Raven's Rules for Sorcery v 1.1

New Feat

Magic Resistant [General]

Perquisites: The creature may not have access to any Spheres of Power and can never gain access in their lifetime. The creature may not have any Childe Feats [including Spawn of Dagoth Hill]. Must be taken at first level.

For whatever reason, the mystical energies of the universe part around the bearer of this feat like water does around a thick stone. While this means the one bearing this feat will never be able to utilize the powers of Sorcery, they also gain a +4 innate bonus against any spell or spell like effects. This includes active powers- such as spells cast at the one with this feat or passive such as enchantments designed to affect all in an area. This is a supernatural ability.
 
The both Chi spells look good and will see use in my campaign (although for NPCs only - no sorcerer PCs).

Isn't the +4 magic resistance a little bit too high? +2 would be more appropriate IMO.
 
I thought about that but I feel the restrictions- No Sorcery and must be taken at first level- made it worth more than +2. After all Greater Fortitude, Lightning Relfexes and Iron Will give +2 bonuses without such restrictions. No Honour gives a +3 bonus and comes with one restriction- denial to Honour. So I thought in that vein having two restrictions would give it a +4 bonus.

Just my view on the whacky math of roleplaying games....8)
 
Yeah, the D20 "equation" is generally a +2 adjustment per restriction.

You could add a further one that the character must also be Literate, as education is what does away with superstitions and fears of wacky stuff like magic. Someone that couldn't read would be more likely to believe some bizaarre occurance to be magic or devine intervention, in other words. That's not too much of a restriction, but it precludes more shamanistic societies (like Picts for one example) from being uncharacteristically resistant per their culture.
 
Sutek said:
You could add a further one that the character must also be Literate, as education is what does away with superstitions and fears of wacky stuff like magic. Someone that couldn't read would be more likely to believe some bizaarre occurance to be magic or devine intervention, in other words. That's not too much of a restriction, but it precludes more shamanistic societies (like Picts for one example) from being uncharacteristically resistant per their culture.

Actually the Feat is meant to be more of a natural innate resistance, possibly even a biological adaptation by humanity to survive the magic dense reality of the Hyborian world. That's why it has to be taken at first level- you are either born with it or you're not.

As for the artificial hyperrational conditioning referred to by modern humanity as 'education' you'd better off using the Iron Will Feat to represent that. An educated mind is harder to manipulate and the fact all Scholars- civilized or not- achieve this for free at fifth level further reinforces that idea. However education doesn't help when you are burning from eldritch flames. Fire no matter what the source burns.

And as for Literacy being a benchmark for a solid mind I know a lot of well read madmen and women thank you........

And as an RL sorceress let me inform you while it is a little harder to Charm and Dominate those of a scholary nature, it isn't that much harder- esp. if you're 'educated' yourself. [Masters equilvant in Molecular Biology] Other forms of magic- Healing/Harming, Auric Manipulation and even Death Cursing operate just the same. The meat of a human body is just as mallible no matter what the mind inside thinks of itself.

P.S. Sutek, if you live where you said you did, ignore this conversaton for now and get the hell out of there. From what I hear both above and below it is going to be bad and you live at ground zero.
 
Raven Blackwell said:
And as for Literacy being a benchmark for a solid mind I know a lot of well read madmen and women thank you...

But we aren't talking about modern education and literacy, we're talking aobu tHyborian level education and literacy. ;)

Just a suggestion anyway...

Raven Blackwell said:
P.S. Sutek, if you live where you said you did, ignore this conversaton for now and get the hell out of there. From what I hear both above and below it is going to be bad and you live at ground zero.

Whenever my f___ing girlfirend finds the time to get home, we're outa here...trust me...!

Wish me luck...lol

:shock:
 
Sutek said:
Raven Blackwell said:
And as for Literacy being a benchmark for a solid mind I know a lot of well read madmen and women thank you...

But we aren't talking about modern education and literacy, we're talking aobu tHyborian level education and literacy. ;)

Yeah, but the most read people in REH's stories [Thoth-Amon, The Master of the Black Circle, etc.] are among the loopiest too. 8)

And yeah- good luck. Hope to see you back here soon....
 
New Spell

Greater Focus [Advanced Spell of the Body and Mind Sphere]
Power Point Cost: 2
Casting Time: One round
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Prerequisites: Focus; six ranks of Concentrate; Meditation Feat; Base Magic Attack Bonus of +1 or higher; No Corruption Score
Magic Success Check: 12

Greater focus is a more advanced study in the state of altered consciousness than the basic spell focus offers. A single round of concentration allows the caster to focus their thoughts in such a way that the whole of their consciousness is focused on the task on hand. While in this state the caster possesses a +2 circumstance bonus to any skill checks they make duration of the spell. In addition, this advanced state makes them immune to any mind altering spells such as charm,entrance, hypnotic suggestion, illusion, dread serpent etc.

