Marpocalypse Character Creation

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Races

Please see Races of Marpocalypse

Alignment

Fuck it.



Variant Rules

Marpocalypse uses core D&D v3.5 rules, unless otherwise stated as a part of this wiki. However, we have some variant rules that we vastly prefer for our own personal use. The foremost of these is the Vitality and Wound Point system.

VP/WP is a variant hit point system suited for much more cinematic fights. It also allows faster healing between fights. This is especially useful in settings where healing magic is rare, such as Marpocalpyse.

One can find a detailed description of this variant rule over at the d20 SRD.

Classes and Prestige Classes

Prestige Classes

MagiCorps Elite

The elite wizards of Bowser's army are known as the MagiCorps. These elite Magikoopas are a terror on the battlefield, focusing on mobility and the disruption of enemy formations through the use of transmutation magics.

Hit Die: d4
Skills: As Wizard
Saves: As Wizard
Base Attack Bonus: As Wizard

To become a MagiCorps Elite, you must fullfill the following requirements:

  • The ability to cast 3rd-level arcane spells
  • Any metamagic feat
  • Knowledge (Arcana) 8 ranks
  • Spellcraft 8 ranks
  • Concentration 8 ranks

Level Ability Special
1 Spell Focus (Transmutation)
Dimension Leap, Wand Mastery
--
2 -- +1 Arcane Casting Class
3 Greater Spell Focus (Transmutation) +1 Arcane Casting Class
4 -- +1 Arcane Casting Class
5 Baleful Polymorph +1 Arcane Casting Class

Dimension Leap (SP): The dimension leap ability gained by the MagiCorps Elite allows the Elite to teleport up to 10' per character level per use. This ability must be used in increments of 10', and can be used once per day per MagiCorps Elite level.

Spell Focus(Transmutation): The MagiCorps Elite gains Spell Focus(Transmutation) as a bonus feat

Wand Mastery: When using a wand, the DC of saving throws against the wand's effect are increased by 2, and the wand's effective caster level is increased by 2

Greater Spell Focus(Transmutation): The MagiCorps Elite gains Greater Spell Focus(Transmutation) as a bonus feat

Baleful Polymorph (SP): The MagiCorps Elite gains Baleful Polymporph as a spell-like ability useful once per day.

Licker

Hit Die: d8
Skills: 4 + INT modifier
Saves: Good Fort and Reflex, poor Will
Base Attack Bonus: As Monk

To become a Licker, you must fullfill the following requirements:

  • Race: Yoshi
  • Feats: Improved Grapple, Spit-Out, Stunning Fist
  • Base Attack Bonus: +3

Level Ability
1 Monk Abilities, Improved Natural Attack (Chew)
2 Egg Laying, Big Mouth I
3 Weapon Focus (Tongue)
4 Egg Throwing
5 Big Mouth II

Monk abilities: A Licker adds his class level to any monk levels to determine AC bonus, unarmed damage, and number of stunning fists per day.

Improved Natural Attack (Chew): A Licker's chew attack increases from 1d3 damage to 1d4, plus its strength modifier.

Egg Laying: If you begin your turn with an opponent held in your mouth, you can attempt a new grapple check (as though attempting to pin the opponent). If you succeed, you swallow the opponent and cast them out behind you in the form of an egg. An opponent trapped within the egg loses its Dexterity modifier to its armor class, and can take no other action aside from attempting to escape the egg. A trapped creature can break its way out by using a light bludgeoning or piercing weapon. The Egg has 3 hit points and hardness 2 and an AC of (10 + 1/2 your character level + your CON modifier). Once the egg has taken sufficient damage, the shell shatters and the creature is free.

Big Mouth I: You can now eat opponents of up to Medium Size

Weapon Focus (Tongue): You recieve a +1 bonus to all attacks with your tongue.

Egg Throwing: By making a ranged touch attack, you can throw one of your eggs at an opponent. If it hits, the egg deals 1d4 points of damage plus your STR modifier and shatters upon impact. Any creature trapped within an egg that is thrown also takes 1d4 points of damage plus your STR modifier, and falls prone once the egg breaks. Thrown eggs have a range increment of 20 feet.

