Before the current age, a race of godlike beings inhabited the land. The only artefacts known to have survived are the tools they used to manipulate reality, the spellcrystals. While never intended for use by others, occasionally, for reasons none have been able to determine, one will respond to a member of the lesser races, giving them an opportunity to claim some of their power for their own. Such people are known as wizards.
A spellcrystal is, at its heart, an information engine, constantly recording details of its surroundings even without input. Ways to impose the user's will upon the world and random trivia both swirl within its depths. Even after it has opened to him, a spellcrystal user requires both intelligence and willpower to recognise the desired knowledge amid the flow and pull it out. A sufficiently skilled user can even cause it to bud lesser spellcrystals, simplified items encoded with a fraction of its power which others can use. If a wizard is lucky enough to encounter another spellcrystal then he may attempt to use its different powers or absorb it into his own, resulting in a crystal with the knowledge of both.
The process of preparing a spell bonds the crystal to the wizard's body as a suit of armor containing the required magical "circuitry", covering more of their body the more powerful the spell. The armor produced by each wizard/crystal bond is unique in appearance, and may shift over time as more spells are added to the crystal. This armor cannot be removed except by releasing the energy used in preparation, usually by casting the spell. Cantrips are an exception to this, being simple enough that the armor is not required to cast them; a wizard learns cantrips as a sorcerer and may cast them at will as long as the crystal is in his possession.
While preparing a 1st level spell results in only a minor jewel or trinket, the armor piece created by a spell of 2nd level is large enough to take up a body slot as a magic item (the exact slot is chosen at lv1 and cannot be changed). Each level of spells has a corresponding body slot - as long as the wizard has at least one spell of that level prepared, his armor takes up that slot and the slots of all lower levels. If a spell is prepared in a higher-level slot than required, it still counts as its original level for determining the extent of the wizard's armor (thus a wizard can hide his power by preparing only weak spells).
For each body slot taken up by the armor, the wizard gains a +1 armor bonus to AC, -1hp per highest-level spell prepared and a -1 penalty on Disguise checks; when the armor is removed the hp reduction converts to regular damage, which can be healed as normal. For example, consider the following armor:
Lv2: arms
Lv3: torso
Lv4: feet
A wizard with at least one 4th-level spell prepared would have armor covering his arms, torso and feet, granting +3 AC, -12hp (-4 x3) and a -3 penalty on Disguise checks.
The armor's lv2 slot item can be enchanted as a magic item, with the normal +50% cost for adding another effect to an existing item; the other slots cannot be enchanted.
Spellcrystal Weapon [Wizard]Prerequisites: Ability to cast 2nd-level spells as a wizard.
Benefit: Select one body slot. While your spellcrystal armor covers that body slot you gain one natural weapon - damage dice given below are for Medium creatures. This natural weapon must be appropriate to the slot chosen.
- Bite (1d6): Head/Neck
- Claws (2x 1d4)/Talons (1d6): Feet/Hands/Ring
- Gore (1d6): Eyes/Head
- Slam (1d6): Arms/Feet/Hands
- Sting (1d6): Arms/Belt/Torso
- Tentacle (1d4): Any
- Wing Slap (2x 1d4): Armor/Cloak/Shoulders/Torso
Special: You may select this feat multiple times, choosing a different body slot and natural weapon each time. A wizard may select this feat as a bonus feat.