There are two drawbacks to this state though. The caster’s focus is so great that they may only make one move or one standard action a round. In addition if wounded or distracted they must make a Concentration roll to maintain the trance as if they were holding a spell. Failure to do so end will result in the spell being prematurely ended and all benefits being lost. The caster can of course drop the spell at any time as a free action.
 
Revised Spell

Warrior’s Trance [Advance spell of the Body and Mind Sphere]
[was ‘Warrior Trance’]
Power Point Cost: 3
Casting Time: One round
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Greater focus; six ranks of Knowledge [tactics]; Base Magic Bonus of +2 or greater; Base Attack Bonus of +2 or higher; No Corruption Score
Magic Success Roll: DC 15

Common among those Eastern warriors with spiritual aspirations, warrior’s trance is a martial version of greater focus, focusing the entirety of a sorcerer’s attention into the act of combat. Upon successful casting of the spell, the sorcerer gains the following benefits:

+1 circumstance bonus to all attack rolls
+2 circumstance bonus to both Dodge and Parry defenses
+2 circumstance bonus to Initiative rolls
+2 morale bonus to all Reflex and Will saving throws

The caster though must maintain focus. Each time they are distracted or wounded they must make a Concentration spell check as if they were holding a spell. If they fail such a roll the spell is ended prematurely and all benefits are lost.
 
For those fans of Croching Tiger, Hidden Dragon a spell from the mysterious East. 8)

New Spell

Inner Balance [Advanced Spell of the Body and Mind Sphere]
Power Point Cost: 4
Casting Time: One round
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Greater focus, eight ranks of Balance, eight ranks of Climb; eight ranks of Concentrate; eight ranks of Jump; eight ranks of Tumble; Acrobatics Feat; Base Magic Attack Bonus of +3 or greater; No Corruption Score; Must be lightly encumbered and wearing light or no armor
Magic Success Roll: DC 18

To achieve the knowledge of inner balance is a landmark for mages of the Eastern Realms in their quest to transcend their limited perceptions of reality. By focusing their chi within themselves as opposed to the world around them, the caster begins to be able to detach themselves partially from what most perceive as the physical laws of the universe. Once per round the caster can designate any vertical surface as ‘down’ as a free action- thus allowing them to perch on or even walk along the side of a wall, tree or bamboo stalk without falling. The caster has not achieved the detachment to perch on the underside of a vertical surface like a ceiling yet though. The caster may jump from vertical surface to vertical surface without penalty- as if making a standard long jump on level ground. If caster is somehow dislodged or cast this spell while falling they may make a DC 10 Balance check to regain their footing on any vertical surface they can touch though they do suffer falling damage equal to distance they fell before ‘catching’ themselves. Tumble checks can negate a potion of this damage as usual.

On level ground the caster moves as if weightless though they may not yet tread over purely liquid surfaces yet. They leave no imprint on any surface and thus may only be tracked by alternate means such as the Scent special ability or magic. They also do not activate and pressure triggered devices such as those that commonly activate traps nor do the boards bend and creak under their weight. They may also tread surfaces as fragile as rice paper without fear of falling through and may walk on narrow surfaces such as ledges, thin poles or rope without the need of Balance checks. In addition because of the reduced effect of gravity on the sorcerer during the duration of the spell, all distances jumped on level ground are doubled. The caster also gains a +1 circumstance bonus to the Dodge defense for the duration of the spell due to the ease of which they may evade attacks by being able to move in three dimensions with fluid grace.
 
New Spell

Gliding Walk [Advanced Spell of the Body and Mind Sphere]
Power Point Cost: 6
Casting Time: One round
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses.
Saving Throw: None
Perquisites: Inner balance; twelve ranks of Balance; twelve ranks of Concentration; ten ranks of Jump; ten ranks of Jump; Greater Meditation Feat; Base Magic Attack Bonus of +4 or greater; must be lightly encumbered and wearing light or no armor; no Corruption score
Magic Success Roll: 20

A true step toward enlightenment but often scoffed at by true adepts of the East as mere showy trickery, gliding step is a further extension of inner balance. Upon the casting of this spell, the sorcerer is able to glide across air as if skating across a slick surface, maintaining a steady pace of 60 feet per round. The caster cannot completely discount the effect of gravity though, For every ten feet per level of Scholar the caster possesses the caster will descend ten feet, but so long as there is a surface to push off, they can keep altitude indefinitely. Casters commonly use this spell to skim across rooftops, the treetops of a forest, even the surface of a lake or river. The caster may also use this spell to fall safely any distance so long as the spell remains in effect. As with inner balance the caster is effectively weightless, may perch on any vertical surface and all distance jumped from a horizontal surface are doubled. Casters usually use this last quality to gain altitude to begin gliding from.

As with similar spells, the caster must keep their focus to retain the spell. If distracted or wounded, they must make a Concentration roll as if holding a spell. If this is failed, the spell end prematurely and all benefits are lost.
 