Big Mouth II: You can now eat opponents of up to Large size.

Brother of the Soil

As a race, Goombas tend to be uncivilized, bloodthirsty, and unfriendly. Some goombas, however, take this to extremes. These Brothers of the Soil are feared across the Mushroom Kingdoms as relentless warriors and implacable foes.

Hit Die: d10
Skills: 2 + INT modifier
Saves: As Bard
Base Attack Bonus: As Fighter

To become a Brother of the Soil, you must fullfill the following requirements:

  • Race: Goomba
  • Feats: Latch-on, Improved Trip, Stunning Fist
  • Base Save Bonus: Fortitude +5

Level Ability
1 Endurance, Monk Abilities, Eat of Me
2 Improved Grapple, Leech Strength
3 Diehard
4 Leech Life
5 Blood Drain

Endurance: At first level, a Brother of the Soil gains the Endurance feat.

Monk abilities: A Brother of the Soil adds his class level to any monk levels to determine AC bonus, unarmed damage, unarmored speed bonus, and number of stunning fists per day.

Eat of Me: A Brother of the Soil can sacrifice his own flesh to heal others. For each bite taken out of the Brother, a character heals 1d6 points of damage, plus one per class level of the Brother of the Soil. An equal amount of damage is delt to the Brother, no save. This cannot be used to heal more than the Brother's total HP plus ten.

Improved Grapple: At second level, a Brother of the Soil gains the Improved Grapple feat.

Leech Strength (Su): At second level, a Brother of the Soil can drain the strength of its foes. On a successful melee attack, a Brother of the Soil may expend one stunning fist attempt to replicate a Ray of Enfeeblement spell with a caster level equal to his class level. He must announce this attempt before the attack.

Diehard: At third level, a Brother of the Soil gains the Diehard feat.

Leech Life (Su): At fourth level, a Brother of the Soil can life energy from his foe. On a successful melee attack, a Brother of the Soil may expend one stunning fist attempt to replicate a Vampiric Touch spell with a caster level equal to his class level. He must announce this attempt before the attack. Just like the spell, any temporary hit points gained from this ability disappear after one hour.

Blood Drain (Ex): A Brother can suck blood from a living victim with its fangs by remaining latched on for three consecutive rounds. If he does so, he drains blood, dealing 1d4 points of Constitution drain each round the latch is maintained. On each such successful drain, the Brother of the Soil gains 5 temporary hit points. These temporary hit points last a maximum of 24 hours before being lost.

Disciple of the Shell

Disciples of the Shell are koopa troopas focused almost entirely on the defensive side of combat. Their shells grow to immense sizes, can change colors and abilities in a flash, and can even be used as a weapon when standing still just isn't good enough.

Hit Die: d12
Class Skills: Climb, Craft, Heal, Intimidate, Jump, and Swim
Skill Points per Level: 2 + Int modifier
Weapon and Armor Proficiency: The DotS gains no proficiency with any weapons, armor, or shields, unless noted below.
Saves: As Fighter

To become a Disciple of the Shell, you must fulfill the following requirements:

  • Race: Koopa
  • BAB: +5
  • Feats: Combat Reflexes, SuperHeavy Shell, Any shell color feat

Level BAB Special
1 +0 Armor Spikes 1d6, Hold the Line, Powerful Charge, Battering Ram
2 +1 Charge Bonus +1, Multicolored Shell I, Extended Charge, Improved Damage Reduction
3 +2 Shell Focus I, Karmic Strike
4 +3 Armor Spikes 1d8, Charge Bonus +2, Multicolored Shell II, Improved Damage Reduction
5 +3 Shell Focus II, Greater Powerful Charge

Armor Spikes: The Disciple's shell grows spikes, with which he is proficient. These armor spikes deal 1d6 damage to any creature attacking the Diciple with natural weapons. This damage increases to 1d8 at 4th level.

