Divine Spellcasters
Firearms
Frightened Condition
Metamagic Daily Uses
Monks
Shardstones of Edion

Divine Spellcasters

In the Edion Campaign Setting, human clerics cast divine spells drawn from the cleric and druid spell lists. Clerics do not have access to every spell on these spell lists, however, and must choose a subset of spells to function as their personal spell list. At each spell level, a cleric knows a number of spells equal to their Wisdom score plus their Charisma modifier. A cleric may prepare and cast any spell from this subset, provided he can cast spells of that level. The availability of spells from the cleric and druid spell lists is heavily influenced by the cleric's patron deity. Rather than drawing up fixed lists for every deity in the campaign setting, the player is asked to work with the DM in choosing a spell list consistent with the deity's portfolio and alignment. Clerics retain access to two domains chosen at first level, per the normal d20 rules.

For example, Narntay has a Wisdom score of 19 and a +2 Charisma modifier. Consequently, Narntay has 19 + 2 = 21 spells on his cleric spell list per spell level (He knows 21◊ 1st-level spells, 21◊ 2nd-level spells, and so on). These spells are chosen from the cleric and druid spell lists, with a bias toward spells that focus on travel, healing, the wind, and other properties of his patron deity (see Pantheon document). He also retains access to two of his deity's domains (Travel and Celestial).

If a character's Wisdom score and/or Charisma modifier should change, adjust the number of spells on the spell list accordingly, effective the next time the character prays for new spells.

As a general rule, clerics of good deities may not choose inflict spells or death spells when choosing their personal spell list, nor may they choose earth- or water-based spells. Conversely, clerics of evil deities may not choose cure spells, fire spells, or air spells. All spell choices should be consistent with Syngyn's diagram of planar relationships, whenever possible.

Druids in Edion cast divine spells chosen from the druid spell list only, using the same system to determine the number of spells known per spell level (Wisdom score + Cha modifier). Rangers and paladins cast divine spells from their respective class lists, but only know half the number of spells per spell level that a cleric or druid would (i.e., one-half the sum of Wisdom score + Cha modifier, rounded down).

Firearms

Firearms exist in Edion, but the cost of summoning and binding elementals, added to the cost of manufacturing purefire, is prohibitive, so they are not widely used or available. (Note that firearms are much more common in the Empire of Azalan than elsewhere.)

Bombards (shipboard cannons) and handheld firearms (pistols and handguns) are quasi-magical devices that function by introducing a highly explosive alchemical agent called purefire into a chamber containing a bound fire elemental. This violently discharges the projectile and releases a cloud of greasy black smoke.

Shipboard weapons require specific mounts, or hardpoints, where heavy equipment can be securely installed on the deck.

Pistol: The pistol is designed around a small handheld frame containing a bound Tiny fire elemental. Pistols are Exotic ranged weapons, requiring the Exotic Weapon Proficiency feat to fire without penalty. Firing a pistol produces a cloud of smoke in a 5-foot space lasting one round, providing concealment. Reloading a pistol is a full-round action that provokes attacks of opportunity. Damage from a pistol is Piercing damage. The Rapid Reload feat may be taken to decrease reloading time to one move action. The spell ghostly reload can be used with a pistol as though it was a light crossbow.

Handgun: The handgun is designed around a double-handed frame containing a bound Small fire elemental. Handguns are Exotic ranged weapons, requiring the Exotic Weapon Proficiency feat to fire without penalty. Firing a pistol produces a cloud of smoke in a 5-foot space lasting one round, providing concealment. Reloading a handgun requires two full-round actions that provoke attacks of opportunity. Damage from a handgun is Piercing damage. The Rapid Reload feat may be taken to decrease reloading time to one full-round action. The spell ghostly reload can be used with a handgun as though it was a heavy crossbow.

