the spells always have a chance of failure. Sorcery can be modified to represent sha’ir spellcasting.

First, sha’irs can cast arcane elemental spells. This will be treated as Limited Scope, Elemental, -10%.
Second, sha’irs gain their spells by sending their gen familiar to the Elemental Planes to fetch them from the genie masters. The known spells represent the spell permanently granted to the sha’ir – he does not need to send the familiar for them. Fetching a new spell, i.e. improvising one, requires the sha’ir to have his gen familiar bargain for the spell for 1 minute. This should apply the Immediate Preparation Required, 1 minute, -30% limitation to the Sorcerous Empowerment advantage, but since the sha’ir is free to do anything while his familiar is fetching the spell, we will downgrade this to Nuisance Effect, Improvisation takes time, -10%.

Third, improvisation requires the gen to be present. This applies the Granted by Other, -40% limitation to Sorcerous Empowerment. Note that even with no gen available, the sha’ir can cast his known spells.

Fourth, the genie masters are fickle. All spells have the Fickle, -20% limitation applied to them. Each time a spell success rolls is required (an attack roll for missile spells, a targeting roll for buff spells, other similar rolls), the sha’ir must make an unmodified reaction roll.
- On a reaction of Neutral or better (10+), the ability works as expected.
- A Very Good reaction (16-18) gives +1 to the ensuing roll.
- An Excellent reaction (19+) gives +2 to the ensuing roll
- On a reaction of Poor or worse (9 or less), the ability fails. If it wasn’t already active, it refuses to activate. If it was active, it shuts down. This doesn’t normally endanger you directly; for instance, Flight sets you down gently and Insubstantiality leaves you in open space.
- On a reaction of Very Bad or worse (3 or less), the ability does endanger you, or turns on you in some unpleasant way. Flight drops you like a stone, Insubstantiality leaves you stranded inside a wall, your attack blasts you, and so forth. The GM should be creative!
The sha’ir can try to cast a failed spell every second if he wishes, but the reaction roll is at a cumulative -1 per repeated attempt as the genie masters become increasingly annoyed by his requests. To eliminate this penalty, he must go for a full hour without casting any spells.
If the gen familiar of the sha’ir is dead or unconscious, the genie masters become frustrated. The sha’ir has a -2 to reaction rolls when casting spells, until the gen familiar is back to normal.

As was already implied, each sha’ir must have a gen familiar. This ability looks like the following:
                Ally (Gen; Built on 50%; Constantly present, x4; Special Abilities, +50%) [12].

After all adjustments, Sorcerous Empowerment (Sha’ir) costs 8 points for level 1 + 4 points/additional level, and the Sha’ir power modifier has a -35% value.

SAMPLE SPELLS

Fog
Keywords: Area (Leveled).
Full Cost: 26 points for level 1 + 8 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

The sha’ir conjures an area of dense fog that blocks vision and impedes fire attacks. This gives -8 to all vision rolls made through it. This fog impedes ladar in the same way. Flaming weapons and missiles lose their extra power in fog. A Fireball loses 1 point of damage per yard of fog it must traverse (e.g., a 3d Fireball that crosses 5 yards of fog inflicts 3d-5 damage), while victims of an Explosive Fireball may count each yard of fog as two yards of distance from the blast. However, no amount of fog will extinguish a fire. Any wind more forceful than a light breeze disperses it.
The basic (26-point) version of this spell covers a two-yard radius. For each additional 8 points, you may double this radius; e.g., four yards for 34 points, 8 yards for 42 points, or 16 yards for 50 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Obscure Vision 8 (Drifting, +20%; Extended, Ladar, +20%; Ranged, +50%; Sha’ir, -35%; Variable, Area, +5%) [26]. Additional levels add Area Effect (+50%) to the advantage [+8].

Lightning Weapon
Keywords: Weapon Buff.
Full Cost: 11 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

Once cast upon a weapon, this spell causes it to do an additional 1d of follow-up (p. B105) burning surge damage. The weapon must be at least partly metallic; weapons made entirely of wood and/or stone will not hold the spell. The weapon will visibly crackle with electricity. Electronics that take over 1/3 HP from this electric attack, must make a HT roll to avoid shorting out. Failure disables the target for seconds equal to the margin of failure; critical failure disables it until repaired (p. B484).
Statistics: Affliction 1 (HT; Accessibility, Only on metallic weapons, -40%; Advantage, Lightning Weapon, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sha’ir, -35%) [11]. Notes: “Lightning Weapon” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Surge, +20%; Visible, -10%) [5].

