#spellscale
Explore tagged Tumblr posts
tabletopresources · 6 months ago
Text
Tumblr media
[Pinterest]
Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
241 notes · View notes
doomboy911 · 8 months ago
Text
Tumblr media
Theme Humanoid (Spellscale)
Prompt list
Creature Codex art challenge
Commentary
Simple work here playing with only five dark colors. Back to working on faces. While I lacked the room for proper runes I think the white worked well for them and the eyes. I wanted to work with just a simple bust rather than building out a full body. Love the skin tone and I think I'm getting better at expressing it.
Couldn't put a lot of time in due to work coming up but its still pretty good.
Palette picked
13 notes · View notes
archpaladin · 1 year ago
Text
I really like your interpretation (and redemption) of the spellscale for 1e. It's kind of a shame that 2e seems to have decided people of draconic descent are basically just identical to ones descended from jinn (ifrits descended from magma dragons, sylphs descended from cloud dragons, etc.). And yeah, the spellscales in Races of the Dragon kind of bothered me even before I understood enough about the LGBTQ+ community to realize that's what the spellscales were referencing. Knowing what I know now and rereading those passages...what can I say but "YIKES!"?
Spellscale
Tumblr media
“Half-Dragon” © deviantArt user mmmegh, accessed at her gallery here
[The spellscale originally appeared in Races of the Dragon, a D&D 3.5 book devoted to dragon-influenced PCs. It was the third of three player races, the other two of which have long shadows. One was kobolds, cementing them mechanically as “little dragon people” to go with the flavor introduced in the 3.0 Monster Manual. The second were dragonborn, which reappeared in both 4e and 5e as a core race. The spellscales were not nearly so popular.
Why? Two reasons. First, they’re mechanically dumb. Their signature mechanic is that they can meditate on different dragon gods every day and pick from between twelve different bonuses. Too bad that all of these bonuses are good for spellcasters only, and most of them aren’t any use until high levels, since they grant metamagic feats. Second, their flavor text is quite frankly offensive. They are painted as an entire species of camp gay stereotypes. Which is not helped by all of the art for them being androgynous and purple skinned.
So this is an in-name-only conversion. The basic idea of magically talented dragon people is a good one, but pretty much only that core remains. And new art for dragon people is easy to come by on the internet. The trick is finding some that isn’t overtly pornographic.]
Spellscale CR ½ CN Humanoid (reptilian) This powerfully built humanoid has a small pair of horns growing from her head, claw-like fingers and toes, and a fine layer of silver scales for skin.
Spellscales are to dragons as tieflings are to fiends or aasimar are to celestials—they are humanoid descendants of draconic bloodlines. Many dragons are capable of interbreeding with other creatures, and their magical nature imbues humanoid lineages for countless generations. Ironically for being descended from such long-lived creatures, spellscales have lifespans equivalent to those of humans. This (relatively) short lifespan gives most spellscales a level of drive and ambition not seen in their dragon ancestors, and most try to make an impact on the world around them.
Spellscales are typically magically gifted and curious, frequently innovating with new spells and magic items. Even those without levels in spellcasting classes possess some magical talents. They tend to live in larger mixed race settlements, rather than sequestering themselves in their own communities. Most spellscales delight in trying as many novel sensations and experiences as possible, and spend at least part of their lives as adventurers. They get along well with other cultures with strong magical traditions, like most gnomes and elves
Spellscales vary in appearance with their levels of draconic traits. All have their namesake scales, but some have clawed feet, tails, horns or other physical markers of dragons. Despite what some prejudiced folk may think, the color of a spellscale’s scales has no reflection on their alignment—metallic spellscales can be evil, chromatic ones be good, and many spellscales have patterns and colors not reflected by true dragons at all. They tend towards chaotic alignments, but even spellscale monks and paladins are not unheard of.
Spellscales as Player Characters A spellscale does not have racial Hit Dice and advances by character level. Spellscale characters have the following traits +2 Str, +2 Cha, -2 Con Spellscales have powerful muscles and personalities, but lack stamina Medium size A spellscale gains no penalties or bonuses due to their size Normal speed A spellscale has a land speed of 30 ft. Darkvision 60 ft. Spell Ward A spellscale gains a +2 racial bonus on all saving throws against spells and spell-like abilities Magical Gift A spellscale gains a single cantrip from the sorcerer/wizard list as a spell-like ability usable at will. It uses its HD as its caster level, and the save DC (if any) is Charisma based. Shrewd A spellscale gains a +2 racial bonus on all Appraise and Spellcraft checks. Languages A spellscale begins play speaking Common and Draconic. A spellscale with an Intelligence bonus may pick any language as a bonus language, except for secret languages such as Druidic.
