Raven's Rules for Sorcery v 1.1

Would it not simply be easier to increase their size category by one and let the preexisting rules for size change cover any of the number crunching?

Also, such a creature would only be appropiate for an NPC in Hyboria I believe- smacks too much of D&Dism half breeding to me. Works for an servitor race of a Ancient Evil though. (tm)
 
I was trying to avoid changing it to large because the boni for it are severely overpowered. Large size shift gives +8 strength, +4 Con, -2 Dex, +2 DR, -1 Defense, -1 to hit, 10' reach base (and still threatens within 5' as well), and a +4 size modifier to most opposed rolls (disarm, trip, grapple, bull rushes, etc.) The point of Jotunkin is that they're very large for humans, but still at the medium size category.
 
I see. Well people can create anything they desire and post it to share, but the original Childe Feats were meant to have a single type of Childe corresponding to each Sphere. That'ss they were included here and not in Raven's Errrata'. I only got as far as Nature, Death and Hypnotism/Illusion before I decided to revise the rules but eventuall the ones I wil create the eight Feats or perhaps eight different variations of the same Feat.
 
I regret to inform the board that due to cirsumstances beyond my control I am unable to write as much as I would like to. Version 1.2 will be done, just at this point I hope to have it as a Winter Soltice gift if I am going to be realistic....

Sorry.
 
I do like the time and hard work you put into this Raven.Thanks, If you can how about developeing your rules on sorcery into a Pdf so can save it to documents and put it into a folder? One day Moderators might move your post and it will need to be searched for. Reason I ask.
 
Well, now that I have finished that major project I've been working on I can get back to my first love on this forum. 8)

The following are a preview of spells for Raven's Rules v 1.2. They are compatible for use of v 1.1 so enjoy!
 
Revised Spell

Forbiddance
Advanced Spell of the Banishment and Summoning Sphere

Power Point Cost: 1
Components: V,S
Casting Time: One standard action
Range: Short [Twenty five feet plus five feet per effective level of caster]
Target: One non-native Outsider
Duration: One round per effective level of caster
Saving Throw: Will
Prerequisites: Sign of the Voor, five ranks of Knowledge [arcana] or two ranks of Knowledge [outsider]; Magic Attack Bonus of +1 or higher
Magic Success Roll: Set’s target’s DC

A common spell for those sorcerers whose work causes them to come into contact with creatures summoned from different reality, forbiddance is a quick and dirty spell designed to give the caster a little breathing room in order to deal with angry alien entities. Upon casting this spell, the caster designates an non-native Outsider within range of the spell. If the target fails their saving throw, the Outsider may not approach closer to the caster or target them with weapons, spell or spell like effects for the spell’s duration. They are however free to find ways to get around this restriction such as dropping a wall on them…..;>

Modifiers: Characters combining this spell with sign of the Voor gain a +1 enhancement bonus to their Magic Success Roll. Casting the truename spell in conjunction with this spell gains the caster a +4 supernatural bonus to their Magic Success Roll for the entity the truename refers to. A character with the Faith Special ability and using the appropriate holy symbol of their faith may apply +2 morale bonus to their Magic Success Roll. The caster suffers a -1 supernatural penalty for each point of Corruption they possess.
 
Purify
Basic Spell of the Blessings and Protection Sphere

Power Point Cost: 1
Components: V,S,F
Casting Time: One full round
Range: Touch
Target: One object or creature
Duration: Ten minutes per effective level of caster
Saving Throw: None
Prerequisites: One rank of Knowledge [religion]; Faith Special ability; No Corruption Score
Magic Success Check: DC 5

Purify is the most basic spell of protection and purification in the Hyborian world. Known to every lay priest, acolyte and faithful worshipper of civilized deities, this spell infuses a object or living creature with positive energy. Objects or people under the effect of this spell gain a +4 supernatural bonus against saving throws from magical attacks from a malign supernatural entities [e.g. vampires, ghosts, demons, etc] for the duration of the spell. Any such creature that touches a purified object or person must make a Willpower save opposed by the caster’s Magic Success Roll. Failure to do so means that the creature suffers 1d6 Holy damage and is stunned for one round. If the creature passes the saving throw, the spell immediately ends, overwhelmed by its foul aura of power.

The focus for this spell is a holy symbol appropriate for the caster.

Revised Spell

Bless Blade
Advanced Spell of the Blessings and Protection Sphere

Power Point Cost: 2
Components: V, S, F
Casting Time: One standard action
Range: Touch
Target: One weapon
Duration: Ten minutes per effective level of caster
Saving Throw: None
Prerequisites: Four ranks of Knowledge [religion]; Faith Special ability; No Corruption Score
Magic Success Roll: DC 8

Bless blade is a spell common to all those who seek to defend themselves from evil- or destroy it outright. The weapon subtype become Holy for the duration of the spell, capable of affecting malign supernatural entities such as ghosts and demons normally immune to physical attacks. It also gives an additional point of damage to such creatures for every two effective levels of the caster. The spell gives no benefit to the weapon when it is being used to attack any other type of creature.

