Author's Note: This is a complete player character class. It may or my not fit in with every Dungeonmaster's idea of how a class should be created or used. Extreme care should be used in inserting this class into any existing campaign as it could easily disrupt the game balance of that campaign. Be warned, until you have completely read this class, including any spells, do not say yes to it being used in your game.

Craft Spell List
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Craft

oldmanThe Craft, or witches and hedge wizards as they are commonly called are practitioners of earth magic. That is they draw their power of magic from the earth itself.
       Due to the source of their spell power they are very aware of the land and the condition that it is in. Most are what we would call environmentalists today. Craft teaching emphasizes respect for the Mother, that is the planet Greyhawke itself and the sentience within it. The Craft is not a religion but a philosophy and life-style. Craft-persons or practitioners as they are called, will always remember the balance of nature and respect it. They also practice the focusing of mind and body though meditation. It is in this manner that they tune themselves with the earth and regain their spells.
       The majority of the people see practitioners of the Craft as dispensers of small magic. Simple cures, love philters of limited potency, and reading of the futures. Few realize the true power that these witches and hedge wizards can wield. The major Craft disciplines lie in the areas of alteration, charm, summoning, and divination. Spells of dramatic effect are not what they do best.
       While the image of the lone practitioner living far from the haunts of men, deep in the forest surrounded by the creatures of the wood is not a false one, it is not the only circumstance craft can or will exist in. Practitioners will also be found in cities, and towns practising their trade, sometimes living in communities that consist solely of craft, or even as advisers to lords and kings. Yes, a few, often the most powerful, fit the image of the lone dweller in nature. However, it is not the most common life-style.

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Ability Requirements:Intelligence 13
Constitution 13
Charisma 10
Saving Throw Class C (cleric if you don't have my saving throw charts)
Hit Die d8
Thac0 Advancement 1/3

       Characters of any race may be Craft. Characters must have an intelligence of 13, a constitution of 13, and a charisma of 10 to be Craft.
       Practitioners are restricted to the use of one-handed swords and blades, blunt weapons such as staves, or unarmed combat. Practitioners from races or cultures with a tradition of bow or sling use may use those weapons. They will not wear armor or use shields of any kind except for magical protections and devices. Craft uses an eight sided die (d8) for hit points and saves on the class C chart. Craft Thac0 advances 1/3 levels. Craft level advancement and spell casting are detailed in Table C6.
       The Craft have abilities other than spells that are gained as they rise in levels. The Craft start with the proficiencies of read/write native, read/write Celial (magical language), identify plant/animal, herbalism, and survival (native terrain)
       Craft are always in tune with the land where they dwell. They will be aware of impending danger to the land itself when at home. This would include earthquakes, storms, fires or other natural disasters. War or impending man made disasters will not "bother" them, unless a great loss of life is the likely outcome. The practitioner will have a feeling of unease, if they meditate on this the nature of the threat will be made known. From 3 to 8 hours warning will be had. What they do with this warning is up to them. Failure to meditate on the feelings will mean no warning. This ability is not usable in areas the practitioner does not commonly make their home.
       At 1st level they can identify potions as per the spell of the same name, with the same chance of success. This ability requires that the practitioner smell and/or sample the potion. This sampling is minimal, far too little to cause an effect. A save is only necessary for the more virulent poisons, and is made with +4 to the roll.
       At 4th level they can brew potions and poisons given the proper ingredients. The chance of success is equal to their save vs spell, with a +1 for every intelligence point over 16.
       At 8th level wild animals of a normal nature will have no fear of them (this is negated if the practitioner is hunting). Such creatures can be persuaded to do the practitioner's bidding on a successful charisma check, provided the practitioner can communicate their desires. A bribe doesn't hurt.
       At 14th level the practitioner is immune to Charm and Suggestion.
       At 18th level the practitioner gains an extra-dimensional space called a Curtain Wall. This is a 40'x40'x10' room with a 10'x10' foot opening. The space can be opened at will any time there is space to allow the doorway to fully open. The door will not remain open if the practitioner is unconscious. It can be used for storage or transport. The Curtain Wall can be closed at one location and opened at any other location that the practitioner has personally visited. Under no circumstance can a practitioner be forced to open their Curtain Wall by magical suggestion, short of divine command. This is not to say that more mundane means of "persuasion" will not work.

Meditation

       A practitioner must meditate to regain spells. They must meditate for five minutes for every spell level they need to recover. This does not have to be done in one session but the session must be ended at the will of the practitioner. If the practitioner interrupted by an outside force all benefit is lost, and no spells are gained.
       Meditation can also replace sleep for a period of time. Ten minutes of deep meditation will replace one hour of sleep. A practitioner can do this for one day for every level they have. Every day in excess of this maximum will lower their constitution by one point. Constitution is regained only by bed rest at the rate of one point per day. The practitioner must rest normally for twice the days they did not sleep before they begin to regain constitution. During this time they can not meditate at all.
       There is a danger in meditation. Should the practitioner be disturbed before they bring themselves out of this state they must make a save vs. system shock. Failure will cause the loss of a quarter of their hit points and 5 strength points. Hit points are recovered normally. Strength will return at the rate of one point per hour of normal rest.

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Table C7 -- Craft Abilities

1st level: Identify potions: Save vs. Spell.
4th level: brew potions: Save vs. Spell, +1/Int over 16
8th level: Automatic animal friendship unless hunting
At 14th level the practitioner is immune to charm and suggestion.
18th level: Gains Curtain Wall

Table C6 -- Craft Experience Levels &Spell Progression

Hit Dice
Spell Level
Level
Craft
(d8)
1
2
3
4
5
6
7
8
9
1
0
1
1
2
3000
2
2
3
6000
3
3
1
4
12,000
4
4
2
5
30,000
5
4
2
1
6
60,000
6
4
2
2
7
120,000
7
4
3
2
1
8
225,000
8
4
3
3
2
9
420,000
9
4
3
3
2
1
10
820,000
9+2
4
4
3
3
2
11
1,220,000
9+4
4
4
4
3
3
12
1,620,000
9+6
4
4
4
4
4
1
13
2,020,000
9+8
5
5
5
4
4
2
14
2,420,000
9+10
5
5
5
4
4
3
1
15
2,820,000
9+12
5
5
5
4
4
4
2
16
3,220,000
9+14
5
5
5
5
5
5
2
1
17
3,620,000
9+16
6
6
6
5
5
5
2
2
18
4,020,000
9+18
6
6
6
6
6
6
2
2
1
19
4,420,000
9+20
7
7
7
6
6
6
3
3
2
20
4,820,000
9+22
7
7
7
7
7
7
3
3
2
21
5,220,000
9+24
8
8
8
7
7
7
3
3
2
22
5,620,000
9+26
8
8
8
8
8
8
4
4
3
23
6,020,000
9+28
9
9
9
8
8
8
4
4
4
24
6,420,000
9+30
9
9
9
9
9
9
5
5
4
25
6,820,000
9+32
10
10
10
9
9
9
5
5
5
26+
+400,000 each additional level
Craft receive bonus spells for high Intelligence. Craft keep spell books and memorize their spells. Craft can research spells. Their magic source is the Earth.
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The Above is a work of fiction. All professions are fictional, any resemblance to professions living or dead is coincidental.

Copyright © Garry Stahl: December 2000. All rights reserved, re-print only with permission.

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