Showing posts with label Noxecatt. Show all posts
Showing posts with label Noxecatt. Show all posts

Aug 24, 2012

Magical Constructs in the Web of Ostigaar (1 of 3)

There are several Magical Constructs, that is large features with magical properties, that not the typical magic item that can be easily carried around (such as a wand, ring, sword or boots).  These are unique magical items that were constructed by the Harmalan Warlocks during the age when that family wielded power.

Star Portal of Oo'Zondra - The warlock Oo'Zondra was thoroughly fascinated with not only the astral plane, but also the celestial motion of the various bodies that were propelled by the gods through the ether around the world.  To further aid him in his study of this aspect of reality, and its ability to assist with contacting the astral plane, the warlock constructed his star portal.  It is a simply a hole in the sky, but the otherside of the hole is what makes it interesting.  The hole was placed, eventually, up against the stone ceiling in a chamber, now part of the dungeons making up this adventure.  It is a permanent opening, although the air that is needed to breath by people stays on one side of the portal, and the stellar-fluous ether remains on the other side.  The three moons (the three goddesses) can be seen moving by, and sometimes even stopping to peer through the portal.  The various dark spheres above the moons (outside of their gaze, and home to the nephilim of Noxecatt) are sometimes visible, but gazing is not recommended, as it sometimes draws down one or more of the nephilim (also called star giants). A magic user spending time (one week) meditating and studying the stellar glories within the portal, will gain 1 point of intelligence.  In addition, their new-found understanding of the intricacies of magic allow them to learn a new spell (of the DM's choice), and also to re-roll for learning any spells lost to them (due to missed "chance to know spell" dice rolls) of their highest spell level.  However, a saving throw vs. magic must be made, once per day during the week, or they will attract powerful, and dangerous, creatures that traverse such dimensions.  This includes creatures such as Mind Flayers, Githyanki, certain Elementals, the Nephilim of Noxecatt, Slaads, Intellect Devourers and other horrors.  In addition, once the week of study begins, if it is interrupted for any reason (including being rendered unconscious at all during the week - normal sleep can and will be avoided without penalty during this time), then the magic user making the study will suffer a cosmic backlash, and permanently lose 1 point of intelligence.  Once this is done, the magic user will have a completely overpowering and unnatural fear of the portal, and of related creatures (such as those mentioned, and others).  A Remove Curse spell will alleviate this unnatural fear, but not restore the lost Intelligence.

The Sarcophagus of Wim - Wim was the name of one of the Reptal kings that the Harmalan Warlocks dealt with.  The Reptals were a race of lizard men, from another plane of existence, that were often visited by the Warlocks, and in turn visited the Valley of the Old Ones.
Reptal (from Tony DiTerlizzi's page at http://diterlizzi.com/home/category/gaming-stuff/page/2/

Wim (pictured) was, according to his story, a King in his own country, yet in the world of the Valley of the Old Ones, he was content to remain alone (apart from his own kind), and to occasionally share stories with humans for interest and friendship.  During his extremely long life, towards the end, he befriended the Harmalans, and during his last decades constructed the stone sarcophagus he referred to as the Sleep Forge of Life.  It appears as a marble (with platinum bands throughout) block, big enough so that the top has a full six foot tall depression carved out for Wim, as he was when he died.  The whole block emanates magic.
If someone lays in the depression, they immediately go into a deep and restful trance, and their body begins to heal, at an extremely increased pace.  Full recovery of 3d6 hit points per 8 hour period is possible with the Sarcophagus of Wim.

