Raven's Rules for Sorcery v 1.1

i just remembered somthing relating to the sustenance spells

in the d20 psioncs book there is a psichic power that a psychic can learn at level three called sustenance. no requirement, third level playerscan usualy learn it so long asa they have access to psychic powers.

what it does:
after you wake you cast it for 2 power points and you dont need to eat or drink for the whole day

doesnt give you modifiers to anything else

thought itd be worth posting
 
Vincent Darlage also created a Hermit special ability called Arcane Sustance in Hyboria's Finest for the Hermit [Scholar/Barbarian] that does the same for four Power Points. I'd say that the spells and the ability can both exist. As being a sort instinctive use of raw power and the comfort chain of spells being a focused use of power. The comfort spells are more energy effeiceint for higher level scholars- esepecially if one uses the Rule of Success to re-cast the spell at reduced Power Point cost. There is also a fourth spell on the chain I haven't finished yet, but I'll get to anon- the pace of the 'holiday' season is distracting my creativity.....
 
Well, to all a Merry Soltice. May only the Corrupt among you be consumed by the Darkness.

Peace and Love or Else,

Raven 8)

P.S. After the insanity from these commerical holidays falls back to a minimum I'll be able to post more Sorcery material again.....
 
New Spell

Exorcism [Advanced Spell of the Blessings and Protection Sphere]
Power Point Cost: 8
Casting Time: Fifteen minutes
Range: Short [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One Spirit or Outsider inhabiting another body
Duration: Instantaneous
Saving Throw: Will negates [see below]
Perquisites: Four Advanced Spells of the Blessings and Protection Sphere; twelve ranks of Knowledge [arcana] or six ranks of Knowledge [outsiders]; Ten ranks of Knowledge [religion]; eight ranks of Perform [ritual]; Priest/Priestess Feat; Magic Attack Bonus of +4 or greater
Magic Success Roll: Set DC of target’s Will Save

Exorcism is a much sought after spell in the dark ages of the Hyborian world. Possession is not an uncommon thing- not only do the priests of Set and other foul sorcerers summon forth demons into the bodies of the innocent for their own twisted purposes, many free willed spirits and other immaterial creatures roam the Earth seeking bodies to inhabit. Many a poor peasant or rich noble family has had the misfortune of a family member falling prey to such a being.

In theory any priest could make use of this spell but most civilized temples such as Mitra and Isis have priests who specialize in the exorcism of such beings. These exorcists usually have the Warder Feat to increase the effectiveness of this spell. In addition they will attempt to have the exorcism performed on consecrated ground and will make use of religious ritual and other clergy and knowledgeable lay clergy to increase the chances of success as per the rules for ritual magic. The spell is also used by shamans who tend to the needs of a community and even by summoners who fear the results of losing control of captive demons.

Upon successful casting the spell the caster makes a Magic Success Roll opposed possessing demon Will saving throw or Magic Success Roll, whichever is higher. If the caster wins the demon is forced out and unable to possess another target for one day per level of Scholar the sorcerer possesses. If the demon wins the opposed roll, the caster suffers 1d6 non-lethal damage per level of the demon and must make a Corruption save against the demon’s Magic Success Roll. A botched attempt on the caster’s part mean the demon may attempt to possess the caster if it so wishes..
 
New Spell

Sense Power [Basic Spell of the Communication and Divination Sphere of Power]
Power Point Cost: 1
Casting Time: One standard action
Range: Medium [One hundred feet plus ten feet per level of Scholar the caster possesses]
Target: Self
Duration: Ten minutes per level of Scholar the caster possesses
Saving Throw: Special [see below]
Perquisites: Two ranks of Knowledge [arcana]
Magic Success Roll: DC 5

One of the most basic spells taught to all apprentices, sense power gives the caster the ability to sense the magical currents about them. Upon casting of the spell the natural sorcerous sight of the caster is amplified. The caster becomes aware of the presence of magical energies, including other sorcerers, Outsiders, Undead, enchanted beings, latent and active spells within the spell’s range that are not protected by a magical veil.The information provided is similar to the information gained by the Rule of the Sorcerer’s Soul in the Conan main rule book: the type and subtype of the magical being or Sphere of Power the spell is drawn from, the Power Points the item, spell or creature possess and relative Corruption level the creature, item or spell has. The spell provides absolutely no information on mundane creatures and items save for the fact they are non-magical.

If a creature, item, area or spell in this spell’s effect is protected by a magical veil effect, then the GM secretly rolls an opposed Magic Success Roll between the sorcerer that cast this spell and the being that cast the veil. If the sorcerer who cast this spell wins the opposed roll, the veil had failed and the casting sorcerer gains all the information provided by the spell. If the veiling sorcerer succeeds in this opposed roll and the person, object or area seems non-magical.

