CLASS: Tribesmage (My first). I could use feedback and advice [Archive] - Wizards Community

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Ayanthrax

08-13-05, 04:06 AM
I made this class, and am still thinking on it, to hone my D&D skills. I came here to look for some constructive criticism or advice on maybe balance it more or expand it more ^-^.



Tribesmage [Tmg]

Uchawanume/Uchawinamke, or Tribesmage [Tmg] is derivative from the Swahili word uchawi, which means magic or mysticism and mwananume (man) or mwanamke (woman). They are similar to a shaman in many ways, but there are subtle differences as to how these fairly primitive magicians evolve throughout time.

The entire discipline of the Tribesmage has grown from a war torn culture to a culture of relative refinement, old philosophies about the energies in the body and how to manipulate them have fortified and created a powerful basis for a primitive, but powerful form of witchcraft.

The core of the tribesmage’s practice is the ability to bring gentle ripples through the energy field of the body through mantras, runes, chants and incantations. A lightly unrefined discipline it is, as tribesmen lack the subtlety of the ‘modern’ spellcasters, the ability to manipulate at will the currents of bodily energy and possibly the ambient energy requires both a mentally and physically hardened constitution. Resulting, a tribesmage can be strong in melee battle as well.

The magical aspects of the tribesmage’s craft comes together in the binding to the fabric of chaos through the manipulation of these bodily energies and with chaos, I obviously mean to say the mathematically incalculable infinite probability that seems constant throughout nature. Though being heralds of nature as well as well disciplined figures while at the same time being able to tap into the fabric of chaos, a tribesmage must have outstanding mental balance before even hoping to cast a successful spell. Like a Shaman, a tribesmage practices the arts of divination, healing and conjuring, among others



Game Statistics

Abilities: Constitution and Wisdom are the defining attributes for a Tribesmage, as the body needs to be in pristine physical and mental condition in order to be able to tap into the deepest secrets of the Uchawimaian art. A high Wisdom score is also important for a good deal of a tribesmage’s class skills. Charisma can come in handy for the tribesmage’s ability to handle animals.

Hit Die: d8
Saves: Fortitude: Good, Reflex: Poor, Will: Good
BAB: Average
Class Skills: Concentration (Con), Craft (alchemy) (Int), Heal (Wis), Listen (Wis), Knowledge (nature) (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points per Level: 4 + Int modifier (x4 at 1st level)

Alignment: Any neutral (neutral good, true neutral or neutral evil)
Favored Class: Humanoids in tribal hierarchies (next to barbarian or druid)



Table: The Tribesmage

http://img216.imageshack.us/img216/9650/t15tf.jpg



Edit: Possible error in judgment on my part; the BAB must go up to +10/+5, in 20th level, instead of up to +15/+10/+5. This is also, hopefully, subject to critic.

NOTES

- The level of a tribalmage’s spells is multiplied by 1½ to calculate the Spell DC (rounded down); 1st are 1, 2nd are 3, 3rd are 4, 4th are 6, 5th are 7, 6th are 9.
- The tribesmage’s Constitution score must be 10 + spell level to be able to cast spells of the level without personal harm and the tribesmage’s Wisdom score must be 11 + 1½ spell level (rounded down) as shown above, to be able to cast spells of the level. Tribesmages get a 5d6 magic damage backlash for each rank in Constitution they fall short of the desired score.



Bonus Spell Chart

http://img220.imageshack.us/img220/526/t29rf.jpg



Tribalmage Class Features

AC Bonus [Ex]

The tribesmage’s ruddy constitution and long disciplinary training have granted him the extraordinary ability of a superhumanly armored skin. He/she may add his/her Constitution modifier to his/her AC.


Simple Weapon Proficiency

A tribesmage is proficient with all melee simple weapons and bows, but not with crossbows and throwing weapons.

NOTE: A tribesmage needs two empty hands to cast without penalty. A tribesmage with only one free hand takes a -4 penalty to his/her spellcasting DC’s, making them easier to resist. A tribesmage with both hands full cannot cast spells at all. This on account of the high importance of the somatic component of a tribalmage’s spells.

Great Fortitude

A tribesman starts out with this feat.

Bonus Feat

A tribesmage gets a bonus feat his first level and every sixth level, (6th, 12th, 18th). At 1st level, the tribesmage can choose between Brew Potion or Craft Wand.


Runic Ritual [Su]

This is a supernatural ability of the tribesmage, coupled to a necklace that holds one or more runes. The Runic Ritual ability has four ranks, after each of which the tribesmage adds another rune to his necklace up to the maximum of 4 (epic progression excluded). These runes have one of the following effects.