Kavooty's Magical Spout - A large, ornate, three tiered fountain made of a giant central pedestal, and topped with three consecutive basins.  The top consists of a gold figurine of a tightly bound mermaid, with her head turned up, and a water jet bubbling up out of her mouth.  The pedestal itself is four feet across, constructed of an unidentifiable blue stone, inlaid with bands of gold.  The lowest basin extends out 2 feet in all directions from the basin, making it 8 feet across.  The basin is made of a thin layer of giant oyster shell, pink in color, but radiating a glow from the magic within it.  The second and third basins are progressively smaller, as is the pedestal supporting them, with the top (third) basin being itself only 4 feet across, with a 2 foot pedestal, upon which rests the spouting, bound mermaid statue.  The fountain is completely magical, and drinking from any of the three basins will confer different effects.  The topmost basin will, if it is sampled from, cause the drinker to make a saving throw vs. magic.  If successful, then the drinker will be conferred on with the health and lifespan of an elf.  If the drinker is already an elf, or if the saving throw is not made, then the drink is poisonous.  The drinker immediately takes 2d6 damage and becomes cursed with a horrible, non-stop, noisy and extremely unpleasant flatulence.  A cure disease (or being immune to disease) will negate the effect. The second basin will will turn normal, non-magical metal objects on the body of the drinker, into solid gold objects.  This effect only works once per day, and only works once in an individual's lifetime.  Example: Drogo takes a drink, and all the metal bits on him (weapons, armor, belt buckle, etc) all turn into gold.  It will never work for Drogo again, but if he and his party wait 24 hours, then one of his companions can attempt the drink.  The third basin will immediately begin smoking and bubling, and the whole pedestal will shake and shudder, once the water is drunk from.  After a round of this disconcerting behavior, out of the pool will spring 1d4+1 trolls, to attack whomever drank from the fountain.  The fountain was built by Doolar Kavooty, and he originally intended there to be a random sequence of effects from the fountain, but was killed by trolls before he complete the ensorcelment.

Jun 29, 2012

Shadow Creatures - encounter from the Cult of the White Shadow

A creature that appears in the Cult of the White Shadow adventure is the Shadow Creature.  These are semi-ethereal (they have a solid, at least from the perspective of the prime material plane, core - even though it is shifty and elusive) beings, similar to summoned and commanded undead or elementals, but they are of the shadow dimensions.   How the shadow dimensions differ from the ethereal or astral planes is difficult to explain, and the relationship between the shadow dimensions and lower (infernal) planes is equally difficult, even the scholar archivists of Parn Tandalorn find it beyond simple explanation.

It will be recalled that the Cult of the White Shadow adventure takes place with the action mainly in a dungeon.  That dungeon is dug out of the rocky spire at the center of Khomaes, and is accessible through secret means within the estate-villa of Lady Arabelle Siago Rema.  Lady Rema is a lovely, if aging, noble woman that is regarded in the highest of social circles in the high city.  Secretly, however, she is a member of the Cult of the White Shadow, and provides resources, hired thugs, and funds for their operation.  A fact also not known, even among most of the adherents of the Cult, is that Lady Rema suffers from a curious magical affliction, similar in some regards to vampirism.  Rather than feed on human blood, however, she must feed on energies from the shadow dimensions.

Among the few learned individuals who know of her condition, it is suspected that Lady Arabelle Siago Rema contracted her shadow-vampirism through dabbling in magics beyond her understanding, and that she even owns a copy of the cursed book the Earnish-Amantic.  This book is an early text, penned by outcasts from the original Westroner travelers who settled at Dancer's Spike to form Khomaes.  Those outcasts had a curious side religion, following the foul deity Noxecatt.  They came into possession of certain Old One writings, and transcribed some of the spells related to summoning beings related to the Lady of Air.

The Shadow Creatures that are encountered in the Cult of the White Shadow adventure are permanently bound to this dimension, but differ not at all from those that can be summoned.  Following the stats of the creature, two spells from the Earnish-Amantic are presented.


