Difference between revisions of "Fetch Mage (D&D Wizard variant)"

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The fetch adept has access to all spells on the sorcerer/wizard list. These are powers the fetch can acquire from the raw substance of the planes they go to without undue effort. But depending on the creature type of the fetch, it might be able to get hold of other spells as well. Because the fetch isn't really authorized to get such spells, this is called spell poaching. A fetch that is an outsider or dragon can poach cleric spells; fey poach bard spells, and elemental fetches poach druid spells.
 
The fetch adept has access to all spells on the sorcerer/wizard list. These are powers the fetch can acquire from the raw substance of the planes they go to without undue effort. But depending on the creature type of the fetch, it might be able to get hold of other spells as well. Because the fetch isn't really authorized to get such spells, this is called spell poaching. A fetch that is an outsider or dragon can poach cleric spells; fey poach bard spells, and elemental fetches poach druid spells.
  
A poached spell is prepared just like an ordinary spell. To poach a spell, the fetch adept makes a Spellcraft roll with a DC of 10 + 4x spell level. If unsuccessful, the gen returns without the spell; that spell cannot be poached today, and that spell slot remains open. If the roll fails by five or more the fetch is lost among the planes. An additional Spellcraft roll can be made each hour at the original difficulty; on a success the fetch finds its way back to the master. On a die roll of one, the fetch has annoyed some powerful creature on the planes it tried to poach from and had to offer a service as ransom; when it finds its way back it will regretfully tell the caster he now owes a favor to some extraplanar creature. The DM is encouraged to use this as adventure hook, or the favor can be settled with some diplomacy and 50 gp per level of the adept.  
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A poached spell is prepared just like an ordinary spell. To poach a spell, the fetch adept makes a Spellcraft roll with a DC of 10 + 4x spell level. If unsuccessful, the gen returns without the spell; that spell cannot be poached today, and that spell slot remains open. If the roll fails by five or more the fetch is lost among the planes. An additional Spellcraft roll can be made each hour at the original difficulty; on a success the fetch finds its way back to the master. When trying to escape being lost, a die roll of one indicates the fetch has annoyed some powerful creature on the planes it tried to poach from and had to offer a service as ransom; when it finds its way back it will regretfully tell the caster he now owes a favor to some extraplanar creature. The DM is encouraged to use this as adventure hook, or the favor can be settled with some diplomacy and a gift worth around 50 gp per level of the adept.  
  
 
The fetch cannot poach spells with an alignment descriptor opposed to itself or its master. Any holy symbol not opposed to the caster's alignment can be used as a divine focus for poached divine spells. Poached divine spells remain divine spells, even if scribed as scrolls.
 
The fetch cannot poach spells with an alignment descriptor opposed to itself or its master. Any holy symbol not opposed to the caster's alignment can be used as a divine focus for poached divine spells. Poached divine spells remain divine spells, even if scribed as scrolls.

Revision as of 14:23, 6 August 2007

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Unofficial rules compendium

A fetch adept has a direct link to a supernatural agency that powers his magic in the form of a fetch. This means that the fetch adept uses Charisma to cast spells, does not have a spellbook, and is in many ways more similar to a sorcerer than to a wizard. Still, fetch adept prepare spells much like ordinary wizards do, and thus are a variant of wizards rather than sorcerers.

Models for this variant include the Sha'ir of the Al-Qadim setting and the sandivistans of Jack Vance's Dying Earth.

Nonabilities

A fetch adept is a wizaerd in most respects, but lacks some abilities. He adept does not get a regular familiar (but see the fetch below) and does not get any bonus spells, including Scribe Scroll. He does not get the free spells a wizard gets at first level or when advancing in level.

Spellcasting

Fetch adepts have Charisma as their spellcasting attribute: it determines bonus spells, how high level spells they can cast, and saving throw DCs.

Fetch adept prepare spells much like wizards do, but they do not have a spellbook. Instead, they send their spirit ally out into the planes beyond to find them the spells they want. This means that they can prepare any spell they like in each spell slot, as long as that spell is on the sorcerer/wizard spell list. Sometimes, they can even prepare spells from the other lists, more on that below.

When preparing spells, the fetch adept does not work or study. Instead, he merely sends his fetch out among the planes to find him the spells he needs. While the fetch is away, it is not available for service, but the fetch adept is not otherwise hindered in any way. Outsider fetches go to the outer planes to gather spells, elementals go to the inner planes. Where dragons and fey go is somewhat unclear.

