PDA

View Full Version : [D&D 3.5 Class Variant rule] Shadows of the Player's Handbook [Peach]



Xuldarinar
2013-05-02, 01:20 AM
Shadows of the Player's Handbook

The idea is simple. Rip casting out of the core classes, hand them mysteries. Why would you do this? Perhaps you want to mix the two concepts in a single character, or perhaps your game is set in a world where shadow magic has taken over everything. In any case, Im trying to make this so as much of the essence of the classes remain but with the twist of shadow magic. You may tweak to your tastes of course, in any case.. Here we go.

The rules.

Qualifying
Thats up to you. You can treat the former arcane casters as mystery users or arcane casters. Former divine casters as mystery users or divine casters. Or you could follow with what shadowcasters deal with.

Mystery advancement:
When you know 1-6 mysteries, apprentice mysteries are usable 1/day as spells. 7-12, apprentice mysteries are usable 2/day as spell-like abilities and initiate mysteries are usable 1/day as spells. 13+, apprentice are 3/day as supernatural, initiate 2/day as spell-like, and master are 1/day as spells. Unless otherwise stated, treat as arcane. Mysteries must be learned in paths. In the cases of classes that know their list, use number of mysteries they can prepare.

You must learn mysteries in paths. To learn a higher level mystery, you must have at least 2 mysteries known of one level lower.

Mysteries known

Bard: You learn mysteries at a rate of 1 every other level. Ignore ASF in Light armor. Unique spells may be selected as mysteries.
Cleric: Divine. You know all mysteries but every day when you pray, you must pick a number of mysteries equal to your level to use. Domains are still learned, each spell may be used 1/day.
Druid: Divine. You know all mysteries but every day when you pray, you must pick a number of mysteries equal to your level to use. Cannot use mysteries in metal armor.
Paladin and Ranger: Divine. You know all mysteries up to 4th level but you may select a number when you prepare them equal to your level minus 3, then divided by 2. Round up. (4-5 = 1, 6-7 = 2, 8-9 = 3, ect.). Unique spells may be selected as mysteries.
Sorcerer: 1 mystery learned per level, spontaneous.
Wizard: 1 mystery learned per level, prepared casting from a 'mystery' book (treat as spell book for all intents and purposes, except that you input mysteries). you can only prepare a number of mysteries equal to your level. Mysteries added to the book do not count towards advancement of uses per mystery per day. Also permitted to input any wizard spell with the darkness or shadow descriptor.


Fundimentals.

All classes start out with 3, except for the paladin and ranger, which lack fundamentals altogether. These are always 3/day and treated as supernatural.



Setting Suggestions

Now with the rules set, the question falls to why. Well, heres a few concepts to toss in a campaign, or even build one around.

Shadows fall- There was once regular magic, but shadow magic has shrouded it. The mechanism could be some sort of Deity, an elder evil (I intend to create such a being and post them later on), so on. But what ever the case, regular magic has been all but extinguished or shrouded, leaving only shadow magic to remain. Perhaps this process has begun, leaving shadow magic an easier alternative. To reflect this, I'd advice placing restrictions on regular casters, like a caster level penalty.

There has always been- Perhaps your world only has access to shadow magic. Maybe magic has always been the shadows of material things, shadows of our actions, motives, so on.

A new path- Be it a rise in the access to shadow magics, or simply a few groups set out to try new things, people have begun exchanging the magics they would have held for mysteries. Perhaps paladins following this new path seek to strike down darkness using darkness. Some clerics may take to worshiping darkness itself or the shadows of faith. Druids and rangers deciding to protect the nature of the shadow fell, or at the very least channel it. A wizard may simply decide the mysteries more to his liking, and some sorcerers may find darkness in their blood.