Zodiarchs 

 

Wensharian Zodiac Symbol

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Date Season Element Class Metal

Zaphkiel, the Watcher Aquarius

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Janissary Winter Air Bard Bronze

Jazirian, the Ouroboros Pisces

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Febrile Winter Water Cleric Copper
Raziel, the Crusader Aries

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Marche Spring Fire Barbarian Tin

Manath, the Horned Duke
Taurus

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Angel Spring Earth Paladin Iron

Araquiel, the Avoral (as Sathia) Gemini

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Maeve Spring Air Wizard Platinum

Erathaol, the Sage Cancer

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Jenue Summer Water Rogue Copper

Talisid, the Celestial Lion Leo

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Jules Summer Fire Fighter Gold
Vhara, the Unicorn Virgo

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Augustus Summer Earth Druid Silver

Bahamut, the Platinum Dragon Libra

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Septimus Fall Air 

Tiamat, the Dragon Empress Scorpio

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Octagon Fall Water Warlock Copper, Gold

Kharash, the Hunter Sagittarius

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Novus Fall Fire Sorcerer Gold

Bharrai, the Great Bear
Ursinus

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Descent Winter Earth Ranger

Mithril



 *bold=companions, non=watchers

Dragon Tarot Draft

 

Dragon Seer Deck

 

Harbingers of the Ether

  • Hyades (Carcossa) • Rigel •  Tindalos • Yith(Topaline?) • Yuggoth • Taut (worms of, from Rifts)

Harbingers of the Elements

  • Ignis • Tellus • Pisces • Aeris • Dracos

Harbingers of the Firmament

  • Celaeno • Orrion • Pleiades • Solaris • Ulthar

Harbingers of the Void

  • Acamar • Caiphon • Delban • Gibbeth • Hadar • Khirad • Nihal • Zhudun

 

Blood magic is linked to ancient elemental and primal powers. The earliest known practitioners of blood magic were the ancient ogre kingdoms and their allies. Blood magic is intricately tied to the elder primal powers of life and death. Powerful in its scope and applicability, blood magic could be considered neutral in regards to good and evil, except for the corrupting effect of power and the tendency for it’s wielders to use the blood of others in their rituals.

When you cast a blood magic spell, you take damage equal to the blood required for the spell, which you can draw as part of casting the spell (no additional action required). This blood must come from you, unless you have features or feats that allow you to use other sources of blood to power your magic.  If you cast a Blood Magic spell at a higher level, the minimum hit points increases to the level the spell is cast at.  You cannot spend more hit points than you have this way.

Because of their affinity with the power of life in it’s primal aspect, some blood magic wielders can cast spells from the druid list, and eventually gain the power to change form as a druid.

Blood Magic Feats

Blood Rituals

Blood Rituals


Prerequisite: Spellcasting or Pact Magic Feature, 4th level

  • You can cast ritual spells that are on your spell list by expending and taking damage equal to one Hit Die per level of the ritual.  Blood Rituals allows you to cast rituals that you may otherwise not been able to cast. 
  • Whenever you cast a ritual spell that requires a material component, you can instead use blood, draining the living vital essence of creatures to power the magic in a unique way. Expensive material components may be replaced, with each  additional hit die sacrificed in this manner able to replace up to 100 gp of material components (for example, to replace a diamond worth 500 gold, 5 hit die would have to be expended in this manner)

Bloodcraft

Bloodcraft


Prerequisite: 4th level, Spellcasting or Pact Magic feature

  • You gain access to the Blood Magic spell list.
  • Once per turn when you roll damage for a spell you cast using a spell slot, you can siphon your life energy into the spell and empower it. Roll a number of your unexpended Hit Point Dice, up to a number equal to half the level of spell slot expended (round up, minimum of one die), and add the total rolled to one damage roll of the spell. Those Hit Point Dice are then expended.
  • Life Steal. Instead of drawing on your own life force when you use this feature, you can try to steal life from another creature you can see within 30 feet of yourself. That creature makes a Constitution saving throw against your spell save DC; creatures that have Immunity to the Exhaustion condition automatically succeed on the save. On a failed save, in place of rolling your Hit Point Dice, roll a number of the creature’s unexpended Hit Point Dice, up to a number equal to half the level of slot expended (round down, minimum of one die); you then add that total rolled to one damage roll of the spell, and those Hit Point Dice are expended for the creature.  Once a creature fails its save against Life Steal, you can’t use Life Steal again until you finish a Short or Long Rest.  
  • You can expend Hit Dice to create spell slots, as if a sorcerer using spell points.


Blood Ward

Blood Ward


Prerequisite: Bloodcraft

  • Blood Ward. When you take a Bonus Action to transform Hit Dice into a spell slot, you can wreathe your body in a protective web of defiling energy. Roll a number of d6s equal to the level of spell slot created. You gain Temporary Hit Points equal to the total rolled.  These Hit Points can be used for Blood Magic spell costs.
  • If a creature hits you with a melee attack roll while you have Temporary Hit Points, the creature takes Necrotic or Poison damage (your choice) equal to your Charisma modifier.
  • Strengthened Rot. Damage dealt by your Sorcerer spells and Sorcerer features ignores Resistance to Necrotic and Poison damage.


