PDA

View Full Version : Tezerth-Day and Night (Community World-Building Project)



TheLonelyScribe
2010-05-20, 03:45 PM
The World of Tezerth

Tezerth is a world of fairy magic, beautiful angels and strange occurrences by day, but a world of fell power, hideous demons and warps in reality by night. The sun, high above the villages of mortals, slowly pulses between glorious yellow and dim red through the course of a day, one phase feeding celestials and the other fiends. Human settlements have adapted to this, none being very large and all having huge walls surrounding them. The night guard is one of the most vital organisations that has ever been.

However, this doesn't mean that there is no intrigue or relationships between civilisations. Messengers run between settlements, hurrying to get there by sundark. Dukes use the message-stones of civilisations long gone to communicate by night. Some study the arcane writings of the lost cities that pepper the land like dead leaves, hoping to gain some insight into the great magic that once held those lands above all others, but didn't protect them once the Great Night finally came.

Basic Geography: The world of Tezerth is like the inside of a hollow sphere. On all sides land stretches up until it appears to meet the sky (rather, clouds and light diffusion reduce it to a white or blue colour). Above (or, rather, in the centre) floats the sun, bright white and yellow by day, and murky red and black by night. If you dig or teleport outside the sphere you will find an endless expanse of earth and tunnels not unlike the elemental plane of earth in core D&D. It is even possible that other worlds exist within the endless expanse, and the arcane writings of dead civilisations seem to suggest so.

Planar Geography: Throughout Tezerth are little dimensional pockets. Known to most people as 'Fairy Holes', this is where the significant amount of fey that roam Tezerth originate, and where most of them take residence during the nights. There are Fairy Holes that have nothing to do with fairies, however, like shadow pockets, elemental pockets, and free magic pockets. Free magic pockets contain free magic elementals, which are to be detailed and statted out later.
The sun, although technically not another plane, is different enough from the rest of Tezerth to be mentioned here. In it wages an eternal battle between celestials and fiends, the guiding hand of fate unstoppably changing the winning side every 12 hours. The fires are too bright and too hot for mortals to survive them, and this is why all celestials and fiends have fire resistance.

Outsiders: Almost any creature that doesn't occur naturally (giant bees and such are natural, but fey are not) originates from a fairy hole. They are not considered outsiders in the rules of the game, but, to most people, a water elemental is no more otherworldly than a pixie. To confuse even more, although holies and diabolics (the common terms for celestials and fiends) reside on the same plane as humans, they are still considered outsiders. In Tezerth celestials aren't necessarily good, nor are fiends necessarily evil. They are both looking to capture the souls of mortals, but simply choose to go about it in different ways. Celestials are prone to making deals with mortals and to luring them. They also enjoy being worshipped. Fiends have a more simplistic method, attacking mortals and dragging their souls to the sun.

Religion and Afterlife: Although gods are worshipped in this world, there are immense multitudes of them and none are particularly special. Clerics exist, even if they're rare, but there is some debate on whether they get their powers from gods, and even whether gods exist or not. As far as afterlife goes, if their soul is not dragged off by a holy or diabolic the souls of mortals generally drift around for 1d12 days, then are recycled into the nearest living organism. This can make resurrection difficult, as the creature that 'inherited' the soul has to be tracked down and killed before the soul is free to return to its past body. Memories and personalities are stored in bodies, but bodies cannot function properly without a soul.

Politics: Most villages and outposts have someone in charge, but who it is and what they're called varies wildly. A few villages are united as some sort of kingdom or republic, and a few of these kingdoms reach populations near those that metropolises had before whatever wiped them out.

History: Most NPCs and players do not know the following. Before the current age the world was sunless. Most of the creatures that lived in Tezerth had darkvision or blindsight and were specially adapted to living without light. Civilisation flourished, and creatures began to develop magical powers. These were the first signs of dimensional instability, and scientists of the ancient civilisations were fascinated. The first ever full planar gateway was one into a free magic pocket, and soon half the population was initiated in the arcane arts. It was also around this time that clerics began to gain supernatural powers. A few decades later opening planar gateways was practically a common hobby, and the world was filled with magic. It was at this time that celestial and fiendish pockets were discovered. Soon, the world was full of the creatures, stealing souls ruthlessly. The once glorious civilisations were reduced to ruins, and one of the few remaining truly powerful college of wizards worked a grand spell to bind the angels and demons into the sky, dooming them into an eternal war. The humanoids were utterly demolished, and they gradually evolved into what exists today.

