Raven's Rules for Sorcery v 1.1

Raven Blackwell said:
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.

Thanks, Raven! Thanks to you I have a Khitan NPC (Thief 3 / Scholar 4 / Sorcerer of the Scarlet Circle 3) who gets an unique introduction scene directly from the Tiger / Dragon movie! Probably he will live for only one adventure, but that's life :wink:
 
René said:
Thanks, Raven! Thanks to you I have a Khitan NPC (Thief 3 / Scholar 4 / Sorcerer of the Scarlet Circle 3) who gets an unique introduction scene directly from the Tiger / Dragon movie! Probably he will live for only one adventure, but that's life :wink:

More accurately, that's death. 8)
 
New Spell

Accuracy [Advanced Spell of the Body and Mind Sphere]
Power Point Cost: 2
Casting Time: One standard action
Range: Self
Target: Self
Duration: One round per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Focus; Six Ranks of Concentration; Martial Weapons Proficiency; Base Magic Attack Bonus of +1 or higher; Base Attack Bonus of +2 or higher
Magic Success Roll: DC 12

A technique common to the royal archers of Khitan, accuracy is a lesser form of warrior’s trance that is easier for those who are not true adepts of the Eastern paths of Wisdom. The technique allows the caster to block out all distractions that might otherwise disturb them from the act of shooting or throwing a ranged weapon. While under the effects of this spell, the caster halves all penalties to the their attack roll, be it from multiple range increments, cover, concealment, shooting from a moving mount, target size, motion of target, etc. While it provides no actual bonus to hit, it is useful enough that many archers from Eastern background become Dabblers to learn this technique.
 
New Spell

Mage Armor [Advanced Spell of the Elemental and Forces Sphere]
Power Point Cost: 2-8
Casting Time: One standard action
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Reinforce; Two Advanced Spells of the Element and Forces Sphere; Base Magic Attack Bonus of +2 or higher
Magic Success Roll: DC 10 + 1 for each Power Point used by the caster

Mage Armor sets about the caster an aura of force designed to protect them from physical and energetic harm. For each two Power Points expended, the caster receives a point of Damage Reduction. This additional DR is considered Primal and thus provides protection from source such as fire and the elemental family of offensive spells. It is also not affected by the Armor Reduction of non-enchanted weapons- thus the caster will retain the full DR granted by the spell against normal attacks. The DR granted by this spell also ‘stacks’ with the DR granted by worn or natural armor.
 
New Spell

Iron Body [Advanced Spell of the Body and Mind Sphere]
Power Point Cost: 1-4
Casting Time: One full round
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Focus; Two Advanced Spells of the Body and Mind Sphere; Light Armor Proficiency; Base Magic Attack Bonus of +2 or higher
Magic Success Roll: DC 8 + 1 for each Power Point used by the caster

A technique used by many warrior scholars of the Eastern World, iron body uses the chi of the caster to tighten the aura about their body in order to make it more resistant to harm. Upon successful casting of this spell, the caster gains one point of Damage Reduction for each Power Point they expend in casting. This additional Damage Reduction stack with any DR from natural or worn armor. Unlike mage armor though, the DR gained here does not apply to Primal attacks such as fire or elemental class of attack spells and is affected normally by Armor Piercing ability of weapons.
 
I really appreciate your Oriental style spells: they fill a gap in the official products! Keep on posting!
 
New Spell

Good Fortune, Major [Advanced Spell of the Blessings and Protection Sphere]

Power Point Cost: 2
Casting Time: One minute
Range: Close [25 ft + 5ft/level of Scholar]
Target: One creature
Duration: One minute per level/Scholar
Saving Throw: N/A
Perquisites: Good Fortune, minor; six ranks Knowledge [arcana]; six ranks Knowledge [religion]; Priest Feat; No Corruption Score; Basic Magic Attack Bonus of +2 or higher
Magic Success Roll: DC 10

Good fortune, major is a more powerful version of minor good fortune that is available to the many religions of the Hyborian world. It bestows a +2 morale bonus to all attack rolls, saving throws and skill checks for the duration of the spell.
 