Hold the Line: A Disciple of the Shell may make an Attack of Opportunity against a charging opponent who enters an area you threaten. Your AoO happens immediately before the charge attack is resolved.

Powerful Charge: By spinning wildly during a charge attack, you deal an extra 1d8 points of damage.

Battering Ram: You may add your class level to any Strength check to break down doors or other similar objects.

Charge Bonus: At level 2, you gain an additional +1 to attack rolls when charging, on top of the standard +2 for charging. This increases to +2 at level 4.

Multicolored Shell: A Disciple of the Shell can change the color of his shell to suit his immediate needs.

  • Type I - You may select an additional color for your shell. You may switch colors as a free action once per day.
  • Type II - You may select an additional color for your shell. You may switch colors as a free action three times per day.

Extended Charge: A DotS adds +5 feet to his speed when charging.

Improved Damage Reduction: Your DR increases by 1

Shell Focus: The Disciple has chosen one shell color to improve.

  • Type I - Select a shell color feat you already possess. Your skill bonuses from that feat increase to +4. If red, your fire resistance increases to 10. If Blue, your personal shell is now treated as if it has the returning enchantment. If Yellow, you may now stomp once per round.
  • Type II - You are now treated as as always having the shell color you selected for Type I as active, even if you've switched to another color. Example: Kroop focuses in Red Shell, and gained Fire Resistance 10. He is now treated as having Fire Resitance 10 at all times, even if his shell is Yellow.

Karmic Strike: You may make an attack of opportunity against anyone who hits you in battle, at your normal attack bonus, for a -4 penalty to Armor Class. This penalty lasts a full round.

Greater Powerful Charge: You now deal an extra 2d6 damage on a successful charge attack. This overrides the 1d8 damage from the Powerful Charge ability granted at level 1.

Feats

Note
All color feats are innate to the character and must be taken at character creation, and can never be changed.

General Feats

Jump Attack [General] Requirements: Str 13+, Jump 4 ranks

Benefits: You can make a jump attack on any foe. Treat this as a charge attack that deals 1d6 + 1-1/2 Str Modifier of Bludgeoning damage and ignores terrain features. You must have space above your foe to hit him. This attack is considered a natural attack for the purposes of damage from creatures spikes or the like. You end your attack in any space adjacent to the target.

Improved Jump Attack [General] Requirements: Str 13+, Jump attack, Jump 7 ranks

Benefits: Same as Jump Attack, but damage improves to 1d8 and an additional +1 to attack is gained.

Super Jump [General] Requirements: Str 13+, Improved Jump Attack, Jump Attack, Jump 9 ranks

Benefits: When you make a successful Jump Attack, you may immediately make a second Jump Attack against any foe within 30 feet (including the foe you hit with your first Jump Attack). However, you take a -5 penalty on this second Jump Attack. You may only make one additional Jump Attack in a single round.

Ultra Jump [General] Requirements: Str 13+, Super Jump, Improved Jump Attack, Jump Attack, Jump 12 ranks

Benefits: You can attempt any number of additional Jump Attacks, so long as you do not miss. You can attack any foe within 30 feet of the last foe you hit (including the foe that you just attacked). Each attack suffers an additional -5 penalty (so the main attack is at full bonus, the second is at -5, the third is at -10, etc).

Hammer Brother [General] Requirements: Str 13+, Dex 13+, Weapon Proficiency (Throwing Hammer), Weapon Focus (Throwing Hammer), Quick-Draw, Base Attack Bonus +3

Benefits: You get a +1 bonus on attack and damage rolls with a Throwing Hammer. In addition, you can arc your hammers over many obstacles, reducing a cover bonus to armor class from an obstruction by half (so a human hiding behind a pipe who would normally have a +4 cover bonus to AC only gets a +2 cover bonus against your Throwing Hammer attacks).

Boomerang Brother [General] Requirements: Str 13+, Dex 13+, Weapon Proficiency (Boomerang), Weapon Focus (Boomerang), Quick-Draw, Base Attack Bonus +3

Benefits: You get a +1 bonus on attack and damage rolls with a Boomerang. In addition, you can catch any number of boomerangs at the beginning of your turn (you stow any extras you catch so that you can pull them out later).

