Ohrnomancer

[A work in progress, but roughly useable in its current state.]

 

            Lacking either talent, education or simple motivation, the ohrnomancer has little innate magical ability but instead relies upon magical objects to perform their craft.  The bread and butter of an ohrnomancer’s abilities are focused around magical objects, especially wands and scrolls, which may or may not have been made by the ohrnomancer who employs them to focus and amplify their own raw meagre powers.  Practitioners of ohrnomancy may have ample magical theory (Spellcraft) but fall short in other respects making them unsuited for full wizardry (low prime stats, funds and the like are common reasons).

            Because of their complete inability to cast a spell on their own without written or otherwise physical aids, ohnomancers are often looked down upon by both true arcane and divine spellcasters.  Terms such as “word wizard”, “Prop Mystics” and “Slapdash Sorcerers” are used to derogatorily refer to ohnomancers.  It has been found unwise to discount every ohrnomancer as incapable and harmless, as the tools they employ may well have been crafted by extremely skilled magic users, and in the hands of an ohrnomancer such tools can wreak terrible ruin.

            Adventures: Being unable to learn or research spells of any sort an ohrnomancer will typically only take up the adventurers life for one reason: to find, receive, steal or otherwise come into the ownership of as many different and varied magical items and scrolls as they can.  Other true spellcasters tend to find the company of an ohrnomancer in their group irritating at best as any relationship between them leans strongly to parasitism.  Where as a magic user may learn and create new spells the ohrnomancer can only take what others have discovered and use it as their own, although their curious ability to crudely enchant objects and creatures can make them handy to have around.

            Characteristics: Ohrnomancers cast spells by channelling their own raw mystical energies, the primal form of energies used by many magic users to “Memorize” spells, into pre-made objects.  Most commonly these objects are wands or large books without which the ohrnomancer is nearly helpless.

            The more wands, scrolls and entries into their own form of spellbooks they have the greater the power and versatility an ohrnomancer has and is thus highly motivating for them to obtain.  With such tools in their hands an ohrnomancer can wield nearly true magical power with startling ease.

            Alignment: The moral leanings of an ohrnomancer are as varied as the reasons for taking up the craft.  As there is little to no scholarly nature to ohrnomancy there is little left in the practice other than personal gain, thus there is a tendency towards the many flavours of neutrality and evil.

            Religion: In time many ohrnomancers work more with their hands than their minds and will have more affinity for gods dealing with artisans and craftsmen.  Those who seek to steal mystical goods may find like company with rogues and their patron gods.

            Background: Very commonly failed wizards or faithless clerics, ohrnomancers draw from the well-to-do and educated portion of society if perhaps not the most gifted.  Fully reliant on the work of others ohrnomancers can offer little to either themselves or others in the form of mystical assistance.  Instead, an ohrnomancer will look upon others of their kind or true magic users as resources.

            Proven time and time again to be untrustworthy around any mystically imbued object ohrnomancers are often kept away from what they seek most by anyone who holds such objects dear.  Not all are so troublesome but the actions of the majority reflect badly on the few, or so it is said.

            Having little that can be practically taught, there are no schools for ohrnomancy and most of their craft would be little more than a course rather than a curriculum.  Many ohrnomancers are simply shown their “art” from other ohrnomancers during a short time together.  Some almost spontaneously discover the methods after their time in actual wizard schooling which they later failed.

            Races:  Ohrnomancers can be of almost any race with some ability for mystical craft and where they can acquire objects of magical nature.  Without new material their progress will slowly grind to a halt.

            Other Classes: Ohrnomancers find the most acceptance with classes that have no magical ability, or objects.  This tends to be warriors, monks, rogues and so forth that have yet to come into possession of magic.  In the company of magic users, both arcane and divine, ohrnomancers are often found as second-fiddle and drawing more from relationships than they are able to give.

            Role: Seen as failures at best, parasites at worst, ohrnomancers tend to find little friendly company besides old trusted friends.  Once equipped with the proper tools, hopefully crafted by very skilled magic users, even a young ohrnomancer can become an asset in times of battle or peace.  Experienced ohrnomancers can find some degree of respect as they become very quick and skilled “artificers”, capable of creating new magical objects from old (or recently stolen) ones.

 

Game Rule Information

            Ohrnomancers have the following game statistics.

            Abilities: Intelligence determines how complex a spell an ohrnomancer can unravel and wisdom the depth of their mystical reserves.

            Alignment: Any

            Hit Die: d4

 

Class Skills

            The ohrnomancer’s class skills (and the key ability for each skills) are Craft (Int), Decipher Script (Int), any Knowledge (each taken indivdually) (Int), and Spellcraft (Int).

