https://dnd-wiki.org/w/api.php?action=feedcontributions&user=The+bluez+in+the+dungeon&feedformat=atomDungeons and Dragons Wiki - User contributions [en]2024-03-29T02:32:37ZUser contributionsMediaWiki 1.30.0https://dnd-wiki.org/w/index.php?title=Nomad%27s_Style_(3.5e_Feat)&diff=369784Nomad's Style (3.5e Feat)2024-03-27T09:28:45Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=26th of March 2024<br />
|status=Complete<br />
|balance=Moderate<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Nomad's Style<br />
|types=Fighter, Style<br />
|summary=The style of a wandering master, who needed to overcome obstacles while relying on a single weapon.<br />
|prereqs=[[Weapon Focus]] (any weapon)<br />
|fluff=<br />
|benefit=You must choose a weapon you have [[Weapon Focus]] for. Everytime you attack with it, you may choose to inflict bludgeoning, piercing or slashing as you please, essentialy changing its damage type. You can still use it with its original damage type.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Nomad%27s_Style_(3.5e_Feat)&diff=369783Nomad's Style (3.5e Feat)2024-03-27T09:28:21Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=26th of March 2024<br />
|status=Complete<br />
|balance=Moderate<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Nomad's Style<br />
|types=Fighter, Style<br />
|summary=The style of a wandering master, who needed to overcome obstacles while relying on a single weapon.<br />
|prereqs=[[Weapon Focus]] (any weapon)<br />
|fluff=<br />
|benefit=You must choose a weapon you have [[Weapon Focus]] for. Everytime you attack with it, you can use that weapon to inflict bludgeoning, piercing or slashing as you please, essentialy changing its damage type. You can still use it with its original damage type.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=User:The_bluez_in_the_dungeon/Homebrew_Feats&diff=369782User:The bluez in the dungeon/Homebrew Feats2024-03-27T09:27:53Z<p>The bluez in the dungeon: /* General */</p>
<hr />
<div>=='''Homebrew Feats'''==<br />
<br />
<div class="mw-collapsible mw-collapsed"><br />
==='''All Feats'''===<br />
<div class="mw-collapsible-content"><br />
'''{{Anchor|Feats}}'''<br />
{{#ask: [[Author::the bluez in the dungeon]] [[Category:Feat]]<br />
|format=ul<br />
|template=Single Column/alt<br />
|limit=999<br />
|columns=5<br />
|offset=0<br />
|link=none<br />
}}<br />
</div></div><br />
<div class="mw-collapsible mw-collapsed"><br />
==='''Scaling Feats'''===<br />
<div class="mw-collapsible-content"><br />
'''{{Anchor|Scaling Feats}}'''<br />
{{#ask: [[Author::the bluez in the dungeon]] [[Category:Scaling Feat]]<br />
|format=ul<br />
|template=Single Column/alt<br />
|limit=999<br />
|columns=5<br />
|offset=0<br />
|link=none<br />
}}<br />
</div></div><br />
<div class="mw-collapsible mw-collapsed"><br />
====''Anarchic''====<br />
<div class="mw-collapsible-content"><br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Whimsical_Attack_(3.5e_Feat)|Whimsical Attack]]<br />
| style="width: 25%;" |<br />
|}<br />
</div></div><br />
<div class="mw-collapsible mw-collapsed"><br />
====''Archetype''====<br />
<div class="mw-collapsible-content"><br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Bundle of Joy (3.5e Feat)|Bundle of Joy]]<br />
:[[Deformed (3.5e Feat)|Deformed]]<br />
:[[Flame of Ambition (3.5e Feat)|Flame of Ambition]]<br />
:[[Gamer (3.5e Feat)|Gamer]]<br />
:[[Immortal (3.5e Feat)|Immortal]]<br />
:[[Miner (3.5e Feat)|Miner]]<br />
:[[Undertaker (3.5e Feat)|Undertaker]]<br />
| style="width: 25%;" |<br />
|}<br />
</div></div><br />
<div class="mw-collapsible mw-collapsed"><br />
====''Axiomatic''====<br />
<div class="mw-collapsible-content"><br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Systematic Attack (3.5e Feat)|Systematic Attack]]<br />
| style="width: 25%;" |<br />
|}<br />
</div></div><br />
<div class="mw-collapsible mw-collapsed"><br />
====''Bardic''====<br />
<div class="mw-collapsible-content"><br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Dancer of the Mirage (3.5e Feat)|Dancer of the Mirage]]<br />
:[[Necrodancing (3.5e Feat)|Necrodancing]]<br />
:[[Pumping Iron Power (3.5e Feat)|Pumping Iron Power]]<br />
:[[War Tuning (3.5e Feat)|War Tuning]]<br />
| style="width: 25%;" |<br />
|}<br />
</div></div><br />
<div class="mw-collapsible mw-collapsed"><br />
====''Bloodline''====<br />
<div class="mw-collapsible-content"><br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Draconic Bloodline Improved (3.5e Feat)|Draconic Bloodline Improved]]<br />
| style="width: 25%;" |<br />
|}<br />
</div></div><br />
<div class="mw-collapsible mw-collapsed"><br />
====''Cooperative''====<br />
<div class="mw-collapsible-content"><br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Concert (3.5e Feat)|Concert]]<br />
:[[Synchronized Metamagic (3.5e Feat)|Synchronized Metamagic]]<br />
:[[Synchronized Opportunity (3.5e Feat)|Synchronized Opportunity]]<br />
| style="width: 25%;" |<br />
|}<br />
</div></div><br />
<div class="mw-collapsible mw-collapsed"><br />
====''Curse''====<br />
<div class="mw-collapsible-content"><br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Shadow Flesh (3.5e Feat)|Shadow Flesh]]<br />
| style="width: 25%;" |<br />
|}<br />
</div></div><br />
<br />
====''Deformity''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Deformed (3.5e Feat)|Deformed]]<br />
:[[Deformity (Stomach Mouth)|Deformity, Stomach Mouth]]<br />
::[[Deformity (Digesting Saliva)|Deformity, Digesting Saliva]]<br />
:::[[Deformity, Gastroshot (3.5e Feat)|Deformity, Gastroshot]]<br />
:[[Deformity (Malformed Beak)|Deformity, Malformed Beak]]<br />
| style="width: 25%;" |<br />
:[[Deformity (Preying Talons)|Deformity, Preying Talons]]<br />
:[[Deformity, Wicked Guts (3.5e Feat)|Deformity, Wicked Guts]]<br />
::[[Deformity, Agile Intestines (3.5e Feat)|Deformity, Agile Intestines]]<br />
::[[Deformity, Gaping Crush (3.5e Feat)|Deformity, Gaping Crush]]<br />
:[[Deformity (Winged Arms)|Deformity, Winged Arms]]<br />
:[[Moulder (3.5e Feat)|Moulder]]<br />
| style="width: 25%;" |<br />
|}<br />
----<br />
<br />
====''Domain''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Celebration Devotion (3.5e Feat)|Celebration Devotion]]<br />
:[[Fruit Devotion (3.5e Feat)|Fruit Devotion]] - Fructuous Blessing<br />
:[[Peace Devotion (3.5e Feat)|Peace Devotion]]<br />
| style="width: 25%;" |<br />
|}<br />
----<br />
====''Fiend''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 20%;" |<br />
:[[Chainsaw Fiend (3.5e Feat)|Chainsaw Fiend]]<br />
| style="width: 20%;" |<br />
|}<br />
----<br />
<br />
====''Fighter''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 20%;" |<br />
:[[Aerial Grapple (3.5e Feat)|Aerial Grapple]]<br />
::[[Sky Brawl (3.5e Feat)|Sky Brawl]]<br />
:[[Agile_Brawler_(3.5e_Feat)|Agile Brawler]]<br />
:[[All Sides Defense (3.5e Feat)|All Sides Defense]]<br />
:[[Anticipate Action (3.5e Feat)|Anticipate Action]]<br />
:[[Dagger Finesse (3.5e Feat)|Dagger Finesse]]<br />
::[[Stab in the Gap (3.5e Feat)|Stab in the Gap]]<br />
:[[Dodge_Improved_(3.5e_Feat)|Dodge Improved]]<br />
:[[Envy Strike (3.5e Feat)|Envy Strike]]<br />
:[[Excavator Style (3.5e Feat)|Excavator Style]]<br />
:[[Expeditious_Dodge_Improved_(3.5e_Feat)|Expeditious Dodge Improved]]<br />
:[[Feinting Opportunity (3.5e Feat)|Feinting Opportunity]]<br />
:[[Harvesting Strike (3.5e Feat)|Harvesting Strike]]<br />
::[[Harvest Season (3.5e Feat)|Harvest Season]]<br />
::[[Reaping Strike (3.5e Feat)|Reaping Strike]]<br />
:::[[Harvest Lifeforce (3.5e Feat)|Harvest Lifeforce]]<br />
| style="width: 20%;" |<br />
:[[Origami Slash (3.5e Feat)|Origami Slash]]<br />
:[[Pain Train (3.5e Feat)|Pain Train]]<br />
:[[Parry and Counter (3.5e Feat)|Parry and Counter]]<br />
:[[Poisebreaker (3.5e Feat)|Poisebreaker]]<br />
::[[Ending Strike (3.5e Feat)|Ending Strike]]<br />
:[[Rock Thrower (3.5e Feat)|Rock Thrower]]<br />
::[[Boulder Hurl (3.5e Feat)|Boulder Hurl]]<br />
:::[[Catapult Launch (3.5e Feat)|Catapult Launch]]<br />
::[[Skipping Toss (3.5e Feat)|Skipping Toss]]<br />
::[[Stone Shower (3.5e Feat)|Stone Shower]]<br />
:::[[Way of the Pebble (3.5e Feat)|Way of the Pebble]]<br />
:[[Shadow Fighting (3.5e Feat)|Shadow Fighting]]<br />
:[[Sheathing Attack (3.5e Feat)|Sheathing Attack]]<br />
::[[Sheathing Flurry (3.5e Feat)|Sheathing Flurry]]<br />
:[[Shell Strike (3.5e Feat)|Shell Strike]]<br />
:[[Shielded Double Grip (3.5e Feat)|Shielded Double Grip]]<br />
| style="width: 20%;" |<br />
:[[Shieldsurfing (3.5e Feat)|Shieldsurfing]]<br />
::[[Improved Shieldsurfing (3.5e Feat)|Improved Shieldsurfing]]<br />
:::[[Boardshield Style (3.5e Feat)|Boardshield Style]]<br />
:[[Split Weapon Soul (3.5e Feat)|Split Weapon Soul]]<br />
:[[Soul Armor (3.5e Feat)|Soul Armor]]<br />
:[[Soul Shield (3.5e Feat)|Soul Shield]]<br />
:[[Soul Weapon (3.5e Feat)|Soul Weapon]]<br />
:[[Sublime Training (3.5e Feat)|Sublime Training]]<br />
:[[Sunfighter (3.5e Feat)|Sunfighter]]<br />
:[[Survive the Hunt (3.5e Feat)|Survive the Hunt]]<br />
::[[Art of the Hunt (3.5e Feat)|Art of the Hunt]]<br />
:[[Synchronized Opportunity (3.5e Feat)|Synchronized Opportunity]]<br />
| style="width: 20%;" |<br />
:[[Systematic Attack (3.5e Feat)|Systematic Attack]]<br />
:[[Weapon Focus Improved (3.5e Feat)|Weapon Focus Improved]]<br />
:[[Whimsical_Attack_(3.5e_Feat)|Whimsical Attack]]<br />
:[[Zig-Zag (3.5e Feat)|Zig-Zag]]<br />
| style="width: 20%;" |<br />
|}<br />
----<br />
<br />
====''Fury''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 20%;" |<br />
:[[Anger Breath (3.5e Feat)|Anger Breath]]<br />
:[[Demonic Fury (3.5e Feat)|Demonic Fury]]<br />
:[[Diabolic Fury (3.5e Feat)|Diabolic Fury]]<br />
:[[Dragon Surge (3.5e Feat)|Dragon Surge]]<br />
:[[Road Rage (3.5e Feat)|Road Rage]]<br />
:[[Swelling Rage (3.5e Feat)|Swelling Rage]]<br />
| style="width: 20%;" |<br />
|}<br />
----<br />
<br />
====''General''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 20%;" |<br />
:[[Abyssal Sight (3.5e Feat)|Abyssal Sight]]<br />
:[[Allegiance_to_Patron_(3.5e_Feat)|Allegiance to Patron]]<br />
:[[Analytic Mind (3.5e Feat)|Analytic Mind]]<br />
:[[Azure Sorcery (3.5e Feat)|Azure Sorcery]]<br />
:[[Baffling Bluffing (3.5e Feat)|Baffling Bluffing]]<br />
:[[Begone, Fiend! (3.5e Feat)|Begone, Fiend!]]<br />
:[[Bewitched Summons (3.5e Feat)|Bewitched Summons]]<br />
:[[Black Magic (3.5e Feat)|Black Magic]]<br />
::[[Dark Arts (3.5e Feat)|Dark Arts]]<br />
:[[Bone Charmer (3.5e Feat)|Bone Charmer]]<br />
:[[Brewmaster (3.5e Feat)|Brewmaster]]<br />
:[[Bright Summons (3.5e Feat)|Bright Summons]]<br />
:[[Calligraphy (3.5e Feat)|Calligraphy]]<br />
:[[Caravaneer (3.5e Feat)|Caravaneer]]<br />
:[[Channel Ghostflame (3.5e Feat)|Channel Ghostflame]]<br />
:[[Cloaked Glide (3.5e Feat)|Cloaked Glide]]<br />
:[[Crab Dance (3.5e Feat)|Crab Dance]]<br />
:[[Darklurker (3.5e Feat)|Darklurker]]<br />
::[[Spectre (3.5e Feat)|Spectre]]<br />
:[[Desert Shamanism (3.5e Feat)|Desert Shamanism]]<br />
:[[Dies Irae (3.5e Feat)|Dies Irae]]<br />
:[[Disdain of the Judicator (3.5e Feat)|Disdain of the Judicator]]<br />
:[[Disguised Feats (3.5e Feat)|Disguised Feats]]<br />
::[[Disguised Class (3.5e Feat)|Disguised Class]]<br />
:::[[Disguised Character (3.5e Feat)|Disguised Character]]<br />
| style="width: 20%;" |<br />
:[[Disruptive Smite (3.5e Feat)|Disruptive Smite]]<br />
:[[Don't Shoot the Pianist! (3.5e Feat)|Don't Shoot the Pianist!]]<br />
:[[Dragon Shout (3.5e Feat)|Dragon Shout]]<br />
:[[Dreadful Reproach (3.5e Feat)|Dreadful Reproach]]<br />
:[[Dreamtouched Summons (3.5e Feat)|Dreamtouched Summons]]<br />
:[[Enrage (3.5e Feat)|Enrage]]<br />
:[[Elemental Binding (3.5e Feat)|Elemental Binding]]<br />
:[[Extra Dragon Secret (3.5e Feat)|Extra Dragon Secret]]<br />
:[[Fey Circle Magic (3.5e Feat)|Fey Circle Magic]]<br />
:[[Firefighting Magic (3.5e Feat)|Firefighting Magic]]<br />