Spell Substitution

A fetch adept can exchange what spells he has in his spells slots, just as if that spell slot had been left open in the morning. This takes the usual time for spell preparation. The advantage is that spell slots need not actually be open; the fetch adept trades one of his prepared spells for another.

Spell Poaching

The fetch adept has access to all spells on the sorcerer/wizard list. These are powers the fetch can acquire from the raw substance of the planes they go to without undue effort. But depending on the creature type of the fetch, it might be able to get hold of other spells as well. Because the fetch isn't really authorized to get such spells, this is called spell poaching. A fetch that is an outsider or dragon can poach cleric spells; fey poach bard spells, and elemental fetches poach druid spells.

A poached spell is prepared just like an ordinary spell. To poach a spell, the fetch adept makes a Spellcraft roll with a DC of 10 + 4x spell level. If unsuccessful, the gen returns without the spell; that spell cannot be poached today, and that spell slot remains open. If the roll fails by five or more the fetch is lost among the planes. An additional Spellcraft roll can be made each hour at the original difficulty; on a success the fetch finds its way back to the master. When trying to escape being lost, a die roll of one indicates the fetch has annoyed some powerful creature on the planes it tried to poach from and had to offer a service as ransom; when it finds its way back it will regretfully tell the caster he now owes a favor to some extraplanar creature. The DM is encouraged to use this as adventure hook, or the favor can be settled with some diplomacy and a gift worth around 50 gp per level of the adept.

The fetch cannot poach spells with an alignment descriptor opposed to itself or its master. Any holy symbol not opposed to the caster's alignment can be used as a divine focus for poached divine spells. Poached divine spells remain divine spells, even if scribed as scrolls.

It is common practice to first prepare all normal spells, then send the fetch out to poach. This way, the adept is not entirely without spells if the fetch is delayed.

The Fetch

A fetch adept does not have a familiar: instead they have a fetch. Opinions vary on exactly what a fetch is; some claim it is a part of the adept's soul awakened to a separate existence, others that it is a supernatural ally given to the sorcerer as payment for their services. Either way, it is clear that the relationship between a fetch and it's master is closer than that between a familiar and master. The fetch adept is utterly dependent on his fetch for his magic.

A beginning fetch adept has an immaterial fetch that cannot interact with the physical world except to provide the fetch adept with his daily spells. At seventh level, the fetch gains the ability to assume material form and manifests as a particular type of material creature. At this level, the fetch also gains all bonuses and abilities of a normal familiar. It also has the ability to plane shift, but only alone and to fetch and poach spells for the adept; it cannot use this ability to help it's master or his companions travel the planes.

If the fetch dies, the fetch adept must spend eight hours summoning a new one, and the new one remains in immaterial form only until the adept has received an atonement or been made some deal with a creature of the fetch's type (and subtype, if relevant) and a challenge rating higher than the adept's level. Such a deal generally involve a gift of 100 gp per level of the adept, or an equivalent service.

Table: The Fetch

Type Reference Alignment Type
Lantern Archon MM Lawful Good Outsider
Coure Eladrin BE 168 Neutral good Outsider
Musteval Guardinal BE 174 Chaotic Good Outsider
Quasit 46 MM Chaotic Evil Outsider
Imp MM 56 Lawful Evil Outsider
Aerie New Neutral Good Fey
Grig (without fiddle) Neutral Good MM 235 Fey
Fireling Gen New Lawful Evil Elemental
Djinnling Gen New Chaotic Good Elemental
Daolani Gen New Neutral Evil Elemental
Maridling Gen New Chaotic Neutral Elemental
Pseudodragon MM 210 Neutral Good Dragon

Reference: This is where the creature is described. "New" indicates it can be found on this site.

Alignment: The fetch's alignment. A fetch will never serve a master of an opposed alignment.

Type: The type of creature the fetch is. The adept gains certain advantages against creatures of this type, and the fetch allows the adept to prepare spells from one additional class depending on it's type.

Dealmaking

When dealing with creatures of the same type as their fetch (either outsiders, elementals, fey, or dragons), a Fetch Adept can use his level + Charisma bonus in lieu of his Bluff, Diplomacy, Intimidation, and Sense Motive skills. If the fetch adept actually one of these skills, he can choose to add half his level as an insight bonus to the skill instead. This generally lets the fetch adept get better deals and get out of sticky situations involving such creatures.