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| Introduction | ||||||||||||||||||||||||
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| Many races, cultures, and religions keep their own special magical traditions. This section discuss some of those traditions and provides rules mechanics for implementing them in-game. | ||||||||||||||||||||||||
| World Primer | ||||||||||||||||||||||||
| Campaign Tools | ||||||||||||||||||||||||
| Shagir Clan Magick | ||||||||||||||||||||||||
| PC Builder | ||||||||||||||||||||||||
| Shagir Clan Magick embodies many ideas about magick that are unique to the Shagir peoples, such as the idea of ancestral champions, protection of the clan, and the role of the warrior in Shagir life. To learn Shagir Clan Magick, a spellcaster must first take the Shagir Clan Magick feat. This feat is the end result of a series of cermonies and rituals the Shagir character undertakes, representing his initiation into the arcane mysteries of the Shagir. Members of other races are never taught the secrets of Clan Magick. The Tharri, although related to the Shagir, have their own mystical beliefs and therefore do not utilize Clan Magick. Once a Shagir spellcaster has taken the Clan Magick feat, he gains access to the Clan Magick spells of the maximum level he is capable of casting at that time. As he gains new spellcaster levels, he also gains access to new Clan Magick spells. Spellcasters, however, must prepare Clan Magick spells as normal. Wizards must still scribe the spells in their spellbook (or other container of arcane lore), and sorcerers must choose the Clan spells as known spells. Divine spellcasters must meditate or pray for these spells in the same way as for others. All Shagir Clan Magick spells have a special clan focus, much as a cleric's holy symbol acts as a divine focus. This focus (designated as "CF" in the Components line of each spell description) is typically a clan symbol unique to the Shagir's particular clan. |
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| Religions | ||||||||||||||||||||||||
| Magick | ||||||||||||||||||||||||
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| Shagir Clan Magick Spell List | ||||||||||||||||||||||||
| Traditions 1 | ||||||||||||||||||||||||
| 1st Level Forefather's Axe: Imbues one Shagir weapon with magical power. 2nd Level Paragon: Doubles Shagir racial bonuses. 3rd Level Hammer Blow: Deals 1d6 bludgeoning damage/level to one creature. 4th Level Mental Phalanx: Allied Shagir can assist one another when making Will saves. 5th Level Legion: Allies get attacks of opportunity any time a creature attacks an allied Shagir. 6th Level Test of the Ancestors: Sends one creature on a quest; applies template on success or failure. 7th Level Elemental: You take the form of a greater earth elemental. 8th Level Favorable Terrain: Allies in a specially prepared area gain luck bonuses during combat. 9th Level Shagir Champion: Target Shagir gains the celestial or fiendish template and grows in size. |
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| Traditions 2 | ||||||||||||||||||||||||
| Information in the blue shaded box above (with the exception of proper names) is Open Game Content. Refer to the Open Game License for further details on Open Game Content and Product Identify. | ||||||||||||||||||||||||
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