GENS


Air Gen [Dragon Compendium Volume I, page 54]

92 points
Attribute Modifiers: ST-7 [-70].
Secondary Characteristic Modifiers: SM-3; HP-1 [-2].
Advantages: Doesn't Eat or Drink [10]; Flight (Magical, -10%) [36]; Infravision [10]; Unaging [15].
                Elemental Endurance: Injury Tolerance (Environmental Adaptation; Elemental Planes Only, -80%; Magical, -10%) [20].
Planar Travel: Jumper (Magical, -10%) [90].
Electricity Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [13].
Disadvantages: Vulnerability (Acid, x2) [-30].
Creature Type: Outsider (Air).

Typical Stats
ST:
3
HP:
2
Speed:
5
DX:
10
Will:
10
Move:
5 land, 10 air
IQ:
10
Per:
10


HT:
10
FP:
10
SM:
-3
Dodge:
8
Parry:
8 (unarmed)
DR:
5 (vs. electricity)
Punch (10): thrust 1d-6 crushing (KYOS: 1d-9 crushing), Reach C.
Elemental Endurance: The gen can adapt to any environment on any Elemental Plane. The transformation takes 10 seconds, during which time the gen is unable to take any external action and may suffer harm from hostile conditions. This activates automatically on exposure to a different environment, but the gen can delay adaptation by making a Will roll once per minute (repeated rolls are at -2 if he suffers injury, or -5 if the injury exceeds his HP). His body may undergo visible changes in the process – including acquiring new organs such as gills. The gen is not protected against Innate Attacks or weapons with comparable effects, or against sudden, intense changes such as collisions, explosions, explosive decompression, or fires.
Planar Travel (10): The gen can shift to another plane of existence as if using the Jumper advantage (p. B64).

                Traits: Doesn't Eat or Drink; Infravision; Unaging; Vulnerability (Acid, x2).
Skills: Brawling-10.
Creature Type: Outsider (Air).

Earth Gen [Dragon Compendium Volume I, page 55]

97 points
Attribute Modifiers: ST-7 [-70].
Secondary Characteristic Modifiers: SM-3; HP-1 [-2].
Advantages: DR 1 [5]; Doesn't Eat or Drink [10]; Flight (Magical, -10%) [36]; Infravision [10]; Unaging [15].
                Elemental Endurance: Injury Tolerance (Environmental Adaptation; Elemental Planes Only, -80%; Magical, -10%) [20].
Planar Travel: Jumper (Magical, -10%) [90].
Acid Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [13].
Disadvantages: Vulnerability (Electricity, x2) [-30].
Creature Type: Outsider (Earth).

Typical Stats
ST:
3
HP:
2
Speed:
5
DX:
10
Will:
10
Move:
5 land, 10 air
IQ:
10
Per:
10


HT:
10
FP:
10
SM:
-3
Dodge:
8
Parry:
8 (unarmed)
DR:
1, 5 (vs. acid)
Punch (10): thrust 1d-6 crushing (KYOS: 1d-9 crushing), Reach C.
Elemental Endurance: The gen can adapt to any environment on any Elemental Plane. The transformation takes 10 seconds, during which time the gen is unable to take any external action and may suffer harm from hostile conditions. This activates automatically on exposure to a different environment, but the gen can delay adaptation by making a Will roll once per minute (repeated rolls are at -2 if he suffers injury, or -5 if the injury exceeds his HP). His body may undergo visible changes in the process – including acquiring new organs such as gills. The gen is not protected against Innate Attacks or weapons with comparable effects, or against sudden, intense changes such as collisions, explosions, explosive decompression, or fires.
Planar Travel (10): The gen can shift to another plane of existence as if using the Jumper advantage (p. B64).

                Traits: Doesn't Eat or Drink; Infravision; Unaging; Vulnerability (Electricity, x2).
Skills: Brawling-10.
Creature Type: Outsider (Earth).