:[[Fungal Summons (3.5e Feat)|Fungal Summons]]<br />
:[[Ghostflame Exorcism (3.5e Feat)|Ghostflame Exorcism]]<br />
:[[Guide Dog (3.5e Feat)|Guide Dog]]<br />
:[[Hairstyle Weapon (3.5e Feat)|Hairstyle Weapon]]<br />
:[[Harmonic Casting (3.5e Feat)|Harmonic Casting]]<br />
:[[Hateful Magic (3.5e Feat)|Hateful Magic]]<br />
:[[Imbued Conversion (3.5e Feat)|Imbued Conversion]]<br />
:[[Imbued Reproaching (3.5e Feat)|Imbued Reproaching]]<br />
:[[Knife Stare (3.5e Feat)|Knife Stare]]<br />
:[[Light Exorcism (3.5e Feat)|Light Exorcism]]<br />
:[[Melodic Casting Improved (3.5e Feat)|Melodic Casting Improved]]<br />
:[[Melodic Fighting (3.5e Feat)|Melodic Fighting]]<br />
:[[Mold Magic (3.5e Feat)|Mold Magic]]<br />
| style="width: 20%;" |<br />
:[[Mongoose Dance (3.5e Feat)|Mongoose Dance]]<br />
:[[Morality Switch (3.5e Feat)|Morality Switch]]<br />
:[[Nature Focus (3.5e Feat)|Nature Focus]]<br />
:[[Necrotic Healing (3.5e Feat)|Necrotic Healing]]<br />
:[[Nito's Burial Secrets (3.5e Feat)|Nito's Burial Secrets]]<br />
:[[Nomad's Style (3.5e Feat)|Nomad's Style]]<br />
:[[Numerology (3.5e Feat)|Numerology]]<br />
:[[Occlumancy Expert (3.5e Feat)|Occlumancy Expert]]<br />
:[[Parapsychologist (3.5e Feat)|Parapsychologist]]<br />
:[[Phantasmagoria (3.5e Feat)|Phantasmagoria]]<br />
:[[Pinwheel's Occult Arts (3.5e Feat)|Pinwheel's Occult Arts]]<br />
:[[Probability Randomization (3.5e Feat)|Probability Randomization]]<br />
:[[Prodigious Prowess (3.5e Feat)|Prodigious Prowess]]<br />
:[[Puppeteer (3.5e Feat)|Puppeteer]]<br />
:[[Rage Against the Machine, bluez variant (3.5e Feat)|Rage Against the Machine]]<br />
:[[Rite of Kindling (3.5e Feat)|Rite of Kindling]]<br />
:[[Scarification Magic (3.5e Feat)|Scarification Magic]]<br />
:[[Seasonal Attunement (3.5e Feat)|Seasonal Attunement]]<br />
:[[Shadow Extraction (3.5e Feat)|Shadow Extraction]]<br />
:[[Shorthand (3.5e Feat)|Shorthand]]<br />
| style="width: 20%;" |<br />
:[[Skill Mastery (3.5e Feat)|Skill Mastery]]<br />
:[[Skill Savant (3.5e Feat)|Skill Savant]]<br />
:[[Skin Recoil (3.5e Feat)|Skin Recoil]]<br />
:[[Skyblessed Summons (3.5e Feat)|Skyblessed Summons]]<br />
:[[Spell Focus Improved (3.5e Feat)|Spell Focus Improved]]<br />
:[[Soft Flight (3.5e Feat)|Soft Flight]]<br />
:[[Solar Mage (3.5e Feat)|Solar Mage]]<br />
:[[Sorcery of the Mirage (3.5e Feat)|Sorcery of the Mirage]]<br />
:[[Sublime Training (3.5e Feat)|Sublime Training]]<br />
| style="width: 20%;" |<br />
:[[Summoning Conversion (3.5e Feat)|Summoning Conversion]]<br />
:[[Swallow Light (3.5e Feat)|Swallow Light]]<br />
:[[Thaumaturgical Casting (3.5e Feat)|Thaumaturgical Casting]]<br />
:[[Underbred Summons (3.5e Feat)|Underbred Summons]]<br />
:[[Vespertine Magic (3.5e Feat)|Vespertine Magic]]<br />
:[[Viper Dance (3.5e Feat)|Viper Dance]]<br />
:[[Watery Remembrance (3.5e Feat)|Watery Remembrance]]<br />
:[[Wide Eye (3.5e Feat)|Wide Eye]]<br />
| style="width: 20%;" |<br />
|}<br />
----<br />
<br />
====''Item Creation''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Create Geoglyph (3.5e Feat)|Create Geoglyph]]<br />
:[[Create Skyglyph (3.5e Feat)|Create Skyglyph]]<br />
| style="width: 25%;" |<br />
|}<br />
----<br />
<br />
====''Metamagic''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Altered Frequency Spell (3.5e Feat)|Altered Frequency Spell]]<br />
:[[Boiling Liquid Spell (3.5e Feat)|Boiling Liquid Spell]]<br />
:[[Crashing Wave Spell (3.5e Feat)|Crashing Wave Spell]]<br />
:[[Cyclonic Spell (3.5e Feat)|Cyclonic Spell]]<br />
:[[Everburning Spell (3.5e Feat)|Everburning Spell]]<br />
:[[Freezing Liquid Spell (3.5e Feat)|Freezing Liquid Spell]]<br />
:[[Future Spell (3.5e Feat)|Future Spell]]<br />
| style="width: 25%;" |<br />
:[[Linked Summoning (3.5e Feat)|Linked Summoning]]<br />
:[[Magmatic Spell (3.5e Feat)|Magmatic Spell]]<br />
:[[Muddy Spell (3.5e Feat)|Muddy Spell]]<br />
:[[Nuclear Spell (3.5e Feat)|Nuclear Spell]]<br />
:[[Numbing Spell (3.5e Feat)|Numbing Spell]]<br />
:[[Phantom Echo Summoning (3.5e Feat)|Phantom Echo Summoning]]<br />
:[[Pulverizing Spell (3.5e Feat)|Pulverizing Spell]]<br />
:[[Scorching Spell (3.5e Feat)|Scorching Spell]]<br />
:[[Sonorous Spell (3.5e Feat)|Sonorous Spell]]<br />
| style="width: 25%;" |<br />
:[[Vitriolic Liquid Spell (3.5e Feat)|Vitriolic Liquid Spell]]<br />
:[[Zodiacal Spell (3.5e Feat)|Zodiacal Spell]]<br />
| style="width: 25%;" |<br />
|}<br />
----<br />
<br />
====''Monk''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Anticipate Action (3.5e Feat)|Anticipate Action]]<br />
:[[Aura Sealing Strike (3.5e Feat)|Aura Sealing Strike]]<br />
:[[Deceptive Strength (3.5e Feat)|Deceptive Strength]]<br />
:[[Enlightenment (3.5e Feat)|Enlightenment]]<br />
:[[Fighting Boar Form (3.5e Feat)|Fighting Boar Form]]<br />
:[[Jumping Gazelle Form (3.5e Feat)|Jumping Gazelle Form]]<br />
:[[Spinning Fabric Technique (3.5e Feat)|Spinning Fabric Technique]]<br />
| style="width: 25%;" |<br />
|}<br />
----<br />
<br />
====''Monstrous''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Chainsaw Fiend (3.5e Feat)|Chainsaw Fiend]]<br />
:[[Energy Bite (3.5e Feat)|Energy Bite]]<br />
::[[Improved Energy Bite (3.5e Feat)|Improved Energy Bite]]<br />
:[[Many Eyes (3.5e Feat)|Many Eyes]]<br />
:[[Quadrupedal (3.5e Feat)|Quadrupedal]]<br />
| style="width: 25%;" |<br />
|}<br />
----<br />
<br />
====''Multiclass''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Ascetic_Performer_(3.5e_Feat)|Ascetic Performer]]<br />
:[[Incarnum Occultist (3.5e Feat)|Incarnum Occultist]]<br />
:[[Draconic Occultist (3.5e Feat)|Draconic Occultist]]<br />
::[[Dragonfire Secrets (3.5e Feat)|Dragonfire Secrets]]<br />
:[[Supernatural_Maker_(3.5e_Feat)|Supernatural Maker]]<br />
::[[Supernatural_Homunculus_(3.5e_Feat)|Supernatural Homunculus]]<br />
| style="width: 25%;" |<br />
:[[Totemic_Explorer_(3.5e_Feat)|Totemic Explorer]]<br />
:[[Totemic_Hunter_(3.5e_Feat)|Totemic Hunter]]<br />
| style="width: 25%;" |<br />
|}<br />
----<br />
<br />
====''[[User:The bluez in the dungeon/Racial|Racial]]''====<br />
<br />
[[Expanded Racial Trait (3.5e Feat)|Expanded Racial Trait]]<br />
<br />
[[Extra Racial Trait (3.5e Feat)|Extra Racial Trait]]<br />
----<br />
<br />
====''Reserve''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Firecraft (3.5e Feat)|Firecraft]]<br />
:[[Lightbending (3.5e Feat)|Lightbending]]<br />
:[[Telephone (3.5e Feat)|Telephone]]<br />
:[[Water Shield (3.5e Feat)|Water Shield]]<br />
| style="width: 25%;" |<br />
|}<br />
----<br />
====''Scaling''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 33%;" |<br />
:'''Combat'''<br />
:[[Butcher (3.5e Feat)|Butcher]]<br />
:[[Sellsword (3.5e Feat)|Sellsword]]<br />
| style="width: 33%;" |<br />
:'''Skill'''<br />
:[[5-Seconds Cooking (3.5e Feat)|5-Seconds Cooking]]<br />
:[[Down to Earth (3.5e Feat)|Down to Earth]]<br />
:[[Magibiologist (3.5e Feat)|Magibiologist]]<br />
:[[Necrodancing (3.5e Feat)|Necrodancing]]<br />
:[[Platformer (3.5e Feat)|Platformer]]<br />
:[[Psalmist (3.5e Feat)|Psalmist]]<br />
:[[Ratcatcher (3.5e Feat)|Ratcatcher]]<br />
:[[Shadow Claws (3.5e Feat)|Shadow Claws]]<br />
| style="width: 33%;" |<br />
:'''Spellcasting'''<br />
:[[Abyssalcry Magic (3.5e Feat)|Abyssalcry Magic]]<br />
:[[Celestialprayer Magic (3.5e Feat)|Celestialprayer Magic]]<br />
:[[Chaosbabble Magic (3.5e Feat)|Chaosbabble Magic]]<br />
:[[Deathwhisper Magic (3.5e Feat)|Deathwhisper Magic]]<br />
:[[Dragontongue Magic (3.5e Feat)|Dragontongue Magic]]<br />
:[[Elementalvoice Magic (3.5e Feat)|Elementalvoice Magic]]<br />
:[[Feychant Magic (3.5e Feat)|Feychant Magic]]<br />
:[[Infernalspeech Magic (3.5e Feat)|Infernalspeech Magic]]<br />
:[[Magibiologist (3.5e Feat)|Magibiologist]]<br />
:[[Naturetalk Magic (3.5e Feat)|Naturetalk Magic]]<br />
:[[Ordersentence Magic (3.5e Feat)|Ordersentence Magic]]<br />
:[[Paleomancer (3.5e Feat)|Paleomancer]]<br />
:[[Shadowmurmur Magic (3.5e Feat)|Shadowmurmur Magic]]<br />
| style="width: 33%;" |<br />
|}<br />
----<br />
<br />
====''Spelltouched''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Expand Limb (3.5e Feat)|Expand Limb]]<br />
:[[From the Brink of Death (3.5e Feat)|From the Brink of Death]]<br />
:[[Monstrous Transformation (3.5e Feat)|Monstrous Transformation]]<br />
:[[Overclock (3.5e Feat)|Overclock]]<br />
:[[Stone Toss (3.5e Feat)|Stone Toss]]<br />
|}<br />
----<br />
<br />
====''Style''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Boardshield Style (3.5e Feat)|Boardshield Style]]<br />
:[[Excavator Style (3.5e Feat)|Excavator Style]]<br />
:[[Harvest Season (3.5e Feat)|Harvest Season]]<br />
:[[Way of the Pebble (3.5e Feat)|Way of the Pebble]]<br />
|}<br />
----<br />
<br />
====''Tactical''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Art of the Hunt (3.5e Feat)|Art of the Hunt]]<br />
:[[Power of Lag (3.5e Feat)|Power of Lag]]<br />
:[[Shadow Fighting (3.5e Feat)|Shadow Fighting]]<br />
:[[Sky Brawl (3.5e Feat)|Sky Brawl]]<br />
:[[Sunfighter (3.5e Feat)|Sunfighter]]<br />
| style="width: 25%;" |<br />
|}<br />
----<br />
<br />
====''Videogame''====<br />
{| class="column" style="width: 100%"<br />
| style="width: 25%;" |<br />
:[[Fast Travel (3.5e Feat)|Fast Travel]]<br />
:[[Gamer (3.5e Feat)|Gamer]]<br />
:[[Inventory (3.5e Feat)|Inventory]]<br />
:[[Minimap (3.5e Feat)|Minimap]]<br />
:[[New Game + (3.5e Feat)|New Game +]]<br />
:[[Quest Marker (3.5e Feat)|Quest Marker]]<br />
:[[Platformer (3.5e Feat)|Platformer]]<br />
:[[Power of Lag (3.5e Feat)|Power of Lag]]<br />
:[[Respawn (3.5e Feat)|Respawn]]<br />
:[[Scanner (3.5e Feat)|Scanner]]<br />
:[[T-Posing (3.5e Feat)|T-Posing]]<br />
:[[Tactical Pause (3.5e Feat)|Tactical Pause]]<br />
|}<br />
----<br />
<br />
====Sandbox====<br />
<br />
* Guide Dog and Leash (item)<br />
<br />
* Road Rage: bonus for rage when on a mount/vehicle<br />
<br />
* Advanced Theological Studies - change domain everyday<br />
<br />
* Origami Slashing<br />
<br />
* Quantum Displacement Awareness<br />
<br />
* Strength of Stone<br />
<br />
* Mineralize<br />
<br />
* Evil Taste/Bad Taste<br />
<br />
* Enrage: Intimidate gives enraged condition (also as skill trick, maybe also goad)<br />
<br />
* Ki Trickster<br />
<br />
* Controlled Exertion - limits number of those affected by an aura<br />
<br />
* Cryptography<br />
<br />
* Domain Spontaneity (new), and also Spontaneous Domain redone)<br />
<br />
* Egg Magic<br />
<br />
* Oily Magic<br />
<br />
* Old Magic<br />
<br />
*Soul-Piercing Glare<br />
<br />
*Teddy Bear Companion<br />
<br />
* Tree Mastery (Boskorg)<br />
<br />
*Tulpa Creation (monk)<br />
<br />
*Whisperer<br />
<br />
Summons: Radiant touched, phantasmal echo (metamagic), lifelink (metamagic?)<br />
<br />
Style feats for earthen, soak and windy weapons</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Nomad%27s_Style_(3.5e_Feat)&diff=369781Nomad's Style (3.5e Feat)2024-03-27T06:09:03Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=26th of March 2024<br />
|status=Complete<br />
|balance=Moderate<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Nomad's Style<br />
|types=Fighter, Style<br />
|summary=The style of a wandering master, who needed to overcome obstacles while relying on a single weapon.<br />
|prereqs=[[Weapon Focus]] (any weapon)<br />
|fluff=<br />
|benefit=You must choose a weapon you have [[Weapon Focus]] for. Everytime you atacck with it, you can use that weapon to inflict bludgeoning, piercing or slashing as you please, essentialy changing its damage type. You can still use it with its original damage type.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Nomad%27s_Style_(3.5e_Feat)&diff=369780Nomad's Style (3.5e Feat)2024-03-27T06:06:34Z<p>The bluez in the dungeon: Clarification</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=26th of March 2024<br />
|status=Complete<br />
|balance=Moderate<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Nomad's Style<br />