Runic Armor: +2 deflection bonus to AC
Runic Energy: resistance 5 against acid, cold, electricity, fire or sonic
Runic Fortification: +2 to one ability score.
Runic Healing: fast healing 5
Runic Vision: darkvision 30 ft.
Runic Warding: spell resistance 5


Each rank, the tribesmage can choose one rune and add it to his/her necklace, after which he can – once every other day – commence the runic ritual, in which the effects of all the runes on his/her necklace are activated for 2 hours. The same rune can be chosen more than once and the effects of the runes stack fully. The effect of two Warding runes for example amounts to spell resistance 10. Once the Runic Ritual is activated, every party member and creature that is less than 15 feet away from the tribesmage will gain the same effect from the runes. This effect does not wear off when one party member moves further away from the tribesmage, but remains on the party member’s being for the allotted time. The tribesmage does not need to concentrate on his friends or the runes around his neck to keep up the effect of the ritual until the end, but if the tribesmage is knocked out or loses the necklace, the effects disappear again.



Tribalmage Domains and Spells

The tribalmage’s magical craft is divided into six disciplines or domains, of which two can be chosen at 1st level. There are six levels of tribalmage spells and there are no 0 level spells. Levelwise, the Tribalmage’s spells are relatively quite potent. They are naturally potent, but specialized casters.


Alchemy

This discipline entails knowledge of naturally occurring elements with magical power or otherwise distinguishing abilities, the ability to recognize plants, analyze concoctions as well as materials that are crafted from naturally occurring materials. Alchemists can create potions for the good or the bad by learning to combine certain substances to create a desired effect. In the alchemist's repertoire is also learning how to create foods, explosives and other objects for daily use from natural substances. Many of these spells need material components in the shape of spores, powders or poisonous substances and most of them require not the use of speech.

Benefits: +4 to Craft (alchemy) and Knowledge (nature) checks; +2 on saves against poisoning



Calling

The calling discipline teaches the art of magical healing and restoration as well as the ability to call the wild and the repulsive towards you. Typically, all kinds of magical effects involving the creation of magical and non-magical substances or to bring forth creatures with a positive predisposition are all encrusted within this discipline. The ability to bring life to inanimate or immobile objects or cause ritually induced curses all are within this realm’s power. Though the ability to handle animals is a very important one in tribal culture, the Calling discipline allows one to magically improve upon this ability.

Benefits: +6 to Handle Animal checks; when performing healing spells that cure hit points on a single target, cure an additional amount of hit points equal to your level.



Commune

The commune discipline allows the future tribesmage to learn how to create a contact between the realm of the living and those who are dead. Learn to step into the beyond with one foot, whilst retaining a stand upon the soil of the living. Through the fabric of fate which eventually will pull you into the beyond where time is of no meaning, you learn to commune with spirits, read the threads of fate and therefore, foretell events in the future which are not yet fixed. The commune discipline is an equivalent of divination.

Benefits: The tribesmage gains the supernatural ability of ‘the sight of fate’, which allow him/her to perform the augury spell 2 times a day. A tribesmage using the augury spell this way can do so without its material component or focus.
Disadvantages: When a tribesmage casting a spell from the commune discipline receives an Attack of Opportunity, the Constitution modifier in his AC temporarily disappears.



Elicitation

Provoking gentle sways in the fabric of chaos gains students to the elicitor school the ability to influence the energies around them. To cause ripples in the air and to influence weather, to cause fluctuations in one’s own energy field, drawing or expelling from it the essence needed to cast offensively. Such energies are often associated with the elements, in which the tribesmage’s cling to nature once more resurfaces.

Benefits: The tribesmage gains damage reduction 3/acid, cold, fire and electricity or damage reduction 10 against either acid, cold, fire or electricity.



Nature’s Armor

This discipline is often found synonym to magical fortification and scholars taking the nature’s armor studies to increase the strength, endurance, intelligence, mobility or other attributes of people targeted. This subject also entails several other transmutations; for example, to change size or shape.

Benefits: The tribesmage gains +3 miscellaneous modifier on either Fortitude, Reflex or Will saves or +1 miscellaneous modifier on all three saves.



Warding

Deflection, reflection and redirection are the three main words in this discipline, where scholars are taught to be able to shield themselves from all kinds of harm. The fabric of life and chaos can be melded into invisible shields and barriers in the shape of spells to avert harm from both physical and magical attacks. It also includes the ability to repel and avert special sorts of creatures altogether. This discipline is particularly powerful when combined with the nature’s armor or the elicitation discipline.

Benefits: A good aligned tribesmage gains the ability to cast magic circle against evil 3/day, whereas an evil aligned tribesmage gains the ability to cast magic circle against good 3/day. A true neutral tribesmage can cast both magic circle against good and magic circle against evil 1/day.



