Personified Spells that Can "Highlander" Each Other!
"Stray Spells" are a race of spells that, through magical mishap, have been given life. Imagine what the hot-headed humanoid personification of a fireball spell would look like or a “holier than thou” bless spell! To add to that stray spells can “transcribe” an other stray spell (or powerful spellcaster) that they have beaten to absorb their energy (or even their spell!).
This book also talks about spell beasts- bestial stray spells of immense power that go on killer rampages attempting to transcribe anyone they come across!
Finally, this book also has the Stray King racial class for stray spells! This d10, Full BAB, class focuses on transcribing enemies to gain their spells, modifying their own form with metamagic feats, and enhancing their own innate chosen spell! Fearless and dominating, they are feared by stray spells the world over and often rule them!
Included:
Stray spell racial guide
Spell beasts (plus template!)
Stay King racial class for stray spells
2 example stray spells and an example spell beast
Stray spell related campaign ideas and adventure hooks
This pdf clocks in at 27 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 23 pages of content, so let’s take a look!
This review was moved up in my review-queue as a prioritized review at the request of my patreons.
Okay, so the idea of spells becoming sentient humanoids isn’t new, but surprisingly, I have never seen the concept to be actually applied to a playable race, so the pdf does tread some new ground here. We begin the pdf thus with the “biology” if you will, of these sentient spells. Stray spells are, per se, immortal, though in practice, they always run the risk of being transcribed – this is a kind of Highlander-esque process where they can consume each other – the process takes 10 minutes, but more on that later. Stray spells are grouped in categories, depending on their spell school, with some specifics included – stray spells born from dispel magic, for example, tend to end up as loners…after all, their raison d’être would be the destruction of other stray spells – interesting nurture vs. nature angle for roleplaying here.
Speaking of interesting roleplaying opportunities – in a process not unlike transcription, two stray spells can fuse, budding basically into the analogue of offspring in an agendered, somewhat hermaphroditic process that could, e.g. generate fiery hail storm stray spells or even more interesting combinations – the only limits here, from a narrative point of view, are the ideas of those involved.
Racial trait-wise, stray spells get +2 Int and Dex, -2 Con, are medium native outsiders with a 30 ft. base speed. While sleeping, they gain a 50% miss chance, which is weird – does it stack with other miss chances? I assume no. “Anything that affects incorporeal creatures affects them.” You get the idea here – the racial traits, while understandable, don’t really adhere to the default formatting conventions, which may irk some of you. I felt the need to mention that, but let’s move on: They gain darkvision 60 ft. A stray spell can transcribe helpless stray spells or casters that are capable of casting 6th level spells or higher (or SP-equaivalents) when coup-de-gracing them, gaining temporary hit points equal to thrice the highest spell level the creature could cast or twice the creature’s HD if it was a stray spell, whichever is higher. These hit points last 1 hour and thankfully don’t stack with themselves. Stray spells “automatically makes an opposed caster level check against any attempt to dispel them, using their full character level as their cast level.” I have no idea what that’s supposed to mean. A) That’s not how dispel magic or comparable checks work. B) How does this there even need to be a check (by whatever weird mechanics that’s supposed to happen), when the stray spell makes the check automatically?? They take damage upon failing the check and make end up being transcribed by the victor. But…I though they automatically make their check? That’s when it finally dawned upon me how that ability works: Basically, the roll a character level check against dispel attempts; they don’t automatically “make” the check, they just roll it, as a kind of saving throw substitute. -.-
After my initial annoyance over the rather wonky wording subsided, I found myself enjoying this drawback. As living spells, they are detectable by magic…and they have a spell form: They choose a spell of 3rd level or lower – as a standard action, they can turn themselves into a one-handed spell completion item that can be used by uttering the stray spell’s name as a command word. They use their highest mental attribute modifier as governing attribute modifier. A stray spell may be cast a number of times per day equal to 6 + the HD of the stray spell, minus 2 x the chosen spell’s level…which would translate to 3rd level spell access at 1st level. This is very strong, considering the potential AoE-damage output or the option to gain fly et al. at 1st level and should, as such, have some careful GM oversight due to the wide open nature of spells. Big plus: What can be used and what can’t while in this form are generally concisely codified and e.g. DR possessed translates to hardness, they have ego, etc. While not in any way a reliable indicator of power, they do come with RP-values, if you’re using them to gage general potency.
Random starting age and height/weight notes are included, as are favored class options for a couple of classic classes and some classes by LRGG. The racial paragon class does not get a favored class option, being already exclusive for the race – this class would be the stray king, who gets 2 + Int mod skills per level, proficiency with simple and martial weapons as well as light and medium armor and shields, excluding tower shields. They have full BAB-progression and good Will-saves. Spellkings may transcribe spellcasters of 2nd level or higher and non-spell-completion/trigger items, provided the Cl of the item is equal to or less than the Max Spell Level (which starts at 0th and increases to 9th) – transcribing items never yields temporary hit points, only spells.
