Category Archives: Classes

Sexy Alien Elves

I’ve grown weary of the standardized Tolkien style elves so I decided to do a little tweaking for own little home brew. I know that racial classes are a bit contentious. For my own purposes, they are an option for demi-human characters. And, of course, as with any home brew type thingie. Your mileage may vary. And, yes, I do have a soft spot for spontaneous casters from later editions.

Elves are the newest race to the world. Centuries ago, they appeared from nowhere. Scholars are unsure if they are refugees, exiles, colonists or the prelude to an invasion from another world. The elves either aren’t talking or don’t know the truth themselves. Despite their alien beauty, their relations with the other races is dubious at best.
Wood elves are generally not well regarded by elvish society. They are deviants who have gone native. They neither confirm nor deny the existence of any so called Dark Elves.

Classes: Fighting-man, Magic-user, Thief, Elf Racial Class

Racial Abilities:
Darkvision: Elves can see in the dark up to 60 feet.

Arcane Channeling: Elves may channel part of their arcane essence into their spells and attacks. When an elf attempts this he takes 1d4 damage. If the elf channels through a weapon, that weapon is considered magical and does additional damage equal to the damage he took. If the elf uses to empower a spell against a creature with Magical Resistance then the creature’s Magic Resistance is reduced by the amount of damage taken by the elf X 5%.

Arcane Resistance: Elves are beings of magic. Elves gain a +2 to save against Magic-User (arcane) spells.

Not Of This World: The elves have no connect to the gods of this world. As such they cannot become clerics. Additionally, they have a -2 penalty to save against clerical (divine) magic.

Alien Physiology: Because of their alien nature, elves have lessened resistance to worldly poisons and disease (-2 to Saving Throws).

Magical Affinity: On a successful Saving Throw, elves may detect magic as the spell.

Elf Racial Class:

Hit Die: d6/level
Saving Throw: As Magic-User
Attack Progression: As Thief
Spell Casting: Elves do not use spell books like a Magic-User. Their magic is an inherent ability so they do not to prepare spells nor can they research new spells. Elves may cast spells in leather or magical armor.
Spells/Day: As a Magic-User of ½ the elf’s level (always rounded down).
Spells Known: An elf knows a number of spells equal to the Spells/Day for the appropriate level. These spells are determined randomly from the Magic-User Spell list.
For Example: A 6th level elf would know two 1st level spells and one 2nd level spell. He can cast two 1st level spells and one 2nd level spell per day.

Clerics Have Always Bugged Me

Yeah, it’s time I make this confession. Every since I’ve started playing the mechanics behind clerics have struck me as wrong. I can fully get behind the concept of the armored warrior-priest that’s no problem. It’s the spell casting that gets me.
Here’s how it works out in my crazy little mind. Cleric prays, “Oh mighty Crom, Today I want to heal my friends three times. I want bless them in combat and I want your divine protection.”
“OK, you got it.”
How I think it should go.
“Oh mighty Crom. Today I want to heal my friends three..”
“What? You dare call my name and ask for my aid to heal those weaklings! Be gone, worm!”
Basically, it comes down to this. The cleric wakes up and asks his god for a shopping list of spells and the god delivers no matter what. When domains were added that gave clerics a few more defined powers on their faith but they still have pretty much the same shopping list of spells. I’ve seen players make spell choices based on their character which is good and fine but still doesn’t quite fit into my little world view. So here you go. Clerical spell casting re-imagined for Swords & Wizardry.

Gods & Spells: The cleric spell list is broken done by god. Spells are designated as Canonical (Spells that reinforce or are aligned with the god’s philosophy/domain/portfolio.), Neutral (Spells that neither oppose or support the god’s goals), Heretical (Spells that go against the god’s goals). If a game master doesn’t want to spend the time breaking down the spells. He should clearly define what each god’s agenda. Also, the Turn Undead ability should be converted to a first level spell.

Spells per day: Unchanged.

Spell Casting & Preparation: Clerics do not prepare spells. As the need for divine aid arises, the cleric calls upon the divine favor of his deity. The cleric rolls a Saving Throw modified by the spell type (Canonical: +3, Neutral: Unmodified, Heretical: -3). If the Saving Throw is successful then the spell is cast. On a failure, the spell is not cast but it still counts against the cleric’s daily allocation of spells. In the event, the cleric attempts to cast a spell that is contrary to his god and rolls a Natural 1 then there may be additional consequences for calling forth such heretical power.