|types=Fighter, Style<br />
|summary=The style of a wandering master, who needed to overcome obstacles while relying on a single weapon.<br />
|prereqs=[[Weapon Focus]] (any weapon)<br />
|fluff=<br />
|benefit=You must choose a weapon you have [[Weapon Focus]] for. Everytime you atacck with it, you can use that weapon to inflict bludgeoning, piercing or slashing as you please, essentialy changing its damage type.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Nomad%27s_Style_(3.5e_Feat)&diff=369754Nomad's Style (3.5e Feat)2024-03-26T00:51:33Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=26th of March 2024<br />
|status=Complete<br />
|balance=Moderate<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Nomad's Style<br />
|types=Fighter, Style<br />
|summary=The style of a wandering master, who needed to overcome obstacles while relying on a single weapon.<br />
|prereqs=[[Weapon Focus]] (any weapon)<br />
|fluff=<br />
|benefit=You must choose a weapon you have [[Weapon Focus]] for. You can use that weapon to inflict bludgeoning, piercing or slashing as you please, essentialy changing its damage type.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Nomad%27s_Style_(3.5e_Feat)&diff=369753Nomad's Style (3.5e Feat)2024-03-26T00:50:11Z<p>The bluez in the dungeon: The bluez in the dungeon moved page Nomad's Blade, Variant (3.5e Feat) to Nomad's Style (3.5e Feat) without leaving a redirect: Change of name</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=26th of March 2024<br />
|status=Complete<br />
|balance=Moderate<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Nomad's Style<br />
|types=Fighter, Style<br />
|summary=The style of a wandering master, which needed to overcome obstacles while relying on a single weapon.<br />
|prereqs=[[Weapon Focus]] (any weapon)<br />
|fluff=<br />
|benefit=You must choose a weapon you have [[Weapon Focus]] for. You can use that weapon to inflict bludgeoning, piercing or slashing as you please, essentialy changing its damage type.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Nomad%27s_Style_(3.5e_Feat)&diff=369752Nomad's Style (3.5e Feat)2024-03-26T00:49:36Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=26th of March 2024<br />
|status=Complete<br />
|balance=Moderate<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Nomad's Style<br />
|types=Fighter, Style<br />
|summary=The style of a wandering master, which needed to overcome obstacles while relying on a single weapon.<br />
|prereqs=[[Weapon Focus]] (any weapon)<br />
|fluff=<br />
|benefit=You must choose a weapon you have [[Weapon Focus]] for. You can use that weapon to inflict bludgeoning, piercing or slashing as you please, essentialy changing its damage type.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Nomad%27s_Style_(3.5e_Feat)&diff=369751Nomad's Style (3.5e Feat)2024-03-26T00:49:17Z<p>The bluez in the dungeon: Created page with "{{author |author_name=the bluez in the dungeon |date_created=26th of March 2024 |status=Complete |balance=Moderate }} {{3.5e Feat |name=Nomad's Style |types=Fighter, Style |s..."</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=26th of March 2024<br />
|status=Complete<br />
|balance=Moderate<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Nomad's Style<br />
|types=Fighter, Style<br />
|summary=The style of a wandering master, which needed to overcome obstacles while relying on a single weapon.<br />
|prereqs=[[Weapon Focus]] (any weapon)<br />
|fluff="<br />
|benefit=You must choose a weapon you have [[Weapon Focus]] for. You can use that weapon to inflict bludgeoning, piercing or slashing as you please, essentialy changing its damage type.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Talk:Crown_of_Crows,_Variant_(3.5e_Invocation)&diff=369440Talk:Crown of Crows, Variant (3.5e Invocation)2024-03-14T14:00:58Z<p>The bluez in the dungeon: /* Advice */</p>
<hr />
<div>== Advice ==<br />
<br />
I like this, almost more than mine (I could add a clause if one has the Ravenlord feat). I have a question: how do you summon a familiar? Ravenlord needs you to already have the ability to summon a familiar, and in fact, as is, the feat doesn't work. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 13:37, 12 March 2024 (UTC)<br />
<br />
:When something says "you get [specific feat]" it is my understanding that it ignores prerequisites. I suppose I could put in the "even if you don't meet the prerequisites" clause. --[[User:ValravenApocalypse|ValravenApocalypse]] ([[User talk:ValravenApocalypse|ValravenApocalypse]]) 16:02, 12 March 2024<br />
<br />
::You are right about that. The thing is, in my understanding, the Ravenlord feat doesn't give the ability to summon a familiar, so it's not that you can't have the Ravenlord feat without requirements, it's that you can't do the actual requirement for it to work: summon a familiar. I'd just add that you may summon a familiar within the limits of Ravenlord. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 06:21, 13 March 2024 (UTC)<br />
<br />
:::Ah, I see. I interpreted it a little differently, but it's an easy enough thing to insert a little verbiage to ensure it works how I intend it to. Thanks! ([[User talk:ValravenApocalypse|ValravenApocalypse]]) 15:01, 13 March 2024<br />
<br />
::::No problem! Your intent was there, but wording is important for players and GMs. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 14:00, 14 March 2024 (UTC)</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Talk:Crown_of_Crows,_Variant_(3.5e_Invocation)&diff=369408Talk:Crown of Crows, Variant (3.5e Invocation)2024-03-13T06:21:31Z<p>The bluez in the dungeon: </p>
<hr />
<div>== Advice ==<br />
<br />
I like this, almost more than mine (I could add a clause if one has the Ravenlord feat). I have a question: how do you summon a familiar? Ravenlord needs you to already have the ability to summon a familiar, and in fact, as is, the feat doesn't work. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 13:37, 12 March 2024 (UTC)<br />
<br />
:When something says "you get [specific feat]" it is my understanding that it ignores prerequisites. I suppose I could put in the "even if you don't meet the prerequisites" clause. --[[User:ValravenApocalypse|ValravenApocalypse]] ([[User talk:ValravenApocalypse|ValravenApocalypse]]) 16:02, 12 March 2024<br />
<br />
::You are right about that. The thing is, in my understanding, the Ravenlord feat doesn't give the ability to summon a familiar, so it's not that you can't have the Ravenlord feat without requirements, it's that you can't do the actual requirement for it to work: summon a familiar. I'd just add that you may summon a familiar within the limits of Ravenlord. --[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 06:21, 13 March 2024 (UTC)</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Talk:Crown_of_Crows,_Variant_(3.5e_Invocation)&diff=369377Talk:Crown of Crows, Variant (3.5e Invocation)2024-03-12T13:37:44Z<p>The bluez in the dungeon: /* Advice */ new section</p>
<hr />
<div>== Advice ==<br />
<br />
I like this, almost more than mine (I could add a clause if one has the Ravenlord feat). I have a question: how do you summon a familiar? Ravenlord needs you to already have the ability to summon a familiar, and in fact, as is, the invication doesn't work.<br />
--[[User:The bluez in the dungeon|The bluez in the dungeon]] ([[User talk:The bluez in the dungeon|talk]]) 13:37, 12 March 2024 (UTC)</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Searing_Heat_(3.5e_Feat)&diff=369062Searing Heat (3.5e Feat)2024-02-28T07:57:47Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=30/03/2023<br />
|status=Complete<br />
|balance=High<br />
}}<br />
<br />
{{3.5e Feat<br />
|name=Searing Heat<br />
|types=Racial<br />
|summary=Abandoning any gentleness, your burn your foes with a touch.<br />
|prereqs=[[Agni_(3.5e_Race)#Racial_Traits|Soothing Warmth]] trait<br />
|fluff=<br />
|benefit=Using Soothing Warmth you may, once per Wisdom or Charisma modifier (the same chosen for Soothing Warmth) per day, inflict lethal 1d6 + your chosen ability modifier in fire damage, adding + 1d6 per each 5 HD.<br />
|example=<br />
|normal=<br />
|special=If using the [[Agni_(3.5e_Race)#Racial_Traits|Overheat]] trait, you may deal increased lethal damage as above, by expending one Searing Heat use, but the Overheat's effect is reduced to half its duration.<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Agni_(3.5e_Race)&diff=369061Agni (3.5e Race)2024-02-28T07:52:47Z<p>The bluez in the dungeon: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=18/03/2023<br />
|status=Complete<br />
}}<br />
<br />
==Agni==<br />
<br />
[[Summary::The descendants of those mortals that bred with races with affinity with fire and magic.]]<br />
<br />
===Personality===<br />
<br />
Passionate and caring, agni are both in search of new emotional and sensory experiences and of ways to help others overcome the harshnesses of life. They have a very kind and gentle disposition, though they also indulge and revel in passions and emotions, and some reach unrestrained behaviours, sometimes dangerous to themselves and/or to others.<br />
<br />
This intense proclivity towards passion burns them like fire, and most of them try to contain it or to redirect it in socially acceptable ways (from work as courtesans, when accepted, or with caring of others, such for healers, or directly communing with the gods as clerics). Some, however, can't contain this intense flame.<br />
<br />
===Physical Description===<br />
<br />
They are usually lean and somewhat muscular, though any body size and shape may be found among them. They are almost indistinguishable from humans, save for their red or purple skin, with motifs that remind of flickering flames. They tend to have lustrous black hair and mesmerizing eyes. They are usually quite beautiful according to standards, with voluptuos bodies, well proportioned limbs and a cared for countenance. They have an high body temperature, which helps them against diseases and poisons, as well as granting them their soothing warmth. Their body temperature also helps keeping their skin in perfect shape.<br />
<br />
The higher body heat has an unintended consequence: they have a very low spawn rate, even among themselves, due to the difference in body heat killing reproductive cells who are not adapted for different heat conditions. <br />
<br />
As such, there are not many agni around, and even less half-agni, especially outside of races with no special heat resistances.<br />
<br />
===Relations===<br />
<br />
They are well knowledgeable in the art of conversation and in good manners, as well as in the arts of healing, nurturing and love-making. This makes them appreciated across a great number of cultures, at least if they are not too prude.<br />
<br />
They usually live among other humanoids species, especially humans and elves, integrating in their societies, rather than making their own. They are artists, clerics, healers, and specialists in care jobs.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral or neutral good.<br />
<br />
===Lands===<br />
<br />
They live among other people, especially humans and elves, performing, usually, the role of courtesans, companions, service workers and healers. They live preferably in urbanized area, usually small towns or cities.<br />
<br />
===Religion===<br />
<br />
They often pay respect to deities of fire, love and healing.<br />
<br />
===Language===<br />
<br />
They know Ignan as an innate language, and Common for the purpose of trading their services with other people.<br />
<br />
===Names===<br />
<br />
They have meaingful names, that reminds of nurturing and passion.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Agni<br />
<br />
|type=Humanoid<br />
|subtype=Spiritfolk<br />
