Raven's Rules for Sorcery v 1.1

Are affected creatures hypnotized into thinking the object isn't there or are they aware it is there but fear to look upon it? There would be a significant difference in the in-game result depending on which effect the spell has.

It's a "fear to look upon" effect. I was leaning more in my head towards more of a "disgust" or "loathing" sort of feeling from the targets.

Mechanic-wise, when I wrote that bit, I was thinking of the rules from the d20 SRD for avoiding gaze attacks - it basically forces you to do that, so in essence you gain total concealment, as if invisible. However, since you are not actually invisible, there's no issue with having to 'guess' your location, your attackers always know what square you're in.

It is- Visage produces Terror of the Unknown which is only effective against low HD creatures.

OK, good. I didn't have my Conan book available when comparing th two.
 
Koewn said:
It is- Visage produces Terror of the Unknown which is only effective against low HD creatures.

OK, good. I didn't have my Conan book available when comparing th two.

Modify that a bit- a failed save on Terror does force a 3+ HD opponent to flee the caster for 3d6 rounds so you might save Visage and Antipathy are closer in power- which is stronger is anyone's call. Also- would Revulsion be a better name for the spell?
 
Terror is based on fear of the unknown or unexpected (and death).
Revulsion is based on hate of the unknown or unexpected (and prejudice).

Just my definition. But revulsion is not as strong an emotion as terror. IMO.
 
No I was talking about Koewn's spell, not the Terror of the Unknown effect- do you guys think Antipathy is a good name or is there a better way to say it like Visage of Horror to go along with Visage of Terror?
 
Here's a post regarding new magic items from ricardo440 from his own thread:

Raven: you are at liberty to share this with your mailing group if you want.

It can work with the standard sorcery rules in the book, or with Sorecery V1.1 found on another topic on this board.

Tomes and Power Foci
Arcane Tomes
Tomes is a collective term for any magical item that allows a sorcerer to cast a spell without direct knowledge of that spell. The item need not be intrinsically magical, but in the correct hands it allows the user to cast a spell. The most obvious example would be ancient mystical tomes written by great sorcerers of the past, but other items could be treated in the same way. A magical seal around a door might cast an opening spell if the correct words are spoken, a selection of religious artefacts might be able to cast blessings or protections upon those anointed by it.
The general rules for tomes are the same, but it is important that Tomes are unique pieces of highly valued arcane lore. Each one could have some very different or unusual effects.
Understanding the Tome
For a sorcerer to use a Tome, it must first be of a type appropriate to the background of the sorcerer. Arcane Tomes would be used by independents, acolytes and magicians, items of religious regalia could only be used by priests of that religion (or perhaps of religions strongly allied with that religion). A magic door or monarchs orb might require the caster be of a specific race or bloodline.
The caster need to have access to a single basic spell in the sphere of magic that the tome is based around. Unless the Tome is a basic spell when any sorcerer or dabbler can try to use it (with the previous restriction of background)
The caster needs to study the object for a number of days equal to the power points cost of the spell contained within. After this time the caster must make an appropriate skill check to see if the tome has been understood.
DC 10 + 2*PP of spell
The check should be made using an appropriate skill to the item.
Arcane Tome: Knowledge (arcana)
Religious regalia: Knowledge (religion)
An entrapped demon: Knowledge (outsider)
Other appropriate skills Perform (Ritual), Craft (alchemy), Heal, Perform (musical instrument)
If the check is successful the character knows how to use the item and can cast the spell using it.
If the check is unsuccessful the character may suffer unique ill effects.
Learning spells from Tomes
Tomes can be used to learn spells. Once a character has understood the tome they may then take that spell as one of their own any time they gain access to a new spell. They must meet the prerequisites for the spell.
Once this is done the caster does not need the tome, but might keep it if it has other unique powers.
Extra components
Some Tomes may require additional components for casting of the spells. These should depend on the nature of the spell, and are at the GMs discretion.
The components need not be items that are consumed, but could be specific locations or areas, a druidic circle, a church, a summoning circle.
Especially powerful spells (such as summoning named demons) may require something like the blood of a king or a unique flower as a component.
Casting the spell
The spell casting time is 4 times the normal time or one hour, whichever is greater. It can take the form of a ritual, religious ceremony, or quite meditation depending on the nature of the spell.
The caster uses his own sorcerer levels, power points and abilities just as if he had known the spell in the first place. Any corruption checks, skill checks, and benefits from the spell are made by or chosen by the caster as if he had known the spell in the first place.
Other casting options such as use of ritual sorcery can be used to cast the spell if appropriate.


