Tuesday, December 31, 2013

The Winter Warlock




Winter Warlocks are a rare variety of arcanist that inhabit the high, lonely places of the world. There they conduct their wintery research in near total isolation, rarely tolerating trespassers. Although not a formal College of Wizardry, Winter Warlocks nevertheless occasionally take on apprentices to which they pass on their icy secrets. In turn, these apprentices wander the wider world, occasionally as adventurers, until they are ready to settle into their own snowy tower of solitude. Sages speak of Spring, Summer and Fall Warlocks as well, though even less is known of them, including whether they actually exist …

The following is an additional college for my wizard class.

College
Weapons
Special Abilities
Proficiency List
Winter
club, dagger, dart, staff
1st level: Elementalism (water), 2nd level: resistant to cold, 4th level: scry (using water, snow or ice), once per day; each use takes 10 minutes, 10th level: control weather (creating cold or snowy conditions only; where cold or snowy conditions already exist, severe winds may be created), once per month; each use takes 1 round, 14th level: The character’s resistant to cold saving throw bonus and damage reduction increase to +4 and -2 respectively. Additionally, if the character makes a successful saving throw against a cold attack that normally deals half damage on a successful save, the character instead takes no damage.
Beast Friendship, Black Lore, Intimidation, Passing Without Trace


New Powers

Resistant to Cold

Minor cold (such as exposure to winter weather in inadequate clothing) is ignored by the character. Against more significant cold (such as the breath of a White Dragon), the character gains a bonus of +2 on saving throws, and all damage from such attacks is reduced by -1 point per die of damage rolled. Any cold attacks will still inflict at least 1 point of damage per die rolled, however.


New Spells


Frost Burst
Water
Arcane 2
Range: 120'
Duration: instantaneous

Frost bursts in a 20' diameter sphere. Every creature in the area takes 1d6 points of damage per two caster levels, to a maximum of 5d6 points of damage. A successful saving throw versus Blast reduces the damage to half.

Ice Storm
Water
Arcane 4
Range: 240'
Duration: instantaneous

Great magical hailstones pound down in a column 40' high and 20' in diameter, dealing 3d10 points of damage to every creature in the area.


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