Spells



Alchemy Spells

1st – crackling fog, clean food and water, decay, detect magic in plants, poison food and water, prepare food, preserve flesh, stabilize, venomdraw; 2nd – bloodpour, cauldron of leaves, close wounds, fire powder, glitterdust, manipulate wood, neutralize poison, purify, woodcancer; 3rd – blinding spore, coconut fire, dust of forgetfulness, flesh eating spore, full preservation, immunity dust, petrification powder, quench, truth powder; 4th – adhesive ground, antikinetic resin, bloodcough, hallucinogen, mark of the fearless, mnemonic powder, nightshade, psychotropic spore; 5th – blinding spore (mass), endure, flesh eating spore (mass), petrification powder (mass), quench (mass), timebomb tree; 6th – airclamp, combination dust, facilitated change, stone of rejuvenation;



Calling

1st – beastcall I, cure moderate wounds, dwelling fog, footsnare, inflict moderate wounds, lively ground, quick rebuttal, remedy, rising nature, xenolith I; 2nd – beastcall II, burden, contagion, creation, cure critical wounds, heartheal, igneous calling, inflict critical wounds, remove disease, solid fog, unburden, xenolith II; 3rd – beastcall III, creation (major), cure moderate wounds (mass), disenchant, inflict moderate wounds (mass), joining, mimetic ooze, treelife, xenolith III, yawl 4th – absorbing shadow, acid fog, banishment, beastcall IV, box of plagues, harm, heal, oaken defender, xenolith IV; 5th –beastcall V, bridge, cure serious wounds (mass), death cloud, elemental swarm, inflict serious wounds (mass), mimetic ooze (greater), restoration (greater), xenolith V; 6th –beastcall VI, expulsion, generatio spontanea, heal (mass), karyokinetic (cell division) boost, xenolith VI, ziggurat;


NOTE: THE SPELLS FROM THE OTHER DOMAINS WILL COME IN DUE TIME
Ayanthrax

08-13-05, 04:15 AM
Tribesmage Spells

Here you will find the tribesmage's spells listed alphabetically. Only the Alchemy spells are there yet. The rest will come later.



ADHESIVE GROUND (Alchemy)

Level: Tmg 4
Components: S, M
Casting Time: 1 standard action
Target: Area with a 30 feet radius.
Range: 50 ft. + 5/ 2 levels
Duration: Instantaneous
Save: Yes, fortitude partial
Spell Resistance: Yes, negates

All creatures in the area are nailed to the ground as it is covered by a very sticky resin. Those who break free are slowed unless they can fly.
Material Component: a handful of enchanted tea leaves and a small amount of resin.



AIRCLAMP (Alchemy)

Level: Tmg 6
Components: S, M
Casting Time: 1 full action
Target: Area with a 40 feet radius
Range: 100 ft + 10/level
Duration: Instantaneous
Save: Yes, fortitude halves
Spell Resistance: No

This intensely powerful spell is activated by unleashing a silvery powder that, when brought in contact with the air, turns it solid for 2d8 rounds. Every creature caught in the area is locked inside and suffocated for 3d10 damage each round, which is halved if a successful save is made, with a -4 penalty to Fortitude and Will and a non-existent Reflex. If an ensnared creature manages a DC 30 Strength check, it breaks free, but needs to manage a fortitude save (without penalty) for each time it travels the length of its own Reach without exiting the airclamp. Exceptionally to air elementals and other gaseous beings is the airclamp spell hazardous. These creatures are dealt 20d6 initial damage, and if they survive, suffer another 6d10 every following round. Airclamp has no effect upon ethereal creatures or magical effects, the solidified air only stops physical movement (including ranged physical weapons). Creatures with the ability to plainwalk, become ethereal or project themselves astrally can escape the airclamp as well

Material Component: void salts (200 gp), an ounce of mercury (500 gp) and two handfuls of alchemic powder.



ANTIKINETIC RESIN (Alchemy)

Level: Tmg 4
Components: S, M
Casting Time: 1 full action
Target: Target/Area with a 30 feet radius.
Range: 50 ft. + 5/ 2 levels
Duration: 10 rounds.
Save: Yes, half
Spell Resistance: Yes, half

A hurled attack that, when it hits the ground, unleashes a violent ‘implosion’ that absorbs the ambient energy intensely fast, creating ultra rapid cooling. After the effect, the area around the antikinetic resin impact is colder than a polar region. This cold remains for 10 rounds, after which the area slowly warms up again. Creatures inside the temperature drop take damage equal to 2d6 + ½ caster level each round. If the attack was centered upon a target, it is dealt 8d6 damage and paralyzed for 2 rounds.

Material Component: a handful of magic resin, encrusted in leaves.



BLINDING SPORE (Alchemy)

Level: Tmg 3
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 15 feet. +5 feet/4 levels
Duration: Instantaneous
Save: Yes, reflex negates
Spell Resistance: Yes, negates


A direct hit from the magically induced spore causes a creature to be blinded for 2d6 rounds +1 per 2 levels. Creatures with no eyes are unaffected
Material Component: The spore from a venomous plant.