Power Foci
Power foci are objects of magical significance that can be used to store power points. A sacrificial altar would be an example, as would a summoning circle made of gold inlaid into the ground, or a druidic stone circle.
Power foci are often ancient, very large, and certainly not portable. They are almost certainly dedicated to a certain type of spell, or type of caster. A summoning circle could only be used for summoning and binding outsiders, a druidic stone circle could only be used by druidic sects and an altar dedicated to the earth goddess would only be of use to her priests casting spells to her.
Storing power in Power Foci
There are two ways to store power in a power focus. Some foci use one or the other, some use both.
Sacrifice
The first and simplest is sacrifice. If a sacrifice is performed upon the focus and the proper rites are performed the power can be stored in the focus rather than immediately dedicated to the sacrificer or his god.
The character makes a perform ritual check DC10. This stores one pp in the focus, for every 2 points the caster beat DC10 he can store an additional pp, up to a total of the number the sacrifice was worth (incuding the benefits of feats the caster might have).
If assistants are aiding the ritual then they each make an assist roll as a normal skill DC10 check if they pass they grant +2 to the primary.
Excess power
Excess power knocking around can be a very dangerous thing. Any power points not channelled into the focus (due to insufficiently good ritual check, or the focus being full) must be channelled harmlessly away. They cannot be taken by the caster, and are lost.
The caster must make a perform (ritual) DC 15+ excess pp check, or the magical feedback from the badly performed ritual will harm him. The excess power will cause 1d6 primal damage to the caster per pp in excess of those stored (will save DC 15 + pp for half). If this kills the caster a catastrophic release of energy results and the total of the pp released from the sacrifice are all released in an explosion (including those that just killed the sorcerer). This has a radius of 5ft per pp and does 1d6 damage per pp. Reflex save DC 10 + PP released for half damage.
If this explosion releases more pp than the focus could ever hold, the focus is destroyed.
Power Rituals
A power ritual can be performed and instead of the power points going to the sorcerer they can be channelled into the power focus instead. This is a much slower gradual accumulation of power and so suffers no threat of feedback.
Any power over the maximum stored by the focus is simply lost with no ill effect.
Using power from a focus
When casting spells (appropriate to the power focus) power points from the focus can be used to cast the spell in addition to any the caster provides.
The caster can take none, some or all of the power from the focus. The caster can supplement these power points with his own power points.
To channel the power he must make a DC10 + pp used skill check in an appropriate skill (knowledge arcane, knowledge religion, craft alchemy, knowledge nature etc… depending on the spell GM choice. If a spell has a skill as a prerequisite then that skill would be appropriate)
Additional sorcerers, acolytes, flunkies can assist this check with the appropriate skill.
If successful the power can be used. If the check is failed the power has to be grounded (see excess power above) If there is sufficient power remaining to cast the spell after a failure (and if the sorcerer and the focus are both intact) another attempt can be made.
The Power Focus is obviously used as a focus during the casting and so must be present and used during the casting.
Power foci strength
Each power focus has a strength, this is the number of power points it can hold. A small statue might be 1-2, a summoning circle in a private wizards tower might be 10. An altar dedicated in a large church might be as much as 15-25, the focal point of a cathedral in a capital city might be 30+.
Destruction of a power focus
If a power focus is destroyed while it contains energy, or while casting a spell that it is using its power points in it causes an explosion like the one in Excess power above. The focus will be utterly destroyed. Much of the surroundings could well be too.
The pp used to calculate the explosion are any remaining power points in the focus + the total pp cost of the spell (or spells) being cast at the time (if appropriate).
Dedicating power
At the GMs discretion it is possible for power to be dedicated to an entity or deity. The power points dedicated in this way might grant a boon by the entity or deity. Dedicating power in this way to a corrupt entity provokes a corruption check.
The nature of the boon should be left up to the GM and should be appropriate to the deity or entity the focus is dedicated to. It is highly appropriate for organised religions to use all the power of a focus (perhaps without even realising it) that is released in a service to dedicate to their deity, and in turn the deity will grow in power and look kindly upon those who participate.
A more unscrupulous sorcerer might dedicate sacrifices to a powerful chaos demon who might grant the sorcerer benefits, information, or possessions as a reward. But note these entities are often fickle, and find that building up such a servant is just a precursor to an amusing fall.
Power dissipation
Unspent power is lost at the rate of 1 pp per half hour. If a spell is being cast the focus loses no power.