 

Class Features

            All of the following are class features of the ohrnomancer.

            Weapon and armour Proficiency: Ohrnomancers are proficient with the club, dagger, heavy crossbow, light crossbow, short sword, longsword and quarterstaff, but not with any type of armour or shield.

            Spells: An ohrnomancer is unable to cast spells of any sort without some form of assistance, normally wands and their own version of spellbooks.  Applying their raw mystical energies to these aids allows an ohrnomancer to cause an amazing variety of effects as they are not restricted in their use of arcane or divine objects and scrolls.

            An ohrnomancer must still be able to understand at some level the magic found in scrolls and spellbooks and thus requires a minimum intelligence of 10.  Besides this restriction only a very firm basis in spellcraft is needed.  The Difficulty Class for a saving throw against a magical effect from an ohrnomancer does not take into account any character attribute and are normally very easy to mitigate.

            Similar to conventional magic users an ohrnomancer is limited in the amount of mystical energy that can be applied in any period of time.  This limit is found on the “spells per day” table and is modified by a high Wisdom score as found on Table 1-1: Ability Modifiers and Bonus spells.

            Ohrnomancers employ spellbooks as do wizards but differs in that it contains no magical formula and instead very closely resembles a book of scrolls.  In some cases the spells written in the book may be employed as if they were scrolls so long as the spell in question does not require any material components or foci.

            To cast from their book, which they must do directly, an ohrnomancer must locate the correct page of the spell they wish to cast and need only have the material components on them to enact the spell as if they had cast it themselves.  The spell will remain in the book so long as the ohrnomancer applies their own appropriate level of spell energy, otherwise it is consumed as if it were a scroll.

            Arcane and divine spellcasters familiar with the atypical nature of an ohrnomancers craft may make new additions to the book as if they were scribing scrolls without the use of material components.  An ohrnomancer may also transcribe existing scrolls into their books or by use of the Forge Scroll feat.

            An ohrnomancer uses their Spellcraft skill in place of a Caster Level check to use scrolls of a caster level beyond their own.  Spells of high caster level may be found in an ohrnomancers book and so they should not be taken to lightly, as the original scribes caster level will determine the spells power.

 

Forge Scroll [Item Creation]

            By use of a working wand or staff and special inks, you may create a scroll of that items available spell by consuming its charges.

Prerequisite: Ohrnomancer level 1.

Benefit: You may produce a scroll using charges of any wand or staff regardless of the spells level.  The “Scroll” may be scribed upon almost any surface but paper is the most common.  The process takes one hour to scribe for every 100 gp of inks used in its creation.  The cost is found by Spell Level X 25 gp, much like that for other casters but the item itself takes up the full burden of the Caster Level modifier.  This process will not cost the scribe exp.  The scrolls produced may be used by anyone normally able to use a scroll of that type and level.

 

Mystical Channelling [Meta Magic]

            Using your own personal mystical energies and skill, you may employ a wand or staff by paying the charge cost yourself, simultaneously bypassing the need for activation methods (e.g. a command word).

Prerequisite: Ohrnomancer level 1.

Benefit: You may expend a portion of your mystical energies of a certain strength and level and channel it into a wand or staff to activate it.  This will cause the item to function as if it were used normally but prevent the loss of its own inherent charges.  Each charge required of the item will cost the equivalent of your own mystical power.  This allows an ohrnomancer to cast spells much like a mage but is not limited by spells known or arcane/divine barriers but by what items are available.  Optionally, the charges from another item of the same [Descriptor] (e.g. Fire, Frost) of equal or greater spell level and matching type (arcane/divine) may be used to activate another item.  In essence this expends charges of another item to use an effect of another.  For example, a Firewall charge may be used to activate a Fire Ball wand.

 

Mystical Reforging [Item Creation]

            Using reclaimed spell powers you may craft wands or staves that employ any spell in your books.  You may also make copies of other magical objects the effects and properties of which you are familiar with.

Prerequisite: Ohrnomancer level 5, Spellbinding

Benefit: You may draw out the enchantment powers of magical objects and reforge it into new items.  The gp value of the items used must meet or exceed the base creation cost of the new item you wish to create.  You must still pay the raw materials cost, any Xp cost and any additional costs for charges (such as for wands).

To become familiar enough with a magical item to copy it you must treat each power and ability it has as if it were a scroll.  If you pass all requirements that would have been needed to learn all the effects you may pay the raw item cost to create the vessel and proceed to enchant it with recovered spell energies.

Any activation requirements such as command words are chosen by you freely at the time of crafting.

