Monday, May 17, 2021

Building Bhakashal - Classes - The Justiciar


Image by Alexandra Semushina at Artstation
https://app.artstation.com/sandlady


When adapting paladins for Bhakashal I wanted to separate them from their medieval context, and connect them to the setting in a more specific way. Justiciars in the city serve a Noble House and the god of that Noble House. Their powers derive from the god in question. 


Justiciars dispense justice on the orders of their houses, including fighting monsters loose in the city, challenging fighters from Houses that oppose theirs, settling disputes within the House before they are taken to the arena, protecting the helpless members of their Houses and maintaining the laws of the City and the House within House Ward. It is a tradition in the city that all justiciars start as warriors in the city arenas. Very rarely they are sent on quests for their Houses outside the city, however all Justiciars are sent for a period of a month or so to patrol the Raosks at some point as an initiation.


There are Justiciars present in all city Wards, they serve as local adjudicators of disputes, they certify challenges made in public (e.g. when a Lord challenges another Lord in public, a Justiciar is called to certify the challenge and record it). Local Justiciars are known for their fairness and impartiality and are intimately familiar with the laws of the city. A justiciar who lies, plays favorites or does not keep their word find their powers desert them. Their power comes from serving their god and their Noble House. 


A high level Justiciar is present in every ward as a form of judge, known as the Ward Justiciar, only issues that go beyond the local justiciars, ranking officers or warlocks with the city patrols are referred to the Ward Justiciar for final adjudication. Many justiciars work so that one day they will preside as Ward Justiciar over the Ward of their House.


Statistics

Ability Score Minimums - STR 12 WIS 13 CHR 17


Weapon Proficiency Profile - As Slayer


Weapons/Armor - Any


XP Progression - As Paladin


HD: d10


Abilities

1. Detect Lie - Justiciars are empowered to dispense justice in the name of their god, to aid with this they can cast detect lie and detect intent at will at a 60’ radius 


2. Divine Favor - The favor of their deity gives them a +2 on all saving throws


3. Divine Protection - Their deity protects them from extraplanar and summoned/conjured creatures as the Justiciar emanates a Protective Circle 1’ Radius at all times


4. Diving Healing - A Justiciar is empowered to protect the innocent and just, and as such can heal 2 hp per level per day on themselves or others.


5. Holy Weapon - All Justiciars have a holy weapon, this weapon allows them to channel the power of their god in their quest for righteousness. A 1st level Justiciar is generally given their weapon by their mentor. It will be the finest quality weapon of its kind and if their god has a favored weapon the Justiciar will take that weapon for their holy weapon. They must take their first weapon proficiency slot in that weapon. All future improvements to that weapon listed below occur outside of the weapon proficiency progression and regular additional weapon proficiency slots may not be spent on it.


  1. At 1st level the Justiciar is +1 to hit / +1 to damage with their holy weapon

  2. At 3rd level the Justiciar can hit creatures only hit by +1 magical weapons with their holy weapon

  3. At 5th level the Justiciar gets 3/2 rounds with their holy weapon 

  4. At 7th level the Justiciar is +2 to hit / +2 to damage and can hit creatures only hit by +2 magical weapons with their holy weapon

  5. At 9th level the Justiciar gets 2 attacks per round with their holy weapon

  6. At 11th level the Justiciar is +3 to hit / +3 to damage and can hit creatures only hit by +3 magical weapons with their holy weapon

  7. At 13th level the Justiciar can Heal once per day with their holy weapon

  8. At 15th level the Justiciar is +4 to hit / +4 to damage and can hit creatures only hit by +4 magical weapons with their holy weapon


6. Spending Hit Points - All creatures in Bhakashal can use up to 1/4 of their HP as “luck points” that can be used to change their rolls (to hit, damage, saves), they may use these at any time, but cannot spend more than 1/4 of their HP in doing so. Once they have spent this 1/4 of their HP total they cannot spend any further until they have healed up fully. 