Normal: You can only catch one boomerang at the beginning of your turn, and the rest fall to the ground in your space.

Shell Feats

Heavy Shell [Shell]** Requirements: Con 15+, Shell Armor, Medium Armor Proficiency

Benefits: You have a bigger and tougher shell than normal. Your shell provides a +5 armor bonus, but you have a -2 armor check penalty and 20% arcane spell failure. While wearing a Heavy Shell you lose any abilities or benefits that you would lose if you wore Medium Armor, and your speed is reduced to 15 feet.

Superheavy Shell [Shell]** Requirements: Con 17+, Shell Armor, Heavy Armor Proficiency

Benefits: You have a much heavier and tougher shell than normal. Your shell provides a +8 armor bonus and DR 2/adamantine, but you have a -5 armor check penalty, 30% arcane spell failure, and your speed is reduced to 15 feet and you run at triple your normal speed instead of quadruple.

Red Shell [Shell]** Requirements: Cha 13+, Shell Armor

Benefits: Your shell is imparted with mystical powers of your Red Shell heritage. You get a +2 bonus on Balance and Spot checks and gain Fire Resistance 5.

Special: You may only take one color Shell feat. Once you choose a color feat (Red, Blue, or Yellow) you cannot choose another. Note that these bonuses remain even if you do not wear your shell.

Blue Shell [Shell]** Requirements: Cha 13+, Shell Armor

Benefits: Your shell is imparted with mystical powers of your Blue Shell heritage. You get a +2 bonus on Bluff and Sense Motive checks when used to make or notice a feint in combat. +1 bonus on attack rolls with Koopa shells of any kind. This bonus increases to +2 when using your own shell as a weapon.

Special: You may only take one color Shell feat. Once you choose a color feat (Red, Blue, or Yellow) you cannot choose another. Note that these bonuses remain even if you do not wear your shell.

Yellow Shell [Shell]** Requirements: Cha 13+, Shell Armor

Benefits: Your shell is imparted with mystical powers of your Yellow Shell heritage. You gain a +2 bonus on Intimidate checks. In addition, you can make a Stomp attack. As a standard action, you can stomp on the ground. One enemy on the ground within 5 feet of you must make a Reflex Save (DC 10 + 1/2 HD) or fall prone. After stomping, you must wait 1d4+1 rounds before stomping again.

Special: You may only take one color Shell feat. Once you choose a color feat (Red, Blue, or Yellow) you cannot choose another. Note that these bonuses remain even if you do not wear your shell.

Winged Shell [Shell]** Requirements: Cha 13+, Jump 7 ranks, Shell Armor

Benefits: Your shell grows wings that give you several benefits. You gain a +5 bonus on Jump checks, and can ignore the first 10 feet of a fall (if you already have the Slow Fall ability, add 10 feet to your normal distance). You only take 1d4 damage for every 10 feet you fall, instead of 1d6 damage.

**: A Koopa-Troopa fighter can select this feat as one of his bonus feats.

Yoshi Feats

Egg Laying [Yoshi] Requirements: Yoshi

Benefit: If you begin your turn with an opponent held in your mouth, you can attempt a new grapple check (as though attempting to pin the opponent). If you succeed, you swallow the opponent and cast them out behind you in the form of an egg. An opponent trapped within the egg loses its Dexterity modifier to its armor class, and can take no other action aside from attempting to escape the egg. A trapped creature can break its way out by using a light bludgeoning or piercing weapon to deal 6 points of damage to the egg (AC 10+ 1/2 your character level). Once the egg has taken sufficient damage, the shell shatters and the creature is free.

Egg Throwing [Yoshi] Requirements: Yoshi, Egg Laying

Benefit: By making a ranged touch attack, you can throw one of your eggs at an opponent. If it hits, the egg deals 1d4 points of damage and shatters upon impact. Any creature trapped within an egg that is thrown also takes 1d4 points of damage, and falls prone once the egg breaks. Thrown eggs have a range increment of 20 feet.