|typefluff=Fire-related humanoids, probably the descendant of the mixed fey and mortal offspring.<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=Being descedants of fire beings, they have some trait of fire creatures. They count as if having the [[SRD:Fire Subtype|Fire subtype]] for the purpose of requirements and are always under the effects of [[SRD:Endure Elements|''endure elements'']] (cold only). They have Fire resistance 5.<br />
|special1=Fire Affinity<br />
|specialtype1=Ex<br />
<br />
|specialtext2=By concentrating their internal heat, they may make a melee touch attack as a standard action to convert 1d6 + their Charisma or Wisdom modifier<ref>Choose one at character creation</ref> of suffered lethal damage into non-lethal damage on the recipient. They may use this on themselves as a swift action.<br />
|special2=Soothing Warmth<br />
|specialtype2=Ex<br />
<br />
|specialtext3=Once per day, an agni may lay with another creature for at least an hour, to give it solace through its body's warmth. The creature is relieved of fear effects, paralysis, long-term effects of cold and frost (except for lethal damage), fatigue and exhaustion, confusion, sickness and nausea. A target which has no such negative conditions gains a +1 morale bonus to attacks, damage, skill and ability checks, saves and spellcaster checks for the entire next day, and can use a swift action to gain instead a +3 morale bonus to a single of those roll, ending the effect on itself. An agni can't lay with itself. Those that lay with an agni share its resistance against cold weather.<br />
|special3=Warm Solace<br />
|specialtype3=Ex<br />
<br />
|specialtext4=Once per day, as a move action which doesn't provoke attacks of opportunity, an agni may increase its body temperature to gain the following benefits: it gets another saving throw against any disease or poison currently affecting it; anyone striking it in melee without a reach weapon suffers non-lethal fire damage equal to its Soothing Warm racial feature, as does anyone struck in melee by the agni with a non-reach weapon; it adds +1 to any die it rolls when inflicting fire damage and a +1 to the DC of any fire effect it produces. This effect lasts for one minute and afterwards the agni loses the ability to use its Soothing Warm, until it rests for 8 hours.<br />
|special4=Overheat<br />
|specialtype4=Ex<br />
<br />
|specialtext5=Agni gain a racial +2 against diseases and poisons.<br />
|special5=Body Heat<br />
|specialtype5=<br />
<br />
|specialtext6=Agni gain a racial +2 to [[Diplomacy]] and [[Heal]] checks, and treat [[Heal]] as a class skill always.<br />
|special6=Lover's Arts<br />
|specialtype6=<br />
<br />
|autolanguage=Common, Ignan<br />
|bonuslanguage=Any, except for secret ones<br />
|favoredclass=Bard or Cleric<br />
|la=0<br />
|ecl=1<br />
}}<br />
<!---<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=<!-- insert race name <br />
|start=<!-- Starting age for PCs. <br />
|simple=<!-- Age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) <br />
|moderate=<!-- Age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) <br />
|complex=<!-- Age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) }} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=<!-- insert race name <br />
|middle=<!-- starting age for middle age --<br />
|old=<!-- starting age for old age --<br />
|venerable=<!-- starting age for venerable age <br />
|maximum=<!-- max age modifier }} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
<br />
=== Racial Options ===<br />
<br />
====Feats====<br />
<br />
* [[Warm Harem (3.5e Feat)|Warm Harem]] <br />
<br />
* [[Purifying Heat (3.5e Feat)|Puryfing Heat]]<br />
<br />
* [[Searing Heat (3.5e Feat)|Searing Heat]]<br />
<br />
=== Pathfinder Options ===<br />
In Pathfinder games, agni have a +2 to Charisma.<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=User:The_bluez_in_the_dungeon/Homebrew_Races_and_Templates&diff=368880User:The bluez in the dungeon/Homebrew Races and Templates2024-02-23T05:51:10Z<p>The bluez in the dungeon: /* Sandbox Races */</p>
<hr />
<div>='''Homebrew Races and Templates'''=<br />
<br />
<div class="mw-collapsible mw-collapsed"><br />
=='''Races'''==<br />
<div class="mw-collapsible-content"><br />
'''{{Anchor|Races}}'''<br />
{{#ask: [[Author::the bluez in the dungeon]] [[Category:Race]]<br />
|format=ul<br />
|template=Single Column/alt<br />
|limit=100<br />
|columns=5<br />
|offset=0<br />
|link=none<br />
}}<br />
</div></div><br />
<br />
<div class="mw-collapsible mw-collapsed"><br />
=='''Templates'''==<br />
<div class="mw-collapsible-content"><br />
'''{{Anchor|Templates}}'''<br />
{{#ask: [[Author::the bluez in the dungeon]] [[Category:Template]]<br />
|format=ul<br />
|template=Single Column/alt<br />
|limit=100<br />
|columns=5<br />
|offset=0<br />
|link=none<br />
}}<br />
</div></div><br />
<br />
<div class="mw-collapsible mw-collapsed"><br />
=='''Sandbox Races'''==<br />
<div class="mw-collapsible-content"><br />
* [[Bluez (3.5e Race)|Bluez]]<br />
<br />
* [[Charming Tiefling (3.5e Race)|Charming Tiefling]]<br />
<br />
* Small sheep fey with dominion over sleep<br />
<br />
* [[Gondola (3.5e Race)|Gondola]]: +2 Wis, -2 Str, [[Disciple of Peace (3.5e Trait)|Disciple of Peace]] trait, [[Peace Devotion (3.5e Feat)|Peace Devotion]] up to 3/day, long legs (small size), non-lethal damage, feral strike slam, non-lethal only<br />
<br />
* [[User:The bluez in the in the dungeon/Zarafah|Zarafah]] Giraffe, psionic, two headed<br />
<br />
* bunny, (hoppit?) use lago as base<br />
<br />
* [[Half-Elf_Improved_(3.5e_Race)|Half-Elf Improved]]<br />
<br />
* [[User:The bluez in the in the dungeon/Kay-Man|Kay-Man]] caiman people, medium slight build, +2 Wis -2 Str<br />
<br />
* [[User:The bluez in the dungeon/Lemon Demon|Lemon Demon]]<br />
<br />
* [[User:The bluez in the dungeon/Love Pair|Love Pair]] [[Dedicated Lover (3.5e Template)|Dedicated Lover]]<br />
<br />
* [[User:The bluez in the dungeon/Nanshork|Nanshork]]<br />
<br />
* [[User:The bluez in the dungeon/Mimickin|Mimickin]]<br />
<br />
* [[User:The bluez in the dungeon/Burlacci|Burlacci]] <br />
<br />
* [[User:The bluez in the dungeon/Wallaroo|Wallaroo]] Kanga Warstyle<br />
<br />
* [[User:The bluez in the dungeon/Lab Mouse-Rat|Lab Mouse/Rat]] - feat to activate strength gene and become bigger<br />
<br />
* four arms guys<br />
<br />
* lunar rabbit<br />
<br />
* [[User:The bluez in the dungeon/Nuclear Roach|Nuclear Roach]]<br />
<br />
* [[User:The bluez in the dungeon/Cocorilla|Cocorilla]]<br />
</div></div><br />
<br />
<div class="mw-collapsible mw-collapsed"><br />
<br />
=='''Sandbox Templates'''==<br />
<div class="mw-collapsible-content"><br />
* [[Bugforged (3.5e Template)|Bugforged]]<br />
<br />
* [[Shadowtwin (3.5e Template)|Shadowtwin]] - [[Reaching Shadow (3.5e Feat)|Reaching Shadow]], [[Step in Shadow (3.5e Feat)|Step in Shadow]], [[Shadow Fighting (3.5e Feat)|Shadow Fighting]]<br />
</div></div></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Crossing_Black_Cat_(3.5e_Maneuver)&diff=368074Crossing Black Cat (3.5e Maneuver)2024-02-07T22:50:54Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=26/02/2021<br />
|status=Complete<br />
|balance=<!--One of: Low, Moderate, High, Very High, or Unquantifiable-->}}<br />
<br />
<onlyinclude>{{3.5e Maneuver<br />
|name=Crossing Black Cat<br />
|discipline=Hex Eye<br />
|type=Stance<br />
|desc=<br />
|lvl=1<br />
|prereq=<br />
|initiation=swift; see text<br />
|range=30 feet (9 meters)<br />
|tsea=a<br />
|subj=Cursed enemies within the area<br />
|dur=<br />
|save=<br />
|summary=Force one cursed enemy to reroll a throw.}}<br />
''The misfortune of your opponent seems to be persistent.''<br />
<br />
As long as you remain in this stance, you may use an immediate action to force one cursed opponent per round, within 30 feet (9 meters), to reroll an attack, save, ability check, skill check or weapon damage it has made, after knowing the value, but before knowing the result. <br />
<br />
After three uses on the same opponent, its curse vanishes, allowing you to curse it again.</onlyinclude><br />
<br />
<br />
----<br />
{{3.5e Hex Eye Maneuver Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Maneuver]]<br />
[[Category:Complete Sublime]]</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Obscene_Burning_(3.5e_Maneuver)&diff=368073Obscene Burning (3.5e Maneuver)2024-02-07T22:46:44Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=12/5/2021<br />
|status=Complete<br />
|balance=<!--One of: Low, Moderate, High, Very High, or Unquantifiable--><br />
}}<br />
<br />
<onlyinclude>{{3.5e Maneuver<br />
|name=Obscene Burning<br />
|discipline=Hex Eye<br />
|type=Flourish<br />
|desc=<br />
|lvl=6<br />
|prereq=Five Hex Eye maneuvers<br />
|initiation=Full Round Action<br />
|range=30 feet (9 meters)<br />
|tsea=a<br />
|subj=Cursed enemies<br />
|dur=Istantaneous<br />
|save=Will<br />
|summary=Consume your opponents with their curse.}}<br />
''You speak dark words and a green flame burns cursed enemies.''<br />
<br />
Cursed enemies take 7d6, half of which is vile damage<ref>Book of Vile Darkness</ref>, halved on a successful Will save. After this they are no longer cursed.</onlyinclude><br />
<br />
<br />
----<br />
{{3.5e Hex Eye Maneuver Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Maneuver]]<br />
[[Category:Complete Sublime]]</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Obscene_Burning_(3.5e_Maneuver)&diff=368072Obscene Burning (3.5e Maneuver)2024-02-07T22:46:10Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=12/5/2021<br />
|status=Complete<br />
|balance=<!--One of: Low, Moderate, High, Very High, or Unquantifiable--><br />
}}<br />
<br />
<onlyinclude>{{3.5e Maneuver<br />
|name=Obscene Burning<br />
|discipline=Hex Eye<br />
|type=Flourish<br />
|desc=<br />
|lvl=6<br />
|prereq=Five Hex Eye maneuvers<br />
|initiation=Full Round Action<br />
|range=30 feet (9 meters)<br />
|tsea=a<br />
|subj=Cursed enemies<br />
|dur=Istantaneous<br />
|save=Will<br />
|summary=Consume your opponents with their curse.}}<br />
''You speak dark words and a green flame burns cursed enemies.''<br />
<br />
Cursed enemies take 7d6, half of which is of vile damage<ref>Book of Vile Darkness</ref>, halved on a successful Will save. After this they are no longer cursed.</onlyinclude><br />
<br />
<br />
----<br />
{{3.5e Hex Eye Maneuver Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Maneuver]]<br />
[[Category:Complete Sublime]]</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Goatia_(3.5e_Race)&diff=368057Goatia (3.5e Race)2024-02-06T22:37:41Z<p>The bluez in the dungeon: /* Racial Traits */ removed +Cha to saves</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=27th December 2023<br />
|status=Complete<br />
}}<br />
<br />
==Goatia==<br />
<br />
[[Summary::A race of fiend-infused goats turned in humanoids, with expertise in sacrifices and occult rituals.]]<br />
<br />
They came from goats used a offerings during sacrifices, both holy and unholy. Due to this, otherwordly spirits fused with the goats, and their moral role as scapegoats made them into a new, independent race. This origin isn't that different from that of gnolls, and goatiae too are usually followers of their putative parents, to the point that some speculate that they were created by the fiends or some dark deity to worship them and perform rites and sacrifices.<br />
<br />
===Personality===<br />
<br />
Somber, dark and ever-curious, goatiae are enthralled by occult studies and almost all their life is dedicated to such activities. Coincidentally, this often requires delving into dark arts and immoral acts, something that they don't despise.<br />
<br />
===Physical Description===<br />
<br />