New Spell

Good Fortune, Advanced [Advanced Spell of the Blessings and Protections Sphere]

Power Point Cost: 4/creature affected
Casting Time: One minute
Range: Close [Twenty-fice feet plus five feet per each level of Scholar the caster possesses]
Target: One or more creatures
Duration: Five minutes/level of Scholar
Saving Throw: None
Perquisites: Good fortune, basic, eight ranks of Knowledge [arcana], eight ranks of Knowledge [religion]four ranks of Perform (ritual); Priest Feat; No Corruption Score; Basic Magic Attack Bonus +3 or higher
Magical Success Roll: DC 12 + 2 for each creature affected

Advanced good fortune is a more powerful version of basic good fortune granted to intermediate priests of the religions of Hyboria. It has a high Power Point Cost and is usually the focus of religious Ritual Magic. During its duratione, all those who are targeted by the spell gain a +2 morale bonus to all attack rolls, saving throws, and skill checks.
 
The Festival of Dekerta is upon us and here’s a few entries no doubt as a result of the many movies I’ve been watching in Her honour.

New Feat

Childe of Night [General Feat]

Requirements: Must be taken at first level; the creature may not have any other Childe Feat.

Not all the children of the Underworld are displeasing to the eye. Many are the children of Dekerta for example who are able to take shapes comely to humanity. These Dark Lovers often leave chaos and horror in their wake but occasionally a child born by their bloodline can be reared among humanity as a result fo these liaisons.

The following profile is added to all creatures with this Feat:

Type, Size and Hit Dice: Change type to Native Outsider [Entropic]
Initiative, Speed, DV, DR and Attacks: As base creature
Special Qualites: Add the following to the base creature’s profile

Low Light Vision: The creature possess 30 feet of Low Light Vision. If the base creature already possesses this ability, it’s range increased 30 feet.

Born of the Shadows: Once per day the creature may utilize one [and only one] of the following basic Death and Destruction spell without the use of Power Points or even if they lack any other sorcerous ability:corpse sight, whispers beyond the grave. If the creature has no ranks in Scholar than it is considered a first level Scholar for the purposes of determining range, effect, etc due to it’s affinity for spells of this Sphere noted below. [see Spells].

Taste of Blood: Whatever the dietary habits of the base creature, the creature prefers a diet rich in meat. They can only receive half of the usual sustenance from vegetable and grains. They however may ingest raw meat without difficulty or fear of getting ill and in fact prefer to do so.

Saves: All Children of Night receive a +2 innate saving throw bonus against all Death and Destruction spells intended to cause it harm. In addition it gains the same bonus any spells or spell-like effects used on it by a creature with the Undead subtype to cause the Childe harm. Many Children of Night that retain strong connections to humanity often use this advantage to become the hunters of wraiths, vampires and necromancers.

Abilities: Children of Night posses a wisdom and beauty that come from intimate connection of one of the very defining Forces of Creation itself, but are less tethered in the lands of living as a result. The following modifiers are applied to their characteristics: Con –2; Wis +1; Cha +1

Skills: All Children of Night are silent on their feet and shadows seem to wrap around them. They gain a innate +2 bonus to Hide and Move Silently checks.

Spells: In addition to the innate spells granted by the Born of the Shadows Special Quality Children of Night have an affinity for the Death and Destruction Sphere of Power. All spells from this Sphere- including it’s innate ones- are cast as if the Childe was a scholar one level higher than the creature is.

Corruption: Children of Night have a pronounced tendency for morbid and obsessive behavior and as such gain an innate –1 saving throw against Corruption checks.

Favoured Classes: Change to Scholar and Thief
 
New Spell

Consecrate [Advanced Spell of the Blessing and Protection Sphere]

Power Point Cost: 1 per every 5’ x 5’ x 5’ area to be consecrated
Casting Time: One hour per 5’ x 5’ x 5’ area to be consecrated
Range: Short [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: An area designated by the caster within the range of the spell
Duration: One year or one hour per level of Scholar the caster possesses [see below]
Saving Throw: Special
Perquisites: Ward area; good fortune, advanced; eight ranks of Knowledge [arcana]; twelve ranks of Knowledge [religion]; twelve ranks of Perform [Ritual]; Base Magic Attack Bonus of +5 or higher; Priest/Priestess Feat; No Corruption Score
Magic Success Roll: DC 15 + 1 per each 5’ x 5’ x 5’ area to be consecrated

Used by every civilized religion to devote areas of worship to their deity and protect it from uncouth spirits and foul sorcery, consecrate is said to have originated with the early cult of Ibis and passed by them to the priests of Mitra and any religion or cult devoted to the protection of humanity. It is also known to the Cults of the Earth Mother.