Shadow-Creature
Num Appearing:  As summoned or created.
Alignment: Neutral Evil
Movement:  90' shamble
Armor Class: 6 (see below)
Hit Dice: 3hd (18hp)
Attacks: 2 claws
Damage: 1d6+2/1d6+2
Save: F3
Morale: 10
Treasure: None. 
Special:The Shadow-Creature is not all of our plane of existence, part of it is of other planes of existence.  Because of that, it can often slip through the narrowest of openings.  I can easily slide through portcullis bars, or through a slightly ajar door, but it cannot fit between a door and its doorjam - there must be at least an inch or so of clearance (width) to fit through.  The Shadow-Creature is roughly man-sized (5'6" tall), and cannot double over, so the opening must be approximately as tall.
The Shadow-Creature is nearly invisible, bearing only the merest of ripples in our reality.  Means of magical sight can see the creatures just fine, but not infra-vision.  Ultra-vision can see them.  This means a -4 for anyone fighting such a creature.  Seeing the blur means that the foe of the creature has enough knowledge to know where to attack, but the -4 still applies.
The Shadow-Creature, being only semi-solid, takes half damage from non-magical weapons.


From the surviving translations of the Earnish-Amantic the following spells are available.  The book, and the spells themselves, have a curse on them, however.  Learning the Magic User version of the spell (level 4, Summon Shadow Creature) means that the student must make a -2 save vs. Spell.  Success means no ill effect, failure means the student loses 1d3 intellligence, permanently.

Copies of the book are extremely hard to locate, and are in terrible shape (originals are over 1200 years old).  There have been some transcriptions, over the years, so that evil magic user spell books, or the scrolls of EHPs might have a copy of one of these spells included.  The original Old One text (it is presumed by the Archivists at Parn Tandalorn that all of the information within the Earnish-Amantic was originally in the Book of Zargo Zar the Sage) that the Earnish-Amantic was based on are not known to still be in existence.  Quests for that original source are common, but have never proven to be fruitful.

The style of books that was used, before the reforms of the monastic developments of the early Westroner Church, about 1350 years ago,  were pressed together stacks of oblong paper.  These were encased, in a volume, between plates of wood (or sometimes, leather or ivory), and wrapped in tight strips of leather or cloth. Almost all ancient books from this period, that came from Westroners, are of this variety.  Note that the type of writing here is of a script called Abbigave Round, which is of the Abbigave people, far to the West (rumored), that the Westroners came from.  There is an alternative form called Abbigave Tall.  Abbigave Round has some influence on Westschrift


Summon Shadow Creature (spell)
Level: 4MU
Duration: 1d12 + casters level in hours
Range: 30'
This spell, when cast, means that 1d6 (plus caster's level) in Shadow Creatures (as above statistics) will appear within 30' of the caster.  He/she will then be able to issue some simple commands for the Shadow Creatures to avoid.  If the commands are troubling or contradictory, then the Shadow Creature will disappear.


The other spell is for Clerics.  It must be studied by the cleric before it can be prayed for.  It will only be granted to evil clerics.  Each time the spell is requested (i.e. - added to the list of memorized spells for the day), the Cleric must make a regular save vs. magic.  Failure results in the realization that such creatures are destructive to the world, and that it is damned folly to have anything to do with them.  This shock causes 1d12 psychic damage to the Cleric.

Knowledge of this spell, and also of the Earnish-Amantic, as well as other whispered secrets about the Lady of Air, are passed around in certain circles.  This includes those pursuants of power that pay dark homage to Noxecatt and Dralizar, but also others.


Create Shadow Creature (spell)
Level: 5CL
Duration: Permanent
Range: Touch.
This spell, when cast, will transform a recently (not more than 1 day old) dead corpse into a shadow creature.  The being will then serve the simple commands of the creating Cleric until it is destroyed.  The dead corpse is consumed in the process.