The focus for this spell is a holy symbol appropriate to the caster.
 
Word of Torment
Advanced Spell of the Blights and Curses Sphere

Power Point Cost: 2
Component: V
Casting Time: One move action
Range: Short [Twenty-five feet plus five feet per effective level]
Target: One living creature
Duration: One round per effective level of caster
Saving Throw: Fortitude
Prerequisites: Three ranks of Heal; No Code of Honour; Magic Attack Bonus of +2 or higher.
Magic Success Check: Sets DC for saving throw

When casting word of torment a sorcerer utters a harsh, guttural word from a lost tongue, one rumored to be in the many dialects of demons. The target of the spell is wracked with pain as his body rebels against the unnatural power of the word. If the target fails their saving throw, they are stunned with agony for the spells duration. Even the target makes their saving throw, the resulting agony still causes the target to suffer a -2 supernatural penalty to their attack rolls, saving throws and skill checks.
 
Disquieting Visage
Advanced Spell of the Charm and Illusion Sphere

Power Points: 1
Components: V, S
Casting Time: One standard action
Range: Self
Target: Self
Duration: One round per effective level
Saving Throw: Will negates
Prerequisites: One basic Charm and Illusion spell, two ranks of Disguise, Magic Attack Bonus of +1 or higher
Magic Success Roll: Sets DC of saving throw

The caster of disquieting visage distorts the features of their face into hideous mockery of their actual appearance. The spell is merely an illusion, no actual change is made to the face itself. Anyone within Evil Eye range of the caster and is looking in their direction must make a Will saving throw upon seeing the caster or suffer a -1 morale penalty to attack roll, skill checks and saving throws due to the unnerving nature of the visage. If this save is made, they remain unaffected by the spell for its full duration.
 
Undying Vigour
Advanced Spell of the Death and Destruction Sphere

Power Point Cost: 6
Components: V, S, M
Casting Time: One full round
Range: Short [Twenty-five feet plus five feet per effective level of caster]
Target: One undead creature
Duration: One hour per effective level of caster
Saving Throw: None
Prerequisites: Raise corpse and two other Advanced Spells of the Death and Destruction Sphere; sixteen ranks of Knowledge [arcana] or eight ranks of Knowledge [undead]; Base Magic Attack of +4 of higher.
Magic Success Roll: DC 15
Warning: The learning of and each use of the spell provokes a Corruption check

Undying vigor infuses an undead creature with unholy power, making it a stronger specimen of its kind for the spell’s duration. For every four effective levels of the caster, the target gets a +1 supernatural bonus to attack rolls, saving throws and skill checks; + 1d8 temporary hit points and +2 supernatural bonus to Damage Reduction. An undead creature may not be under the effect of more than one casting of this spell at any time. Many necromancers use the benefits of Rule of Inertia [or Success] and Ritual Sacrifices to empower entire hordes of undead at once.

The material component for this spell is a few drops of a freshly killed sentient being.
 
Revised Spell

Witchlight
Basic Spell of the Elements and Forces Sphere

Power Point Cost: 1
Components: V, S
Casting Time: One move action
Range: 5 feet
Target: One small light
Duration: Ten minutes per effective level
Saving Throw: None
Prerequisites: None
Magic Success Check: DC 3

One of the first spell learned by most apprentices, witchlight creates a small mote of light that hover around the caster. The light can be of any color the caster desires and produces as much light as a candle. This light requires no oxygen or fuel and can burn without penalty underwater. The light can move within the range of the spell as the caster directs, but can go no farther than the spell’s range at any time. If it does, the spell is immediately ended.

Revised Spell

Witchfire
Advanced Spell of the Elements and Forces Sphere

Power Point Cost: 2
Components: V, S
Casting Time: One standard action
Range: 5 feet
Traget: One small ball of fire
Diration: Ten minutes per effective level
Saving Throw: None
Prerequisites: Witchlight, Magic Attack Bonus of +1 or greater
Magic Success Roll: DC 8

A more potent form of witchlight, this spell produces a ball of fire that hovers around the caster. The fire can be of any color the caster designates and reduces light equal to a torch. The fire does not require fuel or oxygen and can burn underwater. The flame can move within the range of the spell as designated by the caster but cannot pass beyond it. If it does so the spell is immediately ended.