BLINDING SPORE, MASS (Alchemy)

Level: Tmg 5
Components: S, M
Casting Time: 1 standard action
Target: One or more creatures, none of which can be more than 20 feet apart.
Range: 10 ft. +5 per 4 levels
Duration: Instantaneous
Save: Yes, reflex negates
Spell Resistance: Yes, negates

Like blinding spore, but then on multiple subjects.
Material Component: The spore from a venomous plant.



BLOODCOUGH (Alchemy)

Level: Tmg 4
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 10 ft. +5 per 4 levels
Duration: Instantaneous
Save: Yes, fortitude negates
Spell Resistance: Yes, negates

Affected creature starts to cough uncontrollably and will cough up blood for 2d4 rounds. Each round, it is done 2d6 damage. The affected creature must succeed on a DC 25 Concentration check if it wants to make a standard action, but even then receives a -4 attack penalty
Material Component: a small spoonful of pig bile.



BLOODPOUR (Alchemy)

Level: Tmg 2
Components: S, M
Casting Time: 1 standard action
Target: Person or creature
Duration: 30 minutes
Save: Yes, negates
Spell Resistance: Yes, negates

Imbues the target with a magical anticoagulant. When the target is struck with a weapon that draws blood, the wound keeps bleeding for 5 rounds, doing 1d3 damage each round. When the target contracts multiple wounds, the effects per wound stack, 1d3 damage will be done per wound. Creatures without blood and undead are unaffected.
Material Component: a small amount of alchemic powder



CAULDRON OF LEAVES (Alchemy)

Level: Tmg 2
Components: S
Casting Time: 1 minute
Target: A stash of leaves
Duration: One hour

This spell causes a stash of leaves to realign and shape a cauldron that can be used for purposes of preparing food or alchemic objects.



CLOSE WOUNDS (Alchemy)

Level: Tmg 2
Components: S, M
Casting Time: 1 standard action
Target: Person or creature
Duration: 30 minutes
Save: Yes, negates
Spell Resistance: Yes, negates

Closes wounds to stop blood from flowing or to prevent ill substances from entering them. This spell cures 3d4 hit points.
Material Component: a small amount of alchemic powder



COCONUT FIRE (Alchemy)

Level: Tmg 3
Components: S
Casting Time: 1 minute
Target: Coconuts or equally large nuts
Range: Touch
Duration: Instantaneous

Magically imbues 1d4 coconuts or nuts of equal size, either plucked or already in inventory, with a chaotic magical current that destabilizes its molecular structure. These coconuts then become +1 ranged weapons and may be passed on to other party members. Each of these coconuts do 1d6 fire damage per caster level (max 12d6) to a target and 2d6 normal damage to anything within a 10 feet from the target.



COMBINATION DUST (Alchemy)

Level: Tmg 6
Components: V, S, F XP
Casting Time: 10 minutes
Target: The focus
Range: Touch
Duration: Instantaneous

Requires a DC 24 Craft (alchemy) check and the Brew Potion feat

Combination dust is intensely pure mnemonic powder, which can be ritually imbued with spells. The combination dust can hold spells whose levels amount to less than or equal to ½ (caster level + Constitution Modifier + Wisdom Modifier) (rounded down). The combination dust can hold the spells indefinitely, but the caster can release them by a vocal and somatic mantra.

Virtually every type of tribesmage spell can be loaded into the combination dust; the sacrifice of experience points manifests in the maximalization of all hit dice within the spells that are loaded into the combination dust (every die gives maximal outcome). Furthermore, if more than one spells in the combination dust share a similar effect, like damage for instance, the effects stack fully. It is possible to put the same spell into the combination dust more than one time. The caster receives a backlash of a number of d6 points of magic damage equal to the sum of levels of the spells in the combination dust times.

TARGET: The only limitation to the spells that can be loaded into the combination dust is that all spells have to have at least one possible target in common; in the combination dust, if all spells have one creature as target, the combination dust will effect one creature. If all but one spell effect one creature and the remaining spell effects multiple creatures or an area, all spells in the combination dust affect multiple creatures or an area. If all but one spell effect multiple creatures and the remaining affects an area, all spells effect an area.

AREA: If more than one spell loaded into the Combination dust affects an area, there are rank orders to keep in mind. Between a ray and a cone, a cone wins, between a cone and a hemisphere, a hemisphere wins and between a hemisphere and a 360 degree area, the 360 degree area wins. Between two areas of the same subtype, the largest wins (keep in mind that a 45 degree cone with a 20 ft. range beats a 90 degree cone with a 10 ft. range; if the angle increases by n fold, the surface area increases by n fold; if the range increases by n-fold, the surface area increases by n²-fold).