Players in Tezerth
Warriors: There are plenty of options for warrior characters in Tezerth, from waging petty battles between villages to slaying terrible dragons threatening entire kingdoms. They work pretty much as in core D&D. A good class that I or someone else could homebrew would be an explorer of the wilderness, one who could traverse the confusing lands of Tezerth by day, and, at higher levels, set up wards against the horrid demons by night.

Experts: Options for experts in Tezerth range from simple craftsmen to those who raid the tombs of the ancient civilisations. There are actually more NPC experts in Tezerth than commoners, as significant hardiness and skill is required to survive the dangers of farming life outside the villages. A good class that I or someone else could homebrew would be a historian, someone who was particularly good at penetrating the ruins of the ancients and who, at higher levels, even unlocked some of their great and arcane power.

Spellcasters: Spellcasters are interesting in Tezerth. The core D&D classes all exist, but are incredibly rare. Instead, I will homebrew a caster class with various different options for gaining power from holies, diabolics, fairies and free magic elementals. These are people who undergo basic training to access the power that has resided inside everyone since the ancients opened their gates. This caster class is very common, and almost every village has at least two to help fend of demons during the night. Wizards could gain power from texts that the ancients wrote, sorcerers could have an innate bond with free magic, clerics could appear to gain power from a variety of plains around them but claim it is their gods that allow them to do so, and druids could absorb magic from fairy holes.


That's a lot of ideas I've just shoved onto you, but if you look there are many holes and things I haven't detailed. This is meant to be a community project, and if you have anything constructive to say, please say it!

TheLonelyScribe
2010-05-22, 03:52 AM
The Tezerth Caster

Magic!

Casters are everywhere. In fact, most villages rely on them for their protection. Only those with packs of specially trained fighters can hope to fend off the demons of the night without any magical support.

Abilities: The Tezerth caster can choose any mental ability to influence his casting, so he should invest points in that. Other than that ability, charisma is useful as it gives a bonus to the 'Use Magic Item' skill, and dexterity and constitution are useful for a usually lightly armoured mage.

Role: The caster usually hangs around at the back, waiting for opportune moments to cast their spells. They have a few combat abilities, though, and they make full advantage of those when waiting to recharge their powers.

Background: Casters can come from almost any civilised background. All it takes to become a caster is basic training on opening the innate gates that all humanoids have to the otherworldly powers.

Alignment: There are casters of all alignments. Even casters who deal with diabolical powers are usually not regarded as automatically evil, as those powers are stolen and usually used against the very demons that granted it.

Races: All races, unless they are all complete mental invalids, have casters amongst them.

Adaptation: The caster is already hugely adaptable because of the four casting options available. Simply change the flavour of where they get if from if your campaign does not include celestial, diabolical, fairy and free magic planes.

Hit Die: d6

Starting Gold: as cleric


Class Features

Class Skills: The Caster's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all), Profession (Wis), Use Magic Item (Cha)

You also gain class skills based on your spell source. Holy casters gain Heal (Wis), Diabolical casters gain Intimidate (Cha), Fairy casters gain Bluff (Cha), and Free Magic casters gain Spellcraft (Int)

Skill Points at First Level: (2 + Int modifier) X 4
Skill Points at Each Additional Level: 2 + Int modifier

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|SP Recharge

1st|
+0|
+0|
+x0|
+2|Spell Source, Magic Item Aptitude, Scribe Scroll|1 hour

2nd|
+1|
+0|
+0|
+3||50 mins (1/ hour, 2 on the 5th hour)

3rd|
+2|
+1|
+1|
+3||20 mins (3/hour)

4th|
+3|
+1|
+1|
+4||15 mins (4/hour)

5th|
+3|
+1|
+1|
+4|Craft Wand|10 mins (6/hour)

6th|
+4|
+2|
+x2|
+5||5 mins (12/hour)

7th|
+5|
+2|
+2|
+5||4 mins (15/hour)

8th|
+6/+1|
+2|
+2|
+6||3 mins (20/hour)

9th|
+6/+1|
+3|
+3|
+6||2 mins (30/hour)

10th|
+7/+2|
+3|
+3|
+7|Craft Rod|2 mins (30/hour)

11th|
+8/+3|
+3|
+3|
+7||12 rounds (50/hour)

