
Printed From:
http://www.dlnexus.com/fan/rules/12179.aspx
The ScionD&D 3e (3.0/3.5) Rulesby DarthsylverThe Scion is an utter spellcasting anomaly originally created by the passing of the Greygem. Nobody knows the full power of the Scion as they have not been seen on Ansalon since the end of the Second Dragon War. Everyone who uses wild magic takes the chance of becoming a Scion. The Scion is a walking magical catastrophe waiting to happen. However, while the Scion poses an inherent magical danger, the Scion can potentially be a great ally as the Scion may have access to spells that have been lost in time, or even spells that have never before been seen on the face of Krynn. RequirementsTo qualify to become a Scion, a character must fulfill the following requirements: Alignment: Any non-lawful. Class SkillsThe Scion's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Profession (Wis), and Spellcraft (Int).
Class FeaturesAll of the following are class features of the Scion prestige class. Weapon and Armor Proficiency: A Scion gains no proficiency with any weapon or armor. Spells: The Scion's available spells per day are combined. For instance, if a Scion can cast five 1st-level arcane spells and five 1st-level divine spells, he has a total of ten 1st-level spell slots available per day that can be used to cast either arcane spells or divine spells. All spells cast by the Scion have a DC of 15 + spell level + the Scion's Wisdom and Charisma modifiers. When choosing new spells, the Scion may choose his arcane spells from any arcane spell list, and his divine spells from any divine spell list. For instance, a Scion choosing a new 4th-level divine spell may select a 4th-level spell on the druid, paladin, or ranger spell list. If learning a new 4th-level arcane spell, the Scion may choose to learn a 4th-level spell from the bard spell list. Chaotic Infusion: Every spell the Scion casts has a chaotic element to it. Whenever the Scion casts a spell, he must make a Concentration check (DC 30 + spell level, including any modifiers from metamagic feats) or the Scion loses control of the spell. An uncontrolled spell has its normal effect but also causes a magical backlash that does 1d10 points of damage per spell level (including modifications from feats, with a minimum of 1d10 damage) to everything within a range of 10 miles per spell level (0-level spells have a 1-mile radius). This damage is modified by any feats that were used to modify the uncontrolled spell. For instance, an uncontrolled Maximized fireball would be considered a 6th level spell that deals 60 points of damage to everything within a 60-mile radius (6d10 maximized equals 60). For purposes of energy protection, half of this damage is considered chaotic while the other half is considered either holy (for good Scions) or unholy (for evil Scions). If the Scion is neutral, the holy/unholy damage is determined randomly (50% chance for either). Creatures within the "uncontrolled" radius can make successful Fort saves for half damage (DC 20 + spell level + the Scion's Wisdom and Charisma modifiers). Spontaneous Casting: The Scion may sacrifice a spell slot in order to spontaneously cast a domain spell of equal level, as long as the Scion can access that domain. Also, each day the Scion may forget 1 arcane spell & 1 divine spell of each spell level in order to learn a new spell of that level. For instance the Scion may forget one 1st-, 2nd-, and 3rd-level arcane spell & one 2nd-, 4th-, and 5th-level divine spell in order to learn new arcane and divine spells of these levels. Spontaneous Domain: Every day the Scion (upon awakening) must make a Concentration check (DC 35) or lose access to his current domain and gain access to a new, randomly-determined domain. This new domain may even go against the Scion's alignment. The domain replaces the Scion's old domain in all ways, and lasts until he fails his daily Concentration check (as noted previously) and gain access to a new domain. A Scion may voluntarily fail his Concentration check in order to lose access to his current domain. Spell Sharing: The Scion may sacrifice a spell slot in order to give it to another spontaneous spellcaster. This may not allow the other caster to exceed his maximum alloted spells for the day. For instance, the Scion could not give a spell slot to a sorcerer who has his full allotment of spells availble. Controlled Domain: If the Scion makes his daily Concentration check (from the Spontaneous Domain ability), he may choose which domain he gains access to. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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