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THE NEW PARAMANDER
The true neutral paramander's name means "one beside the world," an allusion to the position of their god after he created and balanced the universe. A paramander seeks to maintain that balance, often by manipulating (and, when necessary, destroying) high-powered beings of deep alignment convictions (e.g., paladins and anti-paladins) or by aiding weak opponents of those beings. Any deed of outright good, evil, law, or chaos, performed without a previously determined balancing effect on the world's structure, causes him to become forevermore a normal fighter. The paramander must justify every action in the interests of pure neutrality. Paramanders favor subdued design in armor and weapons. Armor, though unrestricted, is usually leather or studded leather and, like paramanders' shields, bears little or no decoration. Paramanders ride light horses or ponies, mostly gray or brown. Weapons tend toward simplicity (swords, staves, etc.); no missile weapons are used. Intelligence is the prime requisite of a paramander. A score of 16 or greater adds 10% to earned experience. Paramanders have chances to know listed spells and minimum and maximum spells per level as magic-users do. Ability score requirements are listed below: STR: 12 INT: 14 WIS: 13 CHA: 14 Paramanders have no followers. Instead, at 9th level or above, they take on an apprentice, training him in the ways of balance and neutrality. The apprentice, a normal 0-level fighter with 2 hp, becomes a 1st-level paramander after achieving 1,172 experience points (see Paramander Table I) in the service and under the guidance of his magister (master). A hit-dice value of d8 + 1 per level replaces his 2 hp, and the new paramander leaves his magister's service. A paramander can train any number of apprentices, one at a time. The magister commonly gives to his apprentice a favorite weapon or other item, perhaps something that his old magister gave to him upon completion of his own apprenticeship. The special abilities of a paramander are: l. Detection of good or evil within a 50' radius. At 3rd level and above, the paramander can determine the exact nature of the good or evil (lawful, neutral, or chaotic) with minimal concentration. 2. Immunity to diseases of all types, including diseases caught from monsters, such as mummies, lycanthropes, and so forth. This includes diseaselike attacks from monsters like green slime. 3. Saving throws against non-neutral-aligned magic at +2 for each five levels (+2 at 1st through 5th levels, +4 at 6th through 10th levels, etc.) and against half-neutral-aligned magic at +1 for each 5 levels (+1 at 1st through 5th levels, +2 at 6th through 10th levels, etc.). Paramanders get a maximum of +6 against non-neutral magics and a +4 against half-neutral magics. Non-neutral alignments consist of lawful good, lawful evil, chaotic good, and chaotic evil. Half-neutral alignments consist of lawful neutral, neutral good, neutral evil, and chaotic neutral. Aligned magic includes any spells cast by NPCs or monsters of a specific alignment and any magic items that are intrinsically of a specific alignment or that are used by beings of a specific alignment. 4. Spell use at 6th level and above. Paramander Table II shows the number and level of such spells. 5. A +1 per three levels to hit and damage against beings of the extreme levels: LG, LE, CG, CE, to a maximum of +5. 6. Paramanders cannot use any magical weapons that have any basis on one of the extreme alignments. When using any magical weapon that is not one of the extreme alignments, but still aligned, they are not effected by any curses or harmful effects of the weapon when wielded by any paramander. The strictures of a Paramander are: 1. The forbidden accumulation of wealth, as they have no use for wealth other than as expenditures in the line of duty. Hoarding treasure rarely affects the balance of the world. 2. Paramanders are FORBIDDEN to fight against one another without direct approval from their diety or their church. Any fight that is not specifically sanctioned causes all Paramanders to immediately lose their abilities and become a normal fighter. The Paremandyr A rare and horrible creature, the paremandyr is an insane cousin to the paramander, a mobile and intelligent death-dealer. The two are identical in every way but one: The paramander strives to create balance by molding the powerful forces of aligned conviction, whereas the paremandyr strives to destroy these forces, believing that in oblivion there is perfect balance. The paremandyr leaves a sigil on his victims, a unique sign that identifies the death's origin. Paremandyrs and paramanders have equal benefits and strictures, and they use the same tables. They cast the same spells and follow the same rituals of apprenticeship. Paramander