Alternate Racial Traits Claws Some spellscales have clawed fingers. A spellscale with this racial trait gets two claw attacks that deal 1d4 points of damage. If a spellscale with this trait takes the draconic bloodline or any other class ability that gives them claws, their claws deal damage at one die higher. This trait replaces magical gift.
Imperious Some spellscales are imbued with draconic mastery over fear. They gain a +2 racial bonus to all Intimidate checks, and the DC to intimidate them increases by 2. This trait replaces shrewd.
Dragon Immunities Some spellscales have the immunities of the dragon type instead of a general protection from magic. A spellscale with this trait is immune to sleep and paralysis effects. This trait replaces spell ward.
Keep reading
377 notes · View notes
c00kietin · 8 days ago
Note
ive recently been learning dnd 3.5e for a dnd campaign im in (its starting this sunday im quite excited), and the character i made for it is quite silly i think
theyre a spellscale (basically both their parents were sorcerers and the draconic genes gave them extra magic), and theyre an artificer
3.5e artificers are quite cool
May I ask what an artificer is? <:D
2 notes · View notes
brimscythes · 1 year ago
Text
Tumblr media Tumblr media Tumblr media
im finally on my laptop time for a commission dump
kuvryn blackmont (green spellscale sorcerer, a bastard evil lordling who enjoys incinerating people) by @ssuzu, laurentius alcott krodak caedes-von aegir (half-orc war cleric/fighter, a sweet young man cursed by god) by @le-mooon, ozias edevane (half-elf warlock in a bloodborne world whos patron is his eldritch sword wife) by @molnyash-art
my horrible sons and my even worse peepaw
11 notes · View notes
thecreaturecodex · 1 year ago
Text
Tumblr media
Believe it or not, @mikoyanstan​, this is core D&D! The 1e Dungeon Masters Guide by Gary Gygax. And only Gary Gygax, which explains this. It’s basically a peek into one man’s very weird psyche for 240+ pages. Even if you never run a 1e game in your life, I recommend it as an artifact of what the guy who made the game thought it should be like.
Also, as @abominationimperatrix​ pointed out, since D&D has such a history of splitting (A ghost is different from a wraith is different from a spectre, for instance)... should we assume that each of these entries would have a different stat block and different abilities? Are the adjectives modifiers? So a “saucy” character would get a bonus on Charisma checks made to insult or tease, whereas a “slovenly” one might save at a higher level against disease effects?
And thinking about this is how the Book of Erotic Fantasy was written...
Tumblr media
Tag yourself, I'm brazen strumpet.
259 notes · View notes
bardicwhispers · 5 years ago
Text
So, for some reason, I really like Spellscales. I don’t remember how I came across them since they are from 3e and I’ve only ever played 5e, but somehow I did. They’re from a book called “Races of the Dragon” which, as the title suggests, covers a few different draconic player-races. The book also has a section on a very different sort of Dragonborn that also intrigues me but no nearly as much as the Spellscales.
I’ll provide a brief overview for anyone not familiar with the Spellscale. In the artwork, they look rather like purple or blue-skinned elves. They also aren’t really a race since they are born from two sorcerers even if the sorcerers are a human and a half-orc or something. They get a +2 bonus to Charisma and a -2 debuff to Constitution. They can see in low light conditions. They are considered dragons for racial effects. Their preferred class is Sorcerer and they have something called a “Blood Quickening” which is basically a daily devotion to a draconic deity that grants them some sort of bonus for the day (based on which draconic deity they prayed to that day).
In order to rework them for 5e, I’ve created a new origin story for them that actually makes them a race and not the happenstance of a double dose of inherently magical genetics. I’m also altering their appearance somewhat and giving them a few subraces. I am keeping the Blood Quickening (which seems to me to be the biggest distinguishing feature of the race) but changing the bonuses to make the Spellscale a more versatile race. I would be grateful for feedback from more experienced players on my draft (below).
SPELLSCALE (5e)
Legend has it that the first of the Spellscale race were the three sons of two exceedingly vain and evil sorcerers. Entirely too pleased with their own features and cruel behavior, their monstrous natures were written into the appearance of their children. Appalled at seeing their own villainy reflected back at them in the faces of their offspring, the sorcerers gave the infants to one of their soldiers along with the order to take them into the woods and slaughter them.