Revised Spell

Telekinesis [Advanced Spell of the Elemental and Forces Sphere’
Power Point Cost: 2
Casting Time: One round
Range: Close [25 ft + 5 ft/level of Scholar]
Target: One object, 5 pounds per level of Scholar
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Telekinesis, minor; six ranks of Sleight of Hand; Base Magic Attack of +1 or higher;
Magic Attack Roll: DC 12

A more powerful version than the basic version of this spell, telekinesis allows a caster to lift a heavier object and with finer control. The caster may manipulate any object in the spell’s range they can perceive and within their weight range, even living beings. If the object has magical protection though, the caster must beat the caster of the protection with an opposed Magic Success Roll. The caster may use this spell to attack with objects and weapons and may use finesses combat to do so, though improvised weapons still possess their usual penalty to the attack roll. The sorcerer uses their Magic Attack score to attack when using objects affected by this spell to attack a target.

Objects affected by this spell move 10 feet per round. Maintaining this spell is a standard action each round the spell is active.
 
New Spell

Whisper [Basic Spell of the Communication and Divination Sphere]
Power Point Cost: 1
Casting Time: One move action
Range: Short [Twenty five feet and five feet per level of Scholar the caster possesses
Target: One creature
Duration: Instant
Saving Throw: None
Perquisites: Two ranks of Perform [oration]
Magic Success Roll: DC 6

Whisper is a spell common to those sorcerers and dabblers who use intrigue and diplomacy. The caster chooses one target with range of the spell. Upon successful casting of the spell the caster whispers silently a message of twelve words or less. The target then hears the message whispered in their ears. The message is delivered magically- there is no chance anyone in between the sorcerer and the target can ‘overhear’ the message. Note that the message arrives as spoken. If spoken in a language the target does not know, they will not understand it.
 
This is just awesome what you've done so far. Thanks for that Raven, I like especially Mind and Body Sphere. Feels like someone wants to play Khitain scholar :lol:
 
Thankyou, Friend Raven (big grin)

Actually, I am interested in 'fleshing out' the areas of both xenophobic Khitai (behind their Great Wall), and mysterious Kusan (All alone on the other side).

I have much more on this area that I have created as an exploration of the possible cultures there (Not official Conan, but inspired by existing Ancient Eastern RL culture and legend).

Maybe someone else has some lovely ideas too. I remember Hong's site and the templates and new skills and feats for Eastern warriors,etc.

I also loved the article on the Iranistani Fire Magic (very useful, thanks Author). More of the same please - please Conan GM's ...

Best Regards to All

LokiOne
 
The King said:
Raven Blackwell said:
New Magical Item

Elder Weapon

Description: The ancient sorcerous kingdoms of Hyboria’s past created many wonders. Among the many more common artifacts of that time, enchanted weapons are the ones most sought after by adventures. AN example of such a weapon profile is given below. A weapon thus enchanted gains the follow profile:

Cost: Invaluable
Damage: No change
Critical: No change
Armor Piercing: Increase by 4
Range Increment: If it has a Range Increment, increase it by 25%
Hardness: Add 10
Hit Points: Add 20
Weight: Decrease by 50%
Type: Unchanged

Notes:

Enchanted: An Elder Weapon may damage opponents normally unaffected by physical damage such as those only normally affected by fire and silver, out of phase, intangible etc.

Preservation: Elder Weapons do not decay or rust and are resistant to Corrosive Elemental effects and other Environmental Hazards and conditions that may other damage it.
Did you think of the sword in the Conan movie when you wrote this? I like it because there are no pluses to hit.


I don't know...the Atlantean Sword in Conan the Barbarian was indeed covered with grime/patina/dust/etc. which Conan removed by smiting it on the stone (?) before the throne, thus "awakening" the bones of the Atlantean giant-king. However, underneath this "covering" the blade was presumably intact and very sharp...

~~~Yogah of Yag.
 
Yogah of Yag said:
Raven Blackwell said:
New Magical Item [Unique]
...The blade was cast by the powerful sorcerer Etam Maetraen..

Hmmm.....

Etam Maetraen....Nearteam Mate....Near Teammate....

interesting!.

You caught it! We writers tend to play games with words. It's sort of a reference to the player who owns Wavesong in my game- a Near Team Mate as he always sits near me at the gaming table.

What can I say, we writers tend to be 'touched' a bit. 8)
 
Raven Blackwell said:
Yogah of Yag said:
Raven Blackwell said:
New Magical Item [Unique]
...The blade was cast by the powerful sorcerer Etam Maetraen..

Hmmm.....

Etam Maetraen....Nearteam Mate....Near Teammate....

interesting!.

You caught it! We writers tend to play games with words. It's sort of a reference to the player who owns Wavesong in my game- a Near Team Mate as he always sits near me at the gaming table.

What can I say, we writers tend to be 'touched' a bit. 8)

Your wordplay is wonderful. Don't ever stop. However, if you can help it, please no Ig-pay Atin-lay! :wink:

Yours, in Crom,

Yogah of Yag.
 
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