Table I Experience Hit Level Hit&Dam/ points Level Points Title Save 0--1,172 0 2 hp* Apprentice +1/+2/+1 1,173--2,344 1 d8 +1 Symmeter Initial +1/+2/+1 2,345--4,688 2 2d8 +2 Symmeter Medial +1/+2/+1 4,689--9,375 3 3d8 +3 Symmeter Final +2/+2/+1 9,376--18,750 4 4d8 +4 Fulcrum +2/+2/+1 18,751--37,500 5 5d8 +5 Balancer +2/+4/+2 37,001--75,000 6 6d8 +6 Libra Charge Initial +3/+4/+2 75,001--150,000 7 7d8 +7 Libra Charge Medial +3/+4/+2 150,001--300,000 8 8d8 +8 Libra Charge Final +3/+4/+2 300,001--600,000 9 9d8 +9 Paramander +4/+4/+2 600,001--900,000 10 9d8 +12 Paramander +4/+6**/+3 900,001--1,200,000 11 9d8 +15 Paramander +4/+6/+3 1,200,001--1,600,000 12 9d8 +18 Paramander +5**/+6/+3 1,600,001--1,900,000 13 9d8 +21 Paramander +5/+6/+3 1,900,001--2,200,000 14 9d8 +24 Paramander +5/+6/+3 2,200,001--2,500,000 15 9d8 +27 Paramander +5/+6/+4** * -- 0-level apprentices have 2 hp, replaced at 1st level by d8 + 1. **-- Maximum for listed value. Paramanders gain one level per 300,000 experience points above 11th level. Paramanders gain 3 hit points per level above 11th level. On the Hit&Dam/Save table the number before the first slash is the hit and damage bonus (see above), the second number is the save bonus they receive against non-neutral magics (see above), the last number is the save bonus they receive against half-neutral magics (see above). Paramander Table II: Spells usable by experience level Paramander Paramandic spell level level 1 2 3 4 5 6 1 -- -- -- -- 7 2 -- -- -- -- 8 2 1 -- -- -- 9 3 1 -- -- -- 10 3 2 -- -- -- 11 3 2 1 -- -- 12 4 2 1 -- -- 13 4 3 1 -- -- 14 4 3 2 -- -- 15 4 3 2 1 -- 16 5 3 2 1 -- 17 5 4 2 1 -- 18 5 4 3 1 -- 19 5 4 3 2 -- 20* 5 4 3 2 1 * -- Maximum spell-casting ability. Paramanders have a unique spell list. They acquire and cast spells in the same way that a magic-user does, by use of spellbooks. A paramander must learn spell use from a spell-magister of at least 16th level. Until then, the paramander cannot advance above 8th level. The secondary apprenticeship is similar to a magic-user's apprenticeship before 1st level (see Dungeon Masters Guide, p. 39). The spell-magister commonly makes a gift of a 1st-level paramandic spellbook including the spell read paramandic magic and two to five others, depending on the worthiness of the student. Paramanders have no knowledge of cantrips. Paramandic spell list Number 1st level 2nd level 1 Affect normal fires Audible glamer 2 Burning Hands Continual light 3 Detect magic Detect invisibility 4 Erase Invisibility 5 Feather Fall Know alignment (c) 6 Hold Portal Levitate 7 Identify Locate object 8 Light Magic mouth 9 Message Phantasmal force (3) 10 Read paramandic magic (p) Scare 11 Shocking grasp Strength 12 Write Wizard lock Number 3rd level 4th level 5th level 1 Clairaudience Charm monster Azure flame (p) 2 Clairvoyance Charm person (1) Conjure elemental 3 Dispel magic Confusion Contact other plane 4 Dispel good/evil (c4) Dimension door Enchanted mirrors (p) 5 Explosive runes Extension I Magic jar 6 Fireball Fear Polymorph other (4) 7 Fly Guards & wards (6) Question ball (p) 8 Gust of wind Loyalty (p) Slow mutation (p) 9 Lightning bolt Polymorph self 10 Cache (p) Spelltrap (p) Unless otherwise indicated, all paramander spells correspond to the magic-user spell of the same name and level. A number after a spell indicates that it is normally of a level different from that at which a paramander learns the spell. A letter after the spell indicates that the spell normally belongs to a class other than the magic-user (c - cleric, p = special paramander spell). New spell definitions follow, in the format of the Players Handbook. Read Paramandic Magic (Divination) Reversible Level: 1 Range: 0 Duration: 3 rounds + 1 round/level Area of effect: Special Components: V, M Casting Time: 2 Saving Throw: None Explanation/Description: This spell allows a paramander to read the complex, guttural language used in paramandic magic. With the exception of these parameters and the material components of a pinch of bone and a silk string, the spell is essentially identical to the 1st-level magic-user spell read magic. Cache (Alteration) Level: 3 Range: Touch Duration: 1 hour/level Area of effect: One item Components: V, S Casting Time: 2 Saving Throw: None Explanation/Description: The casting of this spell upon an item transfers that item to the Astral Plane for the duration of the spell. Wherever the spell caster goes, the item will follow on the Astral Plane. When the spell dissipates, the item will fall into the caster's hands (if possible) or reappear in front of him if not. Nothing can detect the item while it is on the Astral Plane, except items meant to see into astral space. The chance of the item returning in damaged or broken condition equals 15%, -1% per level of the caster. The caster can recall the object at any