Justiciars are not limited to spending 1/4 of their HP as “luck points”, they can spend any amount of their HP to do so.


7. Special Mount - Justiciars must be mobile to serve their deity, and at 5th level all Justiciars receive a prophetic dream that tells them of the location of their special mount. In Bhakashal their mount will be a giant lizard (MV:12”, HD:5, NA: 3, DA:1-4/1-4/3-12 (CCB). This mount will be 100% loyal and will fight for the Justiciar to the death. 


8. Special Creed - Each Justiciar serves a god, and that god will have several domains. The Justiciar will receive a special creed from their god when they are called to serve related to one or more of those domains. That creed must be adhered to carefully or they will find their power wanes. For a minor violation the Justiciar will lose one of their abilities, determined randomly, for a week. For a more significant infraction they will lose two of their abilities, determined randomly, for a week. For a major infraction that is flagrantly against their creed, a Justiciar will lose their powers entirely and become a regular mercenary until they complete a quest on behalf of their deity. 


Example deities and creeds include:


1. Murla  – god of Creation, Life, Water - Creed: preservation of innocent life

2. Torphak – god of Death, Animals, Storms, Disease – Creed: destruction of undead

3. Rjam – god of Courage, Skill in Combat - Creed: courage in battle

4. Poniar  – god of Plants, Earth, Spring, Growth - Creed: preservation of plants

5. Jannak  – god of Time - Creed: protection of the elderly/aged

6.  Olapp – god of Fertility, Growth, Healing - Creed: aid and protection for the sick

7.  Usam  – god Cunning, Deceit, Thieves - Creed: outwitting opponents

8.  Bhamal  – Beauty, Music - Creed: preservation of the beautiful

9.  Iospha  – Fire - Creed: renewal through destruction, cleansing by fire

10.  Worlu  – god of Purification - Creed:  destruction of aberrations/monsters


10. Special Creed Power - The Justiciar will receive one spell like power associated with their creed, at 1st, 5th, 7th and 9th level. The 1st level power will be equivalent to a 1st level spell, the 5th level power to a 3rd level spell, the 7th level power to a 5th level spell and the 9th level power to a 6-8th level spell. The spell can be from any class, and will work as an at will power once per day.


Example Special Creed Powers

Murla  

1st level - Create Water

5th level - Water Breathing

7th level - Airy Water

9th Level - Control Weather


Torphak 

1st level - Invisibility to Undead

5th level - Speak with Dead

7th level - Systra’s Scintillating Sun Wheel

9th Level - Restoration


Rjam 

1st level - Strength

5th level - Haste

7th level -  Bissandrith’s Glorious Myrmidon

9th level - Hammer of the Gods


Poinar 

1st level - Pass Without a Trace

5th level - Plant Growth

7th level - Pass Plant

9th Level - Wall of Thorns

Jannak

1st level - Sanctuary

5th level - Remove Curse

7th level - Commune

9th level - Regenerate


Olapp

1st level - Cure Light Wounds

5th level - Cure Disease

7th level - Raise Dead

9th level - Reincarnation


Usam

1st level - Change Self

5th level - Suggestion

7th level - False Seeing

9th Level - Veil


Bhamal 

1st level - Divad’s Beautification

5th level - The War Drums of Konnigut the Damned

7th level - Minnemar’s Whisper to a Scream

9th level - Otto’s Irresistible Dance


Iospha

1st level - Burning Hands

5th level - Fire Shield

7th level - Wall of Fire

9th level - Chariot of Sustarre


Worlu

1st level - Purify Food and Drink

5th level - Dispel Magic

7th level - Dispel Evil

9th Level - Holy Word


Building Bhakashal - Consent, Session Zero and Gaming

Session 0 and consent forms are doing the rounds on Twitter today, so I thought I would share my process. I run a D&D business, and my clientele is primarily kids, ages 10-14. This makes it a bit more difficult, as I have to give the kids a voice but also respect the parents, so both are a part of my process. 

