Showing posts with label gold. Show all posts
Showing posts with label gold. Show all posts

Friday, 12 July 2013

52 Pages: Spells for Prophets

Like I said, the final 52 Pages version is going to swap out prophetic miracles for spells on cards that fit better with magic item generation and keeping your powers in front of you as a player.

A few things:

Flame Princess style, turning is a spell, so it's limited in use. I haven't decided yet but am leaning towards making prophets able to repeat their "miracle" casting of spells.

Restoring hit points is a separate per-day ability, so the low levels of the "gold" healing miracles are aimed at optimizing healing and managing injury, which is what happens when HP hit zero.

I resolved the "prophecy" problem by making it a level 1 orange spell, Augury, but giving it a fairly weak effect for anyone else but prophets.



Okay, now the mechanical part of the 52 pages is really done except for the tweaking. Play examples and GM advice, you are next.


Sunday, 26 September 2010

The Grand Mysteries: Gold and Brown

With this post, the spell lists and mysteries come to a close.

I just want to give a peek at what's coming next. I have come to the conclusion that a) magic systems, especially sacred magic, imply a lot about their setting; b) I would rather present material that covers a variety of possible settings; c) there are three main ways that D&D campaigns typically treat the metaphysical world; d) each of these ways understands alignment differently; e) the understanding of alignment is crucial to the way sacred magic is handled.

So starting with a discussion of alignment, we are eventually going to end up with spellcaster classes and lists for three different template worlds: Sorcery World, Pantheon World, and Church World.

And now, the final mysteries of chromatic magic.

The Grand Mystery of the Golden School: The Angel of Resurrection

"Mercy given to those who deserve it not? That is the act of the fool, and of the Most Sublime" - so goes the saying that distinguishes Mercy from Justice. In the Golden School of healing and helping, the greatest mercy is contained in the Mystery of Resurrection - the restoration to full life and freedom of those long dead, or imprisoned on some far-off plane. The Angel, so the holy writings attest, need only hear the name and understand the identity of the person to bring him or her back in an instant.

Such power, exercised wholly on the behalf of another, nonetheless has its risks. Those who carefully read accounts of Resurrections will see hints at a toll taken upon the master who has invoked the Mystery - a diminishing of life in some way, the same risk of painful death as a woman in childbirth, a mysterious growing lesser even as the restored person strides about the world and grows greater.

There is also a more insidious shadow underlying the Great Golden Mystery. The simpler miracle of Raising the Dead merely calls back the spirit from its journey to the afterlife; the Resurrection brings the whole being, body and soul, back from its existence on another plane. It is precisely the unworthy - those condemned to the torments of Hell, or to the tedium reserved for the noncommittal - who most rejoice in their new life; but such people may not be properly grateful to their rescuer. On the other hand, those of good will are plucked from paradise, and the consequences of that shift are unpredictable. Saint Yvale used her profound understanding of this Mystery to have the Angel revive the legendary hero Ragnuoth at a time of great need for the Cities of the Wood. Ragnuoth, alas! had spent five hundred years purging his wrathful sins, and stepped forth as gently as a new-hatched chick, content only to tend the wounded and stir the gruel kettle while the Cities burned. 

The Grand Mystery of the Brown School: The Genius of the Earth

The final arcanum of the Brown School is certainly not something that mankind has created, so much as approached. It is spoken of as a place, an impossible place for those who do not hold the surest command of the earth and elements - a deep cavern with no entrances, a chasm at the heart of an impassable and corrupted forest, a circle of stones in the lightless and crushing depths of the sea. Perhaps in each of these places the aspirant may find one face of the Genius of the Earth, and learn from it the mysteries of the First Things, of magic before reason or revelation.

Great indeed must be the determination of the aspirant to learn these things and not feel compelled to settle down as a hermit, Protector of some sacred part of the Earth. Indeed, some who have studied the Transcendence doubt that the Brown School's Mystery is necessary to attain it; it is a dead end, they claim, a primitive first stab at magic whose final revelation ends up chaining its master to the Earth.

What is clear is that a master of the Brown School, settled or no, possesses immense powers over the whole natural world, tending towards its preservation or restoration. The best-known legend is that of the proud city of Cithar, Cithar of the high-helmeted swordsmen, who sought to honor its founder by sculpting a nearby mountain peak into his likeness. They knew nothing of the nameless Protector who held that peak as holy. A year later, Cithar was a wooded jumble of hills and rocks, inhabited by tribes of pointy-headed monkeys hitting each other with sticks, the carving's one finished eye left on the mountain peak as a grim warning.