Bombard, Light: The light bombard is designed around a Medium frame (containing a Medium fire elemental). The light bombard is a direct-fire weapon; due to its size a Medium creature takes a -4 penalty on attack rolls when firing a light bombard, and a Small creature takes a -6 penalty. The light bombard takes up a space 5 feet across and weighs 400 lbs. Firing a light bombard produces a cloud of smoke in a 5-foot space lasting 1d3 rounds, providing concealment. Damage from a light bombard is Bludgeoning damage.

Reloading the light bombard is as follows: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; full-round action and DC 15 Profession (siege engineer) check to load a purefire charge; full-round action and DC 10 Strength check to load iron shot; full round action and DC 10 Strength check to tamp the shot; full-round action to aim the bombard. Normal rate of fire is one shot per six rounds.

Bombard, Great: Like the light bombard, the great bombard is a direct-fire weapon; due to its size a Medium creature takes a -4 penalty on attack rolls when firing a great bombard, and a Small creature takes a -6 penalty. The great bombard takes up a space 10 feet across and weighs 2,000 lbs. Firing a great bombard produces a cloud of smoke in a 10-foot space lasting 1d4 rounds, providing concealment. Damage from a great bombard is Bludgeoning damage.

Reloading the great bombard is as follows: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; two full-round actions and DC 15 Profession (siege engineer) check to load a purefire charge; two full-round actions and DC 10 Strength check to load iron shot; two full round actions and DC 10 Strength check to tamp the shot; two full-round actions to aim the bombard. Normal rate of fire is one shot per ten rounds.

Purefire: Purefire is a special alchemical product that explodes violently when introduced to elemental fire. Ordinary fire does not react with purefire. In the case of handheld weapons, purefire charges are often fashioned into special wedges, which are clipped onto the firing mechanism. When the trigger is pulled, the purefire is driven into the chamber and the gun fires. In the case of bombards, purefire charges are larger and handled with special tongs. The purefire is inserted into a special door on the side of the bombard, having the same effect as a handheld firearm but on a larger (more destructive) scale.

Purefire can be created with a DC 25 Craft (alchemy) check. One charge of purefire costs 25 gp. It takes one charge to fire a pistol or handgun, 4 charges to fire a light bombard, and 20 charges to fire a heavy bombard.

Frightened Condition

With this optional rule for the frightened condition, a character who is frightened is not forced to flee from the source of her fear. Instead, this condition imposes a -4 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature subject to another similar effect (but not the same spell or effect) becomes panicked instead. This optional rule allows fear to escalate more slowly and allows for more differentiation between the panicked and frightened conditions.

Metamagic Daily Uses

With this variant, a character who selects a metamagic feat gains three daily uses of that feat that he can opt to use "on the fly" without previous preparation, increasing spell level, or extended casting time. The character must decide when casting the spell if he wishes to apply the effect of one of his metamagic feats to the spell.

The maximum level of a spell to which a caster can apply a metamagic feat is equal to the maximum spell level he is capable of casting (based on his level and ability scores), minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, the character can't apply the metamagic feat to any of her spells.

For instance, Nimlinor is normally capable of casting spells of up to 3rd level. If he chooses to apply the Silent Spell metamagic feat (which uses a spell slot one higher than normal) to a spell, the maximum level of spell that he can apply it to is equal to 3 minus 1, or 2nd. Thus, he can make any of his 0-, 1st-, or 2nd-level spells silent three times per day.

A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell than can be so affected, add together all the spell level adjustments given for the various feats.

Each time a character selects a metamagic feat, he gains three daily uses of that feat. Multiple selections of the same feat are cumulative. For instance, if a caster selects Empower Spell twice, he may use the feat six times per day rather than three.

The prerequistes for selecting a metamagic feat, and the effects of the feat itself, remain the same as given in the feats' descriptions. There is one exception: the Heighten Spell feat functions slightly differently from other metamagic feats. You may use the Heighten Spell feat to increase a spell's effective level (for purposes of such factors as save DCs and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purpose of save DC and similar effects, but doesn't require a higher level spell slot.