Fire Gen [Dragon Compendium Volume I, page 55]

117 points
Attribute Modifiers: ST-7 [-70].
Secondary Characteristic Modifiers: SM-3.
Advantages: Dark Vision [25]; Doesn't Eat or Drink [10]; Flight (Magical, -10%) [36]; Temperature Tolerance 5 (Hot) [5]; Unaging [15].
Heat Aura: Burning Attack 1 (Always On, -20%; Aura, +80%; Melee Attack, Reach C, -30%) [3].
                Elemental Endurance: Injury Tolerance (Environmental Adaptation; Elemental Planes Only, -80%; Magical, -10%) [20].
Planar Travel: Jumper (Magical, -10%) [90].
Fire Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [13].
Disadvantages: Vulnerability (Cold, x2) [-30].
Creature Type: Outsider (Fire).

Typical Stats
ST:
3
HP:
3
Speed:
5
DX:
10
Will:
10
Move:
5 land, 10 air
IQ:
10
Per:
10


HT:
10
FP:
10
SM:
-3
Dodge:
8
Parry:
8 (unarmed)
DR:
5 (vs. fire)
Punch (10): thrust 1d-6 crushing (KYOS: 1d-9 crushing), Reach C.
Heat Aura: Anything that touches the fire gen takes 1 point of burning damage.
Elemental Endurance: The gen can adapt to any environment on any Elemental Plane. The transformation takes 10 seconds, during which time the gen is unable to take any external action and may suffer harm from hostile conditions. This activates automatically on exposure to a different environment, but the gen can delay adaptation by making a Will roll once per minute (repeated rolls are at -2 if he suffers injury, or -5 if the injury exceeds his HP). His body may undergo visible changes in the process – including acquiring new organs such as gills. The gen is not protected against Innate Attacks or weapons with comparable effects, or against sudden, intense changes such as collisions, explosions, explosive decompression, or fires.
Planar Travel (10): The gen can shift to another plane of existence as if using the Jumper advantage (p. B64).

                Traits: Dark Vision; Doesn't Eat or Drink; Temperature Tolerance 5 (Hot); Unaging; Vulnerability (Cold, x2).
Skills: Brawling-10.
Creature Type: Outsider (Fire).

Water Gen [Dragon Compendium Volume I, page 56]

112 points
Attribute Modifiers: ST-7 [-70]; DX-1 [-20].
Secondary Characteristic Modifiers: SM-3; HP-1 [-2].
Advantages: Amphibious [10]; Doesn’t Breathe (Gills, -50%) [10]; Doesn't Eat or Drink [10]; Flight (Magical, -10%) [36]; Infravision [10]; Pressure Support 3 [15]; Speak Underwater [5]; Unaging [15].
                Elemental Endurance: Injury Tolerance (Environmental Adaptation; Elemental Planes Only, -80%; Magical, -10%) [20].
Planar Travel: Jumper (Magical, -10%) [90].
Cold Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [13].
Disadvantages: Vulnerability (Fire, x2) [-30].
Creature Type: Outsider (Water).

Typical Stats
ST:
3
HP:
2
Speed:
4.75
DX:
9
Will:
10
Move:
4 land, 4 swim, 8 air
IQ:
10
Per:
10


HT:
10
FP:
10
SM:
-3
Dodge:
7
Parry:
7 (unarmed)
DR:
5 (vs. cold)
Punch (9): thrust 1d-6 crushing (KYOS: 1d-9 crushing), Reach C.
Elemental Endurance: The gen can adapt to any environment on any Elemental Plane. The transformation takes 10 seconds, during which time the gen is unable to take any external action and may suffer harm from hostile conditions. This activates automatically on exposure to a different environment, but the gen can delay adaptation by making a Will roll once per minute (repeated rolls are at -2 if he suffers injury, or -5 if the injury exceeds his HP). His body may undergo visible changes in the process – including acquiring new organs such as gills. The gen is not protected against Innate Attacks or weapons with comparable effects, or against sudden, intense changes such as collisions, explosions, explosive decompression, or fires.
Planar Travel (10): The gen can shift to another plane of existence as if using the Jumper advantage (p. B64).

                Traits: Amphibious; Doesn’t Breathe (Gills); Doesn't Eat or Drink; Infravision; Pressure Support; Speak Underwater; Unaging; Vulnerability (Fire, x2).
Skills: Brawling-10.
Creature Type: Outsider (Water).

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