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    Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

    Class Spell Lists

    Cleric Spells
    The cleric spell list in the Scroungers setting is subject to the following modifications. These modifications do not affect domain spell lists.
    • In the four deities’ absence, Augury, Divination, Scrying and Greater Scrying no longer function for Clerics. Pre-Torrent tomes and prayerbooks still contain information about these spells and they could theoretically cast but they have no in-game effect. Clerics of post-Torrent generations are generally not familiar with these spells.
    • Create Water and Purify Food and Drink are 1st level spells. Create Food and Water is a 4th level spell. Heroes’ Feast is a 7th level spell.
    • The following spells are eliminated from the cleric spell list, though they may still be cast as rituals: Atonement, Commune, Control Weather, Create Greater Undead, Earthquake, Plane Shift, Reincarnate, Regenerate, Speak with Dead and Miracle.
    • Wind Walk replaces Control Weather as the Air Domain’s 7th level spell.

    Druid Spells
    The druid spell list in the Scroungers setting is subject to the following modifications.
    • Create Water and Purify Food and Drink are 1st level spells.
    • The following spells are eliminated from the druid spell list, though they may still be cast as rituals: Atonement, Control Weather, Earthquake, Plant Growth, Reincarnate and Regeneration.

    Wizard Spells
    The wizard spell list in the Scroungers setting is subject to the following modifications:
    • Contact other Plane longer functions. Wizards retain the knowledge of this spell and could theoretically cast it but it has no in-game effect. Pre-Torrent tomes still refer to this spell and ancient spellbooks still contain its arcane formula. However, most wizards of post-Torrent generations are unfamiliar with this spell.
    • Minor Creation is a 5th level spell. Major Creation and Fabricate are 6th level spells.
    • The following spells are eliminated from the wizard spell list, though they may still be cast as rituals: Antimagic Field, Create Greater Undead, Plane Shift, Greater Teleport, Trap the Soul and Wish.

    Specific Spell Modifications
    Certain spells, while still appearing in class spell lists, have been altered as follows in keeping with the tone of the Scroungers setting.
    • All wall spells originally listed as having an instantaneous duration now have a duration of 1 minute per class level. All wall spells can be made permanent by use of the Permanency spell. However, any material removed from these walls or otherwise altered after the initial casting ceases to exist immediately upon alteration or removal.
    • As a general rule, spells that create food, water, wood or other important resources should be one level higher in the Scroungers setting than they normally are. Spells that modify already-existing materials are, in general, unchanged.

    New Spells

    Coral Shape (Transmutation)
    Level: Clr 2, Drd 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 hour
    Range: Touch
    Target: Coral touched, up to 10 cu. ft./ level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You can form an existing piece of living or non-living coral into any shape that suits your purpose. While it’s possible to make crude coffers, doors, boat hulls and so forth with coral shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work. Living coral is killed in the process of casting the spell and does not continue to grow after the spell has been cast.

    Material Component: A small piece of coral of the same type as the coral you’re shaping, which is ground into a powder and sprinkled over the coral while the verbal component is uttered.

    Detect Go-Stone (Divination)
    Level: Brd 0, Radiation 1, Rgr 1, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 60 ft. (see text)
    Effect: cone-shaped emanation
    Duration: Concentration, up to 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    You gain the ability to detect the presence of go-stone. The amount of information you gain depends on how long you study a particular area.

    1st Round:
    You detect the presence of go-stone somewhere within the area

    2nd Round:
    Specific location of each shard or vein of go-stone. You also detect areas covered in go-stone dust.

    3rd Round:
    Strength category of a given shard of go-stone

    Note that the range of this spell is halved if you are trying to detect raw, unprocessed go-stone. Go-stone shards that have been mined, processed and used in item creation or enhancement emit far stronger auras and are easier to detect by means of this spell.

    Each round, you can turn to detect go-stone in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.

    Detect go-stone can be made permanent with a permanency spell.

    Habush’s Iron-Clad Contract (Divination)
    Level: Bard 2, Cleric 2, Wizard 2
    Components: V, S, F
    Casting Time: 10 minutes
    Range: Close (25 feet + 5 ft./2 levels)
    Target: Up to one willing creature/level
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    This spell was created to assist in the enforcement of contracts, especially when the reliability of one or more parties is in doubt. If one of the targets of this spell violates the terms of the contract, all other targets are immediately notified. The notification comes in the form of a brief telepathic message, no more than a few sentences long, that specifies who broke the contract and in what way.

    This spell lasts as long as the terms of the contract in question stipulate. However, if a target violates the contract, the spell immediately ends for that target only. Other targets remain under the effect of the spell until the contract expires or they themselves violate its terms.

    Focus: A written copy of the contract in question, which all targets of the spell must sign during casting.