Goatiae have the form of humanoid goats, with beards, complex horns, scars and occult brands all over their bodies. They have usually dark fur, black, grey, brown and blood red, yellow eyes and rectangular pupils. Despite their goat-like appearance, they lack hooves, but their hands and feet are something inbetween human limbs and hooves. They have short tails, and exude a fiendish aura.<br />
<br />
===Relations===<br />
<br />
Other people often find them repugnant because of their origin and occult pratices, and many actively oppose them. They are most comfortable among immoral, or amoral, people.<br />
<br />
===Alignment===<br />
<br />
They are mostly evil, with no preference on the law-chaos axis. Very few of them are good, usually due to incredible circumstances.<br />
<br />
===Lands===<br />
<br />
They usually live hidden from other folks, especially due to the innate prejudice toward them.<br />
<br />
===Religion===<br />
<br />
They often revere demons and devils, and some worship evil deities, but other are completely atheists, only touching divine knowledge as a way to gain power. Good goatiae are often very religious, but some are non-believers as a way to reject their roots.<br />
<br />
===Language===<br />
<br />
They know Common and other otherwordly tongues, often used in their rituals and communion with fiends.<br />
<br />
===Names===<br />
<br />
They adopt names taken from the Infernal or Abyssal languages, often using fiendish names, or name that remind to the lower planes.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Goatia<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
|attribfluff=Because of their studious and curious nature they often excel in their mental faculties.<br />
<br />
|type=Humanoid<br />
|subtype=Anthro<br />
|typefluff=Goatiae are goat-headed humanoids, with arcane and fiend-like traits.<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|vision=low-light<br />
<br />
|specialtext1=Goatiae have innate ties with lower powers, which gives them the ability to imitate invocations as spell-like abilities. They may choose one of the following, which they may cast once per day. The effects last until the next sunrise and they gain the equivalent invocation as an invocation known, should they gain invoking abilities (these spell-like abilities don't stack with the actual invocations). Use their HD as caster level or for other level-related effects.<br />
::''Call of the Beast'': You gain the [[SRD:Druid#Wild_empathy|wild empathy ability]] as a druid of your warlock level and can communicate with animals as if under the effect of ''[[SRD:Speak with Animals|speak with animals]]''.<br />
<br />
::''Devil's Sight'': You gain the ability to see normally in darkness and magical darkness out to 30 feet.<br />
<br />
::''Heretical Healing'': You can replicate the effects of ''[[Heretical Healing (3.5e Invocation)|heretical healing]]''.<br />
<br />
::''Infernus's Care'': You can replicate the effects of ''[[Infernus's Care (3.5e Invocation)|infernus's care]].<br />
<br />
::''Vile Toughness'': You can replicate the effects of ''[[Vile Toughness (3.5e Invocation)|vile toughness]].<br />
<br />
::''Witching Light'': You can replicate the effects of ''[[Witching Light (3.5e Invocation)|witching light]].<br />
|special1=Fiendish Gifts<br />
|specialtype1=Sp<br />
<br />
|specialtext2=A dark aura surrounds all goatiae, making them appear evil even when they are not. They gain an Aura of Evil as a cleric of their level, and they count as evil for the purpose of interacting with effects and requirements, even if they are not. They also gain the Evil Brand<sup>[[Publication:Book of Vile Darkness|BoVD]]</sup> feat for free, even if they don't meet the requirements.<br />
|special2=Wicked Soul<br />
|specialtype2=Ex<br />
<br />
|specialtext3=They have particular affinity with sacrificial rituals, a consequence of their origin. As such, once per day, as a free action, they may choose to halve the damage to hit points (even non-lethal), characteristics, or XP loss due to effects that require the sacrifice of such resources, without lessening the benefits of the effect.<br />
|special3=Scapegoat<br />
|specialtype3=Su<br />
<br />
|specialtext4=Goatiae are especially resistant to evil powers, but weak against heavenly ones. They have a +2 racial bonus on saves against [Evil] magic and effects, but suffer a -2 against [Good] effects, or abilities especially good-inclined. <br />
|special4=Vile Resistance<br />
|specialtype4=<br />
<br />
|specialtext5=Their scholarly culture teaches them to enquire arcane secrets and knowledge. They gain a +2 racial bonus to [[Spellcraft]] checks and one chosen among the following [[Knowledge]] skills: arcane, planes or religion. These bonuses double when those checks are made about sacrificial rites.<br />
|special5=Occult Studies<br />
|specialtype5=<br />
<br />
|autolanguage=Common, one among Abyssal, Infernal or any of the [[Expanded_Languages_(3.5e_Other)|expanded languages]]<br />
|bonuslanguage=Any, except for secret ones<br />
|favoredclass=Binder or Warlock<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
===Pathfinder===<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''Redeemed Soul:'' Some goatiae deny their nature, or are blessed by higher powers. They have the effects of the Wicked Aura trait, but instead of the Evil Brand feat they gain the [[Necessary Evil (3.5e Feat)|Necessary Evil]] for free. It also allows non-evil goatiae to ignore non-evil alignments requirements. This racial trait substitutes the Wicked Soul trait.<br />
<br />
* ''Servant of Evil:'' Some goatiae choose to embrace wholly their fiendish heritage. Instead of the Evil Brand feat they gain one of the following feats: Disciple of Darkness<sup>[[Publication:Book of Vile Darkness|BoVD]]</sup>, Scion of Sorrow<sup>[[Publication:Champions of Ruin|CoR]]</sup> or Thrall to Demon<sup>[[Publication:Book of Vile Darkness|BoVD]]</sup>. This racial trait alters the Wicked Soul trait.<br />
<br />
* ''Horned Head:'' These goatiae have well developed horns that can be used to attack. They gain a natural weapon in the form of a gore attack, with the statistics presented below. This racial trait substitutes the Fiendish Gifts trait.<br />
<br />
* ''Black Magician:'' Goatiae are always striving for more knowledge and dark power. They gain the [[Black Magic (3.5e Feat)|Black Magic]] feat for free. This trait substitutes the Fiendish Gifts trait.<br />
<br />
{{3.5e Mundane Weapon<br />
|weap=Goat Horn<br />
|sme=n<br />
|ulot=t<br />
|ampt=m<br />
|cost=—<br />
|sdamage=1d6<br />
|mdamage=1d8<br />
|crit=20/×2<br />
|range=<br />
|type=Bludgeoning<br />
|weight=—<br />
|hp=10<br />
|hardness=5<br />
}}<br />
<br />
<!---<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=<!-- insert race name <br />
|start=<!-- Starting age for PCs. <br />
|simple=<!-- Age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) <br />
|moderate=<!-- Age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) <br />
|complex=<!-- Age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) }} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=<!-- insert race name <br />
|middle=<!-- starting age for middle age --<br />
|old=<!-- starting age for old age --<br />
|venerable=<!-- starting age for venerable age <br />
|maximum=<!-- max age modifier }} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=User:The_bluez_in_the_dungeon/Things_that_I_like&diff=367716User:The bluez in the dungeon/Things that I like2024-01-30T16:48:52Z<p>The bluez in the dungeon: /* Feats */</p>
<hr />
<div>==Things that I like==<br />
<br />
===Alternate Class Feature===<br />
<br />
* [[Meteorite Monk (3.5e Alternate Class Feature)|Meteorite Monk]]<br />
<br />
* [[Sigil Alchemist (3.5e Alternate Class Feature)|Sigil Alchemist]]<br />
<br />
* [[Pathfinder Warmage (3.5e Alternate Class Feature)|Pathfinder Warmage]]<br />
<br />
===Classes===<br />
<br />
* [[Battlerunner (3.5e Prestige Class)|Battlerunner]]<br />
<br />
*[[Blackfire Zealot (3.5e Prestige Class)|Blackfire Zealot]]<br />
<br />
* [[Butter Paladin (3.5e Class)|Butter Paladin]]<br />
<br />
* [[Cacophonous Knight (3.5e Prestige Class)|Cacophonous Knight]]<br />
<br />
* [[Dreaming Summoner (3.5e Prestige Class)|Dreaming Summoner]]<br />
<br />
* [[Ebon Eye Ninja (3.5e Prestige Class)|Ebon Eye Ninja]]<br />
<br />
*[[Fellblood Scion (3.5e Prestige Class)|Fellblood Scion]]<br />
<br />
* [[Golem Fist (3.5e Prestige Class)|Golem Fist]]<br />
<br />
* [[Mindrender (3.5e Class)|Mindrender]]<br />
<br />
* [[Necroblade (3.5e Class)|Necroblade]]<br />
<br />
* [[Orb Ponderer (3.5e Prestige Class)|Orb Ponderer]]<br />
<br />
* [[Scrollcaster (3.5e Class)|Scrollcaster]]<br />
<br />
*[[Sword Fusilier (3.5e Prestige Class)|Sword Fusilier]]<br />
<br />
* [[Toxinblade (3.5e Class)|Toxinblade]]<br />
<br />
===Creatures===<br />
<br />
* [[Carradine Strig (3.5e Monster)|Carradine Strig]]<br />
<br />
* [[Ceiling Knight (3.5e Monster)|Ceiling Knight]]<br />
<br />
* [[Crawlnest (3.5e Monster)|Crawlnest]]<br />
<br />
* [[Little Reaper (3.5e Monster)|Little Reaper]]<br />
<br />
* [[Miniature Clone (3.5e Monster)|Miniature Clone]]<br />
<br />
===Descriptors===<br />
<br />
* [[Metal (3.5e Descriptor)|Metal]]<br />
<br />
===Domains===<br />
<br />
* [[Coffee (3.5e Domain)|Coffee]]<br />
<br />
===Equipment===<br />
<br />
* [[Arcane Spellgem (3.5e Equipment)|Arcane Spellgem]]<br />
<br />
* [[Crowbeak Hat (3.5e Equipment)|Crowbeak Hat]]<br />
<br />
* [[Flameguard (3.5e Equipment)|Flameguard]], [[Iceguard (3.5e Equipment)|Iceguard]] and [[Stormguard (3.5e Equipment)|Stormguard]]<br />
<br />
* [[Drystone (3.5e Equipment)|Drystone]]<br />
<br />
* [[Dwarven Bread (3.5e Equipment)|Dwarven Bread]]<br />
<br />
* [[Flame of the Brass Bull (3.5e Equipment)|Flame of the Brass Bull]]<br />
<br />
* [[Hornet Gun (3.5e Equipment)|Hornet Gun]]<br />
<br />
* [[Magician's Base Staff (3.5e Equipment)|Magician's Base Staff]]<br />
<br />
* [[Moonlight (3.5e Equipment)|Moonlight]]<br />
<br />
* [[Mug of Endless Coffee (3.5e Equipment)|Mug of Endless Coffee]]<br />
<br />
* [[Necromantic Staff-Head (3.5e Equipment)|Necromantic Staff-Head]]<br />
<br />
* [[Pen Quill Rapier (3.5e Equipment)|Pen Quill Rapier]]<br />
<br />
* [[Quick Changing Screen (3.5e Equipment)|Quick Changing Screen]]<br />
<br />
* [[Runehammer (3.5e Equipment)|Runehammer]]<br />
<br />
* [[Soak (3.5e Equipment)|Soak]] and [[Soaking Burst (3.5e Equipment)|Soaking Burst]]<br />
<br />
* [[Stag Beetle Hero Shell (3.5e Equipment)|Stag Beetle Hero Shell]]<br />
<br />
* [[Stormbringer (3.5e Equipment)|Stormbringer]]<br />
<br />
* [[Stormcall (3.5e Equipment)|Stormcall]]<br />
<br />
* [[Tome of the Learned Tongue (3.5e Equipment)|Tome of the Learned Tongue]]<br />
<br />
* [[Wheelboard (3.5e Equipment)|Wheelboard]]<br />
<br />
===Feats===<br />
<br />
* [[Aim through Clouds (3.5e Feat)|Aim through Clouds]]<br />
<br />
* [[Amazing Magical Hair (3.5e Feat)|Amazing Magical Hair]]<br />
<br />
* [[Aura Pressure (3.5e Feat)|Aura Pressure]]<br />
<br />
* [[Big Bonk Style (3.5e Feat)|Big Bonk Style]]<br />
<br />
* [[Enchanted Roses (3.5e Feat)|Enchanted Roses]]<br />
<br />
* [[Evil Ghost Possession (3.5e Feat)|Evil Ghost Possession]]<br />
<br />
* [[Great Fortitude, FPL (3.5e Feat)|Great Fortitude]]<br />
<br />
* [[Iron Will, FPL (3.5e Feat)|Iron Will]]<br />
<br />
* [[Lancing Charge (3.5e Feat)|Lancing Charge]]<br />
<br />
* [[Lightning Reflexes, FPL (3.5e Feat)|Lightning Reflexes]]<br />
<br />
* [[Lorekeeper (3.5e Feat)|Lorekeeper]]<br />
<br />
* [[Malconvoker (3.5e Feat)|Malconvoker]]<br />
<br />
* [[Mana Engine (3.5e Feat)|Mana Engine]]<br />
<br />
* [[Martial Script Eater (3.5e Feat)|Martial Script Eater]]<br />
<br />
* [[Meteorologist (3.5e Feat)|Meteorologist]]<br />
<br />
* [[Paper Magic (3.5e Feat)|Paper Magic]]<br />
<br />
* [[Quality Build (3.5e Feat)|Quality Build]]<br />
<br />
* [[Quick Change Artist (3.5e Feat)|Quick Change Artist]]<br />
<br />