I have a sheet I send to all the parents before their child starts gaming with me. It isn’t a questionnaire as much as a statement of what kind of game I run, with a few quick questions at the end. I send this to them before their child shows up to play. Here are the points from the document, I’ll go over each briefly to explain my reasoning for each.


  1. Realism – There are many things that exist in the real world that we don’t focus on in the game, racial and sexual violence, slavery and torture, though “real”, are not a part of this game. Also, game races are not stand-ins for real world races, they are wholly fictional.


I run games for kids, there is no place for sexual violence, slavery, torture, racial violence in my  game. It’s not that kids don’t already know about these things, some have experienced them personally, but we aren’t bringing that into the game. I’m not a psychologist, and I have no particular skill at navigating people through personal trauma. Games for kids can be an escape. 


I also feel it is important to stress that in game races like lizardfolk and bird-men are not stand ins for any real world group. I actually don’t call them “races” in the game, I call them “playable groups”, but the terminology for the handout needs to be a bit less cryptic. It’s important to be clear about this.


  1. Representation - As much as possible the visual aids and materials used in the game are diverse and inclusive, all groups are depicted as part of the game world. For the most part players are encouraged to play characters similar to themselves to avoid any stereotyping or cultural appropriation. 


The second sentence here is important as it has been suggested that a player playing a character that is, for example, from a different race, might be seen as a form of cultural appropriation or so-called, “digital blackface”. I personally don’t believe this, unless the player is playing some sort of exaggerated cultural stereotype, I think “walking in other’s shoes” is a positive, empathy building and mind expanding process. Having said that, I don’t want my 10-14 year old players getting accused of cultural appropriation because they saw a cool picture of a knight that wasn’t the same color as them and thought “I want to be that hero”. So it is best for all involved that they don’t pursue this sort of option at the table. 


  1. Bullying and Harassment – Player versus player gaming, racial slurs or other hurtful comments, using characters as proxies to attack or humiliate other players, bullying other players at the table, etc.  all will not be tolerated.


You can certainly run PVP D&D perfectly safely, but I find, particularly for kids, it is best to just avoid it entirely. In your home game, or with consenting adults, it’s a different story, but with kids at the table it’s just bad news. It is also very important to call this out when it does happen, when you sense it’s getting personal, you shut it down and open up a discussion, or end the game for the day and have private conversations later. 


  1. Religion - The game world is polytheistic, and most PCs and NPCs will worship either entire pantheons or individual gods. If there are concerns about characters worshipping a god or gods from the game setting players may opt out of this aspect of their character. Religious organizations in the game are not proxies for real world religions.


I live in one of the most multicultural cities in the world, and there are a wide range of different attitudes towards religion. So I ask up front if anyone has a concern with the use of gods in the campaign world.


  1. Death - PC’s will die in the game, it is deadly and meant to be so. Play should be calibrated accordingly. There are in-game magical resources for bringing characters back, but they are expensive and time consuming, so all players are encouraged to run more than one PC, use henchmen or have a “back up character” pre-rolled and ready to go in the event their PC dies. 


I prefer to run a game where death is on the table, so this is an important point to address right at the beginning of play. In 3 years of games I’ve only ever had one player want to have their PC brought back, most were eager to try something new. But either way it’s good to be on the same page.


  1. Failure - PC’s will sometimes fail in their task, the gold will be lost, the monster undefeated, the bandits will get away. The referee will not “roll back” results at the table, and importantly, once the dice are rolled the result is final. There are no ‘re-rolls’ or ‘take backs’ at the table. The referee will do everything they can to ensure that the players know the stakes before they roll, but once they do, that’s that. 


This is extremely important, as many new gamers arrive at the table expecting the ref to ensure that they are successful in some way. That is not the kind of game being run here, instead, players stand or fall on their decisions and luck (good or bad). This approach, IMO, is absolutely crucial in open ended games like D&D where the ref has a lot of latitude. The players need to know what the boundaries are, and that the ref is not going to “save” them. Otherwise they can be rightfully upset when they fail.