However, the soldier had recently lost a child and could not bear to kill the innocent babes. He consulted with his wife and they agreed to leave the three boys at a temple though they knew their lives would be forfeit if the deceit was discovered. The soldier travelled a full day, hoping that leaving the children at a further temple would lessen the chances of their survival being discovered. He left them in a temple of Bahamut where he hoped their draconic features would be celebrated rather than reviled.
The three infants were found by devotees of Bahamut and, as the soldier had hoped, their appearance was believed to be a blassing from the Platinum Dragon. The boys were given the names of Ornoth, Aurixoth, and Uxmolik and raised in the ideals of Bahamut. They grew to be fine young men and eventually went out into the world to seek their own fortunes. Despite their parentage, they each had an affable and easygoing disposition that allowed them to make friends and lovers easily.
+2 Charisma, Darkvision, speed 30 ft, medium sized. Considered adult at 40 years and live to be about 450 years. NO breath weapon or damage immunities.
Subraces: Ornoth - skin in shades ranging from dark purple to very pale blue with elongated pointed ears. They have vertical slit pupils (like a cat) and their darkvision range is 30ft and they can detect shades of red even in low light. They tend to eat meat-heavy diets. Aurixoth have skin in shades from pale yellow to dark orange (almost red). Their ears are shorter, closer to the head and not as pointedTheir eyes also have the vertical slit pupils and 30ft dark vision but cannot see colors in low light. They are more omnivorous than the Ornoth, however, and have a +1 to perception checks relying on smell. The Uxmolik are slightly larger than either the Ornoth or Aurixoth with skin in shades of grey or brown, often with a metallic sheen. Their ears are small and rounded, little more than a raised ridge of scaled skin around the entrance to the ear canal. Their eyes have more rounded pupils with 30ft darkvision but cannot see colors in low light. They have +1 to perception checks relying on hearing.
Blood Quickening - a 10 minute medidation on the draconic deity of their choice. May include doing something the chosen deity would appreciate, such as leaving a gold piece in a hidden spot for Astilabor. A successful meditation grants the following bonuses based on which deity was considered. No one deity can be called on more than once in a three day period. DM decides if meditation was successful, player decides which boon is granted.
Aasterinian - +1 to Deception OR Sleight of Hand checks for the day OR 1 use of Message (1st level spell).
Astilabor - +1 to History checks for the day OR 2x payout on any money earned today such as rent or wages (does not affect portion of treasure or loot).
Bahamut - 1 use of Channel Divinity OR 1 use Detect Evil and Good (1st level spell) OR do 2d6 additional radiant damage to one enemy.
Chronepsis - +2 to Perception checks for the day.
Falazure - +1 to Religion checks for the day OR 1 use Inflict Wounds (1st level spell)
Garyx - +1 to Survival checks for the day OR 1 use Burning Hands (1st level spell)
Hlal - +2 to Performance checks for the day OR 1 use Hideous Laughter (1st level spell)
Io - +1 to Strength checks for the day OR 1 use Create or Destroy Water (1st level spell) OR 1 use Goodberry (1st level spell)
Lendys - +2 to Concentration OR Insight checks for the day OR 1 use Identify (1st level spell)
Tamara - +2 to Medicine checks for the day OR 1 use Cure Wounds (1st level spell) OR 1 use Healing Word (1st level spell)
Tiamat - 1 use Command (1st level spell) or do 2d6 additional necrotic damage to one enemy.
6 notes · View notes
fightabear · 5 years ago
Text
Tumblr media
Basically I played with colours while waiting for dungeon queues in ffxiv and this happened
4 notes · View notes
nocturnus-artemis · 6 years ago
Photo
Tumblr media
(damn I’m rusty)  ANYWAY, slightly late, kinda hasty, birthday present for @xain-russell of his favorite Dungeons and Dragons races (Kobold, Dragonborn, & Spellscale) as his favorite class (Bard).  the DrgnBrn chick is a reference to this humorous masterpiece http://samsantala.tumblr.com/post/170041845490/everyones-been-getting-into-dnd-and-i-wanted-to and the Kobold lass was an idea I had bouncing around of the smaller races using drums practically as large as they were as a portable stage as well as an instrument.
low-key I had no idea what a Spellscale was before today, I learned a thing :D
7 notes · View notes
sweettist · 6 years ago
Text
Vivacious Spellscale Beguiler
This is my back up character.
Before her I played a Song Dragon Gypsy.
(Yes, I was an actual dragon. Yes, it was SRD.)
Darn Deck of Many Things took her soul.