Tuesday, 7 September 2010

Sacred Magic: Level 4 Spell List

With little commentary ... the fourth level.


1
Mass Cure
Gold
0’
None
None
Heals 2d8+2 damage to each living being in 10’ radius
2
Mass Protection
White
0’
3 hrs
None
Gives 2d8+2 extra hit points to each living being in 10’ radius (unholy sources do half damage against them)
3
Mass Wounding
Black
30’
0
Body (Con)
Does 2d8+2 damage to each living being in 10’ radius from target
4
Cure Poison
Gold
0’
None
None
Removes the effects of poison from a living target
5
Protection from Poison
White
0’
1 day
None
Makes a living target immune to poison
6
Poison
Black
5’
None
Body (Con)
Poisons a single living being
7
Banish Unholy/[Holy]
White/[Black]
30’
1 day
Will (Wis)
Sends unholy [holy] being to its own plane, or to its lair for a day if it is of this plane. Save is at +/-1 for each HD/level of difference.
8
Holy[Unholy] Weapon
White/[Black]
0’
1 day
None
Gives weapon +1 per 4 caster levels to hit and damage, bonuses doubled against unholy [holy] creatures
9
Cure Critical Wounds
Gold
0’
None
None
Heals for 6d8+6 points of damage
10
Cause Critical Wounds
Black
30’
None
Body (Con)
Wounds for 6d8+6 points of damage

Wednesday, 1 September 2010

Sacred Magic: Level 3 Spell List

Okay. After a sojourn in Spain, and being laid low by a nasty bug, I'm back on the case. In actual play news, rumor has it a couple of local friends are looking to get into some roleplaying, including a girlfriend who has never played before and is rarin to go. Stay tuned...

Some notes:

Animate Dead spells are always hard to balance. The 4 zombie/8 skeleton max per level is a decent compromise, letting lair-sized armies accumulate without being ridiculously strong.

There ain't no disease rules like Runequest disease rules, attacking stats directly (Yet another reason why 3E D&D can also be subtitled "Runequest Wins!").

The full writeup will have a table of suggested curses. Things like "Misses the first time in combat against any opponent," the old reliable charisma busters, "takes double damage from swords/animals/fire/etc." At this level, the black magic diseases and curses are nasty, more about vengeful NPCs than combat effective PC's. 

Protection from Disease: Your friend under carousing rules ...


1
Animate Dead
Black
30'
None
None
Animates 2 skeletons or 1 zombie per caster level. Caster may control undead equal to two castings of the spell, and have undead equal to four castings.
2
Hallow Dead
White
30'
None
Monster
Protects 1 corpse per caster level from animation or conversion to undead, and does 1d6 damage/caster level to all undead in 30' radius, save for half.
3
Curse
Black
30'
None
Mind (Wis)
Target either does 1 worse on all his or her rolls until dispelled, or some other curse approved by GM (not more powerful than other 3rd level Black magic)
4
Remove Curse
Gold
0'
None
None
Removes a supernatural curse from target
5
Fortune
White
0'
1 day
None
Target is protected from supernatural curses, does 1 better on all his or her rolls, and gets 1 reroll this day (as Prayer)
6
Protection from Disease
White
0'
1 day
None
Target is immune from contracting new diseases
7
Cure Disease
Gold
0'
None
None
Target is healed of one disease
8
Cause Disease
Black
30'
Until cured
Body (Con)
Target contracts a disease (choose random ability, lose 1d6 points/day if save fails, until dead at 0; 3 saves in a row heal disease)
9
Circle of Protection
White/[Black]
10'
1 hour
None
Unholy [holy] beings cannot cross 10' radius circle
10
Cure Serious Wounds
Gold
0'
None
None
Heals 4d8+4 damage
11
Protection from Serious Wounds
White
0'
30 min
None
Gives 4d8+4 temporary hit points (unholy sources do half damage against them)
12
Cause Serious Wounds
Black
30'
None
Body (Con)
Harms for 4d8+4 damage

Thursday, 19 August 2010

Sacred Magic: Level 2 Spell List

And now, back to magic. A few notes.

