Unique ability: Call
Spells
Callers have a special weapon at their disposal: the call spell. They
summon a monster from a special realm, and it performs one action for the
caller. The monsters are the rare breed: good monsters, and rather than
try to make it on the surface, where they would surely be killed by townspeople,
these have chosen to help good by allowing good or neutral people to summon
them.
Call spells are just like any other spell, with three differences.
First: The special magic of Call spells generates a projection of the 'called'
creature. It moves at extremely fast speeds, and even such rapid creatures
as quicklings would have a hard time avoiding the effects once the spell
is cast. (Treat the spell as if it occurs instantaneously, unless otherwise
specified.) Second: Call spells can never be learned by anyone who is not
a caller. This is similar to the way Wild Magic and Chronomancy works.
Third: Call spells do not necessarily have to be the correct number of
spell points for their level, as detailed in Player's Option: Spells &
Magic. They do, however, all have a spell level. It is quite unlikely that
a caller will cast the same call spell twice in one day... a caller cannot
have the same call spell memorized more than once at a time. Theoretically,
a caller could cast the spell, then memorize it again and cast it again,
but such a process would be tedious.
Specialty-related abilities
Banned Schools: Abjuration, Illusion, Divination, and some Ench./Charm
(They can still cast Charm Person, Charm Monster, Mass Charm, and the like,
as well as Enchant an Item and Enchanted Weapon, but they cannot use Geas
spells, or personal ability-enhancing spells in this school. (DMs should
arbitrate anything else, but most of the spells are unavailable.)
They have +5% to research Conjuration spells other than call spells,
and -5% to all spells that are not conjuration.
Call spells cannot be transcribed, they can only be researched, although
this does not require a laboratory. It takes the same amount of time and
money, but this is used in the form of offerings (or in some cases, bribes)
to the appropriate summoned monster. Sometimes an item may be found that
will enable automatic learning of a Call spell. (In the FFIV game, you
could get these items from "imps," "mages," "bombs," and "cockatrices,"
for instance.)
Callers have access to the priest sphere of Healing, but spells from
this sphere are treated as one level higher. (For instance, a caller could
learn Cure Serious Wounds as a 5th-level wizard spell.)
Callers gain no bonus spells for being specialists, nor do they have
saving throw bonuses or penalties, or research bonuses.
In some cultures, callers are feared by the populace. Monsters are seen as evil, and by association so are callers. (No one ever said the populace was smart.) Some have gone so far as to try to exterminate all callers from the face of the earth. This isn't the case in every culture. In some places, they are simply treated as a special type of wizard, or even respected for their ability to understand unusual creatures. Callers are also respected for their prowess in battle. They can cause as much if not more damage than an invoker, and they also are capable of casting healing spells; a very useful combination. Although there are few mercenary callers, a group of warriors would easily pay more than a fair share to a caller that would accompany them, and would go out of their way to protect the character. The caller would be expected to use her superb capabilities in return, of course, but that would be a simple matter for most who practice the summoning art.
Multiclassed callers are very rare. Such characters suffer a -50% penalty
to experience of the non-caller class and a -25% penalty to the caller
class. The only ones known to exist are half-elven thief/callers, and tiefling
thief/callers and fighter/callers.
Engineers have another special ability: Building and using special custom-made weapons and tools.
| Level | Creating Tools | Learning Tools | Experience |
|---|---|---|---|
| Low Med High | Low Med High | ||
| 1 | 1 | 0 | |
| 2 | 1 | 2 | 1750 |
| 3 | 1 | 3 | 3500 |
| 4 | 1 | 3 1 | 7000 |
| 5 | 2 | 4 1 | 14000 |
| 6 | 2 | 5 1 | 28000 |
| 7 | 3 | 6 1 | 56000 |
| 8 | 3 1 | 6 2 | 98000 |
| 9 | 4 1 | 7 2 | 154000 |
| 10 | 4 1 | 8 3 1 | 224000 |
| 11 | 5 1 | 9 3 1 | 308000 |
| 12 | 5 2 | 9 4 1 | 616000 |
| 13 | 6 2 | 10 4 1 | 924000 |
| 14 | 6 2 1 | 11 4 2 | 1232000 |
| 15 | 7 2 1 | 12 4 2 | 1540000 |
| 16 | 7 3 1 | 12 5 2 | 1848000 |
| 17 | 8 3 1 | 13 5 3 | 2156000 |
| 18 | 8 3 1 | 14 6 3 | 2464000 |
| 19 | 9 3 1 | 15 6 3 | 2772000 |
| 20 | 9 4 2 | 15 7 4 | 3080000 |
Elvish Crusaders are holy warriors of the elves. They are comparable to human paladins in their duty to elven society. The elves also have Bladesingers (a kit from the Complete Elves' Handbook for multiclass Fighter/Mages), but unlike Bladesingers, Elvish Crusaders are primarily priests. They can serve as warriors however, and, once powerful enough, they can even cast wizard spells.
The god of the elves grants wizard schools to Elvish Crusaders. They
may cast some wizard spells of these school as if they were priest spells.