 

Spellbinding [Item Creation]

            You may imbue objects with mystical properties that you are capable of employing yourself.

Prerequisite: Caster Level 3

Benefit: You may create magical arms and armour, rods, staves, wands, wondrous magical items and rings as if you had the corresponding feats.  You must still meet minimum Caster Level, spell and other specific item requirements.  This feat basically replaces and combines the current item creation feats.

 

Mystical Augmentations

By expending their personal spell power of the level given in brackets, an ohrnomancer can perform a variety of effects upon magical items and other creatures.

 

Lesser Mystical Augmentations

 

Glow (1): Any item touched will be made to glow any colour desired by the caster for d4 minutes with the intensity of glowing embers.

Lesser Amplify (1): Increase a bonus parameter by 1 (to hit, to save, skill checks, etc.) granted by a magical object for ten-minutes.

Lesser Enchantment (2): Bestows a magical +1 bonus to mundane weapons and amour for one minute.

Lesser Energy Barrier (1): Negates the first 5 points of damage to touched creature from a chosen energy type for one-minute.

Lesser Energy Shift (2): Change the energy effects of an object that uses spells or spell like effects of level 2 or lower to any other energy type for one-minute.

Lesser Imbue (1): If a magical item deals energy damage (e.g. frost or cold) this damage is increased by one point for one minute.

Lesser Resistance (1): Grants +1 to all saving throws to creature touched for one minute.

Lesser Suppression (2): By touch you may suppress (as by Dispel) one ability of a magical item for 1d4 rounds.

Lesser Trace (1): Tags a touched object, letting you know its direction and distance from you for ten minutes.

Recolour (1): Changes the colour (colours) of an object as desired for ten minutes.

Resonation (2): By touch you can cause an item to glow in an identifiable way to discover its powers (fire abilities, protective abjurations, etc.) acting much the same way as a weak Identify spell but visual.

 

Mystical Augmentations

 

Acute Senses (4): Grants a +5 enhancement bonus to all skill checks relying upon the five senses (e.g. Spot, Listen) for one hour.

Change State (4): One object touched no larger than three-feet and weighing no more than five-pounds changes physical state (solid, liquid, gas) for one-minute.  The weight, location and shape all remain the same.

Compel (4): Causes a creature touched to perform a single, simple action unless a Will save against DC 12+Int modifier is made.

Energize (3): One object touched is granted the ability to deal 1d4 of a chosen energy damage type (fire, cold, electrical, acid, sonic) for one-minute.

Fade (3): Makes an object no larger than three-feet and weighing no more than five-pounds difficult to see in anything less than bright conditions.  A faded object is undetectable unless actively searched for.

Mood Food (3): Causes food or drink touched to influence the mood of those who consume it.  The mood to be influenced is chosen before-hand and permits a Will against DC 12+Int modifier to avoid.  Both the subjects and materials touched are affected for one hour.

Resize (3): Increase or decrease the size of an object no larger than three-feet and weighing no more than five-pounds by fifty-percent for one minute.  The effect ends prematurely if the object is handled roughly or struck.

Unstable Teleport (4): Moves one unattended item no larger than three-feet and weighing no more than five-pounds up to ten-feet away.  The object returns to its original position after 1d4 rounds.  If the original space is occupied at that time the object shifts to the next closest open spot and is damaged 1d10 hit points.

 

Greater Mystical Augmentations

 

Remove Enchantment (5): One dispel-able magical effect is removed from the target touched as if subjected to dispel magic.

Stable Teleport (5): Moves one object no larger than three-feet and weighing no more than five-pounds up to ten-feet away.

Telepathic Link (6): Allows two touched subjects to communicate telepathically for ten-minutes.

Third Hand (6): Conjures up an invisible force capable of lifting twenty-pound.  The force can move any object within its weight limit anywhere within forty-feet of you.

 

Greater Mystical Augmentations

 

[A wall]

[A gaze that panics/frightens target]

[Target touched protected from one direct-target spell of level 4ish or less]\

[Up to Int Modifier subjects that join hands with the ohrnomancer gain +2 to Str Dex Con for 10 min]

 

[Redirect hostile spell as wished if saving throw is made]

[Render one subject invisible to sight and scrying for 10 minutes or until they move]

[Touched subject can walk through some distance of stone/metal/earth/wood/etc]

[With a gaze and a word, subject is compelled into a vacant stare Will save]

 

 

Ohrnomaner Level Progression

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+0

+2

 

2nd

+1

+0

+0

+3

 

3rd

+1

+1

+1

+3

 

4th

+2

+1

+1

+4

 

5th

+2

+1

+1

+4

 