time. Extension applies, but permanency traps the item on the Astral Plane forever. The weight limit is 5 gp/level of the caster. The spell malfunctions if cast on living things. Loyalty (Enchantment/Charm) Level: 4 Range: 4" Duration: 1 round/level Area of effect: 1"/level radius Components: V, S Casting Time: 1 round Saving Throw: None Explanation/Description: All creatures of 1 hit die or less, or below 1st level, within the area of effect of this spell become immediately loyal to the caster for the duration of the spell. They obey commands (if understood) and will fight to the death alongside of the caster. Creatures of more than 1 hit die or above 0 level remain unaffected by the spell. Extention and permanency have no effect. Dispel magic eliminates the effects of the spell. Spelltrap (Alteration) Level: 4 Range: Special Duration: Indefinite (5 rounds) Area of effect: Special Components: V, S Casting Time: 6 + special Saving Throw: None Explanation/Description: Spelltrap creates a special environment capable of accepting another spell and delaying its effects. When the caster casts a spelltrap on a small immobile object such as a book or a weapon, a magic receptacle saturates the item. The caster can then place another spell within that receptacle (adjust the casting time accordingly). When the item is moved or probed (by detect magic, etc.), the spelltrap disappears and the second spell takes effect, just as if the item on which the spelltrap was placed had cast the spell at a level equal to the caster of the second spell. The spelltrap will fade in 5 rounds if another spell is not placed in it. If someone casts dispel magic on the spelltrap, it is 75% likely that the second spell will be eliminated, leaving the spelltrap empty (and fading) and ready to receive another spell; otherwise, dispel magic will eliminate the spelltrap, releasing the effects of the second spell and exploding the item on which it was placed, causing 2-12 points of damage to all within a 20' radius. Only the following spells can be placed in a spelltrap (others will have no effect, as if they had not been cast at all): light (on the same item as the spelltrap), message*, audible glamer, magic mouth, scare, fireball*, gust of wind*, lightning bolt*, confusion, fear, polymorph other*, conjure elemental, azure flame, guards and wards, slow mutation (dweomer placed on same item as the apelltrap). Spells marked with an asterisk are released from the spelltrap in a random direction. If the spelltrap is moved or probed in any way before a second spell is placed inside, it vanishes. Only the use of a gem of seeing can detect a spelltrap. Azure Flame (Alteration) Level: 5 Range: 5" Duration: Special Area of effect: 2" radius Components: V, S, M Casting Time: 1 round Saving Throw: Neg. Explanation/Description: The azure flame spell causes all creatures within the area of effect to burst into blue flame. A successful saving throw vs. spell negates the effect. Protection from fire adds +1 to the saving throw. Azure flame burns until extinguished by dispel magic (nothing else affects it) and spreads to any living thing touched. Lifeless items (including undead) do not burn with blue flames. Burining creatures take 1-4 points of damage per round until the flame is dispelled and are considered to be under the effects of a fear spell while the azure flame burns. Creatures reduced to 0 hit points by azure flame crumble into a pile of bluish ashes from which they cannot be resurrected. The material component of the spell is a small piece of azurite rubbed between the fingers of one hand while the other hand performs the complicated somatic gestures. The spell requires a dexterity of 15 or higher. Enchanted Mirrors (Alteration) Level: 5 Range: Special Duration: Permanent Area of effect: Two mirrors Components: V, S, M Casting Time: 7 rounds + special Saving Throw: None Explanation/Description: The material components of this spell are two small, matched mirrors of fine silver worth not less than 100 gp each. When the caster casts the spell, the mirrors begin to emit a faint glow and hover 3 feet apart above the ground, facing each other, at the eye level of the caster. The caster can now cast another spell into the area between the mirrors (adjust casting time accordingly) and the effects of that spell will be recast every third round beginning with the round in which the casting of the second spell was completed. The effects of the second spell are at half the ability of the caster (1st-level ability at 1st and 2nd level, 2nd-level ability at 3rd and 4th level, etc.). Only the following spells can be placed in the enchanted mirrors (others will have no effect, as if they had not been cast at all): light (on one of the enchanted mirrors), message*, audible glamer, scare, fireball*, gust of wind*, lightning