If you play D&D
Tag your race and class! I’m real curious to see who everyone here plays
19K notes · View notes
queerforscience · 5 years ago
Text
I really appreciate picrew as someone with a lot of D&D characters that isn’t great at drawing because it means I can make cool pictures of them. Here’s a bunch of them made with @sangled‘s picrew.
This is Frank, who I play in my main long-running campaign. They’re a genderfluid half elf bard who, along with his friend, helped invent rock and roll. She started adventuring because her high elf family doesn’t approve of their gender fluidity or the fact that he’s half human, his existence is a bit of a scandal.
Tumblr media
This is Avi, a human wizard college dropout who became a warlock after dropping out. They’re autistic and dropped out largely because of executive function issues.
Tumblr media
This is Urmple, a gnome void knight barbarian. He became a void knight barb because of a magical accident with some eldritch texts he was reading, hence how a nerdy gnome with anxiety is a barbarian.
Tumblr media
This is Erevan, one of my favorite characters besides my main Frank. He’s a warlock of Loki. He made his pact in order to physically transition. As part of his deal with Loki he travels with a carnival troupe as a charlatan and is fiercely loyal to his chosen family.
Tumblr media
And last but definitely not least, Alyx Jupiter Quincy (”Student Q”), half drow artificer // war clad extraordinaire, ancom, and cripple punk nonbinary wheelchair user. I made them for an urban fantasy superhero campaign. They have a mechanical service dog that they designed and built themselves which ended up being the only character with land vehicle proficiency so the dog drives everyone around in Alyx’s MV- wheelchair van. (This was made in this picrew bc it had a wheelchair option although tbf Alyx’s chair doesn’t actually come up that high or have handles, it’s more like this)
Tumblr media
1 note · View note
thecreaturecodex · 2 years ago
Text
Melusine
Tumblr media
Image © @tredlocity​
[Melusine is a French mermaid/fairy/dragon, who’s a surprisingly big deal considering her relative obscurity in the modern era. Multiple royal families throughout Europe claimed to be her descendants, including some big hitters like the House of Luxembourg and the House of Anjou. She was a major figure in the Middle Ages and into the Early Modern Era, inspiring poetry, art and heraldry. Martin Luther and Paracelsus wrote about her. She’s even the Starbucks mascot!
Melusine is often depicted as an ordinary mermaid, but there are two major alternate takes out there. Sometimes she’s depicted with the lower half of a dragon, not a fish, with wings and claws. Sometimes she has two tails, like the Starbucks logo. I wanted my melusine to combine these two designs, but could find nothing to my liking that had both of them. So I commissioned some art, and I think that @tredlocity​ did an excellent job.]
Melusine CR 14 LN Dragon This humanoid woman has green, scaly skin and draconic wings. From the waist down, she has two finned tails instead of legs. She wears a crown on her head.
Melusines are powerful draconic sorcerers of mermaid-like character, and they are so rare that many people think of them as a unique creature. Melusines live their lives in long alternating arcs, sometimes hiding from the world in a distant glen or ocean, and sometimes disguising themselves as humanoids in order to live among them. They desire to raise families and experience love, but have to abandon these families before their monstrous nature is found out. Most melusines make their partners swear oaths to allow them some alone time in their natural form (a weekly bath is common), and a melusine will leave if this oath is violated. Even so, melusines often watch over their humanoid children and their descendents and will intervene in their behalf if they are sorely pressed.
Melusines prefer to fight with magic rather than with claws or weapons, and few of them hide their magical powers even in humanoid guise. No two melusines have the same array of spells, but all of them radiate protective auras to support their allies and can scream to create both a powerful wave of sonic energy and deep grief in whoever survives. Most melusines carry a weapon appropriate for a mage or noblewoman, such as a dagger or crossbow, but if they are forced into melee, they can transform into the full majesty of a dragon. Some melusines are talented enough liars that they can still maintain the secret of their monstrous nature even after that transformation, begging it off as another spell effect.
All melusines are female in their natural form, but occasionally take male or another gender’s guise while shapeshifting. They are cross-fertile with all humanoids and with dragons. A melusine’s child with a humanoid will be the species of the humanoid parent, although they may have some faintly draconic characteristic (such as oddly colored eyes or hair, or even scaly patches). Many of these children grow up to become sorcerers, with a variety of bloodlines reflecting the melusine’s hybrid nature and magical gifts. One hypothesis for the origin of spellscales is that they are the child of a draconic sorcerer and a melusine, and some spellscales boast that a melusine is one of their ancestors. The child of a melusine and a true dragon will be another melusine—this occasionally happens by accident, as a melusine and a shapeshifted dragon court each other while both keeping their identities secret.