    Imposing Visage (Illusion [Glamer])
    Level: Hexblade 1, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: Will negates (see text)
    Spell Resistance: No

    Upon casting this spell, you are surrounded by a dark miasma and appear to grow larger and more threatening in the minds of your opponents. Your effective size category increases by one for the purpose of adjudicating Intimidate checks. Additionally, your effective size increases by one additional category for every 5 caster levels. Thus, a character with CL 5 appears to increase two size categories. Intelligent creatures targeted with an Intimidate check by the caster may make a Will save to disbelieve the illusion and thereby negate the effect of the spell on the ensuing Intimidate check.

    Involuntary Fast (Necromancy)
    Level: Asceticism 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 feet + 5 ft./2 levels)
    Target: One living creature
    Duration: One round per level
    Saving Throw: None
    Spell Resistance: No

    Upon casting this spell, you enforce a fast upon your opponent. The target cannot eat, drink or swallow anything for the duration of the spell. In addition, the target must make a Constitution check (DC 15, + 1 for every previous check) each round or take 1d6 points of nonlethal damage as if from starvation. Creatures that do not need to eat automatically avoid the nonlethal damage but are still prevented from ingesting anything.

    Irradiate (Transmutation)
    Level: Clr 3, Radiation 3, Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Effect: Object touched
    Duration: 1 minute/level (see text)
    Saving Throw: Fortitude negates (see text)
    Spell Resistance: No

    This spell causes an object to emit a powerful field of energy that saps the vitality of creatures within a 20 foot radius. The effect is immobile but it can be cast on a mobile object. Every round, all creatures within the radius take 2 points of Wisdom and Constitution damage. A creature can make a Fortitude save each round to attempt to negates this damage, even if it has already been effected. The DC for this save increase by one for every round after the first that the creature remains within the radius. Moving out of the radius does not reset the save DC but rounds spent outside the radius do not increase the save DC.

    The potency of this field decreases rather quickly. When half the duration has expired, the damage dealt by the field decreases to 1 point of Wisdom and Constitution damage per round. When three quarters of the duration has expired, the field deals either 1 point of Wisdom damage or 1 point of Constitution damage (flip a coin or roll 1d2 to determine which).

    Material Component: A small amount of go-stone dust

    Mapmaking (Transmutation)
    Level: Clr 4, Navigation 4, Sor/Wiz 3
    Components: S, M
    Casting Time: 10 minutes
    Range: Close (25 feet + 5 ft./2 levels)
    Target: One map or writing surface
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell can either craft a new map or it can enhance and correct an existing map. During casting, the caster spreads the material component on a flat surface and specifies the location she desires to map. Over the course of the casting, an accurate map of the desired location (up to 500 square miles) is created on the medium. If the medium is already a map, any errors are corrected and detail is enhanced as necessary. In order to map an area, the caster must have been physically present within the boundaries of the area or experienced the area through a divination spell of 3rd level or higher (or an equivalent), but does not need to be familiar with the entire location, nor does the caster's memory of the location need to be perfect.

    Maps created by this spell are reasonably detailed and exceedingly accurate. They show mountain ranges and hills, major rivers and other bodies of water, major cities and roads, and other prominent geographical features (forests, deserts, etc).

    Material Component: A map or writing surface (paper, hide, parchment, etc) of at least 10” x 10”. This material component becomes the map and so cannot be reused.

    Meltdown (Evocation)
    Level: Clr 7, Radiation 7, Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 20 ft.
    Area: All creatures within a 20 ft. radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes

    A wave of powerful radiation surges out from you, dealing 3d6 points of Wisdom and Constitution damage to all creatures within its radius. Creatures that succeed on a Fortitude save take half damage as their body fights the decay caused by the high concentration of energy.

    Material Component: A small shard of go-stone, which is destroyed in the process of casting the spell.

    Plot Position (Divination)
    Level: Brd 3, Clr 4, Navigation 3, Sor/Wiz 3
    Components: V, S, F
    Casting Time: 10 minutes
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: No

    During the casting of this spell, the caster spreads out a map and places a crystal on the map. The crystal and the map then move to show the caster’s exact location on the map. If the caster is above sea level, the crystal hovers above the map. If the caster is below sea level, the map hovers above the crystal. The spell automatically adjusts to the scale of the map used, including for distances above and below sea level.

    This spell in no way alters the map or crystal used. It does not add detail to the map, nor does it correct any inaccuracies in the map used.

    Focus: A map and a piece of crystal, spread out on a flat surface.

