Asar
CLIMATE/TERRAIN: any (wildspace)
FREQUENCY: very rare
ORGANIZATION: solitary
ACTIVITY CYCLE: any
DIET: omnivores
INTELLIGENCE: 10-18
TREASURE: W
ALIGNMENT: NG
NO. APPEARING: 1 or 2
ARMOR CLASS: 10
MOVEMENT: 12, Fl 18 (B)
HIT DICE: 1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: by spell or weapon
SPECIAL ATTACKS: spells, innate abilities
SPECIAL DEFENSES: spells, innate abilities
MAGIC RESISTANCE: 20%
SIZE: M
MORALE: 10
XP VALUE: varies

Description: The Asar are a magically empowered subrace of Humans. They typically have short, jet black hair, and pale skin. Some Asar have been known to have red or blonde hair, but this is rare. All Asar have the same, pale skin however. Another common factor of their race is that their eyes constantly glow with a pure white light. The Asar's mood can be felt from this, the light a bright glaring hot (visually) white when they are angry, or a soft, mellow white when they are comfortable. The brightness of their eyes also changes, at the will of the Asar.

Combat: Asar do not enter combat very often, in the melee sense of things. They are proficient spellcasters, and prefer to resort to the Arcane art. A typical Asar is a mage, of anywhere between second and tenth level. The main difference between an Asar mage and a normal mage, however, is the casting pattern, and the fact that their casting level is actually twice their actual level. Asar mages start at level one, the same as any other race, but proceed differently, incurring an xp penalty. The reason for this is apparent when one looks at their spell progression table, below.

Lv 1 2 3 4 5 6 7 8 9
1 2 - - - - - - - -
2 2 1 - - - - - - -
3 3 2 1 - - - - - -
4 3 3 2 1 - - - - -
5 3 3 3 2 1 - - - -
6 4 3 3 3 2 1 - - -
7 4 4 3 3 3 2 1 - -
8 4 4 4 3 3 3 2 1 -
9 4 4 4 4 3 3 3 2 1
10 4 4 4 4 4 3 3 3 2
11 4 4 4 4 4 4 3 3 3
12 4 4 4 4 4 4 3 3 3
13* 4 4 4 4 4 4 3 3 3
* maximum spell ability

Asar prefer the schools of force, enchantment/charm, and shadow, not using outright power to slay people willy nilly. They do have access to all schools, however, including wild magic. Asar mages require 25% more XP to rise in levels than a normal mage, however. Asar mages receive true dweomers as normal mages.

Similarly, Asar bards follow the spell progression above, subtracting one level from their effective level, and receiving only up to 6th level spells. Asar rangers and paladins also do not receive their normal spells, but instead receive mage spells.

All Asar spellcasters do not require spellbooks. Instead when they learn a spell they fully commit it to memory. Spells may not be removed from their minds once implanted thus, however, and the number of spells per level for their intelligence is still applicable, however it is doubled for mages.

Asar spell memorization is not so much a time to study the spells, but to prepare the energy one has for use with them. It is highly suggested that the spell point system in the Player's option: Spells & Magic book be used with the Asar, though this is not a required for their use. If said system is used, refer to the table below.

Lv Spell Mem SP
1 1st 4 8
2 2nd 4 16
3 3rd 6 30
4 4th 8 50
5 5th 8 80
6 6th 8 110
7 7th 10 140
8 8th 10 190
9 9th 10 240
10 9th 10 300
11 9th 10 400
12 9th 10 500
13 9th 12 600
14 9th 12 700
15 9th 12 800
16 9th 12 950
17 9th 12 1100
18 9th 12 1250
19 9th 14 1400
20 9th 14 1600
21+ 9th 16 +200 (0) per level

It is suggested that Asar use a typical spell-point system, as they are powerful enough as it is. Their standard spell progression table is presented above for those without access to the SP system.

Note that Asar cannot be specialists in any form of magic, and only Asar wizards and bards receive access to the school of wild magic. They do not cause wild surges, however, unless they want to. They do not get any level variation however, they may just choose to surge a spell, at the time of casting. An Asar's eyes grow particularly bright when they are casting, regardless of the Asar's wishes.

