So I'm reworking my Wizard class. One step is renaming it the Summoner, because Wizard has too much baggage.
It's a hat, in case you weren't sure last time. |
Class: Summoner
You start with one spirit familiar, a knife (1d6 damage, 1-handed), and an eccentric hat.
Backgrounds:
1=Scholar's Apprentice (Start with mostly-accurate map, scholarly robes)
2=Mercenary Consultant (Start with weapon of choice, utilitarian clothes)
3=Disgraced Courtier (Start with wine, extravagant clothes)
A:See Spirits, Summon Familiar, Cast Spell
B:Expel Spirit
C:Create Talisman
D:Command Spirit
See Spirits
Your summoner eyes allow you to see spirits that are too weak to be seen normally, as well as spirits attempting to hide. Spirits with more levels/hit dice than your Summoner levels can force you to roll a Summoner level check (1d20+Summoner levels greater than or equal to 10+the spirit's levels/HD). On a failure you cannot perceive the spirit.
Summon Familiar
You may summon any spirit you have made a pact with as a familiar. This takes an hour of meditation, and you may only have as many familiars summoned at once as you have Summoner levels.
Familiars may act as their form allows. You direct their actions, but the GM may control the specifics. Your familiar's levels are equivalent to your Summoner levels.
All familiars can turn invisible.
When a familiar's HP is reduced to 0, it vanishes until it is summoned again. When you die, your familiars are released from their pacts and return to wherever you made the pact with them.
Cast Spell
You have Soul Points equal to your Summoner levels.
Every spirit has two spells that it can cast. You can expend any number of Soul Points to have a present familiar cast one of it's spells (with the power of the spell determined by how many Soul Points you expended).
Expel Spirit
You may make a Summoner level check against TN 10+a spirit's levels/HD. On a success, the spirit is trapped in the Underworld for 1d10 days. You may not attempt this on the same spirit twice within 7 days.
Create Talisman
You can make talismans out of ink and paper. When placed on the walls of a building or the sides of a container, the talismans trap spirits inside and prevent spirits from entering. Additionally, placing them on an object will protect it from attempts to scry it's location.
Spirits with greater levels than your Summoner levels may attempt to overcome your talismans, forcing you to make a Summoner level check against 10+the spirit's levels/HD. On a success, the spirit cannot attempt this again for 7 days. On a failure, the spirit breaks the talisman and renders it powerless.
Your talismans do not affect your familiars, but you cannot exclude any other spirits from their effect.
Command Spirit
You may give any spirit a short, one sentence command. On a successful Summoner level check against TN 10+the spirit's level/HD, the spirit obeys your command.
Example Familiars
Form: Gecko
Spells: Breathe water for [Soul Points] minutes, create [Soul Points] liters of water.
Form: Hawk
Spells: Light a nearby flammable object on fire, see in the dark for [Soul Points] minutes.
Form: Turtle
Spells: Reduce someone's MOVE by twice [Soul Points] for one minute, postpone someone's death for [Soul Points] hours.
Form: Soap
Spells: Clean [Soul Points] creatures thoroughly, render [Soul Points] gallons of water unpotable.
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