Jun 14, 2012

Mead Hall - River Jarl Steading (7)

There is a skald's song that starts out "Mead Hall, Mead Hall - Home of Heroes Brave and Tall!"  And it has, indeed, been a home for many heroes over the years.  If there is a Steading of Storm King barbarians that fits the stereotypes that Westroners believe in - it is definitely Mead Hall.
Interior of Mead Hall, preparing for the nightly hero's feast
Mead Hall is structured with a great hall at the center of the settlement, surrounded by huge long houses in a double thick circle around the central hall, and then small plots of artisans, craftsman, and houses of huscarls, etc, out to the edge of the central settlement (which is about a mile across, a little over three miles around the perimeter).  It is all protected by a very tall wooden palisade, and a deep ditch, and a wall of spikes outside the ditch.

The great hall (itself properly referred to as Mead Hall, the rest of it referred to simply as The Steading) is home to the Jarl, his (extended) family, huscarls, women, travelers, wandering warriors, and lots and lots of skalds.  The favorite past-time in Mead Hall is to have warriors go out on adventures, and then come back and have skalds sing of them.


The Jarl and his men, enjoying the tales of the skalds
The current Jarl is Snorri Halftrollsson.  His father, old Halftroll, was the Jarl before, and ruled the hall for some four decades, before being killed on a hunt for giant wooly boar.  Snorri has a wife, and a dozen proper children, not to mention a large number of young women attached to the settlement, who all have children with the curious Snorri twinkle in their eye.  His band of Huscarls numbers close to three hundred, although at any one time more than half of them will be out on adventures, or viking raids.  Snorri's favorite skald, named Alvin Lyremaker, often sings a series of sagas that compare Mead Hall to the great hall in the Storm King's castle at Windkeep.
Windkeep - home of the Storm King
What is commonly known, but not talked about, is that Snorri's sister, perhaps showing more of the troll side of the family, from old Halftroll, is a witch.  She lives in a hovel, outside of the steading, in a marshy place beyond the poorest of peasant farms, but frequently comes into Mead Hall for the nightly feasts, in disguise.  She has a long and burning hatred for Snorri, his men, the steading, and most things from the world of men.  She scorns the religion and culture of her fathers, finding even the worship of Helgor (the Black Chieftain) to be too close to the family of the Storm King.

Instead, this witch, Heizelnag, chooses to worship the demigoddess of the underworld, Noxecatt, a foul creature related to the pantheon of the Westroner Church (the three Goddesses).  In the understanding of Heizelnag, however, Noxecatt is actually a daughter of the Old One deity, the Earth Weaver.  Sufficient understanding of the nature of the Earth Weaver is not known, so that this can be confirmed, however it is suspected among some of the Archivists at Parn Tandalorn. 

Many a hero from Mead Hall has come to a dark, grisly ending due to the magics and summonings worked by Heizelnag against all those allied to her brother, Snorri.

The writeup of the Roaming House of the Elkmen King was originally an adventure location that was part of this article.  It was part of the Week of Adventure Locations, but has been removed to make its own article.

Dec 28, 2010

Specialty Priests of the Westron Church (part 2)

This second installment (of three) concerns itself with the goddess of magic, Magenta, and her affiliated demigods and saints.  The goddess has a lover, Kostamus (the demigod of Sunlight), with whom she has had three daughters - the three Moons (Poritia Nove, Veltin Crimsea, and Argina Lustar).  This is curious, as it is the only option for Evil priests in the church (Veltin Crimsea, the demigoddess of the Red Moon has a strain of wickedness running through her personality).

Also listed here are the two twins, Noxecatt and Dralizar - demigods both, but definitely not part of the Westron Church!  They are listed here because of their origin, it is said (by myth) that they were fathered by the prince of devils Baxilar in a treacherous affair he had with Magenta in her youth.