Appropriate Sacrifices
The core rules contain information on sacrificing victims for magical power.
However some sacrifices are more appropriate than others. Some effects may never even be possible without an appropriate sacrifice. Inappropriate sacrifices might even anger the entity or deity they are for.
Summoning an imp to do your bidding might require a sacrificial goat, summoning Abbadon lord of Chaos might require a king, princess, or chosen child (one born into every 7th generation).
Appropriate sacrifices might also take different means, or have to be in a special location, the conjunction of 3 lay lines, the temple to mighty Anharat, the dark vault of Kish Kuth.
To reflect this in game terms an appropriate sacrifices grant power points as usual, but also grant a bonus to the magical roll of the caster equal to the amount of power points released divided by two.
This bonus can only be used in one specific spell to which the sacrifice was appropriate.
The Use of appropriate sacrifices can often provoke a corruption check.


Sacrifices of wealth and food
For some deities and entities blood sacrifice is not welcome, though it is still possible for a dedicated worshiper to show his appreciation by sacrificing other things.
A goddess of nature could reward sacrifices of food, animals flowers, a god of trade could reward sacrifice of gold, silver, art, the god of the sea would readily accept a sacrifice of a ship filled with such items (and possibly a worthy virgin to round the sacrifice off).

In game terms a sacrifice of 1 weeks worth of food for an individual would be worth 1 pp. for each additional power point the sacrifice must be doubled.
An offering of value 10 silver would be worth 1 pp. for every additional pp the offering must be doubled in value.
The ritual would take 1 hour per power point gained. These power points cannot be drained until the sacrifice is complete.

The power can be either dedicated to an individuals power or to an entity or deity (similar to a power focus above), or used in the casting of a spell immediately.

Examples of such sacrifices might be a harvest festival in dedication to gods of fertility and growth to ensure a bountiful harvest next season. A ship filled with gold, wine and fish in dedication to a calm seas and bountiful fish catches.

Sacrifices such as these can be absorbed by a power focus. Due to the slow nature of them there is no chance of overload due to excess power (unless a blood sacrifice is part of the sacrifice when that is dealt with as a normal blood sacrifice separate to the alternative sacrifice)
Examples
Examples of Unique Tomes


Tome of the seven rites of (unique demon name goes here)
This book contains three spells Contact, Summon and Bind the named demon. One rite to contact, three to summon and three to bind (although in game terms it is just those three spells not seven).
A sorcerer delving into the book will have to understand the spells in the order above, each one must be understood before the next can be attempted. The DC checks depend on the power points needed to cast the spell (i.e. the named demons HD) and take a number of days equal to the pp required to cast the spell.
The tome has been infused with the power of (named demon) and (named demon) is keen to get out and into the real world.
Once the sorcerer has learned the Summon spell he must make a Corruption check. If passed nothing happens, if failed the caster does not gain a corruption point, but is instead obsessed with summoning this entity.
The sorcerer will try to cast it as soon as he can. The sorcerer still makes the necessary preparations for the spell but is obsessed to cast it convinced in his purpose.
Casting the summoning spell without understanding the binding spell will be dangerous, and the entity will make every attempt to escape under its own free will.
If the sorcerer casts the Contact spell before understanding the other two he must make the corruption save above, failure again does not grant a corruption point, but makes the sorcerer obsessed with understanding and casting the summon spell as quickly as possible, significantly before he understands the binding spell.
If learning or casting the spells would provoke corruption checks, then the sorcerer must make one upon understanding or casting the spells as well (in addition to the special check above)


