Building Bhakashal - New Classes - The Chimerist
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Alteration magic is the single largest category of magic in AD&D, alteration takes something and changes its fundamental nature, it is the place where a warlock manipulates the basic components of the world around them. As such Chimerists have the largest selection of spells of any of the Warlock subclasses.
Chimerists are a significant part of Bhakashal as alteration magic is a key component to creating the “hybrid” creatures, the monsters, which populate the Bhakashal marshes and serve the powerful Warlocks who are so important to the city. Chimerists are rock stars in Bhakashal, their creations inspiring wonder and respect, and they are well known in the arena and on the hunt.
Statistics
Ability Score Minimums - INT 15 CHR 16
Weapon Proficiency Profile - As Warlock
Weapons/Armor - As Warlock
XP Progression - As Warlock
“To Hit” and Saving Throws - As Warlock
HD: As Warlock
Abilities
a) Same processes for reading, casting, learning, transcribing, memorizing spells and using scroll spells (e.g. spells not known, higher level spells) as the regular warlock.
b) The origins of magic in Bhakashal are connected to dragonkind, in dragon form and polymorphed in humanoid form, they were part of the creation of all forms of magic. Each of the warlock subclasses is thus associated with a dragon type, in the case of Chimerists it is the Bronze dragon. This means the following:
1 - Chimerists read and speak bronze dragon
2- Chimerists get a +20% on encounter reaction rolls with bronze dragons
3 - Upon reaching name level (9th) a Chimerist may summon a bronze dragon once per month, odds of success are equal to their “to know” odds. The dragon will generally aid them in any way possible, pending an encounter reaction roll with the stated bonus.
4 - Chimerists follow the spell casting progression of a bronze dragon,
c) Chimerists are in tune with alteration magic and chimerical creatures (creatures that combine together other creatures - chimeras, perytons, manticores, grells, dragons), which gives them a number of abilities related to these creatures:
All chimerical creatures suffer a -2 on their saves versus spells cast by Chimerists
Chimerists gain a +2 on all saves versus attacks from chimerical creatures
Chimerists gain a +10% on encounter reaction rolls with chimerical creatures
All Chimerists are sages with a major field in supernatural and unusual and a specialization in chimerical creatures
d) Chimerist’s get special bonuses with respect to certain spells:
Wood Shape, Stone Shape, Polymorph Other, Polymorph Self, Stone to Flesh, Cinel’s Violent Amalgam, Polymorph any Object, Shape Change
All are cast as if the Chimerist was 2 levels higher, double duration (where applicable) and double range (where applicable)
When casting Polymorph Other or Stone to Flesh, if the Chimerist desires the target gets an effective constitution of 3 or 18 for the purposes of the system shock roll
When casting Polymorph Other, if the Chimerist desires the base chance of changing personality and mentality can be reduced to [50% - 1% per Chimerist level} or increased to {150%+1% per Chimerist level)
Any target changed by a Polymorph Other spell can be changed back at will by the Chimerist who cast the spell
A Chimerist may end a Polymorph Other cast by another with the odds of success being their “to know” percentage + their level.
When casting Polymorph Self the Chimerist may assume any form up to the size of an elephant. The Chimerist does not get the attack or defense routines of the forms assumed, however, any physical attack made while in polymorphed form does 1/2 the Chimerist’s level in damage if the form is size S, the Chimerist’s level in damage if the form is size M or the Chimerist’s level + 1/2 in damage if the form is size L, e.g. a 8th level Chimerist polymorphed into a rhino would do 1-12 damage with a physical attack
Note that the Chimerist can alter their physical form selectively with a polymorph self spell, e.g. make their hand into a bird like talon, or make their feet into flippered feet, etc.
When casting Polymorph Self the Chimerist heals 4-16 HP on transforming back to their regular form.
A Chimerist has an effective magic resistance equal to their “to know” percentage versus any magical attempt to change their form against their will (e.g. polymorph other, petrification)
e) Chimerists have access to all alteration magic, listed below. When creating a spell list for a Chimerist patron, roll on this table.