This spell is designed to facilitate the use of holy magic specific to a singular deity worshipped by the one(s) casting this spell. It is designed to be used to consecrate a temple specifically constructed as a place of worship. If cast in any other area, its duration is merely one hour per level of Scholar the priest possesses.

Upon successful casting of the spell, metaphysical barriers surround the area affected. Within the area all sentient creatures who possess Faith in the deity that the area is consecrated to gain a +1 morale bonus to all saving throws in addition to the normal bonus given by Faith. Priests of the deity get in addition to this effect a +1 morale bonus to all Magic Success Rolls cast within the area.

Whenever any individual with a Corruption score, Undead or non-native Outsider other than those that serve the deity the area is consecrated to enters a consecrated area they must make a Will Save or a Magic Success Roll against the Magic Success Roll of the priest who cast the spell or the highest level priest of the deity in question in the temple itself, which ever is higher. [The defending priest gets the +1 bonus to their roll given by the spell itself]. If the defending priest is successful, the invading creature is unable to enter the area and takes 1d4+ 1 point of Primal damage for each level of the defending priest has. Mortals with a Corruption score may get off lightly though- they can only take as much damage than their current Corruption score. If the damage the defending priest rolls is higher than its Corruption score the extra damage is ignored.

If the invader wins they may enter the space but suffer from wracking pain so long as they remain in the consecrated area. This pain gives them a –4 circumstance penalty to all attack rolls, saving throws, skill checks and Magic Attack rolls. In addition the creature takes 1 point damage each round in the consecrated area.

If for some reason any such creature as described above was already in the area being consecrated, they must make a Will save or Magic Success Roll upon successful casting of the spell or be forced to leave the area newly consecrated at maximum Speed. Those incapable of doing so will take damage equal to 1d4 + 1 to the level of the priest casting the spell each round they are in the consecrated area. If the succeed in the roll they still suffer the effects described above so long for those being within a consecrated area. Many exorcists capable of casting this spell will do so prior to the actual exorcism itself in hopes of expelling the entity outright or failing that to gain the circumstance bonus for the actual exorcism itself. Note that unless the possessed body is physically restrained within the consecrated area, they will attempt to take it with them rather than abandon it.

Corpses within consecrated ground may not be animated in any way unless the consecration is destroyed first.

They are many legends of areas becoming consecrated after great and often fatal sacrifice of a truly Faithful person at that place. Those who use the Final Gift ability of Final Strike and possess the Faith special quality from their religion and lack a Corruption score may choose to use this spell as their Gift even if they lack the perquisites for doing so. The duration of the effect is up to the Gamemaster. Do note though that humanity has considered such areas sacred for millennia and have fought centuries of wars to retain control of such areas. Whether these area still retain their power or these conflicts are over mere real estate is a matter for the GM to decide.
 
New Spell

Dekerta’s Laughter
Power Point Cost: 1 per every 10 corpses animated
Casting Time: One full round action
Range: Medium: One hundred feet and one hundred feet per level of Scholar the caster possesses
Target: One or more Medium or smaller sized corpses
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Raise undead horde; ten ranks of Knowledge [arcana] Corruption Score 1+ ; Base Magic Attack Bonus of +4 or higher
Magic Success Roll: 14 plus 1 for every ten corpses animated

Dekerta’s laughter is named thus because it is less a useful spell than a joke She has played on humanity. The spell animates ten corpses as Risen Dead per every Power Point the caster uses, but what many texts of the spell fail to mention is that the Risen are not under the control of the caster and attack every living creature they encounter- including the caster himself. Many moderately powerful necromancers or insane dabblers have raised entire graveyards thinking to gain an army of the living dead, only to be torn apart and devoured by the hungry dead, which then continue to ravage the nearby landscape for the remaining duration of the spell- even after the original caster was killed. Many think that this result was the intended goal of Dekerta when She introduced the spell to the human race.
 
Thanks for the magic system, my GM is using it right now and I'm enjoying it. I did have a question: can you help work out a transformational spell similar to Vampiric Transformation from the Immortality sphere that turns someone into an elemental instead? It's for my Pyro Sorceress with the Child of the Elements feat, an attempt to purify the elemental blood in her veins.