    Radiation Signature (Transmutation)
    Level: Brd 2, Clr 2, Radiation 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature or object touched
    Duration: 1 day/caster level
    Saving Throw: None
    Spell Resistance: Yes

    As part of the casting process, you touch the target and transfer a small amount of powdered go-stone. The go-stone gives off traces of radiation that you can detect until the duration of the spell expires (even if the original powdered go-stone is somehow removed), allowing you to know (roughly) the location of the radiation relative to your current position. This radiation has a unique signature that allows you to identify it, even amidst other areas of radiation, and you need not use a spell like Detect Go-Stone to sense this radiation. You must be within 400 ft plus 40 ft/level of the radiation to sense it but do not need to take any special action to do so.

    Material Component: A small amount of go-stone dust

    Selective Location (Divination)
    Level: Navigation 6, Sor/Wiz 6
    Components: V, S, F
    Casting Time: 10 minutes
    Range: Unlimited (see text)
    Target: 10 creatures/level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell functions similarly to Plot Position, with the exception that it allows the caster to find the location of a number of creatures equal to 10/level. These creatures must be linked by a common characteristic (i.e. all elves, all iron golems, all arcane casters, etc). This characteristic can be of any level of specificity.

    To cast this spell, the caster spreads a map out on a flat surface and places a pile of small stones or markers in the center of the map. As the spell is cast, the stones spread out to show the exact location of one of the members of the specified group (similar to the functioning of Plot Position. The spell reveals all creatures (up to the spell’s limit) within the area shown on the map, regardless of the size of the map.

    Focus: A map and a number of small stones or markers.

    Stay on Course (Divination)
    Level: Brd 1, Clr 2, Navigation 2, Sor/Wiz 1
    Components: V, S, F
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: No

    Upon casting this spell, the caster specifies by name a specific location (the name of a city, address, geographical feature, etc). She then knows when she is on course to arrive at that location. She does not know exactly how to get there but rather is alerted whenever she strays from the correct course. The spell selects the shortest, most direct physical route to the specified location but does not take into account objects or creatures along that route nor does it alert the caster of specific actions to take in order to successfully arrive at the destination. However, it does select a course that avoids relatively permanent physical obstacles (walls, chasms, mountain ranges, etc) wherever possible. Both the caster and the specified location must be on the same plane and must be within 100 miles of each other. The spell lasts until the duration expires or the caster arrives at the destination.

    Focus: A map showing the terrain around the specified location. This map doesn’t have to include the route between the caster and the location, nor does it have to be extremely detailed or accurate.

    Stomach of the Sea Dwarf (Transmutation)
    Level: Drd 2, Rgr 1
    Components: V, S, M
    Casting Time: Standard action
    Range: Touch
    Target: Creature touched
    Duration: 24 hours
    Saving Throw: Fort negates (harmless)
    Spell Resistance: Yes

    With an uncomfortable sloshing feeling, the stomach and digestive tract of the creature touched toughens and changes, gaining some of the qualities of a sea dwarf’s digestive tract. For the duration of the spell, the creature can digest salt water and gain sustenance therefrom as if the salt water were pure rain water.

    Material Component: A small amount of sea water, which is drizzled down the target’s throat during the casting of the spell.

    Taproot (Transmutation)
    Level: Drd 2, Rgr 1
    Components: V, S
    Casting Time: Standard action
    Range: Touch
    Target: 1 plant touched/2 caster levels
    Duration: 1 day/level
    Saving Throw: None
    Spell Resistance: No

    The caster touches one or more plants, granting them hardiness and nourishment even when uprooted. The target plants remain alive without water or soil for the duration of the spell, as if they had not been uprooted. They can be re-planted at any time during the duration of the spell without ill effect, though re-planting them immediately ends the spell.

    This spell functions in all ways (including duration but excluding range) as the Haste spell if cast on a plant creature.

    Class Spell Lists

    Spells marked with an * are new spells described in this book. 8th and 9th level spells included in these domains are only included to facilitate use of these domains in settings other than Scroungers.

    Asceticism Domain

    Granted Power: You can go without water for two days plus a number of hours equal to twice your Constitution score before being required to make checks to avoid the negative effects of thirst. You can go without food for 1 week before being required to make checks to avoid the negative effects of hunger.

    Asceticism Domain Spells
    1. Horrible Taste (SC)
    2. Resist Energy
    3. Involuntary Fast*
    4. Divine Power
    5. Commune
    6. True Seeing
    7. Repulsion
    8. (Un)Holy Aura – depending on cleric’s alignment
    9. Miracle

    Music Domain

    Granted Power: You add Perform to your list of class skills. You also gain the ability to use Ghost Sound as a spell-like ability 3 times/day.

    Music Domain Spells
    1. Hypnotism
    2. Sound Burst
    3. Sculpt Sound
    4. Charm Monster
    5. Song of Discord
    6. Sympathetic Vibration
    7. Shout, Greater
    8. Irresistible Dance
    9. Wail of the Banshee

    Navigation Domain

    Granted Power: The character adds Survival and Knowledge (Geography) to her list of class skills. The character also gains the ability to use Know Direction as a spell-like ability 3 times/day.