Spells
1st Level (2d12)
2. Affect Normal Fires
3. Ammon Marr’s Projectile Extension
4. Amorantal’s Rhythmic Run
5. Burning Hands
6. Comprehend Languages
7. Dancing Lights
8-9. Enlarge
10. Erase
11. Feather Fall
12. Fonreaver’s Binding Enchantment
13. Hold Portal
14. Jump
15. Kurnadale's Graphic Recounter
16. Lawson Teer’s Immediate Transcription
17. Lharr Nezzurazdun’s Shorn Strands
18. Light
19. Mending
20. Message
21. Sieg Torson’s Expedited Elixir
22. Shocking Grasp
23. Spider Climb
24. The Cleansing Spell of Munnar the Mad
2nd Level (2d12)
21. Balin's Solidifying Transformation
3. Continual Light
4. Darkness 15’ rad
5. Fools Gold
6. Foslan’s Epic Endurance
7. Jinntar’s Arcing Globe
8. Jinntar's Rhythmic Stride
9. Knock
10. Levitate
11. Magic Mouth
12. Merreonath’s Amazing Transforming Draught
13. Morshoggoth’s Boisterous Braids
14. Pyrotechnics
15. Rope Trick
16. Shatter
17. Strength
18. The Mischevious Richochet of Mardon the Enchanter
19. Thessalin’s Emancipatory Enchantment
20. Torkhem’s Formidable Foundation
21. Torubalt’s Mighty Tension
22. Wizard Lock
23. Wood Shape
24. Zel Austra’s Impervious Satchel
3rd level (4d10)
4. Blink
5. Dalkin’s Mighty Stone
6. Dunwall’s Ghastly Ovation
7. Einar’s Duplicitous Potion Relocation
8. Emyar's Armor Lock
9-11. Explosive Runes
12-13. Fly
14. Gronn the Gruesome’s Magnificent Minimizer
15. Gust of Wind
16. Haste
17. Hronntal’s Dueling Draughts
18. Illmonter’s Potion Precipitate
19. Infravision
20. Korkuun the Terrible’s Instantaneous Libation
21. Leomund’s Tiny Hut
22. Lyrr Tashun’s Spell of a Feathery Down
23. Merreonath’s Marvelous Elixir Enchantment
24. Morshoggoth’s Evasive Lanyard
25. Nasim Tellbinder’s Whorlogog of Fury
26. Obermorr’s Vexatious Strike Displacement
27-29. Sjin’Saar’s Corrosive Decay
30-31. Slow
32. Tamarshan’s Potable Enhancer
33. Tenneever’s Tenacious Twister
34. Tongues
35. Toonyer's Phantasmagoric Tranmogrification
36. T'sin-Yil’s Munificent Shearing Blow
37. Veen the Magnificent’s Storm of Stones
38. Water Breathing
39. Whinroon’s Bladed Cobra
40. Winnemeath’s Restless Raiment
4th Level (6d10)
6. Aronir’sDouble Down
7. Bonsimir’s Blinding Hands
8. Cestir’s Leaden Load
9. Dimension Door
10. Dortus the Dastardly’s Devious Disassembly
11. Efferenon’s Chill the Bones
12. Enchanted Weapon
13. Entir’s Eminent Elevation
14. Extension 1
15. Fire Shield
16. Gorr Saven’s Guarded Reduction
17. Kamberlin’s Grievous Restitution
18. Keenal’s Rapid Retention
19. Linneath’s Terrifying Tapestries
20. Mir Thensic’s Mantle of Fiery Water
21. Niltor’s Infernal Article
22. Pintar’s Puissant Vacuum
23-25. Plant Growth
26-39. Polymorph Other
40-53. Polymorph Self
54. Rajmurangi’s Cunning Appendage
55. Rary’s Mnemonic Enhancer
56. Tornir the Magnificent’s Cleaving Strike
57. Tornir’s the Magnificent’s Pulverizing Strike
58. Wizard Eye
59. Zanderlinn’s Penultimate Creature Metamorphosis
60. Zel Austra’s Whirling Sands
5th Level (2d12)
2. Airy Water
3. Allinshae’s Tome of Terror
4. Ammon Marr’s Feathered Doom
5. Animal Growth
6. Aronir’s Triple Down
7. Bissandrith’s Glorious Myrmidon
8. Brugg the Cruel’s Brutal Enchantment
9. Distance Distortion
10. Extension II
11. Farranthir the Vain’s Pilfered Proficiency
12. Holor the Magister’s Mantle of Enchantment
13. Kohl Jamwar’s Crucible of Power
14. Kohr Khan’s Mercurial Manifestation
15. Leomund’s Secret Chest
16. Omm-Karon’s Oscillating Orb
17. Passwall
18. Rittigan’s Cunning Cutpurse
19. Stavran’s Murderous Sinkhole
20. Stone Shape
21. Telekinesis
22. Teleport
23. The Terrifying Limbs of Brugg the Cruel
24. Transmute Rock to Mud
6th Level (2d8)
2. Control Weather
3. Disintegrate
4. Extension III
5. Glassee
6-7. Guards and Wards
8. Inarrak’s Ingenious Appropriation
9. Lower Water
10. Morshoggoth’s Call of the Coliseum
11. Move Earth
12. Part Water
13-15. Stone to Flesh
16. Tenser’s Transformation
7th Level (d8)
1. Binnatav’s Sudden Viscosity
2-3. Duo Dimension
4. Firrwin Hollinshae’s Release the Beast
5. Phase Door
6. Reverse Gravity
7. Statue
8. Vanish
8th Level (d8)
1. Cinel’s Violent Amalgam
2. Glassteel
3. Minneath’s Mighty Arm
4. Permanency
5-7. Polymorph any Object
8. Skagganauk’s Internecine Temporal Fugue
9th Level (d10)
1-8. Shape Change
9. Temporal Stasis
10. Time Stop
f) A note about spells. If you look at the spell casting progression for this class it appears they are at a disadvantage, compare the PHB Magic user who gets both more overall castable spells per day (Bhakashal gives Warlocks 1 spell castable per day per level) and has an increasing number of lower level spells castable per day as they level. However, the difference here is intentional, and meant to reflect specialization
In Bhakashal, the warlock finds a patron, that patron has a selection of spells they have acquired over the years, rolled by the referee, that they can teach. When the Warlock levels, their patron will teach them and give them one spell of their choice of castable level from this selection.
This is meant to reflect an apprenticeship model of magic, there are no ‘magic schools’, there are magicians, and you pick one and learn from them. When the warlock level’s they are taught their “level up” spell. Any attempt to research the spell and write it (e.g. create a scroll with the spell) does not halve the “to know” percentage when calculating odds of success as it does for regular research.
Since the Chimerist has the Bronze dragon spell progression, this means that they will get a Chimerst spell every level from their patron, and at every level will have Chimerist spells to fill every slot. This gives them a HUGE advantage over a generic Warlock, who will be working with a generic Warlock patron, who has randomly generated spells of all kinds. Chimerists get all their spell slots filled with spells for their specialization, generic warlocks get a potpurri of spells from their patrons, and spells found “in the wild” are randomly generated as well.
Specialists and generalists in Bhakashal are very different, a generic warlock is completely unpredictable in terms of their spell selection (unless you know the spell selection of their patron…) a specialist like a Chimerist is much more limited, but much more focused as well.
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