Melusine            CR 14 XP 38,400 LN Medium dragon (aquatic, shapechanger) Init +9; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, Perception +19 Aura warding (30 ft.) Defense AC 26, touch 17, flat-footed 21 (+5 Dex, +2 luck, +9 natural) hp 195 (17d12+85) Fort +17, Ref +17, Will +15 DR 10/cold iron and magic; Immune paralysis, sleep; SR 25 Offense Speed 15 ft., swim 40 ft., fly 40 ft. (average) Melee +1 dagger +19/+14/+9/+4 (1d4+2/19-20), claw +16 (1d4), 2 wings +16 (1d6) or 2 claws +18 (1d4+1), 2 wings +16 (1d6) Special Attacks wail Spells CL 13th, concentration +19 (+23 casting defensively) 6th (5/day)—disintegrate (DC 23), heal (DC 22) 5th (7/day)—baleful polymorph (DC 22), dream, greater command (DC 22) 4th (7/day)—charm monster (DC 21), fire shield, freedom of movement, stone shape 3rd (7/day)—cure serious wounds, heroism, slow (DC 20), suggestion (DC 20) 2nd (8/day)—bull’s strength, mirror image, see invisibility, shield other, spiritual weapon 1st (8/day)—divine favor, expeditious retreat, mage armor, magic missile, shield of faith 0th—arcane mark, detect magic, detect poison, light, mending, prestidigitation, purify food and drink, read magic, stabilize Statistics Str 13, Dex 21, Con 21, Int 18, Wis 16, Cha 22 Base Atk +17; CMB +18; CMD 33 (cannot be tripped) Feats Combat Casting, Craft Wondrous Item, Extend Spell, Flyby Attack, Improved Initiative, Multiattack, Persuasive, Spell Focus (enchantment, transmutation) Skills Appraise +20, Bluff +22, Disguise +20, Diplomacy +26, Fly +21, Intimidate +26, Knowledge (arcana, nobility) +20, Perception +19, Perform (sing) +19, Sense Motive +19, Spellcraft +20, Swim +25 Languages Aquan, Celestial, Common, Draconic, Elven, Sylvan SQ amphibious, change shape (humanoid or dragon, alter self or form of the dragon II), song of building Ecology Environment temperate land or aquatic Organization solitary Treasure double standard (+1 dagger, crown worth 1000 gp, 2 platinum rings worth 50 gp each, other treasure) Special Abilities Song of Building (Su) A melusine can sing in a fashion that duplicates either of the abilities of a lyre of building. Like the magic item, she can use the protective ability once per day, and the construction ability once per week. She uses a Perform (sing) check instead of Perform (strings) check to determine the duration of the construction. Spells A melusine casts spells as a 13th level sorcerer, and can cast cleric spells as if they were on the sorcerer/wizard list. A melusine does not gain other benefits of the sorcerer class, such as a bloodline or bonus feats, unless she takes levels of sorcerer. Wail (Su) As a standard action, a melusine can give a terrible wail. All creatures in a 40 foot cone take 14d6 points of sonic damage (Fort DC 24 half) and are overcome with grief unless they succeed a DC 24 Will save. Creatures so aggrieved take a -2 penalty on all attack rolls, saving throws, skill and ability checks for 1 minute, and suffer a 20% miss chance to all of their attacks, as their eyes are filled with tears. Creatures that don’t need to see are immune to the second part of this effect. A melusine can use this ability three times per day, and must wait 1d4 rounds between uses. The save DC is Charisma based. Warding Aura (Su) A melusine radiates an aura of good luck, granting herself and all allies within 30 feet a +2 luck bonus on AC and saving throws. A melusine must be wearing a crown worth at least 1,000 gp in order to use this ability.
93 notes · View notes
bellasdragons · 4 years ago
Photo
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Some dragons for sale!
I know I’ve posted about the triple-Orcas before, but they’re now named and on the AH for 25k. All three are Jaguar/Bee/Thylacine, with Wind eyes. The female-pose PC is named Snowstar, and has Uncommon eyes. The Skydancer is named Steelsong The other Pearlcatcher is named Spellscale
The Guardian is named Archipelago, and is Stonewash/Denim/Turquoise, PoiToxGlim, with Wind Uncommon eyes. Listed for 20k.