12th|
+9/+4|
+4|
+4|
+8||11 rounds (55/hour)

13th|
+9/+4|
+4|
+4|
+8||10 rounds (60/hour)

14th|
+10/+5|
+4|
+4|
+9||9 rounds (67/hour)

15th|
+11/+6/+1|
+5|
+5|
+9|Craft Staff|8 rounds (75/hour)

16th|
+12/+7/+2|
+5|
+5|
+10||7 rounds (85/hour)

17th|
+12/+7/+2|
+5|
+5|
+x10||6 rounds (100/hour)

18th|
+13/+8/+3|
+6|
+6|
+11||5 rounds (120/hour)

19th|
+14/+9/+4|
+6|
+6|
+11||4 rounds (150/hour)

20th|
+15/+10/+5|
+6|
+6|
+12|Class Ability|4 rounds (150/hour)[/table]

Weapon and Armor Proficiencies: The Caster gains proficiency with all simple weapons, light and medium armour and shields (except tower shields)

Magic Item Aptitude: When using the Use Magic Device skill to use a scroll or wand a Caster can take 10. A Caster can also channel his abilities to create magical items. He can make a Use Magic Item check equal to 15 + the spell's level to pretend he is able to cast a spell for the purpose of creating a magic item. If he fails no XP or materials are used up, but he can not try to create the same magic item again until he gains a level.

Casting and SP: A Caster gains spell points at the rate stated on the above table. How he can spend these spell points depends on his spell source, but some things work the same for all Casters. Spell points last for 12 hours, so a 1st level Caster who had cast no spells recently would have 12 SP, a 2nd level one would have 14, and a 15th level one would have 900. A caster may reach into his reserves of power and use more spell points than usual, but this exhausts him. He can gain up to 6 hours worth of spell points without any negative effects except that he stops naturally regaining SP for the amount of time that it would have taken him to gain those SP naturally. If he chooses to gain more than 6 hours worth he is fatigued, as if from over-exertion. If he chooses to gain more than 9 hours worth he is exhausted, if he chooses to gain over 12 hours worth he is unconscious and then exhausted when wakened, and if he chooses to gain over 18 hours worth he is dead.

Notes and Explanation
This is calculated quite specifically, with balance in mind. I gave a cost to Cleric spells that varied based on how much damage a 10th level cleric could heal with a cure spell of that level. 1st level spells were 10, 2nd level 20, 3rd level 40, 4th level 60, 5th level 80 and so on until you get to 9th level 160. I then went through the Cleric class table and converted spells into their appropriate SP equivalent. If you do the maths, you'll find out that, over a day, a Caster gets SP equal to that equivalent for his level. The fact that he cannot cast all his spells at once without getting tired makes up for the fact that he has increased versatility in what he can cast at any given moment.

Scribe Scroll, Craft Wand, Craft Rod, Craft Staff: The Caster gains the named feat at these levels. If she already has this feat she may gain any other item creation feat in its place.


Spell Source: A caster can gain power from the celestial realms, the Holy source, from the fiendish realms, the Diabolical source, from the fairy folk, the Fairy source, or from pockets of pure magic, the Free Magic source. His source affects what he can do with his spell points.

The Diabolical Source: A Diabolical Caster can cause damage to his enemies. As a standard action he may expend any amount of SP to make a ranged touch attack with a range of 30ft. This touch attack deals damage to any creature equal to the amount of spell points sacrificed to use this ability. This is a spell-like ability. At 10th level he may cause the destructive energy to leap from creature to creature. When he hits a creature with his ranged touch attack he can expend an amount of SP equal to the amount he spent originally to cause an equal amount of damage to any creature within 30ft of the original target. He may continue to cause destruction like this, but can only affect a number of creatures equal to his Caster level with one use of this ability.
A Diabolical Caster also chooses 3 spell paths, to be detailed in a below post.

The Holy Source: A Holy Caster can heal her allies. She gains a healing ability that works like the Diabolical Caster's damaging ability, except that it heals damage rather than causing it. She gains the ability to heal multiple creatures with one action, just as the Diabolical Caster can harm them.
A Holy Caster also chooses 4 spell paths, to be detailed in a below post.

The Fairy Source: A Fairy Caster has versatile magic, and can choose 6 spell paths, to be detailed in a below post.

