Talk:Vesa

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NPC Reaction

Arcane magic in Athas is viewed as more dangerous and destructive than helpful, so general NPC attitudes towards someone suspected to be a wizard range from indifferent to unfriendly. If a NPC actually witness a wizard drawing magical energy or casting a spell, the resultant fear and hatred shifts the NPC’s attitude toward hostile.

Arcane magic is banned in all known city-states. Templars constantly patrol the streets searching for wizards and arcane items.

Veiled Alliance

Wizardly magic on Athas isn’t as codified and formal as it is in other campaign settings. For example, there are no academies or colleges for teaching the wizardly arts. Instead, a wizard‐in‐training must find a teacher, which isn’t very easy in a world where wizards must hide their profession in order to survive. For protection from nearly universal hatred, the good wizards of Athas and their allies have formed secret societies, collectively known as the Veiled Alliance.

However, each city‐state holds a different Alliance, they do not cooperate, and they share no leaders. Members of one Alliance do not automatically become members of another. At best, the different groups respect each other, and may offer courtesy assistance to a foreign member who arrives in town.

Defilers don’t usually organize together, but they often join organizations, especially Merchant Houses and raiding tribes.

Spellbook

In most places on Athas, reading is illegal and the practice of magic even more so. Wizards must develop ways to hide their spellbooks from curious eyes; else they face certain discovery and death. Athasian wizards write their spells on paper or papyrus scrolls, weave them into small tapestries or the fringes of their robes, carve them into bone staves, or—in extreme cases— use complicated knot and string patterns or stone tablets. All of these collections of spells are referred to as “spellbooks” and function accordingly.

Arcane Tradition: Path of the Preserver

Cleansing Flame [2nd level]

As Sacred Flame, but it can only target defilers, templars who serve Sorcerer-Kings, or undead] This cantrip never defiles, and cannot be used with defiling.

Backlash [2nd Level]

Beginning at 2nd level when you choose this path, you can imbue an area of land and plants with protective magic. By expending a 1st level spell slot, you can ward a circular area centered on yourself with a 20ft radius against Defiling. A Defiler who attempts to draw the energy of this land must make a Constitution saving throw. The defiler suffers 2d6 radiant damage on a failed saving throw, and half damage on a successful save. If you expend a higher spell slot than 1st level, the radius increases by 10ft and the damage increases by 1d6 for each level above 1st.

Careful Empowerment [6th Level]

Beginning at 6th level, you learn to empower your spells using the life energy of the land, but without causing defiling. When you cast a spell in an area with fertile soil and plant life, you may add your spell casting modifier to the spell's damage roll, if any, and the saving throw DC for that spell is increased by one.

Preserve Life [10th Level]

You add the spells cure wounds and lesser restoration to your spellbook, if you do not have them already, and they count as wizard spells for you. In addition, you can cast mass cure wounds as a ritual once per day.

Avangion [14th Level]

You can use your action to activate a magical aura that sheds bright light to a radius of 10ft, and dim light for another 10ft beyond that. The aura requires your Concentration to maintain, and can be maintained for up to an hour. Within this aura, the following effects apply:

  • Any magical darkness within the aura's radius is dispelled
  • You and your allies within the aura cannot be charmed, frightened or possessed by aberrations or undead, and any of your allies already under such an effect from such a creature has advantage on any new saving throw against the effect.
  • You and your allies within the aura have resistance to bludgeoning, slashing, and piercing damage from non-magical weapons.