For any of those, they can come with a renaming scroll upon request, and have a little bit of time before being exalted. :)
The other two I just picked up and changed my mind about, so they’re relisted. The Imp is Lead/Cream/Royal and is 10k The SD is Obsidian/Black/Oilslick for 15g.
Link to lair in reblog!
11 notes · View notes
aerial-ace97 · 4 years ago
Text
Weather Veined Class File
This class is built for a 3.5 D&D homebrew world known as Sekrezia.  This is also the class that Alistair is.  Well part of it anyhow.  I intend to describe the races of this world at some point, but want a better way to explain them than I currently have.
Base Description: Weather Veined are masters of the elemental magics that can be manifested through storms, but more widely through nature in general.  They are hardier than most magi, their magic being born out of a more bodily focused connection to the weather and atmosphere.  Though they harness wicked power over the elements of the sky, they do lack the flexibility of spellcraft of most magi.
Races Opinion on Weather Veined*
Preferred Class: Lizardfolk are almost as obsessed with the power of storms as they are with the power of dragons and their culture often times is built around the weather formations of the world.  Hoata build many of their homes in the sky and have a culture built around lightning, storms, and weather patterns.  Castleclads have an interesting common trait of storm watching, an archaic reminder of the special storms that the Three Goddesses once brought to the Highlands.
Common Class: Elves, Litesprites, Irinaga, Jaebrins, Duergar, Avens, Rathens, Viscerans, Cullhearted, Scoprix, Karioliths, Ursocans, Boneruned, Marelienths, Pendragons, Seacalled are commonly Weather Veined.
No Preference: Dwarves, Aurashades, Troglings, Orcs, Hordelings, Sinneans, Gorems, Titanhearts, Shinobi, Melcrians, Ordenfey, Luminians, Ishims, Spellscales, Goliaths have no preference when it comes to the Weather Veined class.
Rare Class: Purgatorians, Rutoths, Gremlins, Ogres, Grimlocks, Hexborn, Orashta, Murklongs, Blazedeads, Masquerions are rarely Weather Veined.
Never Happens: Implins despise inclimate weather, due to their size and underground existence, and it is a major reason why the hordes they create do not regularly push beyond the underdark.  Lyroshi respect the weather immensely, but they do so as something to be wielded by the gods and the gods alone and their bodies have difficulty in the presence of great weather patterns.  Neothoids have myths that claim that the storms would wash them away from the earth should ever they come to the surface.  
*(A note on race options - There are no hard limits on the classes a race can be.  Even if a class is listed as one a race would never become, you can still choose that class.  In this case though, your backstory should almost entirely be dedicated to why they took that class.  This is only in my world though, and can be altered for whoever would desire to.  Also on races, it should be noted that humans have no preference on anything and are not listed in the above.  It should also be noted that until races are released or you learn more about them in the world, you won’t know most of these races.)
Abilities: Their main stat is Constitution and low stat is Strength.  Their most important stat after Constitution is Wisdom.*
Hit Die: d10
*Each class has a main ability.  To be this class, you must have at least 14 or more in this ability without racial abilities, therefore you cannot play a character without a 14 in something.  The low stat and second most important stats are simply recommendations and the most common way the class will be built when seen as NPCs.
Class Language (Each class has access to a language which they were granted by the God Jiaren.  Teaching this to anyone who isn’t already granted this language immediately loses them all of their powers in this class) - Song Tongue - Spoken by Fate Weavers, Weather Veined, Bards, Trueblades, Gale Forces, Stone Threaders, and some artisans and musicians speak this.
Class Skills: Concentration, Craft, Profession, Survival, Spellcraft, Knowledge (Arcana), Knowledge (Architecture and Engineering), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Bluff, Intimidate                            
Weapons and Armor Proficiency - A Weather Veined can only use a halberd as a weapon.  They cannot use armor or shields.