Focus: One ounce of Combination Dust (1,000 gp) in a satchel.
XP Cost: 1,800 Points.



CRACKLING FOG (Alchemy)

Level: Tmg 1
Components: V, S
Casting Time: One standard action
Target: 1d4+caster level nuts or large seeds, either plucked or in one’s possession.
Duration: Instantaneous

Imbues a small bunch of nuts or seeds with magical force, which can then be thrown to do 1d3 fire damage (counted as ranged weapons with -4 on attack bonus) or to the ground. In either case, the explosion creates fog in an area with a 10 feet radius around the detonation.



CLEAN FOOD AND WATER (Alchemy)

Level: Tmg 1
Components: V, S, M
Casting Time: 1 minute
Target: a body of polluted water or rotten food (10 cubic feet plus 1 cubic feet/level)
Duration: Instantaneous

Removes rot, poison and pollution from food and/or water, making it consumable again.
Material Component: A small husk of silver powder.



DECAY (Alchemy)

Level: Tmg 1
Components: V, S, M
Casting Time: 1 minute
Target: a living target or a corpse
Duration: Instantaneous
Save: Yes, negates (only on living target or undead)
Spell resistance: Yes, negates (only on living target or undead)

Withers a corpse or sickens a target. Does 3d8 damage to undead.
Material Component: A drop of mercury



DETECT MAGIC IN PLANTS (Alchemy)

Level: Tmg 1
Components: -
Casting Time: 1 minute
Target: 2d4 + caster level in plants (tiny: ¼, small: ½, medium: 1, large: 2, huge: 4, gargantuan: 8, colossal: 16)
Duration: Instantaneous
Save: Yes, negates (only on living target or undead)
Spell resistance: Yes, negates (only on living target or undead)

Can detect magical components in plants and trees or otherwise substances with alchemic value.



DUST OF FORGETFULNESS (Alchemy)

Level: Tmg 3
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 10 feet. +5 feet/4 levels
Duration: Instantaneous
Save: Yes, reflex and/or will negates
Spell Resistance: Yes, negates

A puff of dust is hurled into a target’s face. Dust of forgetfulness causes 1d4 temporary Wisdom drain on a target.
Material Component: a small amount of alchemic powder



ENDURE (Alchemy)

Level: Tmg 5
Components: S, M, DF
Casting Time: 1 full action
Target: Creature
Range: Touch
Duration: Instantaneous
Save: Yes, negates
Spell Resistance: Yes, negates

Suppresses the effects of poison, disease, sickness and nausea and causes the subject to be able to lose infinite hit points without dying for no more than 30 minutes. If within this time, the creature is not healed to above -10 hit points, it dies without any possibility of save.

Material Component: a few carats of diamond dust (200 gp)
Divine Focus: An object of significance to the target. Handing the object back to the creature activates the spell. If he/she loses the object with hit points over -10, it does not fall unconscious, however if he/she loses contact with the object with less than -10 hit points, he/she dies instantly.



FACILITATED CHANGE (Alchemy)

Level: Tmg 6
Components: S, M, XP
Casting Time: one hour
Target: Humanoid
Range: 10 feet.
Duration: Instantaneous
Save: Yes, negates
Spell Resistance: Yes, negates

A humanoid upon which this spell is cast will receive the ability to turn into a werecreature at will. The werecreature he/she will change into will have the same amount of HD as he/she had while normal and will be the same type of werecreature as from which the material component of the spell came from. While the spell lasts, the target will be able to change to and fro from his werecreature form completely at will. The effect of the facilitated change spell lasts for one week.

After the spell has worn out, the target will lose the ability to change, but if it leveled in that time, with increased constitution modifier, the bonus hit points it received on account of his/her being lycanthrope will remain after the spell has worked out.

When a person is subjected to the facilitated change for the third time, it will permanently remain a lycanthrope. If the lycanthrope that provided the material component was different one or more of the three times, the target will become the type of lycanthrope that facilitated his third change.

Material Component: The blood of a lycanthrope and a pluck of its hairs. (These two must be from the same kind of lycanthrope for the spell to work)
XP Cost: 2,000 XP



FIRE POWDER (Alchemy)

Level: Tmg 2
Components: S, M
Casting Time: 1 standard action
Target: Person or creature
Range: 15 ft.
Area: A 15 ft. hemisphere from the caster’s hands
Duration: 30 minutes
Save: Yes, partial
Spell Resistance: Yes, partial

Powder that is magically set ablaze does 3d6 + 1/level fire damage to any creature within the affected area.
Material Component: a small amount of alchemic powder



FLESH EATING SPORE (Alchemy)

Level: Tmg 3
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 10 feet. +5 feet/4 levels
Duration: Instantaneous
Save: Yes, reflex negates, if fails; fortitude halves
Spell Resistance: Yes, negates