  1. Balance - AD+D is not “balanced”, players will periodically encounter opponents and situations far beyond their capacity, sometimes they will need to flee or pursue non-combat options, not every situation requires a fight.


This is important as I play with kids, and 10-14 year old kids are ready to kill anything that gets in their way. They are also in many cases conditioned by video games to expect to be able to beat every scenario. AD&D isn’t like that, sometimes you are out of your depth. It’s important to be clear about this from the start.


  1. Non-Combat Mechanics - AD+D has various non-combat mechanics like alignment, loyalty, morale and encounter reaction rolls, mechanics that can determine in a general way how NPCs or monsters will react to PC actions. As it is possible for an NPC or monster to react positively, combat is not the only option. Parley, negotiation, bluffing and deception are all options outside of combat


Again, the default for many people when confronted with a raging giant or a fire breathing dragon is to slay, slay, slay, but they need, in all fairness, to be aware that the game mechanically supports other options. 


  1. Experience - The experience point system in D&D gives the greatest rewards for loot (treasure and magic items) and the least rewards for slaying monsters. This leaves the players open to pursuing non-violent, non-combat options and still advance in the game.


Just in case they didn’t get the first two memos, here’s the third. The system for advancement in the game is geared to reward non-combat options. This is important as kids want to know what the game rewards, and what they can do to maximize their progress in the game (if that’s their thing). If you don’t want a murderhobo game, and I certainly don’t want one in this context, you need to be clear about the details.


  1. Style of play - This campaign is sandbox in style, which means that the referee presents a complex game world with many factions and groups, and that game world reacts to the actions of the players. This means players must forge their own destiny and take responsibility for their choices. 


This is an important one, colloquially known as “F*ck around and find out”, the players need to know that actions have in-game consequences. If you go around stealing, looting and slaying everyone then you will encounter resistance. This isn’t a story where you always win and are always right, it’s a world to explore that has consequences for your actions.


  1. Teamwork - D+D is a collaborative game, if you cooperate with your fellow players you will be far more successful. This does not mean, however, that every character will have a chance to “shine” in every encounter. D&D is a marathon, not a sprint, the success of individual party members is shared by all. The experience point system in the game reflects this, as all adventure XP are divided equally amongst all participating characters.


Class based systems like D&D are built for collaborative play, as skills and abilities are split between classes. Also, the XP system divides XP amongst all players, so there is no incentive to “hog” XP from the adventure. Of course parties will not get along all the time, but teamwork of some degree is the goal, and I like to make sure they are aware of this from the start.


  1. Peripherals - You do not need anything to play D&D other than your imagination, the referee will provide the players with character sheets, dice, and any visual aids, handouts, etc. There is no need to purchase anything to play the game. 

I have had kids show up to the game with a mountain of merchandise, not only does this create an undue financial burden, but it can make other players feel uncomfortable and sets unrealistic expectations. D&D should be playable with nothing but the player’s imagination. If they want to buy stuff that’s between their parents and them, I want to make it clear it isn’t needed to have fun.


  1. Topics Off the Table - If there are any topics you would prefer to not be a part of game play that aren’t addressed above please let us know before we start playing. AD&D is a modular game, there is very little that can’t be tweaked or reorganized to ensure that everyone has a fun and inclusive experience.

I can’t know what people will or won’t like beyond the obvious stuff mentioned above, so I leave it open for participants to identify their concerns. I would never use a “consent checklist” on its own, as without context and a good understanding of what sort of game the referee is running a checklist is insufficient, for two main reasons: 


  1. They can be anxiety producing with long lists of phobias and triggers

  2. They create a false sense of security


Rather than give a checklist, I instead tell the players what the game will be like in a broad sense, and then ask them to indicate if there are any topics or issues they would rather not have in the game. I think this is important as it calls on the referee to articulate the kind of game they are running, which I think is more helpful than simply asking the players to define the kind of game they don’t want to play. I also ensure that this handout is sent before we get together in person, so no player has to articulate a phobia or trigger in front of others.