Inherent Abilities – A Weather Veined’s spell list comes from only the spells listed below and work on Constitution.  They can take as many spells as a regular spellcaster.  Many special abilities of a Weather Veined must be done outside where weather can take effect.  Some of which include but are not always limited to Weather Cast, Call Lightning, Tornado Touchdown, and Call Lightning Storm.  Weather Veined must shout in order to use their spells but do not need to make movement requirements for the spell.  There are spells that can only be cast out in the open as well which are Sleet Storm, Ice Storm, Control Weather, Incendiary Cloud, Meteor Swarm, Storm of Vengeance, Whirlwind, Obscuring Mist, Fog Cloud, Obscuring Snow, Arctic Haze, Haboob, Prismatic Mist, Storm Mote, Gust of Wind, Cloudkill, Acid Rain, Freezing Fog, Lord Of The Sky, Acid Fog, Storm of Fire And Ice, and Towering Thunderhead.  A Weather Veined can switch out spell slots if they spend an hour in a storm
1st: Obscuring Mist, Shocking Grasp, Sunstroke, Lesser Orb of Electricity
2nd: Fog Cloud, Gust of Wind, Stormrunner’s Ward, Obscuring Snow, Zone of Glacial Cold, Electric Vengeance
3rd: Lightning Bolt, Sleet Storm, Wind Wall, Arctic Haze, Haboob, Favorable Wind, Prismatic Mist, Storm Mote, Control Temperature
4th: Ice Storm, Solid Fog, Orb of Electricity
5th: Cloudkill, Cone of Cold, Acid Rain, Arc of Lightning, Freezing Fog, Boreal Wind, Flaywind Burst, Greater Electric Vengeance, Lord Of The Sky, Resounding Thunder, Lightning Leap
6th: Acid Fog, Control Water, Thunder Field, Chain Lightning, Storm of Fire and Ice
7th: Control Weather, Control Winds
8th: Incendiary Cloud, Sunburst, Stormwalk, Fimbulwinter
9th: Meteor Swarm, Storm of Vengeance, Whirlwind, Towering Thunderhead, Deadly Sunstroke, Frostfell
Weather Cast – A Weather Veined can summon a different type of weather once per day per level.  None of these effects affect allies.  All of these spells cover a battlefield up to 200 feet in diameter for the entire battle no matter how long it takes.  Weather Casts by other Weather Veined override these effects.  To cast this is a Bonus Action.  They can make directional or smaller areas of a storm if they wish, but each one is a separate Bonus Action.
1st level Casts
Heat Wave – Causes foes to take increasing amounts of nonlethal heat damage on the battlefield.  The 1st round causes 1 point of nonlethal heat damage on a failed Fortitude save of DC 12.  The 2nd round causes 1d2 points of nonlethal heat damage on a failed Fortitude save of DC 13.  The 3rd round causes 1d3 points of nonlethal heat damage on a failed Fortitude save of DC 14 and individuals who now take 3 or more damage from heat damage in a turn receive heatstroke which fatigues an individual (-2 to Dex and Str until long rest is attained).  The 4th round causes 1d4 points of nonlethal heat damage on a failed Fortitude save of DC 15 and individuals will notice metal weapons beginning to heat.  The damage remains at this level for every round thereafter, increasing in DC by 1 every round.  All individuals touching metal after this round also receive another 1d4 nonlethal heat damage from the heated metal.
Cold Wave – Causes foes to take increasing amounts of nonlethal cold damage on the battlefield.  It works the same as heat wave except the nonlethal cold damage goes up to 1d6 damage and causes no other effects.
Rain – Rain causes all Perception and Search checks of enemies to be at a -4.  All ranged attacks and Listen checks are made at -4 as well.  All nonmagical fires in the area are snuffed and protected flames have a 50% chance of being so.
Hail – Hail does not reduce Perception and Search but otherwise has the same effects as rain, as well as causing enemy attack rolls to be at a -1 from distraction.
3rd Level
Snow – This has all the effects of rain as well as causing the terrain to become difficult.
4th Level
Sleet – This has all the effects of snow and the chance of putting out protected flames increases to 75%.
6th Level
Duststorm – Duststorms cause all the effects of rain.  In addition to this, they make for difficult terrain and also impose a Fortitude save of 15 from enemies every 3 turns or they are either blown away if tiny, knocked down if small, or checked if medium.
8th Level
Greater Duststorm – Greater Duststorms cause all the effects of a normal duststorms.  They also cause 1d3 nonlethal damage per turn and cause a choking hazard per turn.
10th Level
Thunderstorm – A Thunderstorm has the same effects as a duststorm as well as increases the damage of Call Lightning while in it to 3d10 damage.
15th Level
Blizzard – All effects of Greater Duststorm and also the Fortitude save increases to a DC 18 causing Small creatures to be blown away, Medium creatures to be knocked down and Large or Huge creatures to be checked.  Also all ranged weapon attacks are impossible.
18th Level
 Hurricane – All effects of the Duststorm except all flames are extinguished.  As well as this, ranged attacks are impossible and the Fort save is 20 or Medium and smaller are blown away, large are knocked down, and huge are checked.