* [[Sacred Geometry (3.5e Feat)|Sacred Geometry]]<br />
<br />
* [[Saved from the Grave (3.5e Feat)|Saved from the Grave]]<br />
<br />
* [[Synchronize Magic Item (3.5e Feat)|Synchronize Magic Item]]<br />
<br />
* [[Tauric (3.5e Feat)|Tauric]]<br />
<br />
* [[Trained Monster Rancher (3.5e Feat)|Trained Monster Rancher]]<br />
<br />
* [[Weather Master (3.5e Feat)|Weather Master]]<br />
<br />
===Races===<br />
<br />
* [[Medusine (3.5e Race)|Medusine]]<br />
<br />
* [[Slimeling (3.5e Race)|Slimeling]]<br />
<br />
* [[Telums (3.5e Race)|Telums]]<br />
<br />
===Rules===<br />
<br />
*[[Mana-Based Spellcasting (3.5e Variant Rule)|Mana-Based Spellcasting]]<br />
<br />
*[[Simplified Races (3.5e Variant Rule)|Simplified Races]]<br />
<br />
*[[Simplified Special Attacks (3.5e Variant Rule)|Simplified Special Attacks]]<br />
<br />
===Skill Tricks===<br />
<br />
* [[Ki Double (3.5e Skill Trick)|Ki Double]]<br />
<br />
===Templates===<br />
<br />
* [[Beast-Possessed (3.5e Template)|Beast-Possessed]]</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367638Magiter (3.5e Race)2024-01-28T14:16:13Z<p>The bluez in the dungeon: /* Alternate Racial Features */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral, but any alignment is possibile for them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magiborn<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shields or armor with their own magic. As a full-round action, which does not provoke, they may touch a non-magical weapon, shields or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Arcane Tinge<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''Academical Studies'': Some magiters are formally trained in the arcane arts. They gain a +2 racial bonus to [[Spellcraft]] checks and they treat the skill as a class skill. If they are specialists or have the [[Spell Focus]] feat, this bonus doubles when dealing with their area of expertise. This alternate racial feature substitutes the ''Arcane Skill'' or the ''Natural Caster'' racial feature.<br />
<br />
* ''Broad Learning'': Not all magiters choose to specialize. Those with this trait gain the [[SRD:Magical Aptitude|Magical Aptitude]] feat for free. Specialist magiters may choose one less forbidden school than they should. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367637Magiter (3.5e Race)2024-01-28T14:15:14Z<p>The bluez in the dungeon: /* Alternate Racial Features */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral, but any alignment is possibile for them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magiborn<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shields or armor with their own magic. As a full-round action, which does not provoke, they may touch a non-magical weapon, shields or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Arcane Tinge<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''Academical Studies'': Some magiters are formally trained in the arcane arts. They gain a +2 racial bonus to [[Spellcraft]] checks and they treat the skill as a class skill. If they are specialists or have the [[Spell Focus]] feat, this bonus doubles when dealing with their area of expertise. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<br />
* ''Broad Learning'': Not all magiters choose to specialize. Those with this trait gain the [[SRD:Magical Aptitude|Magical Aptitude]] feat for free. Specialist magiters may choose one less forbidden school than they should. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367636Magiter (3.5e Race)2024-01-28T14:12:26Z<p>The bluez in the dungeon: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral, but any alignment is possibile for them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magiborn<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shields or armor with their own magic. As a full-round action, which does not provoke, they may touch a non-magical weapon, shields or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Arcane Tinge<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''Academical Studies'': Some magiters are formally trained in the arcane arts. They gain a +2 racial bonus to [[Spellcraft]] checks. If they are specialists or have the [[Spell Focus]] feat, this bonus doubles when dealing with their area of expertise. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<br />
* ''Broad Learning'': Not all magiters choose to specialize. Those with this trait gain the [[SRD:Magical Aptitude|Magical Aptitude]] feat for free. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367635Magiter (3.5e Race)2024-01-28T14:11:46Z<p>The bluez in the dungeon: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral, but any alignment is possibile for them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magiborn<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shields or armor with their own magic. As a full-round action, which does bot provoke, they may touch a non-magical weapon, shields or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Arcane Tinge<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''Academical Studies'': Some magiters are formally trained in the arcane arts. They gain a +2 racial bonus to [[Spellcraft]] checks. If they are specialists or have the [[Spell Focus]] feat, this bonus doubles when dealing with their area of expertise. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<br />
* ''Broad Learning'': Not all magiters choose to specialize. Those with this trait gain the [[SRD:Magical Aptitude|Magical Aptitude]] feat for free. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367634Magiter (3.5e Race)2024-01-28T14:10:41Z<p>The bluez in the dungeon: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral, but any alignment is possibile for them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magiborn<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shields or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shields or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Arcane Tinge<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''Academical Studies'': Some magiters are formally trained in the arcane arts. They gain a +2 racial bonus to [[Spellcraft]] checks. If they are specialists or have the [[Spell Focus]] feat, this bonus doubles when dealing with their area of expertise. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<br />
* ''Broad Learning'': Not all magiters choose to specialize. Those with this trait gain the [[SRD:Magical Aptitude|Magical Aptitude]] feat for free. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367633Magiter (3.5e Race)2024-01-28T14:09:33Z<p>The bluez in the dungeon: /* Alternate Racial Features */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral, but any alignment is possibile for them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shields or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shields or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Arcane Tinge<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''Academical Studies'': Some magiters are formally trained in the arcane arts. They gain a +2 racial bonus to [[Spellcraft]] checks. If they are specialists or have the [[Spell Focus]] feat, this bonus doubles when dealing with their area of expertise. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<br />
* ''Broad Learning'': Not all magiters choose to specialize. Those with this trait gain the [[SRD:Magical Aptitude|Magical Aptitude]] feat for free. This alternate racial feature substitutes the ''Arcane Skill'' racial feature.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367632Magiter (3.5e Race)2024-01-28T11:50:51Z<p>The bluez in the dungeon: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral, but any alignment is possibile for them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shields or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shields or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Arcane Tinge<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
To be done.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367620Magiter (3.5e Race)2024-01-27T13:32:06Z<p>The bluez in the dungeon: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral, but any alignment is possibile for them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shields or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shields or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
To be done.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Mana_Surge_(3.5e_Feat)&diff=367619Mana Surge (3.5e Feat)2024-01-27T13:31:21Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=27th January 2024<br />
|status=Complete<br />
|balance=High}}<br />
{{3.5e Feat<br />
|name=Mana Surge<br />
|types=Racial<br />
|summary=You can empower items even to a greater degree.<br />
|prereqs=[[Magiter_(3.5e_Race)#Racial_Traits|Mana Spark]] racial trait<br />
|fluff=<br />
|benefit=You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shields and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties.<br />
|example=<br />
|normal=<br />
|special=Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367618Magiter (3.5e Race)2024-01-27T11:14:20Z<p>The bluez in the dungeon: /* Alignment */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Mostly neutral, but any alignment is possibile for them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
To be done.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367617Magiter (3.5e Race)2024-01-27T11:13:55Z<p>The bluez in the dungeon: /* Physical Description */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are made of condensed mana and are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
To be done.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=User:The_bluez_in_the_dungeon/Homebrew_Races_and_Templates&diff=367616User:The bluez in the dungeon/Homebrew Races and Templates2024-01-27T11:13:20Z<p>The bluez in the dungeon: /* Sandbox Races */</p>
<hr />
<div>='''Homebrew Races and Templates'''=<br />
<br />
<div class="mw-collapsible mw-collapsed"><br />
=='''Races'''==<br />
<div class="mw-collapsible-content"><br />
'''{{Anchor|Races}}'''<br />
{{#ask: [[Author::the bluez in the dungeon]] [[Category:Race]]<br />
|format=ul<br />
|template=Single Column/alt<br />
|limit=100<br />
|columns=5<br />
|offset=0<br />
|link=none<br />
}}<br />
</div></div><br />
<br />
<div class="mw-collapsible mw-collapsed"><br />
=='''Templates'''==<br />
<div class="mw-collapsible-content"><br />
'''{{Anchor|Templates}}'''<br />
{{#ask: [[Author::the bluez in the dungeon]] [[Category:Template]]<br />
|format=ul<br />
|template=Single Column/alt<br />
|limit=100<br />
|columns=5<br />
|offset=0<br />
|link=none<br />
}}<br />
</div></div><br />
<br />
<div class="mw-collapsible mw-collapsed"><br />
=='''Sandbox Races'''==<br />
<div class="mw-collapsible-content"><br />
* [[Bluez (3.5e Race)|Bluez]]<br />
<br />
* [[Charming Tiefling (3.5e Race)|Charming Tiefling]]<br />
<br />
* [[Gondola (3.5e Race)|Gondola]]: +2 Wis, -2 Str, [[Disciple of Peace (3.5e Trait)|Disciple of Peace]] trait, [[Peace Devotion (3.5e Feat)|Peace Devotion]] up to 3/day, long legs (small size), non-lethal damage, feral strike slam, non-lethal only<br />
<br />
* [[User:The bluez in the in the dungeon/Zarafah|Zarafah]] Giraffe, psionic, two headed<br />
<br />
* bunny, (hoppit?) use lago as base<br />
<br />
* [[Half-Elf_Improved_(3.5e_Race)|Half-Elf Improved]]<br />
<br />
* [[User:The bluez in the in the dungeon/Kay-Man|Kay-Man]] caiman people, medium slight build, +2 Wis -2 Str<br />
<br />
* [[User:The bluez in the dungeon/Lemon Demon|Lemon Demon]]<br />
<br />
* [[User:The bluez in the dungeon/Love Pair|Love Pair]] [[Dedicated Lover (3.5e Template)|Dedicated Lover]]<br />
<br />
* [[User:The bluez in the dungeon/Nanshork|Nanshork]]<br />
<br />
* [[User:The bluez in the dungeon/Mimickin|Mimickin]]<br />
<br />