  1. Topics at the Table - If you are confused about or uncomfortable with any aspect of the game during play you may ask questions or request a break to discuss what is happening at the table. For the most part these concerns are discussed amongst the group, D&D is about problem solving in the game world and the real world. However, if you would prefer anonymity you are welcome to ask questions outside the session, or call for a break and speak with the referee separately. All questions are welcomed, we are all in this together!

No rule or set of rules will ever be enough to capture what happens at the table, and people are often uncomfortable voicing their concerns, so I make it clear up front that interrupting the game with questions or concerns is ALWAYS acceptable.


I also think you need to walk the walk in game on this. There is frequently a pressure to get stuff done and make progress, to “move the story forward” and all that. But players, frequently new players, need information to make good decisions, they don’t know the game or the game world as well as you do. So that means stopping and taking questions, and paying attention to body language, speech patterns, etc. 


Refereeing is much like teaching, you “read” your audience to see how they are taking things, and things can come up at the table that are not covered in your session 0 document or the rules of the game. So players need to know they can ask and voice concerns, and you need to SHOW THEM that you are willing, even eager, to answer these questions and address these concerns.


Rules, documents and procedures on their own mean nothing, so you have to commit to listening and then carry it out at the table. Once they sense you are OK with questions, you will get a lot of them! But that’s a good thing, as it will grow your game and improve your refereeing skills. 


Everyone wants, and deserves, to be heard at the table. 


  1. Accessibility Concerns - if a player has any accessibility issues please let the referee know as soon as possible. Various aids are available for those who have concerns about readability of text, verbal delivery of information, physical access to gaming venues, remote access technology or using dice, character sheets, etc. 


Never assume anything about player accessibility, because you don’t know. Some players have visual issues, many have auditory issues, some may be non-neurotypical and need information to be presented in a particular way, others may have IT issues that limit their ability to play without some preparation and planning. Identifying these ahead of time is key.



I have been using a version of this A-O list for 3 years now and it has saved me considerable time and stress, and made it much easier for people to identify if the game I am offering is of interest to them. Obviously it is tailored to my game, e.g. an after school program for 10-14 year old kids, but there are likely elements that would work for other games as well.


Sunday, May 16, 2021

 Building Bhakashal - New Classes - the Theurgist 


Art By Camila Vielmond
https://www.redbubble.com/people/vielmond/shop



In the distant past a warlock named Yimal the Heliotrope discovered creatures known as Jaema, tiny, ectoplasmic beings that existed between the astral and prime material plane. After crafting spells to communicate, he made a pact with them. 


Yimal designed meditations that would put the mind in a state to draw Jaema to it, and then direct them at the minds of others. This would allow certain forms of mind control, misdirection, clouding. He also learned how to meditate to mind touch Jaema, which had divinatory effects as they exist out of flow with regular time. Finally, he learned how to summon and command insects and animals, then later monsters, using the Jaema. He then created a training facility and made an army of Theurgists, known as The Bharran, warriors with mind powers that he sent into the world. 


Yimal the Heliotrope has been gone for centuries, but his army of Theurgists remains, and continues to train. Their ultimate goals now that Yimal is gone are unknown to the world at large, and low level Theurgists know nothing of the larger machinations of senior Theurgists. What is known to the highest level of Theurgists is that Yimal predicted that corruption would overwhelm all forms of government, so there would always be a place for his Theurgists to travel the world and work to silently and secretly eliminate those who are corrupted by pride, greed and cowardice. 


1st level Theurgists, when their training is complete, will be affiliated with the Temple of Palashurem, deity of loyalty, duty and honor, Palashurem appears as a one armed humanoid, their skin covered with whorls of black mixed with copper red. Palashurem has long hair of orange fire, carries an onyx battle axe in each hand and rides a black and red striped tiger. Theurgists use this image of Parashurem to focus and enter the meditative state necessary to spell cast. 


Until they reach name level the bigger goal of the Theurgists will be unknown to them, once they reach name level they will be brought into the fold by their patron and given the opportunity to pursue the greater goals of the secret society of the Bharran.