A puff of sporre is hurled into a target’s face. The flesh eating spore singes the flesh and skin, doing 6d6 acid damage to unarmed, 4d6 damage to light armed, 2d6 damage to medium armed and no damage to heavily armed opponents. Natural armor doesn’t ward against the flesh eating spore. Plants, elementals and constructs are unaffected.
Material Component: the spore of a venomous plant



FLESH EATING SPORE, MASS (Alchemy)

Level: Tmg 5
Components: S, M
Casting Time: 1 standard action
Target: One or more creatures, none of which can be more than 20 feet apart.
Range: 10 ft. +5 per 4 levels
Duration: Instantaneous
Save: Yes, reflex negates, if fails; fortitude halves
Spell Resistance: Yes, negates

Like flesh eating spore, but then on multiple subjects.
Material Component: The spore from a venomous plant.



FULL PRESERVATION (Alchemy)

Level: Tmg 3
Components: V, M, DF
Casting Time: 10 minutes
Target: Corpse
Range: Touch
Duration: Instantaneous

The designated corpse, man or beast, is completely preserved and will survive, unattended, for 20 weeks plus 1 week/caster level. When this spell is used, the weeks the preservation is in effect do not count towards the upper duration between death and a restore life spell.
Material Component: an ounce of clean salt
Divine Focus: A charm with significance to the deceased (if it is a person) can double the preservation time.



GLITTERDUST (Alchemy)

Level: Tmg 2
Components: V, S, M
Casting Time: 1 standard action
Target: Area with a 40 ft. radius
Range: 100 ft.
Duration: 15 minutes
Save: Yes, negates
Spell Resistance: Yes, negates

Powder reveals invisible runic and magical writing as well as circles and areas influenced by wards within the area.
Material Component: a handful of alchemic powder



HALLUCINOGEN (Alchemy)

Level: Tmg 4
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 10 ft. +5 per 4 levels
Duration: Instantaneous
Save: Yes, will negates
Spell Resistance: Yes, negates

Affected creature gains either uncontrollable fear of an object, or is completely concentrated upon it. Depends on whether the caster’s good or bad. A true neutral tribesmage can choose.
Material Component: a handful of enchanted alchemic powder.



IMMUNITY DUST (Alchemy)

Level: Tmg 3
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 10 feet. +5 feet/4 levels
Duration: Instantaneous
Save: Yes, will negates.
Spell Resistance: Yes, negates

This powder contracted spell grants a person immunity to disease and poison for 24 hours + 1 hour/level.
Material Component: a handful of alchemic powder



MANIPULATE WOOD (Alchemy)

Level: Tmg 2
Components: V, S
Casting Time: 1 standard action
Target: 3 cubic feet of wood + ½ cubic feet/2 levels
Range: Touch
Duration: 1 hour
Save: Yes, negates
Spell Resistance: Yes, negates

This spell can change the shape of a piece of wood. It can create weapons, but also small shelters. If the wood is part of an animated tree (such as a treant), it is entitled to a saving throw.



MARK OF THE FEARLESS (Alchemy)

Level: Tmg 4
Components: DF, M
Casting Time: 1 standard action
Target: Creature
Range: Touch
Duration: Instantaneous
Save: Yes, will negates
Spell Resistance: Yes, negates

The creature that receives the mark is relieved of all fear and gains a +2 strength bonus for 2 hours. Disgusting effects do not nauseate or sicken the creature and the adrenalin boost counters fatigue, but not exhaustion.
Divine Focus: a rune, written by the alchemist.



MNEMONIC POWDER (Alchemy)

Level: Tmg 4
Components: S, F
Casting Time: 5 minutes
Target: Object
Range: Touch
Duration: Instantaneous

A small satchel of mnemonic powder can be imbued with another spell in the tribesmage’s repertoire and then stowed away for later use.
Focus: a spoonful of raw mnemonic powder, valued 100 gp.



NEUTRALIZE POISON (Alchemy)

Level: Tmg 2
Components: S, M
Casting Time: 1 standard action
Target: A creature
Range: touch
Duration: Instantaneous
Save: Yes, negates
Spell Resistance: Yes, negates

All poisons (also magical ones) are magically expelled from a body.
Material Component: a handful of alchemic powder



NIGHTSHADE (Alchemy)

Level: Tmg 4
Components: S, M
Casting Time: 1 standard action
Target: 4 creatures or less, no more than 20 feet apart
Range: 10 ft. +5 per 4 levels
Duration: Instantaneous
Save: Yes, fortitude negates
Spell Resistance: Yes, negates

Infects the targets with the contact contractable nightshade poison, causing 1d4 temporary Strength Damage at infection. One minute after, if they don’t save successfully, they take another temporary 1d3 Strength Damage + 1 permanent Strength Damage. The target can save separately for the 1d3 temporary and the 1 permanent damage.