6th

+3

+2

+2

+5

 

7th

+3

+2

+2

+5

 

8th

+4

+2

+2

+6

 

9th

+4

+3

+3

+6

 

10th

+5

+3

+3

+7

 

11th

+5

+3

+3

+7

 

12th

+6/+1

+4

+4

+8

 

13th

+6/+1

+4

+4

+8

 

14th

+7/+2

+4

+4

+9

 

15th

+7/+2

+5

+5

+9

 

16th

+8/+3

+5

+5

+10

 

17th

+8/+3

+5

+5

+10

 

18th

+9/+4

+6

+6

+11

 

19th

+9/+4

+6

+6

+11

 

20th

+10/+5

+6

+6

+12

 

 

 

 

 

 

 

Spells per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

5

3

 

 

 

 

 

 

 

 

2nd

6

4

 

 

 

 

 

 

 

 

3rd

6

5

 

 

 

 

 

 

 

 

4th

6

6

3

 

 

 

 

 

 

 

5th

6

6

4

 

 

 

 

 

 

 

6th

6

6

5

3

 

 

 

 

 

 

7th

6

6

6

4

 

 

 

 

 

 

8th

6

6

6

5

3

 

 

 

 

 

9th

6

6

6

6

4

 

 

 

 

 

10th

6

6

6

6

5

3

 

 

 

 

11th

6

6

6

6

6

4

 

 

 

 

12th

6

6

6

6

6

5

3

 

 

 

13th

6

6

6

6

6

6

4

 

 

 

14th

6

6

6

6

6

6

5

3

 

 

15th

6

6

6

6

6

6

6

4

 

 

16th

6

6

6

6

6

6

6

5

3

 

17th

6

6

6

6

6

6

6

6

4

 

18th

6

6

6

6

6

6

6

6

5

3

19th

6

6

6

6

6

6

6

6

6

4

20th

6

6

6

6

6

6

6

6

6

5

 

 

 

 

Idea list for spell mishap.

 

A random spell of the same level you know takes effect instead.

Spell takes no effect

Spell does not take effect but instead unnatural phenomena occur for spells duration

You become slightly warped by the very powers you cannot control (change in appearance much like alter self).

Spell maximum parameters are as if you were two spell caster levels lower

Spell maximum parameters are as if you were two spell caster levels higher

Change in saving throw or spell resistance

Other element added to effect (acid, fire, cold, sonic)

Lose ability to cast spells for d4 rounds

 

 

01-10 banefully bad mishap

11-40 negative mishap

41-60 Neutral or Miscellaneous mishap

61-90 positive mishap

91-100 Consistently good mishap

 

Tattoo effects

Xbonus caster levels

Xbonus to spellcraft

saving throw penalties for spell

Spell resistance

Affects damager per element [ Fire, Lightning, Sonic] Ryn, Qua, Veskim

 

Tattoos of the Ohrnomancer

 

            In addition to the use of foci and other objects of aid, many ohrnomancers employ their body in place of their mind.  Upon their body are lain potent crests, symbols and patterns that elevate the ohrnomancer's ability beyond normal.  The extent of tattooing is governed by the medium being used, namely the ohrnomancer's body.  Each tattoo takes up a certain portion of the ohrnomancers body which is dictated by their Constitution and ohrnomancer level.  An ohrnomancer's body can hold 100 units of tattoos + ((Con modifier + Ohrnomancer Level )X 5).

 

Osipha Patterns

 

 

Kobaloco-Ryn:  This pattern augments the power of spells with the Cold [DESCRIPTOR].  Any damaging cold based spells are granted a +1 damage bonus per die.  If the spell does not have a damage it is instead treated as if the caster were one level higher for purposes of spell parameters (range, area of effect, duration, etc.).  Kobaloco-Ryn requires 8 units per application.  Each application past the first will flair badly if used, dealing 1 point of temporary Wisdom damage.

 

Kobaloco-Qua:  This pattern augments the power of spells with the Cold [DESCRIPTOR].  Any damaging cold based spell has its saving throw DC increased by one.   Kobaloco-Qua requires 8 units per application.  Each application past the first will flair badly if used, dealing d6 essence damage to the caster.

 

Kobaloco-Veskim:  The most potent Kobaloco pattern.  Any spell with the Cold [DESCRIPTOR] gains +3 damage per die and +3 to the saving throw DC.  Kobaloco-Veskim requires 18 units per application.  As with all veskim patterns, only one may be safely placed upon a single individual.  Each application past the first will flair very badly if used, dealing three points of temporary Intelligence, Wisdom and Charisma damage.