Statistics

Ability Minimums INT 15 DEX 16 STR 10 DEX 10


Weapon Proficiency Profile - Special


To Hit and Save Profile - Best of Mercenary/Warlock (Magic-user)


HD: d8


Weapons/Armor - no restrictions


Abilities

1 - Theurgist Spells: Theurgists cast a selection of mind altering and divination spells from all classes, mostly warlock and phantasmist, and have their own unique illusion spell as well. All Theurgist spells are cast from the mind, there are no material components for their spells. The Theurgist clears their mind and concentrates, creating the meditative state that draws in Jaema and directs them to create particular effects.


1st Level (d30)

1. Animal Friendship

2. Charm Person

3. Command

4. Cthillon’s Arachnid Surge

5. Detect Intent

6. Detect Magic

7. Friends

8. Hypnotism

9. Illeana’s Dry as Dust

10. Illeana’s Ravenous Hunger

11. The Indomitable Matador

12. Invisibility to Animals

13. Invisibility to Insects

14. Invisibility to Lycanthropes

15. Khostin’s Vermin Throng

16. Loshner’s Quantitative Quandary 

17, Loshner’s Weird Words 

18, Protective Circle

19. Quillon’s Pocket Full of Silver

20. Remove Fear

21. Savin Tarsen’s Hidden in the Throng 

22. Sivir’s Scuttling Terror 

23. Sleep

24. Speak with Animals

25. Tanninsir’s Pervasive Rot

26. Ventriloquism

27-30. Whisper of the Jaema 

2nd Level (2d12)

2. Augury

3-5. Charm person or mammal

6. Detect Charm

7. Detect Lie

8. Detect Intent

9. Divad’s Beautification

10-11. ESP

12. Eyes of the Swarm

13. Feign Death

14. Fight or Flight

15. Gil Namth’s Hurricane Haymaker

16. Hold Person

17. Know Intention

18. Mirishan’s Misplacement

19. Mute, 15’ radius

20. Rinson’s Redirection

21. Snake Charm

22. The Artful Eyes of the Sharper

23. The Mad Rage of Rikkitan 

24. Unaff Koll’s Unexpected Serendipity (reversible)


3rd Level (d30)

1. Amilishar’s Mantle of Avoidance 

2. Asher’s Mighty Aversion

3. Asu-Krinn Aster’s Article of Deepest Desire 

4. Clairaudience

5. Clairvoyance

6. Divad’s Doom From the Depths

7. Erolin’s Pensive Altercation

8. Finnegan’s Hanging Blades 

9. Feign Death

10. Feral

11. Fonreaver’s Ambient  Awareness

12-16. Hold Animal

17. Joonquith the Regal’s Subtle Rebellion

18. Locate Object

19. Mohrgrim’s Magnificent Mount  1

20. Precience 

21. Querillon’s Crushing Burden

22. Querillon’s Heavy Hand of Indecision 

23-25. Speak with Dead

26. Summon Insects

27. The Covetous Eyes of Danner 

28. Twilsophire’s Punctilious Memory Nullification

29. Willnor’s Dream of Drowning 

30. Zillishan’s Hypnotic Plunge



4th Level (d20)

1. Cacophony of Lies 

2. Animal Summoning 1

3. Call woodland beings

4. Cestir’s Leaden Load

5. Charm Monster

6. Confusion

7. Divination

8. Fear

9. Fumble

10. Hive Mind

11. Mohrgrim’s Magnificent Mount 2

12. Protective Circle 10’ rad

13. Raggelash’s Mass Panic 

14. Repel Insects

15. Speak with plants

16. Umirajic’s Omen of Oblivion

17. Vassennan Vir’s Phantasmagoria of Pain 

18. Voornogogg’s Fateful Fear

19. Whisper the Dead

20. Wyn-Waroon’s Psychic Seed

5th Level (d12)

