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Sword and Sorcery 5e

Sorcerers in the Land of Xoth use a modified Scholar class that replaces Warlocks, Druids and Cultists. They have Power Points determined by their Wisdom bonus and level. Their maximum Power Points equal their base multiplied by their Proficiency Bonus. Their Magic Attack Bonus is half their level, rounded down. They can unleash defensive blasts when attacked by spending all remaining Power Points. The document describes the mechanics and effects of 14 different defensive blast spells.
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0% found this document useful (0 votes)
168 views5 pages

Sword and Sorcery 5e

Sorcerers in the Land of Xoth use a modified Scholar class that replaces Warlocks, Druids and Cultists. They have Power Points determined by their Wisdom bonus and level. Their maximum Power Points equal their base multiplied by their Proficiency Bonus. Their Magic Attack Bonus is half their level, rounded down. They can unleash defensive blasts when attacked by spending all remaining Power Points. The document describes the mechanics and effects of 14 different defensive blast spells.
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5e Sword and Sorcery Magic for Land of Xoth

A modified version of the CONAN RPG Scholar class is used for spellcasters in the Sword and
Sorcery vein, and replaces Warlocks, Druids, and Cultists:
Base Power Points (PP): 4+ WIS bonus. +1 PP at level 2, 6, 10 (maximum level)
Max. PP: Base PP x Proficiency Bonus (PB)
MAB: ½ level (round down); used for Prerequisite requirements for certain spells
“Skill ranks” are equivalent to PB + Ability score bonus for Prerequisite requirements for certain
spells; use most closely-related 5e proficiency
Magic Attack Roll: d20 + PB + CHA bonus
Gain one sorcery style per point of PB, taking one Defensive Blast and one Basic spell. Bonus spells
for high Intelligence up to the lower of PB or Intelligence bonus
The Rule of Defence
Sorcerers generally have plenty of close-range magic ideal for counter-attacks to ensure that any who
attempt to kill them risk destruction themselves.
Any character who knows a spell so labelled (see Prerequisites) is able to unleash a defensive blast, as
follows, as a last-resort counterattack:
* A defensive blast is an Immediate Action and can be taken at any time, as long as the sorcerer is not
flatfooted.
* All the sorcerer’s current Power Points (per CONAN RPG) are expended.
* The defensive blast is provoked only if the sorcerer is attacked in some fashion by a foe.
* Each Sorcery style has its own form of defensive blast.

Desperate Ward
(Defensive Blast)
Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: One spell
Duration: Instantaneous
Magic Attack Roll: None required
This form of defensive blast only works against sorcery and can only be invoked when a hostile spell
targets the sorcerer. Roll 1d6 for every Power Point expended and add the total of these rolls as a
circumstance bonus to the caster’s Saving Throw against the incoming spell.

Weapon Curse
(Defensive Blast)
Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: Self
Duration: One round
Saving Throw: None
Roll 1d6 for every Power Point expended when this spell is cast and note the total of these rolls.
Whenever the caster takes damage from a weapon, the attacker takes the damage instead. For
example, if a sorcerer is struck by a sword for 12 points of damage, the attacker takes 12 points of
damage instead of the sorcerer. This effect persists for one round or until the total of the points roll is
exhausted.
Weapon curse only applies to damage taken from weapons, spells and other direct attacks – a sorcerer
could not use the weapon curse if he was trapped in a cave-in, for instance.

Not This Hour


(Defensive Blast)
Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: Self
Duration: One round
Saving Throw: None
It is not the caster’s time to die! When this spell is cast, the caster gains 1d6 bonus hit points per
Power Point expended. Any damage suffered during the round is taken from the bonus hit points first.
At the end of the round, the bonus hit points vanish. Unlike most other Defensive Blasts, Not This
Hour can be cast in response to any damage that affects the caster.

Terrible Fascination
(Defensive Blast)
Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Area: 10-foot radius around the sorcerer
Duration: 1d4 rounds
Saving Throw: Wisdom negates
Magic Attack Roll: Sets DC for the victims’ saving throw
When this spell is cast, all creatures within 10 feet of the sorcerer must make a Charisma saving throw
or be entranced as if by the Charm Person spell. The entrancement lasts for 1D4 rounds and cannot be
maintained longer than this, although the sorcerer may use the Charm Person spell on one of his
victims while he is under the effect of Terrible Fascination.

