Pluma

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Pluma is one of the three forms of "talismanic" magic native to the Maztica region of the Forgotten Realms. Its counterparts are Hishna and Teoatl.

Also known as "Feathermagic", pluma was the second arcane magical style developed in Maztica, and was a gift to the peoples of that continent from the god Qotal, the Feathered Dragon, who learned it from his mother, the goddess Maztica. As the name suggests, pluma uses feathers taken from the birds of the jungles and forests to empower magics of air, light, color and hope. They function more like clerics of life than like any direct wizardly class. Other symbols of pluma magic are actual birds, butterflies, dragonflies, and flowers, with the sacred animal of these mages being the couatl.

The elite military order known as the Eagle Knights use pluma magic on a limited scale, mostly in their ceremonial armor, which grants them the ability to transform into eagles.

Plumaweaver kit[edit]

The Hishnashaper and Plumaweaver were... not exactly the greatest of spellcasting kits. Both were actually built on the Rogue chassis and had the spellcasting abilities of a Dungeons & Dragons 5th Edition style Half Caster. In fact, it was literally a plot point in the tie-in/prequel novels for Maztica that the native mages sucked so much, as it allowed one decently high leveled Faerun wizard to basically curbstomp her way across the continent, something D&D fans have come to consider increasingly embarrassing over time.

Collectively, Hishnashapers and Plumaweavers are called Artisans, and use the Rogue THACO, Experience Points/Level Advancement and Saving Throw tables in conjunction with the kit materials below. Their spellcasting progression is basically that of the 5e Half Caster; they don't start casting spells until 2nd level, and their spells max out at 5th level in potency.

Requirements: Dexterity 12, Wisdom 13
Mandatory Proficiencies: Bow, Animal Lore, Healing, Set Snares, Tracking, Weaving
Weapon Proficiencies: Bow, Sling, Club
Special Benefits: +2 on To Hit rolls with bows.
Available Races: Human, Dwarf (Maztican Desert Dwarf)

List of Pluma spells[edit]

  • Arrowflight (1st level)
  • Bird Charm I (1st level)
  • Cool (1st level)
  • Elevate I (1st level)
  • Featherweaving (1st level)
  • Spearflight (1st level)
  • Stoneflight (1st level)
  • Warmth (1st level)
  • Bafflement (2nd level)
  • Breathsense (2nd level)
  • Fisher's Luck (2nd level)
  • Guardian (2nd level)
  • Light (2nd level)
  • BLossom (3rd level)
  • Elevate II (3rd level)
  • Water Summoning (3rd level)
  • Windrider (3rd level)
  • Bird Charm II (4th level)
  • Magic Resistance (4th level)
  • Water Move (4th level)
  • Create Talisman (5th level)
  • Eagle Form (5th level)

5th Edition[edit]

Hishna and Pluma have yet to officially return in Dungeons & Dragons 5th Edition, since Wizards of the Coast is understandably leery of touching the whole "Fantasy Azecs" thing. But one absolute madlad took it upon himself to exploit a loophole in the rules for the DM's Guild to launch a complete edition conversion of Maztica, complete with the iconic forms of native magic.

So, what did this guy do different to TSR? Well, he created a full Artisan class - still a Half Caster, but now exploiting the class features and subclasses mechanics to give it more of an "oomph". It arguably is still kind of a subpar Artificer, but hey, points for trying! He also converted the Eagle and Jaguar Knights to 5e as Paladin subclasses, and added two new Wizard subclasses, the Plumacaster and Hishnacaster, so you now have a Maztican Full Caster option. This also led to a drastic expansion of the Maztican spell lists, including plenty of offensive spells for both schools.