1. Animal Summoning 2

2. Commune with Nature

3. Contact Other Plane

4. Feeblemind

5. Hold Monster

6. Insect Plague

7. Izanami’s Creeping Compulsion 

8. Mohrgrim’s Magnificent Mount 3

9. True Seeing

10. Unlin’s Lost Destination

11. Winnofeln’s Massive Aversion 

12. Ysir’s Air like Water 


6th Level (d6)

1. Aerial Servant

2. Feeblemind

3. Geas

4. Mohrgrim’s Magnificent Mount 4

5. Speak with Monsters

6. Stone Tell



7th Level (d6)

1. Charm Plants

2. Confusion

3. Mass Charm

4. Mohrgrim’s Magnificent Mount 5

5. Regenerate

6. Swarm of Horus



Each Theurgist follows a 1/2 spell progression with respect to what level spells they may cast, e.g. a 5th level Theurgist can use up to 2nd level spells, a 6th level Theurgist can cast up to 3rd level spells, etc. Theurgists are free casters within their selection of spells for each level, e.g. they do not have to choose which spells to memorize each day, all of the level appropriate spells they have learned are available to them.


Each theurgist will have a mentor/patron to train with. Theurgist’s gain spells by learning meditations with their patrons/trainers. Each mentor/patron has a number of learned spells from each level group equal to their number of additional languages + their Level/3.


The referee should roll up a  list of all of the spells the mentor/patron has memorized using the tables above, and the budding Theurgist learns as many as she can when she reaches the appropriate level. Each attempt to learn a spell uses the Theurgist’s “to know” percentage +1% per level of experience. Then, once learned, the theurgist can cast 1 spell per level per day from any of the level lists they have access to at the time.


For example, Gogalath the Morreal is a 9th level Theurgist with an INT of 16, so she has 8 spells of every level from 1st to 4th learned. Gogalath has taken on Beamar Makelerion, a 1st level Theurgist with an intelligence of 15, she can learn up to 5 spells per level and has a 66% chance to learn each spell.


Gogalath’s spells are:

1st level - Animal Friendship, Detect Magic, Illeana’s Dry as Dust, Remove Fear, Sivir’s Scuttling Terror, Speak with Animals, The Indomitable Matador, Whisper of the Jaema 

2nd Level - Augury, Detect Lie, ESP, Hold Person, Mirishan’s Misplacement, Snake Charm, The Artful Eyes of the Sharper, The Mad Rage of Rikkitan

3rd Level - Asher’s Mighty Aversion, Clairaudience, Fonreaver’s Ambient  Awareness, Hold Animal, Mohrgrim’s Magnificent Mount  1, Precience, Querillon’s Heavy Hand of Indecision, The Covetous Eyes of Danner 

4th Level - Animal Summoning 1, Confusion, Divination, Repel Insects, Speak with plants, Vassennan Vir’s Phantasmagoria of Pain, Voornogogg’s Fateful Fear, Whisper the Dead


So at 1st level Beamar chooses to learn 4 spells from her patron, leaving the last slot “open” for her to go to a new patron/trainer for a spell not on this list. She chooses to learn 


Animal Friendship, Illeana’s Dry as Dust, Sivir’s Scuttling Terror, Whisper of the Jaema 


She is successful for all but Illeana’s Dry as Dust, rather than try another spell to take that spot, she decides to stick with 3 spells for now, leaving two slots for later, so at 1st level she has the following spells available to her, one of which she can cast per day:


Animal Friendship

Sivir’s Scuttling Terror

Whisper of the Jaema


At 2nd level she can cast two of these per day, at 3rd, three per day, then at 4th she can try to learn a selection of 2nd level spells from Golgalath, etc. Or, she may find spells before she reaches 4th level and try to learn those if they are level appropriate. Finally, she can find an alternate patron and in exchange for a service be given access to their spells. The Theurgist will have to decide how many spells to try and learn each time they get access to a new level of spell, and will have to seek out patrons/trainers if they want to expand their selection. There is no “swapping spells” once you have learned the spell, so caution should be exercised before a Theurgist learns any new spell.


