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.