Magenta - goddess of Magic
  • Priest's Alignment: Neutral Good, Chaotic Good, True Neutral.
  • Minimum Abilities: Wisdom 12, Intelligence 13. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Spellcraft (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Belaying pin, dagger/dirk, dart, knife, quarterstaff, sling. Armor Permitted: None; no shields.
  • Restrictions: Priests of Magenta receive d4 hit dice, rather than d8 hit dice.
  • Major Spheres: All, Astral, Charm, Divination, Elemental, Healing, Protection, Summoning.
  • Minor Spheres: Animal, Guardian, Necromantic, Plant, Sun, Weather.
  • Powers: Inspire Fear (2x per day, as per Wizard spell of 4th level); Languages (Learn one new language per level, up to 8th level. This may be of a sentient species or of a plant or animal.); Turn Undead (as per Cleric in PHB); Infravision at 3rd level (60', or 120' if the priest already has infravision); Shapechanging at 8th level (as per the Druid in PHB).
  • Symbol: Bowl with a flame above it.
Kostamus - demigod of sunlight, Lover of Magenta
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, spear. Armor Permitted: All metal armor and all shields.
  • Restrictions: None.
  • Major Spheres: All, Divination, Healing, Necromantic, Sun.
  • Minor Spheres: Charm, Elemental (the priest can only use spells with the words fire, flame, heat, and pyrotechnics in the names), Plant, Protection.
  • Powers: Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Infravision as per Elf (if priest already has Infravision, it becomes 120'); Turn Undead (as per Cleric in PHB); Laying on Hands at 5th level (as per Paladin in PHB); Prophecy at 8th level (as per Saint Gianna, below); Chariot of Sustarre Cast the spell once per day, for free.
  • Symbol: Chariot wheel.
Saint Brigid - patron saint of Healing and the Sick
  • Priest's Alignment: Lawful Good, Neutral Good, Chaotic Good
  • Minimum Abilities: Wisdom 10, Intelligence 10. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Healing (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Lasso, mancatcher, net, quarterstaff. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: Priests of St. Brigid must never appear in public unless wearing the symbol of Saint Brigid. May never attack, only fight in defense.
  • Major Spheres: All, Creation, Divination, Healing, Necromantic, Protection, Summoning.
  • Minor Spheres: Animal, Charm, Guardian, Plant, Sun, Weather.
  • Powers: Immune +2 to all saves versus poisons and disease; Laying on Hands (as per Paladin in PHB); Soothing Word 3x a day (can remove a Fear spell or calm down animals or monsters up to 2x the priests level); Turn Undead (as per Cleric in PHB); Identify any disease or poison (at 3rd Level) with an Intelligence check.
  • Symbol: White crook with three red healing berries. Common symbol on clothing livery is the cluster of three red berries.
  • An order of Nuns operate the Hospital of the Pierced Pelican at Haaksen.
Saint Kelvin - patron saint of Light- detailed information can be found Here.
  • Priest's Alignment: Chaotic Good, Neutral Good, Lawful Good.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Direction Sense (Required). No Weapons required; NWPs allowed: Priest, General, Wizard.
  • Weapons and Armor: Bows (all), crossbow, dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Healing, Sun.
  • Minor Spheres: Animal, Creation, Necromantic, Plant.
  • Powers: Infravision as per Elf 60' (if Priest already has Infravision, it doubles to 120'); Turn Undead (as per Cleric in PHB);Laying on Hands at 3rd Level (as per Paladin in PHB); Charm/Fascination at 5th level (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.);
  • Symbol: Sun with rays of light
Saint Gianna - patron saint of Oracles
  • Priest's Alignment: True Neutral.
  • Minimum Abilities: Wisdom 9, Charisma 11. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Dagger, Knife, Dart. No Armor or Shields permitted.
  • Restrictions: None.
  • Major Spheres: All, Divination, Elemental, Healing, Summoning.
  • Minor Spheres: Charm, Creation, Necromantic, Sun.