The Cup of the Chaos Lords
This ancient relic of past wars has been used on the eve of many battles to instil blood lust and strength in warriors before they go into battle. Often the Blood Letters of Krall would use the ritual before the final assault in a siege. They would do the ritual in full view of the defenders who knew that that night they would perish. The effect on morale was probably greater than the actual effect of the cup’s ritual.
The cup can be used by any sorcerer that supports the chaos Lords, rival religious or druidic sorcerers may not use the cup.
A DC 14 knowledge outsider check and two hours of studying are required to understand how to use the cup properly.
The cup may be used up to 12 times before any single battle. Using the cup provokes a corruption check (once per dedicated battle the DC is 9 + number of times the cup was used).
A human sacrifice must be made to the Chaos Lords before the cup can be used, the blood of the sacrifice being poured into the cup.
All the power points gained from the sacrifice are used in a minor good fortune spell that blesses anyone who drinks from the cup up to a maximum of 1 per 2 power points from the sacrifice (or 1 per 1 pp if the subjects are devout believers in the chaos lords). The pp from the sacrifice can be supplemented by power points from the sorcerer performing the ritual to affect more individuals.
To use the cup again for the same upcoming battle another sacrifice is needed. Each use takes 1 hour.
The effect must be dedicated to an upcoming battle within 12 hours. After 12 hours pass the effects wear off.
The effect lasts from the moment that battle starts to the end of the duration (5 minutes per scholar level of caster).
A scholar can gain additional power points from other sources (more sacrifices, or rituals) to channel into the cup in order to affect more people.
The Pillar of Bes
The Pillar of Bes (Egyptian Goddess of fertility) is a 12 ft high 3 ft wide cylindrical granite pillar, free from engravings, or decorations. It has granted the areas around it rich fertility, and the people who worship there fertility too. In the farmlands surrounding the Pillar of Bes there is rarely a season where food is not plentiful and villages abundant with life.
The Pillar like most totems and Maypoles is phallic in its symbolism, representing new life and growth.

The pillar is both a Tome and Power focus in its nature;
As a tome: it allows any worshiper of Bes (with access to a basic nature spell) to cast the Bounty of the Field spell. The sorcerer casting the spell using the pillar gains the Empower and Enlarge feats just for that spell.
To understand how to perform the spell takes an entire season, and a Knowledge religion check DC 25 or knowledge nature check DC 25. With instruction by someone who knows how to use it the check is reduced to DC15.

As a focus: In the 3 days leading up to the May Day festival; sacrifices (though not human) can be made at the base of the pillar to imbue it with power. Food and livestock are most common. These count as appropriate sacrifices at this time of year (see appropriate sacrifices above). The celebrations of the festivals in these three days count as a power ritual each person contributing to the power ritual (with a perform (have great time at festival) check of 10) It can store 60 power points in these three days (5 at any other time of the year) that can be spent casting the Bounty of the Field spell. Channeling power - for this spell only - requires no skill roll. If the caster already knows the spell and uses the pillar at this time to cast it, then the effected area is quadrupled: 4 square miles per 15 power points.

Using the power for another spell: It might be possible to use the power points for another spell, but very dangerous. Channeling checks would be necessary and the caster would certainly not be acting with permission of the local clergy or villagers or the will of bes, so conducting the spell in secret the night before the Bounty of the Field spell is cast would be the only time to do it. The sorcerer would use 2 power points from the pillar for each point of their spell, or 4 for each point if the spell is corrupting. The channeling check would be DC10 + 1 per pp actually used from the pillar (not used in the spell).

Dedication: at any time of the year any person can make a sacrifice to the Goddess, again food and livestock, not human. If dedicated to Bes the power points released might buy favour regarding a child’s health, a woman wishing to become pregnant, the fertility of a patch of land. Many such offerings are made by the pillar all year around. Effects of such offerings are up to the GM, but should bear in mind the means of the person giving the offering, a village chief would need to give more than a newly wed farmers wife.