Asar may use any weapon regardless of class (excepting priests), but unless they are straight fighters they use the next lower Thac0 table (i.e. a priest uses a thief table, a thief uses a wizard table. Mage Asar use the wizard Thac0 table, with a permanent -2 penalty to hit. Non-fighter Asar also use the next lowest hit dice (i.e. paladins/rangers use d8's, priests use d6's), however, rogues and mages both use their normal dice. Asar have their HP bonus from CON permanently halved, even for normal fighters.

All Asar have permanent, magical, flying ability. They must, however, obey the normal rules for flying creatures (i.e. forced to land if dropped to 50% hp etc). They also have the following innate abilities, each available twice a day. Magic missile (at current level), comprehend languages, Darkness (or light) 15' radius, Invisibility. Furthermore, an Asar's eyes allow it to see with 90' infravision when it wishes, and function as a permanent detect magic. Asar mages of 5th level and higher may also add the abilities bestowed by the 3rd level wizard spell, Wizard Sight (tome of magic) to their vision. All Asar's eyes, regardless of abilities or current function (ie normal or infra-vision) are the same, glowing white (though they are dependant on mood, as stated above). The only known way to make an Asar's eyes stop glowing is to close their eye-lids, or remove them completely. The eyes continue to glow unto death, at which time the eyelids permanently close.

All Asar share the same, flat-rate magic resistance of 20%, regardless of class, or level. Apart from this and the things noted above, they are identical to humans (i.e. height/weight, eating habits, reproduction, sleep etc).

Asar true-casters (i.e. mages and priests) of level 15+ inflict a minimum of half possible damage with any spell of 5th level and below (i.e. a fireball will do a base of 30, plus 5d6 etc).

All Asar can detect the presence of another Asar within 5 miles, an ability spawned from their lengthy search within the skies.

Habitat/Society: Most Asar are mages, but there are some of every class within their subrace, as they are human. Thus they have unlimited progression in all classes, and may take any class. They may also dual-class, but may not multi-class. Typical Asar warriors are rangers or fighters, priests are usually druids, and rogues are normally bards. There do exist Asar paladins, normal priests, and thieves, but they just don't seem as common. Asar druids are typically of a universal outlook (i.e. instead of guardians of a world they are priests of the universe). As there have been many such Druids written up, DM's are free to use whatever they find appropriate (in fact this Author would appreciate a copy of said Druid's if possible)

Asar society is based upon peaceful ideals and motives. Their homeworld, however, was destroyed some years ago. Asar have wandered the spheres since searching for a new land to call home. It is said that once they find this land, a magical calling will bring all Asar to it, where they may re-create their society once more. That was over 500 years ago, and still no Asar has found a homeworld. In fact, the numbers of Asar are dwindling as they are sought out by a number of races, trying to unlock the secrets of their highly magical state. It is said the Asar were modified by one of the very early spelljamming races as servants, and have been left behind. This could theoretically be true, as any Asar seems to have the ability to run a helm, and mage Asar run it at 150% normal speeds (spelljamming and tactical).

Furthermore, the spells and processes relevant to creating helms and similar items seem to come instinctively to an Asar once it reaches 15th level, and so many groups feel threatened by this, and seem to hunt them down in fear of loosing business. Any Asar made item requires only half the time to research and create, and only half the amount of gold and materials (i.e. if an item would require two rare materials, an Asar creating it will only require one). As a general rule, however, Asar do not make items for trading, thus the Arcane, while they may keep a good eye on them, are not concerned about them.

Asar sometimes settle down and sell the common versions of these items (ie not helms etc) late in their years, keeping most of the profits to give to others of their race who pass through seeking the new homeworld. Some Asar also sign onto ships as helmsman/navigation officers. Few, however, captain their own ships, unless they are actively searching for a new homeworld. Most Asar, however, blend into normal society, and just hope to one-day come across a world, and time, good enough for the re-creation of their society.

Ecology: Asar eat/breathe/sleep/reproduce etc the same ways as humans. The only difference being that Asar may live for up to 200 years, and typically only reproduce twice in their lifetimes. They will also typically only marry once - as much as the drive to propagate their race dominates them.

They receive a +1 to charisma and intelligence, and a -1 to constituion and strength. The minimum charisma and intelligence for an Asar are both 10, and the minimum wisdom is 6. Otherwise, they are like normal humans in ability score respects.

Asar religion holds that they do not die as normal races, but that instead their magical souls are carried to wherever it is their creators are in the universe. Here they join their ranks as equals, instead of servants, and live out their lives in this "heaven".



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