Wait, what? Well, the class gains transcribed spellcasting: Upon transcribing a creature, the stray king gains 1 spell the transcribed creature knew or 1 spell used in the construction of an item. The stray king thankfully can only hold ½ the character level (should probably be class level) spells this way; the original spell of the stray spell does not count towards this maximum. The maximum spell level they can transcribe thus is similarly capped per level and such spells may be spontaneously cast, with Charisma being the governing spellcasting attribute. Stray kings begin play with 1 +1/4 stray king level starting spells thus known…and, as you may have gleaned, the existence of the class has some seriously cool roleplaying ramifications – which the pdf acknowledges and talks about! Kudos there!
The spellcasting engine of the stray king, just fyi, is not your run of the mill system either: Instead, the class begins play with 4 stray energy and increases this amount every level – casting a transcribed spell requires an expenditure of stray energy points equal to the spell level. The stray energy amount scales up to 40 at 9th level, which remains pretty conservative – and that’s a good thing, considering that the class can pretty much cherry-pick from diverse spell-lists, provided they kill the foes… 2nd level and every 4 levels thereafter yield a metamagic feat and 3rd level yields the option to add 1 metamagic feat to the stray king’s original spell sans level-increase. Starting at 10th level, 2 may be added for free to the stray king’s original spell, 1 to any spell the class has. This is wonky and less elegant than it should be, considering the diverging level-increases of metamagic feats – tying the mechanic to the level-increase of metamagic feats would have been a more balanced and elegant option here.
8th and 16th level increase the speed of transcription and 12th level nets, 1/day “per 2 Charisma modifier” (wording could be streamlined) the option to regain a bit of stray energy via transcription. The capstone yields a second racial spell. At 3rd level and every odd level thereafter, the stray king class receives an enhancement, basically the talents of the class. These do come with roleplaying implications (Cool!) and some are accompanied by compulsions, which may temporarily be suppressed with a Will-save. They are intended as roleplaying catalysts and not as penalties – and it is nice to see the pdf state that as such for the GMs out there. The enhancements are interesting in how they interact with the class engine: Clear vision, for example, allows the stray king to add Charisma modifier to Will saves instead of Wisdom modifier and provides basically an evasion equivalent for Will-saves…but only while he has 1 illusion spell known. So yes, these enhancements interact with the current spell array known, thus rewarding diversification over specialization in the chassis of the class. A scaling, translucent armor that may be a bit overprotective, automatically transcribing undead (which leaves a somewhat nasty scent on the spell king that may offend some NPCs), swift action more flexible alter/disguise self variants, shifting temporary hit points gained from transcription to nearby allies – there are some really interesting and creative tricks here. On the annoying side – these are not properly codified by type – no idea whether they count as Sus, Sps, Ex…
A total of 8 feats are included (one of which lacks bolding for the Prerequisite and Benefit headers) that allow for the retaining of more spells, stray energy, the ability to cast the racial spell while not in spell form, extra uses in spell form, Sr equal to 10 + character level + highest mental attribute versus your chosen spell, which can be upgraded to apply to the whole school of the spell…interesting collection.
The pdf also features two sample stray king characters, Kaleido Skop, a stray spell bard and Dirk Chein, an inquisitor. Beyond these, a template allows for the creation of spell-based monsters and comes with a sample spell beast.
Conclusion:
Editing and formatting, while not bad, are also not exactly good: Beyond some formatting hiccups, there are a couple of oversights that impede playability (ability types) and some wording choices that are a bit unfortunate. That being said, the material herein DOES work and the playtesting this received does indeed show. Layout adheres to a 2-column full-color standard with nice full-color artworks. The pdf comes fully bookmarked for your convenience.
While the option for a 3rd level spell at 1st level mho needs a nerf unless used in high fantasy/high-powered contexts, this pdf ended up impressing me more than I thought it would: The race of stray spells is saturated with roleplaying potential galore and, in spite of the wide open nature of the race, it manages to retain a sense of manageable balance much better than what I expected. Ian Sisson, Christos Gurd and Scott Gladstein have, as a whole, created one of the precious few new races that really feel different, that offer an interesting playing experience. The race is smart and fun and, as a person, I really, really like this pdf. More so than I frankly should, considering the hiccups, glitches and minor inconsistencies; with a picky dev, this would be 5 stars + seal of approval material, no questions asked. That being said, in spite of loving this pdf, as a reviewer, I must unfortunately take the hiccups and glitches into account and they do drag down what would otherwise be an excellent offering. Thus, my official verdict can’t go higher than 3.5 stars, rounded down for the purpose of this platform.
If you’re willing to work a bit with the pdf and if you’re willing to look past the imperfections, you’ll have a diamond in the rough, though!
An interesting evocative race, although I think some GMs might be leery of a character that can provide access to a 3rd level spell at first level.
They forgot to give Stray Spells a favored class option for Stay King. Considering I imagine a lot of players will go for that option, it would have been really nice to include.
Since stray kings are casters who cast actual spells, a note of what should happen if a stray king decides to become a dragon disciple or something would have been helpful.