Adventure Ideas: An unscrupulous sorcerer who needs more power to cast a particularly complex spell has decided to sneak to the pillar the night before the festival, and steal all the power stored in the Pillar to summon a demon. The players must stop him. Or he has already succeeded and summoned an enormous earth elemental, but the corruption of the sorcerer has spread to the elemental, and it is running rampage in the area. The players must stop the elemental, and capture the sorcerer so he can be executed for his crimes to return the power of the pillar, and appease Bes lest she forsake the area forever.
 
I was thinking though about the types of sorcery, I mean the schools. I
think there is a bit that can be done with them.

This was my idea re: the schools of magic. Firstly Mind and Body are split,
and MIND includes divination, and communication. this solves the lack of spells in that school.

The three main ones:
LIFE
MIND
ENERGY

imagine those on the points of a triangle.

then beetween Life and Energy -> DEATH and BODY
between Mind and ENERGY you have -> SUMMONING and CURSE
Between Mind and Life -> Bless and ILLUSION/ENCHANT



Now that is just a picture of the magic. It could be possible to say when
learning maguc you have to have one of the 3 main ones first, and then you
can learn the things connected. So you can't learn ENERGY then learn BLESS
which is on the other side without learning MIND or LIFE first. But this
isn't the point I am trying to raise now.

I just like the idea of all the sorcery stuff being related to a shape with
associations and opposites.

Any thoughts?

Ricardo

p.s. it might be better to swap CURSE and BLESS around, as bless is all about warding, i.e. using energy, and curses are invariably linked to life force.
 
I have two magical Talents: Demonic Law and Harmonic Law, that I used in Magic Myth, my High Fantasy game.

As you can guess, Demonic Law delt strictly with summoning and banishing Demons. In my games, demons are just creatures from another dimension. They are not necessarily evil. They don't like being summoned, and they can turn on the summoner. They can do magic, which is why they get summoned. They are basically amoral, and could care less what happens in our dimension.

Harmonic Law is magic tied to musical harmony, used by Bards and other similar musicians. Very similar to illusion and sorcery in how it works.
 
Raven Blackwell said:
No I was talking about Koewn's spell, not the Terror of the Unknown effect- do you guys think Antipathy is a good name or is there a better way to say it like Visage of Horror to go along with Visage of Terror?

I'm not sure how to say it myself. It's called Antipathy merely because I was scrolling through the d20 spell list looking for subtle effects to copy.

Honestly, in my mind, when I imagine the effects of this spell, I imagine a girl in my wife's highschool biology class going "Eww! Eww! Gross! Eww! Ick!" while attempting to dissect a frog without actually looking at it. That gut-wrenching, sickening feeling you get. With me, it's the smell of cooking eggs, for example. I *must* leave the room.

"Visage of Horror" still sounds strong and fear-inducing, yet "Visage of, like, ew, totally gross!" isn't quite strong enough.

:)
 
ive been doing some thiinking on some of the more devious sorcery, for those non combative, slightly sadistic sorcs

i know they may be a bit quirky, but i think they have potential

revolution (better name?)
advanced spell of the enchantment/illusion sphere (or equivelent)
prerequisites: magic attack of +2 or more, one advanced spell of the enchant/illusion sphere, one other advanced spell
duration: one round per level of scholar
casting cost: 1 pp
cast time:one full round action
target: 5ft radius per level of scholar (HD would have made more sense but AoE is just suits the spell better)
saving throw: will vs 5+caster level+wis and cha modifiers negates
range: medium

effect: the spell is designed to blur the difference between friends and foes, everyone in the battle looks the same to the affected so if they decide to attack, they will attack random "redshirt" # whatever. if they get hit by it and would like to avoid hitting friendlys, they make a sense motive against the casters bluff each round to determine if the target is friendly or not. if they fail, no information is given and they still have the option to attack mystery redshirt or not. unfortunatley, its hard to remember the location of each friendly unit in combat, so the difficulty of the sense motive increases by 5 for each level the spell remains in effect

------------------------------------

mass madness(definatley needs a better name)
advanced spell of the enchantment/illusion sphere
prerequisites: revolution, base magic attack +4 or higher
duration:determined by will save or 1 round /level of scholar+caster wis+cha modifiers (whichever comes first)
casting cost:3pp
cast time: three rounds
target: 5ft radius per level of scholar
saving throw: will vs 5+caster level+wis and cha modifiers negates
range: medium

effect: those who fail their will save go into fighting madness untill the duration or until they pass their will save. the scholar can increase the difficulty of the saving throw equal to his base magic attack by making concentration checks for each round the spell is in effect, if he fails his concentration check he cant focus on it anymore and the difficulty goes back to normal.