* [[User:The bluez in the dungeon/Burlacci|Burlacci]] <br />
<br />
* [[User:The bluez in the dungeon/Wallaroo|Wallaroo]] Kanga Warstyle<br />
<br />
* [[User:The bluez in the dungeon/Lab Mouse-Rat|Lab Mouse/Rat]] - feat to activate strength gene and become bigger<br />
<br />
* four arms guys<br />
<br />
* lunar rabbit<br />
<br />
* [[User:The bluez in the dungeon/Nuclear Roach|Nuclear Roach]]<br />
<br />
* [[User:The bluez in the dungeon/Cocorilla|Cocorilla]]<br />
</div></div><br />
<br />
<div class="mw-collapsible mw-collapsed"><br />
<br />
=='''Sandbox Templates'''==<br />
<div class="mw-collapsible-content"><br />
* [[Bugforged (3.5e Template)|Bugforged]]<br />
<br />
* [[Shadowtwin (3.5e Template)|Shadowtwin]] - [[Reaching Shadow (3.5e Feat)|Reaching Shadow]], [[Step in Shadow (3.5e Feat)|Step in Shadow]], [[Shadow Fighting (3.5e Feat)|Shadow Fighting]]<br />
</div></div></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=User:The_bluez_in_the_dungeon/Racial&diff=367615User:The bluez in the dungeon/Racial2024-01-27T11:12:48Z<p>The bluez in the dungeon: </p>
<hr />
<div>{| class="column" style="width: 100%"<br />
| style="width: 1%;" |<br />
:'''Agni'''<br />
:[[Warm Harem (3.5e Feat)|Warm Harem]]<br />
:[[Purifying Heat (3.5e Feat)|Puryfing Heat]]<br />
:[[Searing Heat (3.5e Feat)|Searing Heat]]<br />
| style="width: 1%;" |<br />
:'''Brumorno'''<br />
:[[Eyes of Haze (3.5e Feat)|Eyes of Haze]]<br />
:[[Fog Bank (3.5e Feat)|Fog Bank]]<br />
:[[Mist Double (3.5e Feat)|Mist Double]]<br />
:[[Whispers in the Mist (3.5e Feat)|Whispers in the Mist]]<br />
| style="width: 1%;" |<br />
:'''Cheval'''<br />
:[[Double Donkey Kick (3.5e Feat)|Double Donkey Kick]]<br />
:[[Stampede (3.5e Feat)|Stampede]]<br />
| style="width: 1%;" |<br />
:'''Cosmin'''<br />
:[[Advanced Cosmic Radiance (3.5e Feat)|Advanced Cosmic Radiance]]<br />
:[[Gravity Field (3.5e Feat)|Gravity Field]]<br />
| style="width: 1%;" |<br />
:'''Corpseborn'''<br />
:[[Extra Augment (3.5e Feat)|Extra Augment]]<br />
| style="width: 1%;" |<br />
:'''Dwarf'''<br />
:[[Dwarven Grudge (3.5e Feat)|Dwarven Grudge]]<br />
:[[Ironbeard (3.5e Feat)|Ironbeard]]<br />
| style="width: 1%;" |<br />
:'''Elf'''<br />
:[[Elven Aloofness (3.5e Feat)|Elven Aloofness]]<br />
:[[Oberon's_Legacy_(3.5e_Feat)|Oberon's Legacy]]<br />
| style="width: 1%;" |<br />
:'''Foo-Inu'''<br />
:[[Mystic Defender (3.5e Feat)|Mystic Defender]]<br />
:[[Spirit Guard (3.5e Feat)|Spirit Guard]]<br />
:[[Spiritual_Circle_(3.5e_Feat)|Spiritual Circle]]<br />
| style="width: 1%;" |<br />
:'''Fossor'''<br />
:[[Applied Engineering (3.5e Feat)|Applied Engineering]]<br />
| style="width: 1%;" |<br />
|}<br />
<br />
{| class="column" style="width: 100%"<br />
| style="width: 1%;" |<br />
:'''Gamcicca'''<br />
:[[Chew Gam Style (3.5e Feat)|Chew Gam Style]]<br />
:[[Gamball (3.5e Feat)|Gamball]]<br />
| style="width: 1%;" |<br />
:'''Goblin'''<br />
:[[Goblin's Curse (3.5e Feat)|Goblin's Curse]]<br />
| style="width: 1%;" |<br />
:'''Human'''<br />
:[[Graham Body (3.5e Feat)|Graham Body]]<br />
| style="width: 1%;" |<br />
:'''Kobold'''<br />
:[[Nine-Fold Soul (3.5e Feat)|Nine-Fold Soul]]<br />
| style="width: 1%;" |<br />
:'''Marijan'''<br />
:[[Psychedelic Mist (3.5e Feat)|Psychedelic Mist]]<br />
:[[Psychoactive Mist (3.5e Feat)|Psychoactive Mist]]<br />
| style="width: 1%;" |<br />
:'''Lesser Hound Archon'''<br />
:[[Smell Evil (3.5e Feat)|Smell Evil]]<br />
:[[Smell Magic (3.5e Feat)|Smell Magic]]<br />
| style="width: 1%;" |<br />
:'''Magiter'''<br />
:[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
| style="width: 1%;" |<br />
:'''Nababb'ib'''<br />
:[[Wish Dealer (3.5e Feat)|Wish Dealer]]<br />
:[[Grand Wish Dealer (3.5e Feat)|Grand Wish Dealer]]<br />
:[[Wish Vizier (3.5e Feat)|Wish Vizier]]<br />
| style="width: 1%;" |<br />
:'''Nekroom'''<br />
:[[Observant Spores (3.5e Feat)|Observant Spores]]<br />
:[[Spore-Plagued Servant (3.5e Feat)|Spore-Plagued Servant]]<br />
:[[Spore Touch (3.5e Feat)|Spore Touch]]<br />
:[[Superior Touch of Rot (3.5e Feat)|Superior Touch of Rot]]<br />
| style="width: 1%;" |<br />
:'''Osteon'''<br />
:[[Skullcap (3.5e Feat)|Skullcap]]<br />
| style="width: 1%;" |<br />
|}<br />
<br />
{| class="column" style="width: 100%"<br />
| style="width: 1%;" |<br />
:'''R'aga'''<br />
:[[Sticky Tongue Style (3.5e Feat)|Sticky Tongue Style]]<br />
| style="width: 1%;" |<br />
:'''Rapanip'''<br />
:[[Warding Light (3.5e Feat)|Warding Light]]<br />
| style="width: 1%;" |<br />
:'''Shirrec'''<br />
:[[Furtive Assault (3.5e Feat)|Furtive Assault]]<br />
:[[Lethal Accuracy (3.5e Feat)|Lethal Accuracy]]<br />
:[[Serrated Blades (3.5e Feat)|Serrated Blades]]<br />
| style="width: 1%;" |<br />
:'''Shrimple'''<br />
:[[Bubble Bullet (3.5e Feat)|Bubble Bullet]]<br />
:[[Crusher Claw (3.5e Feat)|Crusher Claw]]<br />
:[[Double Pincer (3.5e Feat)|Double Pincer]]<br />
:[[Molted Giant (3.5e Feat)|Molted Giant]]<br />
| style="width: 1%;" |<br />
:'''Stercules'''<br />
:[[Jeweled Elytron (3.5e Feat)|Jeweled Elytron]]<br />
:[[Jeweled Wings (3.5e Feat)|Jeweled Wings]]<br />
| style="width: 1%;" |<br />
:'''Telum'''<br />
:[[Split Weapon Soul (3.5e Feat)|Split Weapon Soul]]<br />
| style="width: 1%;" |<br />
:'''Tortle'''<br />
:[[Shell Strike (3.5e Feat)|Shell Strike]]<br />
| style="width: 1%;" |<br />
:'''Vespertillum'''<br />
:[[Moonwing (3.5e Feat)|Moonwing]]<br />
| style="width: 1%;"|<br />
|}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367614Magiter (3.5e Race)2024-01-27T11:11:53Z<p>The bluez in the dungeon: The bluez in the dungeon moved page User:The bluez in the dungeon/Magiter to Magiter (3.5e Race) without leaving a redirect: Complete</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
To be done.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367613Magiter (3.5e Race)2024-01-27T11:11:30Z<p>The bluez in the dungeon: </p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
To be done.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
---><br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367612Magiter (3.5e Race)2024-01-27T11:11:13Z<p>The bluez in the dungeon: /* Racial Options */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
To be done.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Mana_Surge_(3.5e_Feat)&diff=367611Mana Surge (3.5e Feat)2024-01-27T11:11:06Z<p>The bluez in the dungeon: Created page with "{{author |author_name=the bluez in the dungeon |date_created=27th January 2024 |status=Complete |balance=High}} {{3.5e Feat |name=Mana Surge |types=Racial |summary=You can emp..."</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=27th January 2024<br />
|status=Complete<br />
|balance=High}}<br />
{{3.5e Feat<br />
|name=Mana Surge<br />
|types=Racial<br />
|summary=You can empower items even to a greater degree.<br />
|prereqs=[[Magiter_(3.5e_Race)#Racial_Traits|Mana Spark]] racial trait<br />
|fluff=<br />
|benefit=You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties.<br />
|example=<br />
|normal=<br />
|special=Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
}}<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}}<br />
<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
{{Navboxes}}</div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367610Magiter (3.5e Race)2024-01-27T11:08:28Z<p>The bluez in the dungeon: /* Pathfinder */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
To be done.<br />
<br />
====Alternate Racial Features====<br />
<br />
To be done.<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367609Magiter (3.5e Race)2024-01-27T11:08:01Z<p>The bluez in the dungeon: /* Religion and Society */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic were elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367608Magiter (3.5e Race)2024-01-27T11:07:51Z<p>The bluez in the dungeon: /* Religion and Society */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
They listen to the advice of the Magiter's Council, a group of eight powerful magiters, elected among their greates magic users of every school. They are not rulers, but act as counselors and sages for their community. They usually last in charge until death, disgrace, or when a more powerful mage in their field appears, usually leaving their post willingly.<br />
<br />
Sometimes other representatives of magic where elected, but only alongside the Eight.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367607Magiter (3.5e Race)2024-01-27T11:02:44Z<p>The bluez in the dungeon: /* Relations */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
They have cordial relationships with other civilized races, and are particularly appreciated by magic-inclined ones (like elves and gnomes), but feared and shunned by superstitious people.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367606Magiter (3.5e Race)2024-01-27T11:01:33Z<p>The bluez in the dungeon: /* Religion and Society */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.<br />
<br />
Common people usually refer to them as anglerfolk.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They are mostly disinterested towards religion, but many worship gods of knowledge or magic, or other gods pertaining to their particular style of magical studies.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367605Magiter (3.5e Race)2024-01-27T11:00:33Z<p>The bluez in the dungeon: /* Names */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.<br />
<br />
Common people usually refer to them as anglerfolk.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.<br />
<br />
They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
They choose names of great mages, magical locations, or directly from spells. They often used elemental languages or Draconic to spell their names. They have no care for surnames.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367604Magiter (3.5e Race)2024-01-27T10:59:23Z<p>The bluez in the dungeon: /* Racial Options */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.<br />
<br />
Common people usually refer to them as anglerfolk.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.<br />
<br />
They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
Their names are very similar to sahuagin's names, usually in Aquan or Undercommon.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Mana Surge (3.5e Feat)|Mana Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367603Magiter (3.5e Race)2024-01-27T10:59:10Z<p>The bluez in the dungeon: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.<br />
<br />
Common people usually refer to them as anglerfolk.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.<br />
<br />
They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
Their names are very similar to sahuagin's names, usually in Aquan or Undercommon.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Magic Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Mana Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Magic Surge (3.5e Feat)|Magic Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367602Magiter (3.5e Race)2024-01-27T10:58:24Z<p>The bluez in the dungeon: /* Lands */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.<br />
<br />
Common people usually refer to them as anglerfolk.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.<br />
<br />
They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
Their names are very similar to sahuagin's names, usually in Aquan or Undercommon.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Dispelling Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Magic Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Magic Surge (3.5e Feat)|Magic Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367601Magiter (3.5e Race)2024-01-27T10:58:16Z<p>The bluez in the dungeon: /* Language */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.<br />
<br />
Common people usually refer to them as anglerfolk.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.<br />