 

Xuximes-Ryn:  This pattern augments the power of spells with the Force [DESCRIPTOR].  Any damaging force based spells are granted a +1 damage bonus per die.  If the spell does not have a damage it is instead treated as if the caster were one level higher for purposes of spell parameters (range, area of effect, duration, etc.).  Xuximes-Ryn requires 8 units per application.  Each application past the first will flair badly if used, dealing 1 point of temporary Wisdom damage.

 

Xuximes-Qua:  This pattern augments the power of spells with the Force [DESCRIPTOR].  Any damaging force based spell has its saving throw DC increased by one.   Xuximes-Qua requires 8 units per application.  Each application past the first will flair badly if used, dealing d6 essence damage to the caster.

 

Xuximes-Veskim:  The most potent Xuximes pattern.  Any spell with the Force [DESCRIPTOR] gains +3 damage per die and +3 to the saving throw DC.  Xuximes-Veskim requires 18 units per application.  As with all veskim patterns, only one may be safely placed upon a single individual.  Each application past the first will flair very badly if used, dealing three points of temporary Intelligence, Wisdom and Charisma damage.

 

Tayomedo-Ryn:  This pattern augments the power of spells with the Acid [DESCRIPTOR].  Any damaging acid based spells are granted a +1 damage bonus per die.  If the spell does not have a damage it is instead treated as if the caster were one level higher for purposes of spell parameters (range, area of effect, duration, etc.).  Tayomedo-Ryn requires 8 units per application.  Each application past the first will flair badly if used, dealing 1 point of temporary Wisdom damage.

 

Tayomedo-Qua:  This pattern augments the power of spells with the Acid [DESCRIPTOR].  Any damaging acid based spell has its saving throw DC increased by one.   Tayomedo-Qua requires 8 units per application.  Each application past the first will flair badly if used, dealing d6 essence damage to the caster.

 

Tayomedo-Veskim:  The most potent tayomedo pattern.  Any spell with the Acid [DESCRIPTOR] gains +3 damage per die and +3 to the saving throw DC.  Tayomedo-Veskim requires 18 units per application.  As with all veskim patterns, only one may be safely placed upon a single individual.  Each application past the first will flair very badly if used, dealing three points of temporary Intelligence, Wisdom and Charisma damage.

 

Nihinida: A very common pattern used by ohrnomancers and more studious magi alike.  Unlike most patterns, nihinida has no defined size, but instead may be continued in its application becoming a single pattern large enough to cover the whole body if desired.  Every 5 units spent on nihinida grants the caster one bonus rank in spell craft.  The Osipha Artist applying nihinida can place enough of this pattern to grant a bonus equal to his own unassisted skill in spellcraft (Pure ranks + Int bonus).

 

Phaunelm-roth:  A comparatively massive pattern that is also massive in power.  Perhaps the greatest example of the Osipha Art, phaunelm-roth's effects are felt in nearly every spell enacted by its user.  Under its effects, a caster acts as if he were one caster-level higher when determining parameters of a spell (range, duration, area of effect, dice damage, etc.)  This pattern is also quite large, taking up 25 units of space on the body of its user.

 

Notes on patterns more focused on attribute scores.

I intend to base this upon ones charisma, the greater your spirit the more it can support.  Total bonus from these brand of patterns cannot exceed your charisma bonus (if you have no bonus, or in fact a penalty, you may not benefit from these.)  Each application takes up five units of space but as stated, is limited by ones charisma bonus.

 

Burutai: This pattern refocuses spiritual strength into physical strength.  If placed upon the arms and torso, burutai enhances brute strength, granting a bonus directly to the strength attribute.  If placed upon the legs it enhances ones movement rate and jumping capacity.

 

Lacab: This pattern is placed dancing down along the spine.  Lacab refocuses spiritual strength into speed and coordination of the body, charging the bodies natural reflexes and opening new channels not seen in nature.

 

Ceroph: This pattern refocuses spiritual strength into the body more deeply, causing an improvement in overall body health.  This is reflected by a constitution bonus.

 

 

Feats

 

Osipha Artisan [Item Creation]

   You are learned in the methods of applying a physical pattern that transcends into the very living spirit, transforming a creature into a living mystical foci.

   Prerequisites:  Magi level 5, Knowledge Arcana 9, Spellcraft 9, Artificer.

   Benefit:  You know and may apply all commonly known Osipha patterns under the right conditions.  Each unit of body used by a pattern requires an alchemical pigment which must be in enough supply to cover the requirements of the pattern and ten minutes to apply (e.g. nihinida requires 50 minutes for each application).  Your limits and consequences of  applying patterns can be found in the description of each pattern individually.

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