------------------------------------

eternal wakefulness
advanced spell of the blights/curses sphere(or equivelent)
pre requisites: two advanced spells of the blight/curse sphere, magic attack bonus of +3 or more
duration: permanent
casting cost:2pp
cast time:standard action
target: single
saving throw: will vs 5+caster level+wis and cha modifiers negates
range:close

effect: this curse has no noticeable effect on the target, until its time for rest. the target never knows if hes successfully saved his will, or against what untill a few missed nights of sleep. the target can never fall asleep or unconcious be it naturaly, or unnaturaly, the thing is, the target still needs sleep, and takes all the minuses and penalties from loosing that much sleep. the only way is to have it undone is to break the curse (counterspell maybe)

but im out of time, suggestions?
 
GimpCowKing said:
eternal wakefulness
advanced spell of the blights/curses sphere(or equivelent)
pre requisites: two advanced spells of the blight/curse sphere, magic attack bonus of +3 or more
duration: permanent
casting cost:2pp
cast time:standard action
target: single
saving throw: will vs 5+caster level+wis and cha modifiers negates
range:close

effect: this curse has no noticeable effect on the target, until its time for rest. the target never knows if hes successfully saved his will, or against what untill a few missed nights of sleep. the target can never fall asleep or unconcious be it naturaly, or unnaturaly, the thing is, the target still needs sleep, and takes all the minuses and penalties from loosing that much sleep. the only way is to have it undone is to break the curse (counterspell maybe)

but im out of time, suggestions?

Brutally evil! :shock:
Someone recently cast this on me--and the night before a high-powered, executive-level job-interview! :? :(
 
yeah, so as i was thinking in regards to eternal wakefulness before i was rushed off, i was thinking it should take more than a simple counterspell to cure, but also didnt deserve a whole spell whos sole purpose was was to rid it. i dont know, maybe a very specific potion or special herb?

and names and erratas for the other two would be greatly appreaciated
 
I think the requirements for Eternal Wakefulness are too low though. It is essentially a long term death curse. Also note that unless a sorcerer has the Permenant Sorcery Feat and spends the experience required to make a spell permenant the longest any spell can last is Mortal- that is as long as the sorcerer is alive to maintain it. Thus there is one cure- kill the bastard who cast it.

As for the others how about Visions of Bloodlust and Visions of the Grey Lotus respectively as the Grey Lotus also produces uncontrolled Fighting Madness. In fact a dose of the stuff ought to be a material component.

Also why aren't the saving throws simply against the caster's Magic Success Roll?

Countdown to Raven's Rules of Sorcery v1.2 has begun
 
hmm, so about when is it that the big spells get the permanent attribute? or do they not? i thought ive seen some advanced spells that were permanent by default

on a side note, im a fan of the low number insurance, an opposed check might be better, but i have no way to playtest any of them as im not a dm myself. oh well, i guess ill just have to petition my conan dm about it at some point. either way, play around with those for a while, see how they work, id love to see a pc's face when they find out they "dont need to sleep" the first night, ... or the next... or the next...
 
Going through my spells in a last edit before begining v 1.2 and created this one in the process....

New Spell

Spirit Ward, Other [Advanced Spell of the Blessing and Protection Sphere]

Power Point Cost: 3
Casting Time: One minute
Range: Short [25 feet plus 5 feet per level of Scholar the caster possesses]
Target: One creature
Duration: Ten minutes per level of Scholar the casters possesses
Saving Throw: Special
Perquisites: Spirit ward, personal, eight ranks of Knowledge (arcana) or four ranks of Knowledge (Outsiders), Magic Attack Bonus of +3 or higher
Magic Success Roll: 18 and see below

Identical to spirit ward, personal save that the spell may ne cast on another. Note that when an entity tries to breach the ward that it matches its Will save of Magic Success Roll against the caster of the spell, not the one who it protects.