Spit-Out [Yoshi] Requirements: Yoshi, Str 13+

Benefit: If you begin your turn with an opponent held in your mouth, you can expel the foe from your mouth. The foe is sent flying 10 feet in a direction of your choice, and then falls prone. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent takes 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

Red Yoshi [Yoshi] Requirements: Yoshi, Str 13, Cha 13

Benefits: You gain Fire Resistance 5. In addition, if you have the Spit-Out feat, if you spit out an opponent, he bursts into flames upon exiting your mouth, and takes 1d6 fire damage (in addition to damage from hitting an obstacle, if he does that). If the opponent hits another opponent, both take the 1d6 fire damage.

Blue Yoshi [Yoshi] Requirements: Yoshi, Str 13, Cha 13

Benefits: You gain a +2 bonus on Jump checks. In addition, if you have the Spit-Out feat, if you begin your turn with an opponent held in your mouth and do not expel him, you gain a fly speed of 30 feet (perfect). You cannot deal chewing damage to an opponent while you are using him to fly.

Yellow Yoshi [Yoshi] Requirements: Yoshi, Str 13, Cha 13

Benefits: You gain a +2 bonus on Balance checks. In addition, if you have the Spit-Out feat, if you begin your turn with an opponent held in your mouth and do not expel him, you can make a Stomp attack. As a standard action, you can stomp on the ground. One enemy on the ground within 5 feet of you must make a Reflex Save (DC 10 + 1/2 HD) or fall prone. After stomping, you must wait 1d4+1 rounds before stomping again. You cannot deal chewing damage to an opponent on a turn that you used him to make a stomp attack.

Special: You may only take one color Yoshi feat, and color feats can only be taken at first level. Once you choose a color feat (Red, Blue, or Yellow) you cannot choose another. Note that the bonuses that are not directly mentioned as requiring a held opponent remain even if you do not have an opponent in your mouth.

Birdo Feats

Egg Volley [Birdo] Requirements: Birdo, base attack bonus +2

Benefit: A birdo with this feat may shoot a flurry of eggs at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. Normal: Without this feat, a birdo can only make one egg attack per round.

Power Egg Shot [Birdo] Requirements: Birdo, Str 13+

Benefit: Whenever you make a successful egg attack, you deal normal damage, plus your Strength modifier. Normal: Birdo egg attacks normally deal 1d3 points of damage.

Egg Shove [Birdo] Requirements: Birdo, Dex 13+, Power Egg Shot

Benefit: You can perform a ranged bullrush attempt when you make a successful egg shot. Because you aren't using your body to push the defender, you do not provoke an attack of opportunity when using this feat. You also gain a +2 bonus on the opposed Strength check you make to push back the defender.

Egg Disarm [Birdo] Requirements: Birdo, Dex 13+, Int 13+

Benefit: You can perform a ranged disarm attempt when you make a successful egg shot. Because you aren't using your body to disarm the defender, you do not provoke an attack of opportunity when using this feat. You also gain a +2 bonus on the opposed attack roll you make to disarm your opponent. If you succeed, your opponent drops its weapon. Normal: See the normal disarm rules.

Goomba Feats

Goomba Grace [Goomba] Requirements: Goomba, Dex 13+

Benefit: You receive a +2 bonus on all Balance checks, Jump checks, and Move Silently checks when unarmored and carrying no heavier than a light load.

Mouth Grip [Goomba] Requirements: Goomba, Dex 13+, Simple Weapon Proficiency

Benefit: By gripping with your mouth, you can wield a light melee weapon with a -2 penalty as if you were using your "offhand".

Normal: Goombas lack arms and are normally only proficient with battle helms.

Greater Mouth Grip [Goomba] Requirements: Goomba, Mouth Grip, Dex 16+, Base Attack Bonus +5

Benefit: You are able to wield a one-handed melee weapon with your mouth. You no longer suffer a -2 "offhand" penalty.