  • Powers: Languages (Learn one new language per level, up to 8th level. This may be of any sentient species.); Prophecy 1x per day (The priest goes into a 10 minute trance and may ask one question of the DM.).
  • Symbol: Bowl with 1 strand of smoke coming up out of it.
  • Hol Kram, the Cathedral of Starry Wisdom, is located in the city of Na Kram.
Poritia Nove - demigoddess of the White Moon
  • Priest's Alignment: Lawful Good, Neutral Good.
  • Minimum Abilities: Wisdom 9. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Religion (required). No Weapons required; NWPs allowed: Priest, General, Warrior.
  • Weapons and Armor: Bows (all), dagger/dirk, hand/throwing axe, javelin, knife, lasso, polearm, spear, staff sling, stiletto, swords (all). Armor Permitted: All armor and shields.
  • Restrictions: None.
  • Major Spheres: All, Healing, Protection.
  • Minor Spheres: Charm, Divination.
  • Powers: Detect Evil (as per spell, 3x per day in addition to other spells); Turn Undead (as per Cleric in PHB); Permanent +1 to hit and damage vs. all Evil foes.
  • Symbol: White Moon on a Black Field.
Veltin Crimsea - demigoddess of the Red Moon
  • Priest's Alignment: Neutral Evil, True Neutral.
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); True Neutral priests can Turn Undead and Neutral Evil priest can Control Undead (as per Cleric in PHB); Shapechanging once per day, can turn into a Bat.
  • Symbol: Red Moon on a Black Field.
Argina Lustar - demigoddess of the Golden Moon
  • Priest's Alignment: Neutral Good, True Neutral
  • Minimum Abilities: Wisdom 10. Wisdom 16 means +10% experience.
  • NWP and WPN Prof: Navigation (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Bows (all), dagger/dirk, dart, javelin, knife, sling, spear. Armor Permitted: All non-metal armor; any shield that is circular or crescent-shaped.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Healing, Necromantic.
  • Powers: Infravision (60' - a priest who normally has infravision would have 120'); Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Inspire Fear at 5th level (2x per day, as per Wizard spell of 4th level); Chariot of Sustarre at level 10 Cast the spell once per day, for free
  • Symbol: Golden Moon on a Black Field.
Noxecatt - demigoddess of Underworld and Darkness - NOT actually part of the church
  • Priest's Alignment: Neutral Evil, Lawful Evil
  • Minimum Abilities: Wisdom 11, Intelligence 11. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Astrology (required). No Weapons required; NWPs allowed: Priest, General.
  • Weapons and Armor: Weapons Permitted: Bows (all), crossbow, dagger/dirk, dart, knife, stiletto, sword/rapier, sword/short. Armor Permitted: All non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: All, Charm, Divination, Necromantic, Summoning, Sun.
  • Minor Spheres: Animal, Elemental, Guardian, Protection.
  • Powers: Infravision (60' - a priest who normall has infravision would have 120'); Control Undead (as per the cleric in PHB)
  • Symbol: White mound with a black portal on it.
Dralizar - demigod of thieves and the night - NOT actually part of the Church
  • Priest's Alignment: Chaotic Neutral, Chaotic Evil.
  • Minimum Abilities: Wisdom 12, Intelligence 12. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
  • NWP and WPN Prof: Disguise (required). No Weapons required; NWPs allowed: Priest, General, Rogue.
  • Weapons and Armor: Blowgun, bows (all), crossbow, dagger/dirk, javelin, knife, lasso, net, quarterstaff, spear, stiletto, sword/bastard, sword/long, sword/rapier, sword/sabre, sword/short. Armor Permitted: All non-magical non-metal armor; no shields.
  • Restrictions: None.
  • Major Spheres: Charm, Divination, Protection, Summoning.
  • Minor Spheres: Animal, Elemental, Guardian, Plant.
  • Powers: Charm/Fascination (Works as the 3rd level Wizard Spell suggestion, but cannot be used in combat); Detect Secret Doors as per Elf (if already an Elf or Half Elf, chance improves by 1 for all categories); Shapechanging at 8th level (as per Druid in PHB, but must choose nocturnal animal forms).
  • Symbol: White fox silhouette on a black field.