The witchfire may be used as a weapon against target adjacent to the caster. The caster must make a touch attack against the target. If successful, the target takes 2d6 Fire damage. The target may make a Reflex Save against the caster’s Magic Success Roll for half damage. If the witchfire hits its target, it is immediately extinguished and the spell ends.
 
Consume Mind
Advanced Spell of the Immortality Sphere

Power Point Cost: 3
Components: S,M, XP
Casting Time: Ten minutes
Range: Touch
Target: One brain
Duration: One hour per effective level of the caster
Saving Throw:
Perquisites: Eight ranks of Heal; eight ranks of Knowledge [arcana]; eight ranks of Knowledge [nature]; Constitution 12+; Base Magic Attack bonus of +4 or higher
Magic Success Roll: DC 20
Warning: The learning of and use of the spell provokes a Corruption test

Consume mind is a hideous ritual that any sane individual would shy from. To cast this spell the sorcerer must consume the specially prepared brain of a once living creature in it’s entirely. The brain must be well preserved- if it has rotted or is damaged it is useless for the purposes of this spell. By doing so, the caster hopes to consume the knowledge therein for his own use. This spell not only requires a strong stomach but a debauched nature to utilize…

Upon completing this ritual, the caster is overwhelmed with the sensations of the memories of the brain he has just eaten as the information is ‘digested’. The caster can then examine these memories for information they desire, but retrieving it from the massive amount of ingested information is an act of effort. The caster must make a Concentration skill check against a DC based on the complexity and obscurity of this information. Simple information such as their name, family, home, everyday routine can be gained automatically. Simple information such as the location of their childhood village would require a DC 10, the contents of a book they read a year ago would merit a 15, the exact layout of a fortress including sceret passages they lived in years ago would be a 20 while the precise details of a complicated ritual in which each intonation of the words must be correct or damn the caster forever rates a 30 or higher.

After the duration of this spell expires the stolen memories fade out of the caster’s mind forever, though the caster may record this information normally while under the influence of the spell.

The material component for this spell is a well-preserved brain. It has an experience point cost of 250 XP.
 
Scales of the Beast
Advanced Spell of the Life and Nature Sphere

Power Point Cost: 2
Components: V,S,M
Casting Time: One standard action
Range: Self
Target: Self
Duration: One minute per effective level of the caster
Saving Throw: None
Prerequisites: Six ranks of Knowledge [nature]; Magic Attack Bonus of +2 or greater
Magic Success Check: DC 12

Scales of the beast transforms the skin of the caster into thick scales. These scales grant 1 point of Damage Reduction for every four effective levels the caster has to a maximum of five. This DR stacks with all other forms of Damage Reduction.

The material component of this spell is several reptilian scales.
 
I absolutely the love the creative concept behind the brain-eating spell.
If you eat a fellow sorceror's brain do you learn the spells he knew if you can cast from the same schools?

Nonetheless, you are so cool, I love the creativity. Keep it going.
 
Spectator said:
I absolutely the love the creative concept behind the brain-eating spell.
If you eat a fellow sorceror's brain do you learn the spells he knew if you can cast from the same schools?

Mo. While the caster ingests the information within the brain, they do not ingest the brain's original method of storing and retrieving said information which died with the person. Thus the information is too chaotic to use to cast the spell directly. The sorcerer can however record the spell as he can any piece of the the stolen information. Since spells are complex and detailed the appropiate DC for the information would have to be at least 15 for basic spells and 20+ for advanced ones. The sorcerer can then later learn the spells they recorded later in the appropiate manner.

Nonetheless, you are so cool, I love the creativity. Keep it going.

Thank you. I try. 8)
 
I am sorry about the silence here, but I seem to have gotten sucked into my first semi-professional effort....a friend of mine is starting an RPG system based on her dark fantasy world and I offered to help. This has been sucking up my writing time I fear. On the other hand it seems I've been asked to write the magic system of the world. Funny that. 8)

In any case due to the fact that the system hough d20 isn't a lot like Conan, my effort won't be the Raven's Rules as we are used to, though there will be shades of it. Perhaps it will help lead into that next time. Wish me luck on infiltrating the ranks of publishing. It's easier to do damage from the inside. 8)

PS- If anyone is interested, my friend's name is Faith Hunter, the system and her books are called Rogue Mage and is set in an alternate future in which the actual Apocalypse has already begun, mages have started being born among humanity and the lines of demons and angels have begun to cross with humanity's to produce new and interesting results. Two books are out, the third book in the series coming out in November. The tenative release date for the RPG is December.

Though it just has the info on her regular books now any upcoming info wil be found here as well when released: www.faithhunter.net

Consider yourself part of the 'in-the-know' crowd. ;>

-Raven
 
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