Latch-On [Goomba] Requirements: Goomba

Benefit: If you hit an opponet with your bite attack, you can use your powerful jaws to latch onto the opponent’s body and automatically deal bite damage each round you remain attached. Once you latch-on to your opponent, you lose your Dexterity bonus to Armor Class. While remaining attached, your foe can still strike you with a weapon or grappled you to pry you off. To remove you through grappling, the opponent must achieve a pin against you. You can choose to release your grip on an opponent as a free action.

Head Bonk [Goomba] Requirements: Goomba, Str 13+, Dex 13+, Base Attack Bonus +2

Benefit: When beginning your attack at a higher altitude than your opponent, you may leap down on them and deliver a diving headbutt. The attack deals 1d4 points of damage (plus your strength modifier), and receives an additional +2 damage bonus. If it hits, your opponent is knocked to the ground unless he makes a reflex save (DC equal to the damage dealt). You must make a similar reflex save (DC 15) or fall to the ground as well. The maximum range jumped horizontally is based on your jump skill (which can be used in conjunction). If a large vertical distance is involved you may take damage as per standard rules, but if your opponent is struck they absorb half the damage dealt to you.

Para-Goomba [Goomba] Requirements: Goomba, Cha 13+, Jump 8 ranks

Benefit: You sprout wings that can be used to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You can glide at a speed of 30 feet (poor maneuverability). If you become unconscious or helpless while in midair, your wings naturally unfurl and powerful ligaments stiffen them. While falling, you descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. You cannot glide while carrying a medium or heavy load.

Items

Weapons

Boomerang: 15gp, Damage 1d4 (1d3 small) 20/x2, exotic weapon, range increment 30', 1lb, bludgeoning.
If you fail to hit with a boomerang attack, you may make an attack roll vs DC 10 to catch it. If you miss, it falls to the ground within 10' of you. If it hits, it falls to the ground next to its target.

Throwing Barrel: 5gp, Damage 1d8 (1d6 small) 18-20 20/x2, exotic weapon, range increment 10', 15lb, bludgeoning

Troopa Shell: 40gp, Damage 1d8 (one size) 19-20 x2, martial weapon, range increment 30', 10 lb, bludgeoning

Goomba Helmet: Any small piercing weapon can be placed onto a helmet for use by the armless goombas, at a cost of +5gp from its standard base price. Daggers and Short Swords are the most common types of helmets.

Snifit Gun: 35gp, Damage 1d6 (small, only found on Snifit) 19-20/x2, exotic weapon, range increment 80', 2lb, piercing.
The Snifit mask is a peculiar piece of headgear used by the Snifits themselves. It can be considered a metal graft similarly shaped like a Shy Guy's mask, on which a rifle may be loaded that spews small lead pellets at high velocity. It requires no actual reloading, and the trigger is located within the mask itself.
Description based on images of the I,Mario project, here.

Hero Points

Hero points are a one-use, disposable statistic that all PCs have. Players earn hero points for creative play, defeating difficult scenarios, or just for being awesome.

Using Hero Points

Hero points have a number of uses. Unless stated otherwise, Hero points can be used at any time. Multiple Hero points can be spent at once, each HP giving a different benefit. The use of Hero points can be denied by the GM at any time.

Improve Roll
One hero point allows you to reroll any die roll you make and take the better of the two rolls. On the second roll, on result of 1 through 10, add 10 to the result of the roll. Rolls of 11 or higher remain as is (so that the second roll is always a result of 11 through 20). You must spend the hero point before you know the consequences of the initial roll.

Heroic Feat
You can spend a hero point to gain the benefits of a feat for one round. You must be capable of using the feat. If the feat has another feat as a prerequisite, you must have the prerequisite to gain the benefit of the more advanced feat.

Heroic Skill
Much like feats, you can spend a hero point to add four ranks to any skill for one round. This does not apply to skills such as Speak Language or Use Magic Device. You can apply this to skills you do not have any ranks in, as well as skills in which you are trained. However, you cannot exceed the maximum number of ranks allowed at your current level (usually level+3) via hero points.