This variant system gives more variety and options to the metamagic-using spellcaster. The spellcaster doesn't have to prepare metamagic versions of his spell in advance or spend full-round actions to cast metamagic spells. Nor do metamagic spells take up higher slots.

Monks

Monks are disciples of the spectral arts. Through a combination of asceticism and self perfection, monks channel the subtle energies of the spectral universe, called ki, which allows them to perform amazing feats. Monastic orders are rare in Edion, but several do exist, most notably the At‚n monastery on Mount Farastu. The monk's power comes from spiritual attunement to spectral energies, not strictly through observance of meditation and contemplation (although these are important). Spectral purity is devoid of individual and permanent identity, thus Edion monks must adhere to one of the following alignments:

Monk Alignment Source of Ki Energy
Neutral good Positive energy
Neutral Temporal energy
Neutral evil Negative energy

The restrictions for ex-monks are modified accordingly: A monk who deviates from the listed alignments cannot gain new levels as a monk but retains all monk abilities. Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

Shardstones of Edion

Shardstones are fragments of the World Stone cast off from the making of Edion, called Quercil-Ždoni in the Elven tongue. Gathered by the elves at the beginning of time and later entrusted to the Abnoctim, shardstones are foci for wizardly magic. Each Abnoctim wizard is given a personal shard upon graduating from a college of magic.

Abnoctim wizards do not use familiars. Instead they are magically linked to a shardstone which provides access to the Spellpool and grants special abilities to its master, as given on the table below. All shardstones impart special abilities to their master depending on the master's combined level in classes that grant familiars. The abilities given on the table are cumulative.

Master
Class
Level
Special
1-2 Spell Focus (e.g., Necromancy), Spell Tutor
3-4 Spell Mastery (1 spell)
5-6 Esotery I (e.g., Sustains wizard without food or water)
7-8 Spell Mastery (2 spells)
9-10 Greater Spell Focus (e.g., Necromancy)
11-12 Spell Mastery (3 spells)
13-14 Esotery II (e.g., Sustains wizard without air)
15-16 Spell Mastery (4 spells)
17-18 Signature Spells
19-20 Esotery III (e.g., Regenerate 1 point of damage per hour)

The special abilities granted by a shardstone are detailed below. These powers only function when the shardstone is held in hand or displayed on one's person. Wizards frequently set their shardstone into a staff, though this is not strictly necessary to utilize its powers.

Spell Focus: The shard stone is attuned to a particular school of magic (e.g., Necromancy). Add +1 to the Difficulty Class for all saving throws against spells from the shard's school of magic.

Spell Tutor: The wizard may automatically learn one additional spell per character level (i.e., three spells instead of two). All learned spells must be from the shard's school of magic.

Spell Mastery: The shard inspires its master, granting him new insights into the arcane. Each time this ability is gained, the wizard may choose a spell that he already knows. From that point on, he can prepare this spell without referring to a spellbook.

Esotery: Each shardstone is a one-of-a-kind object of power, unexampled in all the universe. As such, it grants its master certain unique powers unlocked at various intervals, as shown on the table above. Each time an esoteric power is gained, the shard makes available the functions of a different magic item, feat, class ability, or other power chosen by the DM in concordance with the shardís unique identity. Use the following table as a guide (examples given are for NŠmion, Nimlinorís shard).

Greater Spell Focus: Add +1 to the Difficulty Class for all saving throws against spells from the shard's school of magic. This bonus stacks with the bonus from Spell Focus (above).

Signature Spells: The wizard may convert any prepared arcane spell to a spell he has mastered (via the Spell Mastery ability or Spell Mastery feat), just as a good cleric can spontaneously cast prepared spells as cure spells. A prepared spell can be swapped for a mastered spell of equal or lower spell level.

Note: Although Abnoctim wizards do not typically employs familiars, a familiar may be acquired using the Obtain Familiar feat. A shardstone of Edion cannot be damaged or destroyed by any known art. Not even the gods can mar the remnants of the World Stone.