Thanks!
 
I don't actually use the Immortality Sphere- I put those spells at the higher ends of the appropiate spheres. So thus it's have to be a mondo powerful Elements and Forces spell likely requiring rare elements and enough Power Points to light up Tartantia for a week. My guess is that it would be called Elemental Transmutation or something like that. I'd have to think about it- there'd have to be spells that'd have to be learned before that.
 
Oh, I expect so, right now I've got all but Elemental Holocaust (as of my next level up) and already have an offensive version of Mage Armor called Pyre Armor (one guess what it does.) My goal is to have all of the elemental resistances/immunities spells and then take a transformational spell.
 
bjorntfh said:
Oh, I expect so, right now I've got all but Elemental Holocaust (as of my next level up) and already have an offensive version of Mage Armor called Pyre Armor (one guess what it does.) My goal is to have all of the elemental resistances/immunities spells and then take a transformational spell.

Does this DnD-like half-elemental cause Terror checks in all that he meets the first time?
 
Not at this point, since she doesn't have the full elemental type, just the native outsider (elemental) type. After transformation, well, quite probably.
 
I think you two are running under a misconception [no pun intended] here- the Childe feats mean non-human ancestary, not parentage. The Feat represents that somewhere waaayyyy back in the family tree a Power of creation took human form and dallied with a human in more innocent times. Something a little more out of Celtic or Greek mythology than a usual REH 'rape at the altar' that Vincent's likely thinking about when he calls it 'unnatural'. A character with this Feat isn't a 'half-elemental'- they're 1/64 at most. It's just every few generations the non-human traits become dominant again. Also this spell I am planing isn't a permenant transformation- it's a temporary one that will allow to take the form for a short while. I may even require a permenant drain of 1 Con each time it is cast- Vincent damn right that sort of thing shouldn't be done lightly.
 
New Spell

Quench Fire [Basic Spell of the Element and Forces Sphere]
Power Point Cost: 1
Casting Time: One move action
Range: Close [Twenty five feet and five feet per level]
Target: One burning object or 5’ x 5’ area
Duration: Instantaneous
Saving Throw: Usually none; Fort save possible
Perquisites: Two ranks of Knowledge [arcana]
Magic Success Roll: DC 6

Quench fire is a simple spell that works well for sorcerers that often invoke or use fire or flammable objects. Good for dousing a wooden bench or smoldering laboratory assistant, a successful casting of this spell extinguishes one Medium sized or smaller object, creature or one 5’ x 5’ area of non-magical flames. [Note that flames started my magical means are considered non-magical. The spell created the fire but the resulting flames are quite ordinary] Fires maintained by magic means are unaffected. Creatures of the Fire subtype take two hit points of damage from this spell if the caster makes a successful Magic Success Roll against the creature’s Fortitude saving
 
New Spell

Quench Flames [Advanced Spell of the Element and Forces Sphere]
Power Point Cost: 1+
Casting Time: One standard action
Range: Close [Twenty five feet and five feet per level]
Target: One or more burning objects and/or 5’ x 5’ areas
Duration: Instantaneous
Saving Throw: Usually none; rarely Fort save
Perquisites: Quench fire; six ranks Knowledge [arcana]; Base Magical Attack Bonus of +1 or more
Magic Success Roll: DC 5 + 1 per Power Point used

A more advanced version of quench fire; quench flames is a spell for those who need to clear the room of fire pronto! Upon successful casting each power point expended by the caster will extinguish one five by five area or the equivalent of a Medium sized object or creatures. [Large object/creatures are the equivalent of two Medium sized creatures; a Huge object/creature is the equivalent of four Medium sized object/creature, etc.]. It can be used against magical flames as well, but the creator/caster/controller of the magical flames may make a resisted Magical Success Roll or Will save against the caster’s Magical Success Roll to resist the effects of the spell. Magical fires with a duration of Permanent are merely interrupted for one round per level of Scholar the caster possesses- all others are forever eliminated. Creatures of the Fire subtype suffer 1d4 hit points of damage per each Power Point expended by the sorcerer from this spell unless they make an opposed Fortitude save against the caster’s Magic Success Roll.
 
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