20th Level
True Tornado – All effects of a Hurricane except Listen checks are now impossible.  The Fort save is 25 and large or smaller creatures who fail are sucked into the tornado where they are taken out of battle for 1d10 rounds before being spat out and dealt 6d6 damage.  Huge creatures are knocked down and Gargantuan and Colossal creatures are checked.
Cloud Cover – A Weather Veined is always covered in a cloudy fog that covers up to 30 ft radius and gives them partial concealment (so 20% miss chance), while at a distance.  All allies of the Weather Veined and the Weather Veined can see through this fog fine.  The cloud is actually easy to see through once inside it and only gives cover bonuses from attackers outside its area.  The Weather Veined can turn this off whenever they desire and bring it back as a bonus action.  It’s important to note that anyone inside the zone is protected this way from those outside the zone.  You can activate this as a free action that lasts for 10 minutes per level and you can split this time however you like.
Veins of Storms – A Weather Veined is completely immune to all weather effects or spells, even if they would deal damage.
Call Lightning – At 2nd level, a Weather Veined can use the Call Lightning spell as many times per day as half the level of the Weather Veined.  This causes a lightning bolt to descend from the sky and deal 3d6 damage to an opponent unless they successfully take a reflex roll to dodge it and only have half this damage dealt.  The Reflex DC is 13 + Con modifier.  They can do this as the spell, so as a Standard Action, retaining it as normal.
Extend Storm – At 3rd level, a Weather Veined can use the Extend Spell feat on one of their spells once per day.  At 8th level, they can do it twice per day.  At 12th level, they can do it 3 times in a day.  At 16th level, they can do it three times in a day.  At 19th level, they can do it 5 times per day.
Electric Immunity – At 5th level, a Weather Veined is completely immune to electricity or any effects from electricity.
Thunder Presence – At 6th level, all Weather Veined’s physical attacks now deal an extra 1d6 electric damage.
Storm Ride – At 9th level, a Weather Veined can use her Cloud Cover’s wind to lift her and act like a Fly spell which gives 60 ft of Fly speed.
Hurricane Step – At 11th level, a Weather Veined’s movement of all types is doubled from the propulsion of their Cloud Cover.
Tornado Touchdown – At 12th level, a Weather Veined can choose a target and have a thin tornado strike down where it is.  It takes 6d6 damage and if it fails a DC 20 Fortitude than it is knocked prone.  They can do this once for every 4 levels and do so as a Standard Action.
Eye of the Storm – At 13th level, a Weather Veined can choose a specific target once per day as a bonus action.  Whenever that being’s allies are harmed 1/8th of the damage is dealt to that creature (only if the damage is 8 or higher).
Call Lightning Storm – At 14th level, a Weather Veined can cast Call Lightning Storm 1 time per day per every three Weather Veined levels.  It uses a Reflex Save as if casting the spell.
Healing Monsoon – At 16th level, a Weather Veined can create a 50 ft radius monsoon of wind that heals all allies in it for 5 hit points every turn. It lasts for 5 turns.  It can do this once per day.  They summon this with a Standard Action.
Become The Storm – At 17th level, a Weather Veined can use a Standard Action to become an Elder Storm Elemental for 5 turns while retaining all else.  It can only do this once per day.
Last Breath – At 18th level, once per day, a Weather Veined can choose all targets that are in the air and immediately deal 1d6 damage to them and knock them prone on the ground dealing however much damage is necessary for that fall.  This takes a standard action and does not allow a save against it.
Weather Mastery – You have gained mastery over controlling the weather. At 20th level, each round a creature spends inside your Weather Veined area spells or weather effects that have a duration, they get a cumulative -1 to saving throws (to a maximum of -40). Any damage taken while in the area by your spells is cumulatively increased by 1 each round (to a maximum of +40). You also now have unlimited Weather Casting.
Apocalypse Storm – At 20th level, a Weather Veined can summon an Apocalypse Storm, once per day.  The storm covers the 200 ft diameter of the battlefield and all enemies take 3d12 damage at the beginning of their turn if it successfully hits per turn at a DC 30 Fort save.  It lasts the whole battle.
2 notes · View notes
cheshirekittart · 4 years ago
Text
Tumblr media
This is a piece that I like to call “ The Human(oid) Fog Machine”. Her name is Iris and she is a very easily embarrassed Spellscale driud.
3 notes · View notes
cutedragonsfr · 5 years ago
Text
Tumblr media
Spellscale, witherwings dad and the local healer
‧͙⁺˚*・༓☾  ☽༓・*˚⁺‧͙
ooooOoOOoOOOo love when apparel ties dragons together but still look differently!! Hope he’s a good dad!!
6 notes · View notes