Scroll spells are another way for Theurgists to get access to new spells, but the number of spells of a particular level they can have learned is fixed by their intelligence + level/3, there is no adding more than that. So any scroll spells found after the spells are filled up for that level are castable from scroll only. Any spell of a higher level than they can normally cast uses the scroll casting rules from the DMG.


2. Theurgist Illusions

Theurgist’s can also cast generic illusions, and have their own version of Phantasmal Force to do it, called Whisper of the Jaema.


Whisper of the Jaema 

Level: 1, Casting Time: 3 segments, Range: 4”+1”/level, Duration: special, Area of Effect: Special, Components: none, Saving Throw: Neg.


Whisper of the Jaema works like Phantasmal Force, it creates an illusion of anything the caster has seen before (seen well enough to create a reasonable version with their mind). The illusion appears in the victim’s mind only. The Theurgist can impact one mind per level of experience with this illusion.


Victims must make a save, if they fail, they stand still, in a trance, and experience the illusion as if real for 2 rounds. Then they gain another save. If that is failed the illusion lasts two more rounds, etc. Anyone trying to wake them gives them a save. Taking damage gives them a save. The illusion lasts until the Theurgist ends it or the victim makes their save.


The Theurgist must remain motionless and focused to use this spell while the illusion is attacking the victim, she may carry out no other actions. At 5th level the Theurgist can move at half speed while maintaining the illusion, and may perform simple, non-attack, non-spell casting tasks while maintaining it at 10th they may move at full speed while maintaining an illusion and may defend themselves or attack with a weapon. 


The illusion works exactly as the real world correlate, with the following limitation, if the illusion is to do damage to the target, then creatures, spells and effects duplicated with this illusion are limited to the casters level in HD/Spell level. Any illusion of a creature/spell above the caster’s level cannot do damage.


A target fights the illusion in their mind as if it were real, with all real stats and attacks, and the illusion does real damage, if the illusion slays the target in this mental combat they are dead. If they are not slain before the illusion ends when it does they have whatever HP they had left in the illusion. 


3. Martial Arts - Theurgists follow a demanding physical regimen originally established by Yimal the Heliotrope. Thus all Theurgists gain the martial arts proficiency, which shifts all of their unarmed attacks one column over on the “to hit” tables. They also gain the unarmed attacks per round progression of the spartan (monk). These may only be used if the Theurgist wears leather armor or no armor.


4. Preferred Weapon - In the Bharran Theurgists are trained to perfect the use of one weapon rather than taking multiple weapons. Theurgists start with three weapons, their main and a secondary of their choice. The third slot is taken as a +1 to hit / +1 to damage on their main weapon. They gain a new weapon proficiency slot every 2 levels (so at 3rd, 5th, etc.) and each new slot will be taken in their main weapon, giving it a +1 to hit /+1 to damage each time. So a 7th level Theurgist with a broadsword as her main weapon would have +4 to hit and +4 to damage with that weapon.


5. Mental Discipline - Theurgists have a disciplined regimen with respect to mental toughness, this gives them a +1 on mental saving throws and any saving throws associated with scrying or reading of minds for every 2 levels of experience, e.g. +1 at 1st level, +2 at 3rd, etc. 


6. Group Mind - Theurgists can combine their powers to increase their effects. If two Theurgists have the same spell in their list of learned spells, they may both cast that spell at the same time, and all parameters of the spell are doubled, range, duration, AOE, etc. In addition, any saves against the spell are made at -2 for every Theurgist casting the spell. 


7. Awareness - Their mental and physical discipline combined with their connection to the Jaema make the Theurgist extra aware of their environment. Theurgists are only surprised on a 1 in 6.


8. Language - All Theurgists speak a language only known to others of the class, it is the language which their spells are written in, and has many soft, sibilant sounds and odd clicks to it. 


Building Bhakashal - Classes - The Justiciar Image by Alexandra Semushina at Artstation https://app.artstation.com/sandlady When adapting pa...