Sorcerous creatures targeted the spell may make an opposed Magic Success Roll with the caster of this spell when in the affected area. If successful, they area aware that are being magically scrutinized, though not from where or by who. Of course if they know this spell they may very well cast it to find out. 8)
 
New Spell

Empathy [Advanced Spell of the Communication and Divination Sphere of Power]
Power Point Cost: 1
Casting time: One full round
Range: Medium [One hundred feet plus ten feet per level of Scholar the caster possesses]
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: Will
Perquisites: One basic spell of the Communication and Divination Sphere of Power; four ranks Sense Motive; Base Magic Attack Bonus of +1 or greater
Magic Success Roll: DC 8

Empathy is a well know spell to most sorcerers of this Sphere of Power. Empathy allows the caster to know the basic emotional state of those around them. This information is not very specific, usually just a brief wordless impression of what the people around them are feeling. If the person in the range of this spell has magical protection such as a personal ward the caster must make an opposed Magical Success roll against the warding sorcerer to penetrate the magical defenses and obtain a ‘reading’ on the warded subject. If a person is protected by a [I[veil[/I] effect the GM should make a secret opposed check between the two sorcerers. If the sorcerer who cast empathy fails this roll they read what ever false information the warding sorcerer wishes them to see. If someone in this spell range is protected by a mindshield spell, then the spell automatically fails to ‘read’ them.

Note that the caster may in fact become aware of the emotional state of people he can’t see, though the spell gives no other information of who the concealed person is or where they are. This spell has no effect of those creatures such as Constructs or unintelligent Undead who have no actual emotion state.

Although not a strong spell by anyone’s standards it has a variety of uses. The information provided by the spell gives its caster a +2 supernatural bonus to Bluff, Diplomacy, Profession [torturer] and Sense Motive attempts against anyone who can be ‘read’ by this spell. The spell gives the same bonus to the Heal checks of a person attempting to diagnose or treat a subject that can be read by this spell as they can sense the state their patient is in directly as opposed to having to rely on second hand information. Since the spell can detect emotional intentions a person using this spell gains the same bonus for the purposes of using Listen, Search, Sense Motive or Spot to detect an ambush or unforeseen attack in time to prevent being shocked or surprised assuming that at least one of the attackers can be ‘read’ by this spell.
 
the requirements for exorcism look a little high, i think it may be better, especialy for pc's, for the skill requirements to be a lot lower, and maybe only two spells from the blessing/protection sphereshould be required?
 
Hypermetabolism

Inductive Meditation
PP Expenditure: (1 per 5 minutes)
Requirements: None
Maximum Durration: 10 minutes per Level as Scholar

Durring any meditation activities you no longer regain any PP, however you regenerate 1 point of health per minute of meditation v.s. a DC 15 + 1 for every 10 minutes ellasped pain check, if you fail the pain check, you have to make a will save DC 11 + the amount of pain check you failed by, (natural 1 adding +10 to this.) or be knocked out of the meditative state.

Pyro or Electro Bolt
PP Expenditure: (3)
Health Expenditure: (2d4)
Requirements: Inductive Meditation, Basic Telekenesis

By using your own psychical health, you summon a flaming or an electrical bolt similar to magic missile dealing d6 damage. for every 2 levels of scholar past 3, however you do not get an extra bolt, however the bolt gains an additional damage dice (To a maximum of 8d6 damage at level 17 scholar.)

Imbue Arrows
PP Expenditure: (6 per arrow)
Health Expeniture: (2d4 per arrow)
Requirements: Bow Proficiency, Inductive Meditation, Basic Enchant Object Spell

By using your own health you embue a single arrow with a blood force to deal an additional 1d8 fire and 1d8 electrical damage.

Pyrostatic Dreams
PP Expentiture: (1 per hour)
Health Expenditure: (1 per hour)
Requirements: Inductive Meditation, Willing Subject.
Durration (minimum): 2 hours + 2 hours per 4 levels of scholar, unless interupted by save failure.
Durration (maximum): 4 hours per 4 levels of scholar. or until target fails dc save.

By going into a transe like state, you no longer gain any health and power points durring your rest, however the willing subject has to make a DC 5 + 1 for every hour elasped or be struck by fear of the caster, should they suceede their will save, the regain an additional power point and healh point per hour durring their rest. This is in addition to the normal healing they get from resting.

I might expand on this though, tell me what you think.
 
There really shouldn't be any reason a sorcerer would need to use their own health for a spell- that's the purpose of Power Points. They represent the lifeforce or chi a sorcerer has to spare. The rules allow a sorcerer to 'push' themselves beyond 0 PP to represent when you begin to expend too much power. If you are interested in the idea of characters expending their own lifeforce for the purposes of magic you can have them essentially partially 'sacrifice' themselves- gain 1 Power Point for every 8 of their own hit points they expend from their total while castign a spell. They can't gain the benefits of any Sacrifice Feat in doing this- after all that involves killing the thing being sacrificed and outside of Final Strike that's not really an option most characters want to take. This 'damage' would be subject to the Massive Damage rules- so expending more than 2 Power Points in this manner might be fatal, making a tactic only used by the desperate or the foolish.

