Post by benoist on Nov 20, 2012 12:23:46 GMT -6
The Hydromancer is a sorcerer who masters the control and manipulation of water and (by extension, in the context of Hyperborea post Ashen Worm) cold. It is basically a simple shift or variant based on the AS&SH Pyromancer, its polar opposite, if you will.
This template is incomplete as of now. I basically came up with the first level stats for a character in my Savage Boreal Coast campaign.
The Hydromancer is very similar to the Pyromancer in terms of hit dice, attribute requirements and the like. Here I list the rules elements where it differs:
Hydromancer (Magician)
Same as Pyromancer but...
Favoured weapons: dagger, dart, quarterstaff, sword, trident.
Hydromancer class abilities
Create Water: once per day per level of experience the hydromancer may create water as per the spell.
Water breathing: the Hydromancer can breathe underwater for short periods of time (1 turn per CA total per day). Castings of the actual spell are cumulative with this ability (e.g. the effects stack in terms of duration).
Cold Affinity/Fire Vulnerability: +2 saving throws versus Cold, ice and water effects. -2 saving throws versus fire-related effects.
Read magic: as Pyromancer.
Scribe scroll: as Pyromancer.
Sorcery: as Pyromancer, but for the spell list.
Additional abilities at higher level will be determined later (I don't foresee any change compared to the Pyromancer).
Hydromancer spell list
Level One
Chill Touch
Cloudburst (SpC)
Cold Resistance
Decipher Language
Detect Magic
Floating Disk
Ice Shard (like Flaming Missile but doesn't affect undead, plus 1 point splash damage/CA)
Identify
Melt Ice (can be reversed to Freeze Water)
Mirror Gaze
Protection from Evil
Purify Food & Drink
Sorcerer Mark
Sorcerous Armour
Wall of Vapours
Wings of the Sea (SpC)
Write Spell
Cloudburst and Wings of the Sea are actually Spell Compendium spells (from 3.5 D&D) adapted to the game. One (Cloudburst) allows the Hydromancer to summon rain, and the other (Wings of the Sea) augments his swimming movement rate. The Ice Shard name and principle of splah damage are from Spell Compendium also.
Since the class is less offensive than the Pyromancer, I basically replaced "Candle" by two different abilities, including water breathing, which in itself is awesome. That evens things out I think.
Anything jumping out as wrong to you?
This template is incomplete as of now. I basically came up with the first level stats for a character in my Savage Boreal Coast campaign.
The Hydromancer is very similar to the Pyromancer in terms of hit dice, attribute requirements and the like. Here I list the rules elements where it differs:
Hydromancer (Magician)
Same as Pyromancer but...
Favoured weapons: dagger, dart, quarterstaff, sword, trident.
Hydromancer class abilities
Create Water: once per day per level of experience the hydromancer may create water as per the spell.
Water breathing: the Hydromancer can breathe underwater for short periods of time (1 turn per CA total per day). Castings of the actual spell are cumulative with this ability (e.g. the effects stack in terms of duration).
Cold Affinity/Fire Vulnerability: +2 saving throws versus Cold, ice and water effects. -2 saving throws versus fire-related effects.
Read magic: as Pyromancer.
Scribe scroll: as Pyromancer.
Sorcery: as Pyromancer, but for the spell list.
Additional abilities at higher level will be determined later (I don't foresee any change compared to the Pyromancer).
Hydromancer spell list
Level One
Chill Touch
Cloudburst (SpC)
Cold Resistance
Decipher Language
Detect Magic
Floating Disk
Ice Shard (like Flaming Missile but doesn't affect undead, plus 1 point splash damage/CA)
Identify
Melt Ice (can be reversed to Freeze Water)
Mirror Gaze
Protection from Evil
Purify Food & Drink
Sorcerer Mark
Sorcerous Armour
Wall of Vapours
Wings of the Sea (SpC)
Write Spell
Cloudburst and Wings of the Sea are actually Spell Compendium spells (from 3.5 D&D) adapted to the game. One (Cloudburst) allows the Hydromancer to summon rain, and the other (Wings of the Sea) augments his swimming movement rate. The Ice Shard name and principle of splah damage are from Spell Compendium also.
Since the class is less offensive than the Pyromancer, I basically replaced "Candle" by two different abilities, including water breathing, which in itself is awesome. That evens things out I think.
Anything jumping out as wrong to you?