bolt*, confusion, fear, polymorph other*, conjure elemental, azure flame, guards and wards. Spells marked with an asterisk are released from the enchanted mirrors in a random direction. If anything touches or comes between the fagile mirrors, both the enchanted mirrors spell and its repeating spell are cancelled, and the mirrors fall to the ground. Dispel magic is 75% likely to remove the repeating spell, leaving the mirrors ready to accept another; otherwise, the enchanted mirrors spell is dispelled and the repeating spell ceases to function. Question Ball (Alteration/Conjuration) Level: 5 Range: Touch Duration: Special Area of effect: One ball Components: V, S, M Casting Time: 3 rounds Saving Throw: None Explanation/Description: This spell transforms a normal crystal ball into a unique question ball, which answers any questions put to it. The material components of the spell are a crystal ball, a gem of seeing, and a pound of pure sulphur. The caster piles the sulphur in a heap and burns it with the gem and crystal ball, the caster performs the verbal and somatic components of the spell, upon the completion of which the gem and crystal disappear in a sulphurous explosion (no damage) marking the creation of the question ball. The ball is a partial manifestation of an extraplanar humanoid being of divine nature, who uses the gem of seeing and its own powers to discern the answers to the caster's questions. The being speaks common and 2-3 other languages, as well as tongues exclusive to his mysterious plane. The being, as payment for the gem of seeing, is bound to answer a number of questions equal to the caster's level. A percentile roll of less than 50 minus the level of the caster indicates that the being tells a carefully fabricated and reasonably believeable lie. When the being has answered a number of questions equal to the level of the caster, the question ball will darken and crumble to useless powder. The being can be released on the Prime Material Plane, the ball shattering and all of the being's possessions (including the gem of seeing) appearing in its place, if any of the following things happen to the question ball: 1. If any attempt is made to move the ball to another plane; 2. If trap the soul, gate, monster summoning VII, or cache is cast on the ball; 3. If the ball is destroyed using any of the methods for destruction of artifacts or relics (see the DMG, p. 164); 4. If a wraith or similar creature performs an energy drain on the ball. The being is neutral in alignment, AC 2, HD 10 + 6, # ATT 3, DAM 1-6/1-6 (plus 5% chance of disease) by claws, and 2-12 (plus poison, save at -2) by fangs. Its poison causes sleep for 1-6 days, during which time the being will eat its victim. Its claws are infected with a terminal blood disease, as per the DMG. The being has all the spell-like abilities of a type I demon, and it can travel in the Astral and Ethereal Planes. Its other possessions number 2-12, each having a 20% chance of being magical in nature. Slow Mutation (Alteration/Enchantment/Charm) Level: 5 Range: Touch Duration: Permanent Area of effect: One creature Components: V, S, M Casting Time: 2 rounds + touch Saving Throw: Neg. Explanation/Description: The material component of this spell is a piece of whatever the caster wishes his subject to become (e.g., a kenku feather to turn him into a kenku, or a drop from a potion of invisibility to turn him invisible). The spell is cast on a non-living item such as the end of a staff, where it glows red with the power of its dweomer. Should any living (or undead) thing touch the dweomer, that being becomes infected with slow mutation unless it makes a successful saving throw vs. polymorph. The effects of the dweomer vary according to the description given by the caster in the verbal component of the spell but, once triggered, the complete mutation occurs within 3-18 rounds. The spell has two aspects. The first is a condition that must apply to the affected creature for the spell's mutation to function (e.g., contact with a certain substance, performance of a certain action, etc.). While this condition applies, the second aspect of the spell takes effect -- the subject begins to change slowly into the form described by the caster during the creation of the dweomer (e.g., he begins to resemble a kenku or becomes increasingly translucent). Only a remove curse spell will eliminate the dweomer from a possessed creature's body, allowing a wish or polymorph spell to return him to his original form. Before a dweomer leaves its original position on its weapon, dispel magic will eliminate it. After the dweomer leaves its position, by dispel magic or by infecting someone, the weapon is once again normal in every way.
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Last Updated: 2.2.99
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