Material Component: A few drops of nightshade venom.



PETRIFICATION POWDER (Alchemy)

Level: Tmg 3
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 10 feet. +5 feet/4 levels
Duration: Instantaneous
Save: Yes, will negates
Spell Resistance: Yes, negates

A puff of powder is hurled into a target’s face. If saves fail, a creature will be paralyzed for 2d6 rounds.
Material Component: a handful of alchemic powder



PETRIFICATION POWDER, MASS (Alchemy)

Level: Tmg 5
Components: S, M
Casting Time: 1 standard action
Target: One or more creatures, none of which can be more than 20 feet apart.
Range: 10 ft. +5 per 4 levels
Duration: Instantaneous
Save: Yes, will negates
Spell Resistance: Yes, negates

Like petrification powder, but then on multiple subjects.
Material Component: a handful of alchemic powder.



POISON FOOD AND WATER (Alchemy)

Level: Tmg 1
Components: V, S, M
Casting Time: 1 minute
Target: A body of clean food or water, (5 cubic feet plus 1 cubic feet/2 levels)
Duration: Instantaneous

Poisons food and water
Material Component: A drop of mercury



PREPARE FOOD (Alchemy)

Level: Tmg 1
Components: S, M
Casting Time: 1 minute
Target: clean food
Duration: Instantaneous

Cooks 2 cubic feet of food +1 cubic feet/2 levels, making it ready for healthy consumption.
Material Component: a spoonful of spice.



PRESERVE FLESH (Alchemy)

Level: Tmg 1
Components: V, S, M
Casting Time: 1 minute
Target: A non-undead corpse
Duration: 48 hours + 12 hours/level

Prevents a corpse from rotting for two days either for consumption or ceremonies.
Material Component: an ounce of embalming oil



PSYCHOTROPIC SPORE (Alchemy)

Level: Tmg 4
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 10 ft. +5 per 4 levels
Duration: Instantaneous
Save: Yes, fortitude negates
Spell Resistance: Yes, negates

This magically honed spore causes both confusion and insanity to the target.

Material Component: Spores of snakeleaf.



PURIFY (Alchemy)

Level: Tmg 2
Components: S, M
Casting Time: 1 standard action
Target: Area with a 20 ft. radius
Range: 30 ft. + 5/2 levels
Duration: Instantaneous
Save: Yes, negates (or half, read text)
Spell Resistance: Yes, negates

Water, food and plants and creatures in the area are completely cured from rot, poison and disease. Magical poisons resist this effect. Undead in this area lose 2d8 + 1/level hit points (a successful save halves)
Material Component: a handful of alchemic powder



QUENCH (Alchemy)

Level: Tmg 3
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 10 feet. +5 feet/4 levels
Duration: Instantaneous
Save: Yes, reflex and/or will negates
Spell Resistance: Yes, negates

The target of the quench spell will not have the need to eat, drink, sleep or otherwise rest for the coming 24 hours. Disease and poison areremoved, as is fatigue.

Material Component: a handful of alchemic powder



QUENCH, MASS (Alchemy)

Level: Tmg 5
Components: S, M
Casting Time: 1 standard action
Target: One or more creatures, none of which can be more than 20 feet apart.
Range: 10 ft. +5 per 4 levels
Duration: Instantaneous
Save: Yes, reflex and/or will negates
Spell Resistance: Yes, negates

Like quench, but then on multiple subjects.
Material Component: A large handful of alchemic powder.



STABILIZE (Alchemy)

Level: Tmg 1
Components: S, M
Casting Time: 1 standard round
Target: person.
Duration: 12 hours + 1 hour/level

Bars the effects of poisons and diseases for the duration time and/or stabilizes a dying target, also granting him/her 2d6 hit points.
Material Component: a small bit of alchemic powder.



STONE OF REJUVENATION (Alchemy)

Level: Tmg 6
Components: V, S, F, XP
Casting Time: one hour
Target: The focus
Range: Touch
Duration: Instantaneous

The stone of rejuvenation is a spell that imbues a gem of the finest quality with intense powers. The person that has the stone of rejuvenation with him/her will lose 10 physical years in age (50 when dwarven) and then furthermore age five times as slowly as normal. The person with the stone will furthermore gain fast healing 3 and a +1 deflection bonus to AC. This spell requires succeeding at a DC 28 check in Craft skill. Although technically a magical item, a mage’s disjunction or even a break enchantment can dispel the stone’s magical effect.

Focus: A jacinth or more valuable a gem.
XP Cost: 12,500 Points.