Countdown to Raven's Rules of Sorcery v1.2 has begun
 
GimpCowKing said:
hmm, so about when is it that the big spells get the permanent attribute? or do they not? i thought ive seen some advanced spells that were permanent by default

on a side note, im a fan of the low number insurance, an opposed check might be better, but i have no way to playtest any of them as im not a dm myself. oh well, i guess ill just have to petition my conan dm about it at some point. either way, play around with those for a while, see how they work, id love to see a pc's face when they find out they "dont need to sleep" the first night, ... or the next... or the next...

There was a terrific X-Files episode where Vietnam vets were surgically altered to never need sleep, but one manifested some pretty wicked abilities because of it! I've been wondering about how to cook up some d20 game mechanics for those ideas. (As a minor sidebar: I wonder if there is an X-Files RPG?)
 
Another spell created to fill a gap while organizing my notes. Here you go....

New Spell

Ward Area [Advanced Spell of the Blessing and Protection Sphere]

Power Point Cost: 1/5' x 5' x 5' area
Casting Time: One minute per 5' x 5' x 5' area
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: And area up to 125 cubic feet [i.e. one 5' x 5' x 5' square] per level of Scholar the caster possesses
Duration: Ten minutes per level of Scholar the caster possesses
Saving Throw: Special
Perquistes: Personal Ward; eight ranks of Knowledge [arcana]; Base Magical AttackBonus of +3 or greater
Magical Success Roll: DC 8 + 1 per 5' x 5' x 5' area to be warded

Similar to personal ward this spell is designed to protect an area and all that are in it. Spells other than those cast by the warding sorcerer that would affect the area or creatures or objects within that area must succeed an opposed Magic Success Roll against the warding sorcerer's Magic Success Roll. If they do not the spell fails to affect those within this area. Note that all those within the warded area are protected by the spell- whether or not that was the warding sorcerer's intent.

The warding provided by this spell cannot be moved- it remains on the original area it is cast upon for the duration of the spell. The caster may of course end the spell prematurely.
 
Yogah of Yag said:
There was a terrific X-Files episode where Vietnam vets were surgically altered to never need sleep, but one manifested some pretty wicked abilities because of it! I've been wondering about how to cook up some d20 game mechanics for those ideas. (As a minor sidebar: I wonder if there is an X-Files RPG?)

I'd say that'd be more an effect of involuntary Corruption than a Sorcerous effect......
 
Still more v 1.1 to fill in while I am reorganizing. This is the Raven's Rule sversion of a spell I posted in "Conan and Cthulhu" called Visage of Man.

New Spell

Visage [Advanced Spell of the Enchantment and Illusion sphere]
Power Point Cost: 2
Components: V, S
Casting Time: One full round
Range: Self
Target: Self
Duration: Ten minutes per level of Scholar the caster possesses
Saving Throw: None
Prerequisites: Hue; four ranks of Disguise, two ranks of Knowledge [arcana], Base Magical Attack Bonus of +2 or greater
Magic Success Roll: 10 to appear as a human, 20 to appear as a specific person

Visage creates an illusion that alters a person's general appearance. The illusion alters only the person's apperance- clothing and other ornaments remain unaltered. It is realtively easy to take on the generic appearance of another human being, taking on the appearance of a specific person is much harder. In order to do so the caster must be intimately familiar with the person or observed them for a great length of time. Failing this there the Magic Success Roll's DC is increased by at least +5.

It should be noted this spell is used often by non-human humanoid species to go unnoticed among humanity.
 
Okay to let everyone know, I have compiled all the edited Raven's Rules v 1.1. notes together in a file in preperation for v 1.2. I've already posted the file to the Blackwell Press mailing list but if anyone else wants the file- or to be on the Blackwell Press mailing list as well- jusy send me a personal message.

Countdown to Raven's Rules of Sorcery v1.2 has begun
 
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