The elven god realizes that if a priest knew all the spells from one wizard
school (the way he knows all the spells in any priest sphere he has access
to) that priest would be far too powerful. Thus, Elvish Crusaders gain
access to wizard spells slowly, over time. At fifth level the character
gets access to his first wizard school. It may be any of the philosophical
schools of Enchantment/Charm, Abjuration, or Divination, or it may be the
thaumaturgical school of Song. He gains access to another wizard school
at fifth level, which may be any of the above schools, or it may be either
of the philosophical schools of Conjuration/Summoning and Illusion, or
the effect school of mind. The character may access a third school at thirteenth
level. It may be any school already listed, or it may be the philosophical
school of Alteration, or any Elemental school, or (for Chaotic crusaders
only) the school of Wild Magic. The Elvish Crusader has access to less
spell spheres than normal clerics. The ones he can access are chosen at
character creation and include Charm, Combat, Healing, Protection, as well
as:
1. Major access to one elemental sphere and minor access to one more.
2. Major access to either Animal, Plant, or Weather, or minor access
to two of the three.
3. Major access to two of the following: Chaos, Creation, Guardian,
Summoning, Sun, Thought, Wards.
4. Minor access to two spheres on the above list (#3).
5. Minor access to either Astral, Necromantic, or War.
The character has a repertoire of Wizard spells to choose from, which he may add to whenever he gains a level which is fifth level or greater. This is done with Wizard Points. The character recieves six Wizard Points at fifth level, and after that he recieves an amount equal to one-third of the level he reached, rounding fractions mathematically. WPs may be traded for any wizard spell in the PHB, and any other that the DM approves, at a rate of one WP per spell level of the desired spell--provided the desired spell is in the schools that the character has access to at the time. WPs may also be saved to use at the next experience level, but they may only be used while the character is gaining a level. An Elvish Crusader's wizard spells do not require a spellbook. They must be prayed for exactly as priest spells are, and are counted among the priest spells the character has ready.
Elvish Crusaders gain weapon proficiency slots as Warriors. They start with four. If Skills&Powers is being used, they gain 8 cps for weapon proficiencies at first level, and the proficiencies cost 2 cps each. They may specialize and master multiple weapons, with the cp costs and level restrictions of a paladin or ranger. They may choose nonweapon proficiencies from the Priest, Warrior, and Wizard groups. They can turn undead as a paladin.
Elvish Crusaders must tithe as a paladin does -- 10% of their income goes to a good church of an elven faith. An Elven Crusader may not ever intentionally commit an act of evil. If he does, he must commit at least 5 equivalent acts of good before he can gain any more experience. (What is equivalent is up to the DM's discretion, as is the exact number of good acts. The player should be told approximately how much good the DM feels he should do to atone.) Unlike human Paladins, Elvish Crusaders are not penalized if they commit an act of evil while charmed. An Elvish Crusader considers killing any elf except drow an act of evil, no matter what the reason is. The character will never harm another elf of his own sub-race, even if that elf is himself evil, even if killing him would save many, even if the character is charmed. If magical or other control forces him to, he becomes a fighter of experience level one, and loses all his proficiencies and spell ability, except one weapon proficiency. His THAC0 is that of a priest of his fighter level. The only positive thing he retains of his former career is his hit points... and he may not gain any more until he surpasses the level he was on when he became a fighter. If he causes minor harm (less than death, permanent injury, or imprisonment) to an elf of his sub-race, he may seek that elf's forgiveness. If forgiven, he must insist on serving that elf for one year (the elf can not force him to give him property or cause permanent harm to himself). If he does not serve, or if he isn't forgiven, he becomes a first level fighter as described above.
Elvish Crusaders have a -15% penalty to the experience they gain. This is in addition to any penalty they have for being a particular elven subrace.
The rules for priest spell level loss on the planes
never set right with me, so I created a new chart; it's basically the same
rules, with fewer penalties, and something else I thought made sense: a
bonus for priests on or near their home plane! In the left column, when
two planes are listed, the first is the gods' location, the second is the
priests'. Degrees of seperation for which the change is zero are not listed.
| Seperation Degree | Level Change |
| Same outer plane | +3 |
| Adjacent outer plane | +1 |
| 3 outer planes away | -1 |
| 4-5 outer planes away | -2 |
| 6 outer planes away | -3 |
| 7 outer planes away | -4 |
| Outer - Ethereal | -2 |
| Outer - Inner | -2* |
| Astral - Ethereal | -1 |
| Astral - Inner | -2 |
| Prime - Outer | -1 |
| Prime - Inner | -1 |
| Same prime world | +1 |
| Ethereal - Outer | -2 |
| Ethereal - Astral | -1 |
| Same Ethereal Demiplane | +1 |
| Inner - Outer | -3 |
| Inner - Astral | -2 |
| Same Inner Plane | +2 |
| Nonadjacent Inner Plane | -1 |
| Adjacent To Opposition | -2 |
| Opposition Inner Plane | -3 |
*The penalty for priests of Outer Planar gods on the Inner planes may worsen or improve depending on the nature of the god and the plane the priest is in. If a priest of a hypothetical god of water that lives in, say, Arborea, is on the Plane of Water, he suffers no penalties. On the Plane of Air, the penalty could be the standard -2. On the Plane of Fire, however, it would be -4.
I would theoretically use this new chart in my campaigns. However, I don't run any campaigns. Feel free to use it, that's why it's here. Another idea I came up with is incorporating the Level Loss by Plane rules with the Divine Favor/Disfavor rules. A priest on a holy mission to a plane of opposite alignment would probably be in Divine Favor (he's showing his god that he will go to the ends of the planes for him), and the bonus for that could offest or eliminate the penalty for removal, letting Divine Favor act as an unseen, temporary power key.