Prayer is a less wimpy buff even as a level 2.
Sympathetic Healing is inspired by Meditations on the Tarot (for that matter, so is Constraint/ Break Constraint) and is an attempt at a powerful but more strategic healing spell for level 2.

1
Evoke Auras
Black/White
30’
3 min
None
Causes visible light or darkness to outline holy or unholy beings, places and objects within sight range
2
Constraint
Black
90’
1 min
Mind (Wis)
Stops one being from moving or speaking
3
Drain Light Wounds
Black
30’
None
Body (Con)
Living being takes 1d6+1 hp damage, heal the same amount of caster’s hp damage.
4
Prayer
[Black]/White
30’
3 min
None
Allows target's controller to reroll one die for an attack, save or action within the spell’s duration
5
Restore Object
Gold
0
None
None
Physically mends a broken or corroded object
6
Slow Ailment
Gold
0
1 day
None
Delays the effects of poison or disease
7
Sympathetic Healing
Gold
0
None
None
Heals 3d6+3 hp, caster takes the middle die rolled as hp damage; or transfers poison or disease to caster, new saving throw
8
Break Constraint
White
90’
None
None
Loosens physical or magical restrictions on movement or speech; if magic, 5% to fail per level of difference vs. higher level caster

Saturday, 31 July 2010

Sacred Magic: Level 1 Spell List

Spells are grouped together to show parallels and symmetries in form.

Gold is the more valuable school with fewer effects, just because I think access to healing magic is one of the most sought-after things out there and players would run a cleric class with no armor, no turning, and no spells other than healing, strictly to min-max the party, even if it would get boring after a while (cleric henchmen would be ideal). I have, however, buffed up a number of things I always have considered weak, like bless.

Yep, turning is a spell (series of spells, really) without a wonky table. Raggi's Flame Princess rules also handle things this way, but of course worldmakers are free to include any spell as an inherent class ability. Bless and Consecrate don't stack with themselves.

Also, some of my cleric class options include spells from other schools, so they can do divinations, Bible-style miracles, and the like. These three schools' spells are very tightly focused on what they do.

I like the idea of Black magicians and priests being scary in the same way a Rust Monster is scary, hence the  spell Defilement.

Is the White School monster-huntery enough for ya?


#
Name
School
Rge
Dur
Save
W1
Consecration
White
0
3 hrs
None
Imbues object or 1’ cube of substance with holy essence that does 2d4 damage (substance) or +1d4 damage (object) vs. unholy; protects it from physical corruption
B1
Defilement
Black
0
Perm
None
Physically corrupts object or 1’ cube of substance (rusts metal, rots wood, fouls food and drink) [or makes it unholy, with effects as Consecration but against holy beings]
G1
Purification
Gold
3’
Perm
None
Frees object or 1’ cube of substance from unholy influence and physical corruption
W2
Protection From Light Wounds
White
0
30 min
(Con)
Protects from 1d6+1 hp damage, plus a like amount from unholy beings or Black magic
B2
Cause Light Wounds
Black
30’
None
(Con)
Harms for 1d6+1 hp
G2
Cure Light Wounds
Gold
0
None
None
Heals 1d6+1 hp
W3
Turn Unholy
White
30’
1 hour
(No stat)
Repels 1d8HD + 2HD/ caster level unholy beings in 120 degree arc; affected beings group save, at +/-2 per point difference between group HD and caster level
B3
Command Unholy
Black
30’
1 hour
(No stat)
Charms 1d4HD + 1HD/ caster level unholy beings in 120 degree arc; affected beings group save, at +/-2 per point difference between group HD and caster level
G3
Banish Unholy
Gold
30’
1 hour
(No stat)
Destroys 1d4HD + 1HD/ caster level unholy beings in 120 degree arc; affected beings group save, at +/-2 per point difference between group HD and caster level
W4
Holy Light
White
0
3 hours
None
60’ radius light in air or nonliving object, brightens when unholy beings or objects are in 60.’
B4
Unholy Darkness
Black
0
3 hours
None
20’ radius magical darkness on air or nonliving object, [darkens when holy beings or objects are in 60’]
W5
Bless
White
3’
1 hour
None
Up to 6 beings get +1 on hit, damage, save rolls, and armor improves by 1, double effect fighting unholy beings.
B5
Curse
Black
3’
1 hour
(Wis)
Up to 6 beings get -1 on hit, damage, save rolls and armor worsens by 1, [double effect fighting holy beings]