<br />
They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.<br />
<br />
===Language===<br />
<br />
They know Common and one language among the most used for magic.<br />
<br />
===Names===<br />
<br />
Their names are very similar to sahuagin's names, usually in Aquan or Undercommon.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Dispelling Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Magic Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Magic Surge (3.5e Feat)|Magic Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367600Magiter (3.5e Race)2024-01-27T10:57:48Z<p>The bluez in the dungeon: /* Lands */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.<br />
<br />
Common people usually refer to them as anglerfolk.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They live wherever they please, only rarely settling together, as their typical lifestyle makes them adventurers.<br />
<br />
<br />
Notably, they often congregate in school-like structures, that work as academies.<br />
<br />
===Religion and Society===<br />
<br />
They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.<br />
<br />
They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.<br />
<br />
===Language===<br />
<br />
They are strangely proficient in multiple languages, such as Common, Aquan and Undercommon, which enrich their oral tradition. They also learn languages customary for their neighbours.<br />
<br />
===Names===<br />
<br />
Their names are very similar to sahuagin's names, usually in Aquan or Undercommon.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Dispelling Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Magic Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Magic Surge (3.5e Feat)|Magic Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367599Magiter (3.5e Race)2024-01-27T10:56:13Z<p>The bluez in the dungeon: /* Physical Description */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination. This "head" floats above a neckless body, otherwise acting as a normal head, despite the lack of features. They express emotions and feeling through slight changes in the sphere's color, luminosity and through a usually invisibile magic aura, that they can perceive, but becomes visible when emotions are particularly strong.<br />
<br />
Their bodies are humanoid looking, with no peculiar shape: they may resemble humans, elves, dwarves or other creature's in shape, while their skin can take any color, or combination of them, usually with runes or other signs that exude arcane power.<br />
<br />
===Relations===<br />
<br />
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.<br />
<br />
Common people usually refer to them as anglerfolk.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They usually live in dark, damp places, such caves, especially coastal or underwater, or in the Underdark. They are not amphibious nor breath water, so they need to have fresh air. They are quite primitive, living in mud huts, or stone buildings.<br />
<br />
===Religion and Society===<br />
<br />
They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.<br />
<br />
They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.<br />
<br />
===Language===<br />
<br />
They are strangely proficient in multiple languages, such as Common, Aquan and Undercommon, which enrich their oral tradition. They also learn languages customary for their neighbours.<br />
<br />
===Names===<br />
<br />
Their names are very similar to sahuagin's names, usually in Aquan or Undercommon.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Dispelling Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Magic Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Magic Surge (3.5e Feat)|Magic Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeonhttps://dnd-wiki.org/w/index.php?title=Magiter_(3.5e_Race)&diff=367598Magiter (3.5e Race)2024-01-27T10:51:58Z<p>The bluez in the dungeon: /* Racial Options */</p>
<hr />
<div>{{author<br />
|author_name=the bluez in the dungeon<br />
|date_created=22/06/2023<br />
|status=Complete<br />
}}<br />
<br />
==Magiter==<br />
<br />
[[Summary:: Born out of living magic, these humanoids hold incredible prowess over the arcane.]] Nobody knows how or why the magiters came into being, all that is know is that they possess an incredible physiology and extraordinary magical powers.<br />
<br />
===Personality===<br />
<br />
Ever-curious, thoughtful, they are dreamers at heart, who yearn for deeper knowledge. This is the driving factor that guides their will: to improve their magic and discover new arcane secrets.<br />
<br />
They appear odd to others, due to their strange behaviour, their refusal of creating any sort of society which hasn't knowledge as its goal. They seem to thrive only in front of magic.<br />
<br />
Adventuring is almost an universal activity for them. Each individual may choose to explore arcane arts through a general study or to specialize in a branch. Others explore unconventional approaches to esoteric arts, like meditation, sacrifice or even prayer.<br />
<br />
===Physical Description===<br />
<br />
Their most notable feature is their orb-like head, which is identical to crystal spheres used for divination<br />
<br />
===Relations===<br />
<br />
Their habitat isn't very populated, so most of their encounters are with the races that live in caves and underground, which are mostly evil. Because of this, they are usually happy to open relationships with good races or surface-dwelling races. They are quite primitive in their lifestyle, so much that they don't share much with more advanced races, except for the contribution as guides they can give.<br />
<br />
Common people usually refer to them as anglerfolk.<br />
<br />
===Alignment===<br />
<br />
Most of them are neutral or chaotic, and a lot are good, but any alignment is present among them.<br />
<br />
===Lands===<br />
<br />
They usually live in dark, damp places, such caves, especially coastal or underwater, or in the Underdark. They are not amphibious nor breath water, so they need to have fresh air. They are quite primitive, living in mud huts, or stone buildings.<br />
<br />
===Religion and Society===<br />
<br />
They don't have a racial deity and each community simply worships underground gods of caves, water and hunting. Many also pray to furtive gods. They are not that spiritual though, mainly concerned with survival.<br />
<br />
They live in hunting communities, which teach their young their traditions to help them survive their harsh home. They also narrates myths from their past, from when their ancestors lived under beholders and when they escaped their tyrannical grasp.<br />
<br />
===Language===<br />
<br />
They are strangely proficient in multiple languages, such as Common, Aquan and Undercommon, which enrich their oral tradition. They also learn languages customary for their neighbours.<br />
<br />
===Names===<br />
<br />
Their names are very similar to sahuagin's names, usually in Aquan or Undercommon.<br />
<br />
===Racial Traits=== <br />
<br />
{{3.5e Racial Traits<br />
|name=Magiter<br />
<br />
|attribbonus1=+2<br />
|attrib1=Intelligence or Wisdom or Charisma<br />
<br />
|attribfluff=Magiters have strong minds, which can develop in numerous ways.<br />
<br />
|type=Humanoid<br />
|subtype=Magiter<br />
|typefluff=<br />
<br />
|size=Medium<br />
|basespeed=30<br />
|othermove=<br />
<br />
|specialtext1=They gain a racial +2 to [[Use Magic Device]] checks, and can use the skill even if untrained.<br />
|special1=Arcane Skill<br />
|specialtype1=<br />
<br />
|specialtext2=Being so deeply linked to magic means that dispelling magic hurts them and disrupts their body. Whenever subjected to dispelling magic (such as ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Break Enchantment|break enchantment]]'') they suffer 1d6 per spell level of damage, or half that if they pass the save or caster level check against it. They can't enter nor exit an ''[[SRD:Antimagic Field|antimagic field]]'', unless they force through, suffering the aboved described damage. Failing the save against ''[[SRD:Mage's Disjunction|mage's disjunction]]'' outright slays them, ''[[SRD:Disintegrate|disintegrating]]'' them, while passing it only deals half the damage, as described above.<br />
|special2=Dispelling Weakness<br />
|specialtype2=<br />
<br />
|specialtext3=Magiters are naturally inclined towards magic, so much so that they count as being 1st level caster for the purpose of requirements, unless their caster level would be higher.<br />
|special3=Natural Caster<br />
|specialtype3=<br />
<br />
|specialtext4=They may perform a quick ritual to infuse temporarily a weapon, shield or armor with their own magic. As a full-round action, they may touch a non-magical weapon, shield or armor and give it a +1 enhancement bonus. At 5 HD they may use this ability even on already magical weapons, either increasing the enhancement bonus by one or giving a +1 equivalent special property. This effect lasts 1 minute + 1 extra minute per every bonus given by you racial ability of choice, and you may apply it to 1 item + 1 extra item per the same bonus. You may remove the effect as a free action by touching the items, but each use still counts as 1 minute used. Each item may remain infused up to the limit.<br />
|special4=Magic Spark<br />
|specialtype4=Su<br />
<br />
|specialtext5=As they are literally made of condensed arcane energy they can direct their power towards the casting of spells. The gain the [[Tinge of Magic (3.5e Feat)|Tinge of Magic]] feat for free, but must choose a cantrip on an arcane spell list, and they can use the cantrip once every 1d2-1 rounds. The caster level for the cantrip is equal to their HD or their actual caster level, if higher, and their DC is 10 + 1/2 their HD/caster level + their highest mental modifier. At their option, taking the feat again allows them to choose an additional cantrip with the same rules here presented (or within the feat's rules).<br />
|special5=Tinge of Magic<br />
|specialtype5=Sp<br />
<br />
|autolanguage=Common, one chosen among Aquan, Auran, Draconic, Ignan or Terran<br />
|bonuslanguage=Any, except secret ones<br />
|favoredclass=Any arcane caster<br />
|la=0<br />
|ecl=1<br />
}}<br />
<br />
===Racial Options===<br />
<br />
====Feats====<br />
<br />
*[[Magic Surge (3.5e Feat)|Magic Surge]]: You can use your magic spark ability as swift touch action, but you are no longer limited to +1 enhancements. At 5 HD they may infuse weapons, shield and armors up to +2. At 10 HD the temporary enhancement becomes +3, at 15 HD it's +4 and at 20 HD it's +5. This applies both to true enhancements and special properties. Each item may remain infused up to the limit. Temporary enhacements stack with actual ones.<br />
<br />
===Pathfinder===<br />
<br />
In Pathfinder games they also have .<br />
<br />
====Alternate Racial Features====<br />
<br />
* ''<br />
<!--<br />
===Vital Statistics===<br />
<br />
{{3.5e Racial Starting Age<br />
|name=Luresca<br />
|start=70<br />
|simple=4d6<br />
|moderate=6d6<br />
|complex=10d6}} <br />
<br />
{{3.5e Racial Aging Effects<br />
|name=Luresca<br />
|middle=150<br />
|old=240<br />
|venerable=340<br />
|maximum=3d20}} <br />
<br />
{{3.5e Racial Height and Weight<br />
|name=<!-- insert race name --<br />
|mHeightBase=<!-- male base feet height --' <!-- inches --"<br />
|mHeightMod=<!-- male height modifier --<br />
|mWeightBase=<!-- male base weight --<br />
|mWeightMod=<!-- male weight modifier --<br />
|fHeightBase=<!-- female base feet height --' <!-- inches ->"<br />
|fHeightMod=<!-- female height modifier --<br />
|fWeightBase=<!-- female base weight --<br />
|fWeightMod=<!-- female weight modifier --}}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
{{Navboxes}}<br />
---></div>The bluez in the dungeon