Académique Documents
Professionnel Documents
Culture Documents
1. World
a. The group has been hired by a wealthy patron to collect various
books and artifacts. He has hired the group individually and the
group will meet at the Red Axe Inn to formally begin their quests.
b. The campaign will be set in the Kingdoms of Kalamar. This is a
traditional fantasy setting.
i. Kalamar is based upon Europe and the Orient (Middle East)
during the time of the decline of the Roman Empire. Kalamar
ruled a vast empire, but has now lost territory. New kingdoms
have risen, but Kalamar is still a force to be reckoned with.
ii. Magic is prevalent, but not as pervasive as other worlds (i.e.
Forgotten Realms). Divine magic is more common than
arcane, which is often mistaken for miracles to the common
masses. Magical items are valuable and rare. Magic Item
Shops do not exist.
iii. Religion is pervasive. The gods have various names in each
culture. Info on the gods can be found at the Religions of
Tellene website. The gods in the Pathfinder book will not be
used.
c. Websites:
i. https://glimpses-of-adventure.obsidianportal.com/wikis/
ii. https://glimpses-ofadventure.obsidianportal.com/wikis/religions-of-tellene
iii. http://www.kenzerco.com/index.php?cPath=25_28
d.
2. Character Generation
a. Alignments:
i. The GMs intent is that the group shall be heroes, and that the
game shall lean towards a good alignment. Evil alignments are
i. Overcastting
1. If a spell caster has run out of spells per day, he can cast
a previously spent prepared or spontaneous spell.
2. The overcast spell costs 1d8 + (2x spell level) non-lethal
damage that cannot be immediately healed (a healing
spell will not heal the damage done to overcast that
healing spell, but a later spell could). The minimum
damage suffered is 1.
3. If the damage causes the caster to fall unconscious,
make a Will save (DC 15 + level of the spell) to cast the
spell before falling unconscious (spell fails if the save
fails).
4. An arcane caster can attempt to cast a higher level
arcane spell than he is capable of casting. He must have
access to that spell in the form of a book.
a. Caster must make a Spellcraft Check versus DC 20
+ (2 x level of spell). Success means he casts the
spell and takes non-lethal damage. A natural 20
means he casts the spell and takes minimum nonlethal damage. A failure means the spell is not
cast and the caster takes non-lethal damage. A
fumble causes real damage and the spell is out of
control. The caster cannot take 10 or 20. If the
damage causes the caster to fall unconscious, the
spell fails and the caster takes non-lethal damage.
b. The damage is 1d8 + (2x spell level) + (1d8/ spell
level over casters ability).
c. The casting time is doubled (minimum 1 rd).
d. The maximum spell level the caster can try to cast
is determined by his ability score.
5. Spell Energy
ii. Spellbooks
1. Wizards can cast spells from spellbooks. This doubles
the casting time (minimum of 1 rd). The spell burns a
prepared spell.
iii. Spell Mastery
1. Wizards can cast spells they have mastered
spontaneously, burning a prepared spell.
iv. Wizards may attempt to learn spells from other class spell lists.
GM will determine if a spell can be learned and what
requirements (skill ranks, etc.), if any are needed. Arcane lists
will be easier to learn than divine.
c. Staves and Wands
i. Staves and wands will not be designed to simply give more
spells. They are items that augment a casters spellcasting
abilities, providing metamagic feats and other effects. Rules
may be found in Quintessential Wizard 1 and Path of Magic.
ii. Staves and wands that simply provide mass produced
firepower (i.e. wand of fireballs) do not exist. Each staff or
wand is unique.
d. Sorcerers, Clerics, Druids, and Bards are unchanged.
e. Metamagic
i. Eschew Material Components
1. As long as the caster has a magical focus (divine symbol,
familiar, bonded object, bloodline, etc.), they can ignore
the requirement for material components that cost less
than 1gp. If they lose their focus, all material
requirements are in effect unless the character has the
Eschew Materials feat.
ii. Metamagic may be applied to the spell per the standard rules
or at the cost of non-lethal damage. The cost is 1d6 non-lethal
damage per level of metamagic used (i.e. Empower Spell raises
the spell level cost by 2 levels. It costs 2d6 non-lethal damage
to modify the spell without raising the spell level. Metamagic
feats used this way do not change the casting time of the spell.
Metamagic applied to overcastting is determined per the
standard overcastting rules to determine cost.
5. Books to be used
a. Pathfinder series books
b. Kingdoms of Kalamar series books
c. True Sorcery
i. If the player has a copy of True Sorcery by Green Ronin
Publishing, he may use those rules to supplement their spell
casting class (details upon request). The characters spell
energy is used to determine damage reduction on the cost of
overcastting.
d. Quintessential Wizard 1, Path of Magic, and other 3e and 3.5
sourcebooks
e. Saga Optional Combat Rules