TIMEBOMB TREE (Alchemy)

Level: Tmg 5
Components: V, S
Casting Time: 1 standard action
Target: A tree
Range: Touch
Duration: Instantaneous
Save: Yes, negates
Spell Resistance: Yes, negates

Imbues the body of a tree with an intense amount of magical energy that quickly destabilizes the structure of the tree. At a fixed time between 10 seconds and 5 minutes after the touch, the tree will burst open and detonate with intense power. The tree itself will take 2d6/level fire damage (Max 60d6). Everyone within a radius of 10 feet from the trunk takes 1d6/level fire damage (Max 30d6), everyone within a radius of 20 feet from the trunk takes ½d6/level fire damage (Max 15d6) and everyone within a radius of 50 feet from the trunk takes ¼d6/level fire damage (Max 7½d6). If the tree was animated like a treant and failed to save, its death is inevitable, unless within the designated time to the explosion it is dispelled by a greater dispel or a stronger dispelling effect. An antimagic field will not stabilize a timebomb tree if it is cast after the tree has been armed. The explosion is hot enough to melt metals like gold, silver, lead, tin, cupper and bronze within a 20 feet radius.



TRUTH POWDER (Alchemy)

Level: Tmg 3
Components: S, M
Casting Time: 1 standard action
Target: Creature
Range: 10 feet. +5 feet/4 levels
Duration: Instantaneous
Save: Yes, will negates
Spell Resistance: Yes, negates

The target hereof will, if unsuccessfully saved, be compelled to speak the truth. Ergo, the ability to lie is removed.
Material Component: a handful of alchemic powder



VENOMDRAW (Alchemy)

Level: Tmg 1
Components: S
Casting Time: 1 standard action
Target: poisoned person
Duration: Instantaneous

Withdraws poison from a wound up to 10 minutes from the moment of contraction + 1 additional minute per level. Magical poisons require a DC 10 + creature HD to see if they are withdrawn from the target’s bloodstream.



WOODCANCER (Alchemy)

Level: Tmg 2
Components: S, M
Casting Time: 1 standard action
Target: Target of type Plant
Range: 20 feet.
Duration: Instantaneous
Save: Yes, negates (or half)
Spell Resistance: Yes, negates

Causes a tree or plant to grow severe, cancerous bulges, causing it 1d4 Constitution damage and the loss of 5d6 hit points. The tree will lose 1d6 hit points every ongoing round until either it dies or it is restored. Treants and other animated plants can save, negating the effect and halving the first damage. It will then take no damage in any later rounds either.
Material Component: A small vial of mercury.
Ayanthrax

08-13-05, 04:43 AM
The
Ayanthrax

08-13-05, 04:44 AM
First
Ayanthrax

08-13-05, 04:45 AM
Eight Posts
Ayanthrax

08-13-05, 04:45 AM
Reserved
Ayanthrax

08-13-05, 04:46 AM
For
Ayanthrax

08-13-05, 04:46 AM
Easy Cataloguing of Class Information ;) ;) ;)
XrP-Leon The Second

08-13-05, 01:29 PM
Just thought I'd get the first post. I haven't checked out his spell list, did you make all (most) of them up?

I think the class is pretty good. Casting off of constitution is a little odd, but cool. The class seems simple, and decently powerful. I like it, I'll have to check out it's spells though.
Does it cast instantaniously, or prepare?

Oh, the rune part: I would make up a diffrent list for each time that he can make one, since the ones he gets at 3rd level and 18th level are from the same list, it's eaither powerufl, or not worth it.
Ayanthrax

08-13-05, 03:33 PM
I have as of yet only finished the spells in the Alchemy discipline, but every last one of the Alchemy spells is completely new. :cool: I do have a light feeling that some of the spells are underpowered and some are overpowered.

However, The calling discipline for instance is quite synonymous to conjuration in several ways (although it also entails some abjuration and the lot. This discipline will feature some existing spells (like cure wounds spells and some other ones)

I haven't as of yet taught about whether the tribesmage is an instantaneous caster or one who prepares his spells... It is a possibility that for every spell he/she knows, the tribesmage carries a small rune, but in the tribal hierarchy, most languages are still unwritten. It is therefore more likely that he/she is presumed to know the spells through disciplinary study rather than to carry a book around. Such would vouch for instantaneous casting. This is, however, still open for debate and change.

The tribesmage does not really cast off constitution; Wisdom is the defining ability that tells a caster whether he/she can cast the spell of a particular level. When it comes to the physical hardenedness and resilience the tribesmage needs to possess to cast the spell, the Constitution score comes in. If it is insufficient for a spell, the caster receives a backlash (magic damage) for every one rank it is insufficient. To cast all the spells in the tribalmage's repertoire without a backlash, he/she needs a Constitution score of at least 16.

About the runic ritual (5th, 10th, 15th, 20th), at 5th level, you start out with one rune, enabling a lengthy buffing effect to the tibesmage and his party mates. Each 5th level thereafter, you simply add one rune to increase the buffing effect of the runic ritual. I personally thought it to be quite a good idea, ;) but yes, I have to think it through once more indeed.