The Free Magic Source: A Free Magic Caster forges a connection to certain schools of magic, and may cast spells from them. He knows an amount of spells equal to a Sorcerer of his level, but must choose only 3 schools to draw them from. Spells cost an amount of spell points to cast, detailed on the table below.

{table=head]Level|Cost

0|4

1|8

2|20

3|40

4|60

5|80

6|100

7|120

8|140

9|160[/table]

Spells that cause damage work a little differently. Their cost is equal to the average amount of damage they cause plus one. If they deal damage in an area, presume that 1/4 of the squares in that area are occupied for the purpose of cost. Additional damage because of caster level is included in this calculation. eg. A CL 1 Magic Missile would cost 5 SP, but a CL 5 one would cost 15.

TheLonelyScribe
2010-05-22, 03:55 AM
I'm not greatly worried about balance, so long as it doesn't break the game. However, I don't want any of the spell sources to be clearly better or worse than the others, so I think balance is very important there. This is because this class could potentially completely replace full casters in most adventuring parties, wizards, clerics and sorcerers becoming a strictly multi-classing affair.

I need some help coming up with a 20th level ability awesome enough to warrant no SP progression for the final level. Also - the Free Magic Caster is a little difficult, as costs for area spells sky-rockets, but I don't want him to be better at dealing damage than the Diabolical Caster. Any ideas?

Spell paths: All spell path abilities are spell-like. Please contribute, guidelines for the power and cost of abilities should become clear when looking at the examples below.

Path of the Undetectable
At 1st level you can expend SP to give a willing creature touched concealment (20% miss chance) for a number of minutes equal to the amount of points you expended divided by 5.
At 3rd level you can expend 20 SP or more to cast Invisibility as the spell at CL 3. For every 10 SP you expend beyond 20 you increase the caster level by one.
At 5th level you can expend 20 SP to cast Silence as the spell at CL 5. For every 10 SP you expend beyond 20 you increase the caster level by one.
At 7th level you can expend 40 SP or more to cast Invisibility Sphere as the spell at CL 7. For every 10 SP you expend beyond 40 you increase the caster level by one.
At 10th level you can expend 60 SP or more to cast Greater Invisibility as the spell at CL 10. For every 10 SP you expend beyond 60 you increase the caster level by one.
At 13th level you can expend 100 SP or more to cast Mislead as the spell at CL 13. For every 10 SP you expend beyond 100 you increase the caster level by one.
At 15th level you can expend 120 SP or more to cast Mass Invisibility as the spell at CL 15. For every 10 SP you expend beyond 120 you increase the caster level by one.
At 17th level you can expend 140 SP or more to cast Mind Blank as the spell at CL 17. For every 10 SP you expend beyond 140 you increase the duration for 1 hour.
At 20th level you can expend 160 SP to cause yourself or any one creature you touch to become completely undetectable by any means for one round, only combated by effects that combat magic in general. It has a CL of 20 and an effective spell level of 9. For every 10 SP you expend beyond the first 160 the ability has +1 caster level. For every 100 SP you expend beyond the first 160 the effect lasts 1 round longer.

Path of Protection
At 1st level you can expend 10 SP to cast Sheild as the spell at CL 1. For every 10 SP you expend beyond 10 you increase the caster level by one.
At 3rd level you can expend 20 SP to cast Resist Energy as the spell at CL 3. For every 10 SP you expend beyond 20 you increase the caster level by one.
At 5th level you can expend 40 SP to cast Protection from Energy as the spell at CL 5. For every 10 SP you expend beyond 40 you increase the caster level by one.
At 7th level you can expend 60 SP to cast Lesser Globe of Invulnerability as the spell at CL 7. For every 10 SP you expend beyond 60 you increase the caster level by one.
At 10th level you can expend 80 SP to cast Wall of Force as the spell at CL 10. For every 10 SP you expend beyond 80 you increase the caster level by one.
At 13th level you can expend 100 SP to cast Globe of Invulnerability as the spell at CL 13. For every 10 SP you expend beyond 100 you increase the caster level by one.
At 15th level you can expend 120 SP to cast Spell Turning as the spell at CL 15. For every 10 SP you expend beyond 120 you increase the caster level by one.
At 17th level you can expend 140 SP to cast Prismatic Wall as the spell at CL 17. For every 10 SP you expend beyond 140 you increase the caster level by one.
At 20th level you can expend 160 SP to cast Prismatic Sphere as the spell at CL 10. For every 10 SP you expend beyond 160 you increase the caster level by one.