Animal Intercessor
(Defensive Blast)
Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: One mile/level
Target: One animal that can be found in the local
environment
Duration: One round
Saving Throw: None
This spell summons an animal from nearby, which arrives instantly to defend the caster from an
attacker. The animal immediately makes a Dexterity save against the attacker’s Attack Roll. If the
saving throw is successful, the animal places itself between the blow and the sorcerer and takes the
damage instead. Regardless of whether or not the animal is struck, it makes one charge attack against
the
attacker before leaving.
If the caster expends fewer than four Power Points, he summons a Medium creature. If the caster
expends between four and eight Power Points, he summons a Large creature.
If the caster expends more than eight Power Points, he summons a Huge creature. The animal will
make one attack on the caster’s foe, then leave unless it is attacked again. The animal comes
thundering out of the jungle or swooping out of the sky to protect the sorcerer for an instant; then it
leaves.
If the animal is large enough to carry or be ridden by the sorcerer, he may make a Dexterity save (DC
15) to mount the animal as it leaves.

Chill of the Grave


(Defensive Blast)
Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Area: 10-foot radius around the sorcerer
Duration: Instantaneous
Saving Throw: Constitution half
Magic Attack Roll: Sets DC for the victims’ saving throw
All those within 10 feet of the sorcerer take 1d6 cold damage for every Power Point expended in the
casting of this spell. A successful Constitution save (DC = the result of the sorcerer’s magic attack
roll) means the victim takes half damage. The sorcerer himself is immune to the defensive blast, as are
zombies and other undead creatures.

Vanish
(Defensive Blast)
Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: Self
Duration: One round
Saving Throw: None
Roll 1d6 for every Power Point expended when this spell is cast. If the total is greater than the damage
inflicted by the attack which provoked the defensive blast, the sorcerer takes no damage. Instead, the
sorcerer vanishes from the scene, leaving only his outer robes behind, which crumple to a heap where
he was standing. The sorcerer reappears in a place chosen by the Games Master – normally a nearby
sanctum, temple or garden or other tranquil, safe place.
The sorcerer has no control over where he reappears.

Blast Wave
(Defensive Blast)
Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Area: A 10-foot radius around the sorcerer
Duration: Instantaneous
Saving Throw: Dexterity half
Magic Attack Roll: Sets DC of the victims’ saving throws
When this spell is cast, all characters within 10 feet of the caster are struck by an invisible wave of
force. The characters are hurled back 1d6 feet for every Power Point expended when the spell is cast
and take normal falling damage (1d6 point of damage per 10 feet fallen). This damage is doubled if
the victims hit a wall or other barrier.
Victims are hurled straight back away from the caster. A successful Dexterity save (DC equals the
caster’s magic attack roll) means that the victims are only thrown half as far.
Master, Aid Me!
(Defensive Blast)
Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: 10 feet
Target: One or more demons (see below)
Duration: One round per Power Point expended
Saving Throw: None
This spell can only be cast if the sorcerer has already entered into a demonic pact. When this spell is
cast, the
sorcerer’s demonic master appears instantly to defend its pawn. The demon appears anywhere within
10 feet of the sorcerer and acts immediately. The demon may choose to block the attack that provoked
the casting of this defensive blast – if the demon chooses this option, it must make a Dexterity saving
throw against a DC equal to the attacker’s attack roll. If the Dexterity save is successful, the demon
takes the damage from the attack instead of the sorcerer.
The demon remains for one round per Power Point expended or until it is slain or banished, using its
powers as it sees fit.
The sorcerer automatically gains one Corruption Point when this spell is cast.
If the sorcerer is subject to a greater demonic pact when this spell is cast, he may use it to summon
more than one demonic minion to his side. Each Power Point that powers the spell summons a single
demon for a single round.

A modified version of the CONAN RPG Scholar class is used for spellcasters in the Sword and Sorcery
vein, and replaces Warlocks, Druids, and Cultists:

Base Power Points (PP): 4+ WIS bonus. +1 PP at level 2, 6, 10 (maximum level)

Max. PP: Base PP x Proficiency Bonus (PB)

MAB: ½ level (round down); used to determine if Prerequisite of certain spells are met

Magic Attack Roll: d20 + PB + CHA bonus

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