    Navigation Domain Spells
    1. Locate Object
    2. Stay on Course*
    3. Plot Position*
    4. Mapmaking*
    5. Freedom of Movement
    6. Selective Location*
    7. Find the Path
    8. Discern Location
    9. Teleportation Circle

    Radiation Domain

    Granted Power: You are able to channel your deity’s power into a ward that protects against the damaging effects of radiation. As a standard action, you grant someone you touch a +2 bonus on saves to avoid taking ability damage, ability drain or negative levels. This ward lasts for one minute and can be used once per day.

    Radiation Domain Spells
    1. Detect Go-Stone*
    2. Radiation Signature*
    3. Irradiate*
    4. Contagion – Note: when cast as a radiation domain spell, the disease inflicted is considered radiation poisoning (though the mechanical effects are identical) and the spell does not carry the evil descriptor
    5. Transmute Rock to Mud
    6. Antilife Shell
    7. Meltdown*
    8. Earthquake
    9. Energy Drain

    Rituals

    Rituals are a form of magic more complicated and powerful than normal spells. They require substantial knowledge and study. Few individuals are wise and skilled enough to lead in the performing of a ritual. The increased complexity of rituals allows those performing them to control power beyond the grasp of most magi.

    Rituals can only be performed by a group of at least 2 participants. Each participant must have at least 4 ranks in the Knowledge skill associated with the ritual. One participant is considered the leader of the ritual. In order to lead a ritual, an individual must be able to cast at least 3rd level spells of the appropriate type (arcane spells for rituals based on Knowledge (arcane) and divine spells for rituals based on Knowledge (religion) or Knowledge (nature)).

    In performing a ritual, one participant acts as the leader. A number of additional participants equal to half the leader’s character level can assist in the ritual attempt. All participants in a ritual must remain within 60 feet of each other for the duration.

    To perform a ritual, the leader must succeed in a Knowledge check of the appropriate type, with the secondary participants providing bonuses to this check that allow the leader to meet or exceed the high Knowledge DC’s for most rituals. The DC for this check depends on the difficulty of the specific ritual (see below). Each secondary participant who succeeds on a DC 20 Knowledge check grants a bonus to the leader’s Knowledge check equal to +2 for every 5 ranks the secondary participant has invested in the relevant Knowledge skill.

    Performing a ritual requires 10 minutes for every 10 points of the ritual’s DC. If the spell duplicated has a duration other than instantaneous, that duration begins when the time required to perform the ritual has ended. Material components, expensive or otherwise, and XP components are consumed as normal in the process of performing the ritual (XP components are paid by the leader). Unless otherwise noted, the ritual functions exactly as the spell of the same name. All components of the ritual that depend on caster level are calculated using the leader’s caster level.

    Rituals by Knowledge Skill

    Knowledge (Arcana)
    • Antimagic Field (DC 70) – The field created by this ritual is identical to that created by the spell of the same name, save that it’s duration is increased to 1 hour per level.
    • Create Greater Undead (DC 60)
    • Plane Shift (DC 60)
    • Teleport, Greater (DC 60)
    • Trap the Soul (DC 70)
    • Wish (DC 80)

    Knowledge (Nature)
    • Atonement (DC 50) – This ritual functions as the spell of the same name, save that the XP cost required must be paid by the beneficiary of the ritual rather than the leader.
    • Control Weather (DC 50)
    • Earthquake (DC 50)
    • Plant Growth (DC 60)
    • Reincarnate (DC 50) – This ritual functions as the spell of the same name. Use the following chart to determine the race of the reincarnated creature.

    {table=head]1d10|Incarnation
    1|Original Race
    2|Aasimar
    3|Deep Dwarf
    4|Elf
    5|Halfling
    6|Human
    7|Sea Dwarf
    8|Tiefling
    9|Vanar
    0|Original race, but apply the Altered template[/table]

    Knowledge (Religion)
    • Atonement (DC 50)
    • Commune (DC 40) – This ritual functions as the spell of the same name, save that the duration of the effect is 1 minute per level. This ritual may only be performed with a prophet as the leader, though other characters may assist.
    • Control Weather (DC 50)
    • Create Greater Undead (DC 50)
    • Earthquake (DC 60)
    • Plane Shift (DC 60)
    • Regenerate (DC 50)
    • Reincarnate (DC 50)
    • Speak with Dead (DC 40)
    • Miracle (DC 80)
    Last edited by Mephibosheth; 2012-12-06 at 06:57 PM.
    The Scroungers Campaign Setting
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