Now the obvious solution would be that prestige class adds to maximum spell level, maximum amount of spells known, and stray energy in addition to the obvious caster level, but author intentions would've been good to know.
And I presume a stray king would count as an arcane caster for mechanical effects.
There's also a good and bad aspect of interesting ideas like this- It leaves you wanting more. Which you have to make yourself or hope sales were good enough to warrant a sequel.
For example, just off the top of my head, I could see archetypes for wizard, arcanophages, and sorcerers, someone creative can probably come up with a lot more.
And how about stray spells in wordcaster games? What does a wordcaster Stray King look like mechanically?
So we actually talked about if we should give them a favored class bonus for Stray Kings and elected not to give it to them. As they are the only race that can access them, it felt a little weird to give them a bonus with it when "having access to it" felt like a bonus in its own right. In our minds, favored class bonuses explore a unique relationship between the race and the class and, as there was just one race, there were no differences to draw attention to.
Being leery is wise, but in this case a little unwarranted. At 1st level a stray spell can cast one 3rd level spell per day (6 + HD of the stray spell - 2x the selected spell’s level ), but only while in spell form and activated by an ally. There are routes (like wands) that are far easier to get before 1st level's end (if you are using the loot typical). Now, you could always chose to drop your 1st level feat into personal spell but, by then, you've dropped your main racial and (probably) only feat into casting fireball once per day. We actually built a few characters to test it out and it didn't stick out like a sore thumb (Invisibility was a little nasty but not really game breaking).
If still wary, I'd recommend looking at the Kapre we did. We actually did a LOT of playtesting on that because it was a monstrous race with a huge size off the bat. We advise that, while it will probably be ok at low levels, you might have justified reservations. Pre 6th level, when Wizards gain 3rd level spells, it might be a little scary. A final option would be to, as the GM, simply tell your player to select a 1st or 2nd level spell.
Your solution for prestige classes sound reasonable. However prestige classes specifically call out that you gain "+1 level of existing arcane spellcasting class" and the class feature (for context) is as follows:
Dragon Disciple Spells Per Day:
At the indicated levels, a dragon disciple gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dragon disciple, he must decide to which class he adds the new level for purposes of determining spells per day.
I'd actually recommend giving them an increase in Stray Energy Points rather than just Max spell level, though depending on the class you enter in might behove you to get both (I'm a big believer that prestige classes need all the help they can get).
We did forget to indicate caster type. I'll look into doing an update on Sunday (there are a few minor things we caught after the first print). They should be considered arcane casters.
I could see Stray Spells/King. in a setting where wordcasting is the norm, perhaps embodying actual words of power (rather than individual spells) and potentially always having to use that word (probably an effect word) as part of it.
We actually had notes for a wizard archetype but I really like the idea of an arcanophage. I don't like the notion of doing exclusively magical classes though- I feel a race isn't fun if it's pigeonholed too strongly. I think a barbarian archetype would be a lot of fun (maybe something more rage prophet-ish) or a warrior with some predilections for magical equipment.
Okay I figured out why I was having such trouble coming up with archetypes for these guys- They're just so versatile, since there's about a gajillion spells.
Then it occurred to me- Stray spells already label themselves by their schools of magic, so with that in mind-
Archetypes for nonmagical classes-
Abjuration- Defenders, either of themselves or others
Conjuration- Equipment makers, good for warriors or skill monkeys, an archetype for healing spells to be a wolverine style regenerator, and of course combat teleportation is useful for skill monkeys or warriors both.
Divination- Combat clairvoyance for combat types, or pseudo-psychic for skill monkeys.
Enchantment- Enhanced leadership, or enhanced social skills for being the group face.
Evocation- Elemental warrior types
Illusion- Good for skill monkeys or warriors, making stuff out of shadow stuff doubly good for both.
Necromancy- Death Knights are popular for a reason.
Transmutation- Shapeshifting for the win
That's lot of options, although some of these seem more natural fits for some classes than others. But hey more power to anyone who wants to play a combat clairvoyant barbarian or necromantic warrior paladin. :)
Okay I figured out why I was having such trouble coming up with archetypes for these guys- They're just so versatile, since there's about a gajillion spells.
Then it occurred to me- Stray spells already label themselves by their schools of magic, so with that in mind-
Archetypes for nonmagical classes-
Abjuration- Defenders, either of themselves or others
Conjuration- Equipment makers, good for warriors or skill monkeys, an archetype for healing spells to be a wolverine style regenerator, and of course combat teleportation is useful for skill monkeys or warriors both.
Divination- Combat clairvoyance for combat types, or pseudo-psychic for skill monkeys.
Enchantment- Enhanced leadership, or enhanced social skills for being the group face.
Evocation- Elemental warrior types
Illusion- Good for skill monkeys or warriors, making stuff out of shadow stuff doubly good for both.
Necromancy- Death Knights are popular for a reason.
Transmutation- Shapeshifting for the win
That's lot of options, although some of these seem more natural fits for some classes than others. But hey more power to anyone who wants to play a combat clairvoyant barbarian or necromantic warrior paladin. :)