As for the spells ideas you've mentioned, two of them resemble two spell ideas I haven't fleshed out yet for the Body and Mind Sphere- Rejuvenation and Telepathic Assualt. Both will simply require Powr Points though. I'll swing around to them after I try to fill up the nearly empty spell lists for the Communication and Divination Sphere and the Blights and Curses Sphere.
 
GimpCowKing said:
the requirements for exorcism look a little high, i think it may be better, especialy for pc's, for the skill requirements to be a lot lower, and maybe only two spells from the blessing/protection sphereshould be required?

Exorcism is meant to be a difficult spell only usable by experienced preists and dnagerous to the soul and body. However I think maybe asking a person to have forbiddance- a spell from an entirely differnet Shere of Power- is too much so I will edit tht requirement out.
 
New Spell

Mass Entrance [Advanced spell of the Enchantment and Illusion Sphere of Power]
Spell Point Cost: 1 per creature affected.
Casting Time: One standard action
Range: Evil Eye
Target: One or more creatures
Duration: Concentration plus one round per level of Scholar the caster possesses.
Saving Throw: Will
Perquisites: entrance; twelve ranks of Bluff; twelve ranks of Concentration; Bas Magic Attack bonus of +4 or higher
Magic Success Roll: Sets DC for Will saving throw

A more powerful version of entrance, this spell allows to attempt to hold the gaze of more than one person who is foolish to meet the caster’s eyes. Those targeted by the spell must succeed in their Will save or freeze in place held still by the power of the caster’s will. Those aware of what you are doing and attempt to avert their eyes in time may substitute their Reflex save for this roll instead.

If there is an obvious danger to the targets of the spell such as a battle happening around the targets of this spell, they may make another Will save at –4 each round they feel they are in danger in order to break free of the effects. If attacked they are considered helpless and may be subject to coup de grace as usual. If the target of the attack survives they automatically break free of the spell’s effect next round and the rest of the subjects may make a normal Will save to break free themselves. Many a foul sorcerer has used this to slaughter their enemies or innocents en masse and gorge upon the Power Points such sacrifice brings.

Like any entranced subject they are not consciously aware of the passage of time or anything that occurs during this spell when the spell’s effect ends. They may also be target of any appropriate hypnotic suggestion spell as per the spell’s description, though the caster of this spell need not be the person casting the suggestion spell.
 
Raven Blackwell said:
GimpCowKing said:
the requirements for exorcism look a little high, i think it may be better, especialy for pc's, for the skill requirements to be a lot lower, and maybe only two spells from the blessing/protection sphereshould be required?

Exorcism is meant to be a difficult spell only usable by experienced preists and dnagerous to the soul and body. However I think maybe asking a person to have forbiddance- a spell from an entirely differnet Shere of Power- is too much so I will edit tht requirement out.

i dont know, forbiddance seems pretty necessary for a spell like that, i mean to spend a room full of priests, then let out a demon in the general area whos capable of posesssion? ...just a bt dangerous
 
The idea behind hypermetabolism is to significantly increase one's body electrical and heat output by drasticly increasing one's heart rate, pulse, etc, causing internal damage to the caster, as such, an hypermetabolism is at best a powerful yet sometime foolhardy sphere to use.

Still, however to put these spells into powerpoints would require at least at least some heafty additions, I'm simply tring to make them really power spells, that you can gain early on, and yet be able to cast at the same time.

If you want to go into details, hyperetabolism is an art or sorcerry if you will that allows the body to overproduce heat and electricity, but as such doing potencially harmful effects on the human body it's self, but as such, significantly reduce the amount of power point expenditure of the caster.
 
well then perhaps instead of spending hit points, have it do some physical attribute damage instead for the harder spells, to represent actual strain on the body, and really bad failure results in drain instead, to represent torn muscle tissue/ ligaments/ tendons, etc
 
If using my rules, Hypermetabolism can fit right into the Body and Mind Sphere. After all it is about making the mind and body more efficeint and useful. Also- since sorcerers can use Power Points without harming themselves for magic and even get more and more from Sacrifice and Meditation. Why would they use a method of power that damages themselves?
 
GimpCowKing said:
i dont know, forbiddance seems pretty necessary for a spell like that, i mean to spend a room full of priests, then let out a demon in the general area whos capable of posesssion? ...just a bt dangerous

Well if you have seen The Exorcist you know that one can exorcise a demon without knowing how to banish it. The results ain't usually pretty though. Even in the Bible Jesus mention the dangers of repossession. Wise sorcerers will have banish entity as well as exorcism but some faiths- like the Mitran religion- allow the learning of Blessings and Protections but forbid learning oif Banishment and Summonings. Recipe for disater if you ask me.
 
yeah as i said, dangerous, two spent priests, one of whom got reposessed.
so i suppose it would be smart to have spiritual armor up, but not required...
 
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