Recovery
The use of a hero point allows any character to stabalize instantly if dying. Also, if the player takes Wound Point damage and becomes fatigued or exhausted, the use of one hero point removes this condition. Players cannot use hero points to remove fatigue conditions caused by other sources.

Earning Hero Points

Players can earn hero points in several different ways.

Heroics
By acting truly heroic and self-sacrificing, a player can earn a hero point. Stomping a goomba is not heroic. Taking a bobomb blast to the face to shield your allies is.

Roleplaying
Let's just face it: this is a roleplaying game. The better you play your role, the more you should be rewarded! Any time the player roleplays exceptionally well, he may earn a hero point.

Stunts
Sometimes players pull off stunts that make everyone go 'wow!'. Any time a player pulls off a significant stunt, he earns a hero point.

GameMaster Fiat
Any time the GM 'bends' the rules in favor of the bad guys, all of the players affected earn a hero point. Examples include allowing a villan to escape automatically and having the players automatically surprised at the start of an encounter.

Magic

Arcane Magic

The Mushroom Kingdom is ripe with arcane magic. The Star Road shines down from above, mushroom folk cast cantrips on the street corners, and wild Fire Flowers grow in vast fields, untended. Before Mario's Disaster, the arcane was viewed as necessary for daily life. Transport and communication relied on simple magical devices, and even household chores could be completed by Unseen Servants, if you were rich enough.

But the Disaster changed all that. The explosion caused by the Big Bobomb disrupted magic across the land, causing floating castles to fall and most transportation to fail. Famine and disease spread like wildfire, and once-common commodities like fire flowers vanished, almost overnight. It was years before mushrooms, fireflowers, and the like were seen on the open market, and the prices were dreadful.

The Disaster is over, leaving behind it a legacy of fear. Magic, while useful, can definately get out of hand.

Game Rule Information

Classes: Sorcerers and Wizards are common among the people of the Mushroom Kingdom, and exist without change from the PHB.

Spell Lists: The Sorc/Wiz spell list has been changed, quite drastically, from the PHB list. Here is a list of changes

-Scorching ray has been removed, and Produce Flame added in its place
-Any cleric spell not present on the Sor/Wiz list is avaliable to Sorcerers and Wizards, except the Cure X Wounds tree. If a spell is present on both lists, it is avaliable at the level shown on the Sor/Wiz list. Druid spells are not accessible to arcane casters.

Divine Magic

The Divine side of magic is a rare thing in the Mushroom Kingdom. Very few creatures can draw power from the force that guides the mushroom kingdom. The royal line, of which only Princess Peach remains, is known especially for this connection. Healing magic does not exist, outside of a handful of cases. Why should it when healing mushrooms grew under ever rock?

Game Rule Information

Classes:Clerics do not exist in the Mushroom Kingdom. Paladins, Rangers, and other partial divine casters do exist, and draw their energy directly from the land itself. Druids also exist, but are extremely rare.

Spell Lists: The Cure X Wounds spells do not exist in the Mushroom Kingdom.

Special: The Paladin's Lay on Hands ability (as well as any similar ability) functions normally.

Psionics

Psionics are a new form of magic in the Mushroom Kingdom. The Shy Guys, imported to the Kingdom by Bowser some decades ago, brought these mind powers with them. Masters of the art, the Shy Guys were formidable foes. Despite the power of this new discipline, few sought to learn. Of those, only one found a Shy Guy capable of teaching him.

Game Rule Information

Classes: Only Shy Guys may be Psions, and most Shy Guys favor the Telepathy discipline. Wilder is avaliable to humans, as well as Shy Guys. Psychic Warriors may be of any race, but are rare.

Psionics/Magic Transparency: In the Mushroom Kingdom, Psionics are completely and utterly different than magic. The two arts can very rarely interfere with each other. Dispel Magic has no effect on Psionic powers, and vice versa. Magic works in a Null Psionics Field, just as Psionics work in an Anti-magic Field. And so on.