Side effects of blood magic (maho):

Whenever a character draws upon the core power of blood magic (expend a hd for an effect), they must make a DC 10 + Corruption Score Wisdom saving throw.  On a successful save, the character can draw upon blood magic without any physical or spiritual consequence, although their reputation might suffer if the act is witnessed.

On a failed save, the character gains a +1 to their corruption score.  A character has a corruption score of 0 (not afflicted), 1-4 (mild affliction), 5-7 (moderate affliction) 8-9 (severe affliction) and 10 (totally corrupted).

Upon reaching one of the afflicted categories (mild, moderate, severe) the DM will roll on the appropriate table for that level.

Healing the Corruption:

A lesser restoration spell can reduce a character’s corruption level by 1, a greater restoration reduces it by 3, while a wish, or similar spell can completely remove a character’s corruption score.  Although a character's score may be reduced to zero, they are forever considered corrupted.

A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness. Physical corruption is harder to remove, requiring a regeneration spell or better.

Theoretical Spells that could be space/time flavored.

1st Level

Catapult
Expeditious Retreat
Feather Fall
Jump
Magnify Gravity

2nd Level

Gravity Bind (Earth Bind)
Levitate
Misty Step

3rd Level

Blink
Clairvoyance (?)
Fly
Haste
Slow

Dragon Bloodline Sorcerers can have many origins such as descended from dragons or other unpredictable ways.  For areas frequented by Korsic peoples, Dragon Pact sorcerers are actually a time honored tradition that can be reliably gained or trained into.

Many Korsic clans (and some of their Dwarven brethren) have maintained the ceremonies and rituals to initiate qualified candidates into a pact with either a specific dragon or a group of dragons.  According to the dragons as legends would have it, this is done to allow the lesser races to join the dragons in their grand plans/prophecies for the future.

Older clans that follow draconic traditions usually lean towards shamanism in their spell casting, summoning and using dragon spirits and powers, while newer traditions favor the sorcery and arcane aspects.  There is  longstanding rivalry between the two traditions (usually non-hostile) with the elder tradition granted an earned respect from the younger.

The Dragon Pact Tradition has several unique spells, powers, and abilities not normally seen in other dragon style sorcerers.


Also: Dragonfire Adept Invocations (replaces metamagic)

Also:  Draconic gifts





Several Types of Rune Systems

There are normally two main types of runes involved in Rune Magic.  Inscribed Rune Items, and Spell Runes.

Spell runes are magical constructs that can be created/triggered much like a spell scroll.  Runes like this are typically used to create magic items of power, from simple one use items to the legendary Runeswords*.

 

Rune items are items of various type that contain the essence of a particular rune, and grant abilities to anyone who possess, or attunes to it.

 

*Runic Weapons (a specific style) bond the life force of creatures into weapons and armor.  This creates some of the most powerful weapons and items in the multiverse, but is ultimately seen as evil, destructive, and corrupting.  Secretly, yugoloths retain the ability to create new rune weapons.


Inscribed Rune Items (common among dwarves and Korsic humans.)

  • Known runes may are inscribed on an item or object, and normally have passive abilities that are active while wearing or carrying an object inscribed with the rune.
  • They also have an additional ability that can be used a limited number of times (usually short or long rest).
  • Some runes have the ability to be transferred permanently to a nonmagical item, which then gains a benefit based on the rune.
  • Similar to inscribed, however individuals gain knowledge of specific runes, and do not generally need an object with the rune inscribed on it for passive abilities.
  • Knowledge of runes is usually gained through feats.
  • Runes that are inscribed onto objects or areas that can activate a spell or spell like power.
  • Spells such as Glyph of Warding and Symbol are also included.


Inherent Rune Magic (

Spell Runes (common within ancient Wensharia.)

The wizards of the Wensharian Empire were very proficient in developing and combining spell effects and properties.  Some say they were on the verge of equaling or surpassing Elven High Magic.  Some of the more common effects that have been known to be applied to spells or items are listed below.  Effects may vary based on item or spell.  Weapons are treated as magical, and of the energy type listed for purposes of bypassing resistances/immunities.  

Balefire: Fire mixed with potent necrotic energy.
Minor
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Major, as minor and deals an extra 1d4 balefire damage.

Black-flame:  Fire mixed with necrotic energy.
Minor, weapons imbued with blackflame are treated as magical, and both fire and necrotic.
Major, as minor, and deals an extra 1d4 of blackflame damage, and the target can't regain hit points until the start of your next turn.
Spell?? as Major to fire spells cast one level higher ??

Black-Lightning:  Lightning mixed with necrotic energy.
Minor, weapons imbued with black lightning are treated as magical, and both necrotic and lightning.
Major, as minor, and deals an extra 1d4 of black lightning damage.

Eldritch: Magical force.
Minor,
weapon is treated as magical for purposes of bypassing resistances/immunities, although it does no extra damage.
Major, as minor, and deals an extra 1d4 of force damage.

Frostbite: Chilling essence of ice.
Minor, 
as base level ray of frost cantrip on target hit by weapon.
Major, as minor, speed reduction lasts extra round.

Green-Flame: Leaping green fire.
Minor,
as base level green-flame cantrip.
Major, as minor, flame damage lasts extra round on second creature.

Hellfire: potent fire from hell.
Minor,
weapon deals and extra 1d4 fire damage.
Major, as minor, weapon and fire damage dealt ignores resistance to fire damage, and treats immunity as resistance.