Raven's Rules for Sorcery v 1.1

raven, could the quench fire, etc. serve more uses aside from just stopping flame? i mean a finger tip fire extinguisher has very specific uses
 
It can damage Fire subtype creatures as it quenches the fires that make up their Essence- that's in the spell description. As for other uses- since all all non-magical artifical light sources in the Hyborian Age are fire based you make it dark anytime you are sneaking on someone's position. The spells are pretty one purpose- but then so is elemental strike when you come down to it. Unless you have another idea?
 
hm, i didnt think of the un-light aspect. what i was wondering was could it also be used to make objects/substances colder? real fire extingushers in this day and age chill what they touch, even though not by much.

just throwing ideas out there
 
Whether it's making an area colder or making it warmer, it's still thermal manipulation, right? Making an area colder though os a lot different than the more high-fantasy "put out a burning building"spell, which is okay the way it is.

Thermodynamics: You take the heat out of something, it's got to go somewhere or you're going to force conservation (shrinkage).

Work with that? Something like Freezedrying...
 
In the German RPG DSA (The Dark Eye, a low magic game compared to D&D) there was a spell which seemed rather useless: you cool your environment down to a very low temperature, but your enemy could easily avoid damage by moving away. So what?

Explanation: some forgotten demons need for materializing sub-arctic environment. When this spell was unearthed from some reptilian ruins, it was from now on possible to summon a specific type of demon, which was for thousands of years unable to enter the world.
I remember very clearly how our gaming group oohed and aahed when we found a use for a spell which has troubled us since we have discovered the scroll.
 
Hmmm...how best to put this? The quench fire spell doesn't stop fire by making it too cold to burn- it disrupts the energetic process of combustion. Fire requires certain conditions to burn and if it doesn't have them it ceases to be. The energy of the fire likely radiates as heat and dilutes into the environment about it harmlessly. Anyone/thing near by would feel a momentary whoof of heat though. And before we start arguing about how the concetrated heat would severely burn people or what not remember- this is fiction. Raven's Rules has about as much to do with real magic as Star Wars does with real science. Hard facts are less important than usefulness to the story, but the principles are the same.

As for raising/lowering temperature- you've got a problem. Disrupting a fire is one thing- it's a momentary change in the world about you. Maintaining a change like the ambient temperaure is more work though. The affected area is always going to want to return to 'natural' temperature and unless contained, heat will keep bleeding back into or out of the area. This is why we burn energy to maintain 'room temperature' in our living areas- we're working against the laws of physics. The spell would be the same and have a heavy PP cost.
 
Here however is a more energy effeceint way to beat to heat or cold....

New Spell

Comfort [Basic Spell of the Body and Mind Sphere
Power Point Cost: 1
Casting Time: One standard action
Range: Self
Target: Self
Duration: One hour per level of Scholar the sorcerer possesses
Saving Throw: None
Perquisites: Two Ranks of Concentration; two ranks of Knowledge [arcana]
Magic Success Roll: DC 8

A simple spell learned by most noviates of the East, comfort uses the chi of a person to offset the effects of harsh climates. The caster receives a +2 supernatural bonus to their Fortitude saves to resist the effects of heat, cold, dehydration or overexertion. In addition for the duration of the spell the character may sleep in medium or heavy armor without penalty as if they possessed the Sleep Mastery Feat
 
New Spell

Adaptation [Advanced Spell of the Body and Mind Sphere]
Power Point Cost: 2
Casting Time: One standard action
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Comfort; four ranks of Concentration; four ranks of Knowledge [arcana]; Endurance Feat; Base Magic Attack Bonus of +1 or greater
Magic Success Roll: DC 11

Adaptation is a further refinement of comfort used by journeymen of the Eastern magical traditions. Designed to help the caster’s body adjust more rapidly to new or hostile environments the spell provides an additional +4 supernatural bonus to all saving throws affected by the Endurance Feat. As an unexpected side benefit the spell allows a +2 bonus against natural toxins as the body’s ability to purify itself is greatly enhanced.
 
New Spell

Sustenance [Advanced Spell of the Body and Mind Sphere]
Power Point Cost: 3
Casting Time: One full round
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Adaptation; focus; six ranks of Concentration; six ranks of Knowledge [arcana]; Meditation Feat; Base Magic Attack Bonus of +3 or greater.
Magic Success Roll: DC 14

Sustenance is a hallmark in the Eastern master’s progress toward wisdom. The one who has mastered this spell has begun the process of separating themselves from the baser needs of their existence- their body can subsist on the chi force itself. For the duration of the spell, the caster does not need water or food and gains a +6 supernatural bonus for all Fortitude saving throws affected by the Endurance Feat and a similar +4 bonus to all toxins whether natural or not. The caster still must breathe and excrete though.
 
GimpCowKing said:
now thats just blatantly useful, but does all of that stack with endurance

Adaptation and sustenance do stack with all uses of Endurance, but comfort only stacks with Endurance for the sake of resisting non-lethal damage from cold and hot environments.
 
well i understand the point of physical perfection, but i think maybe the requirements need to be a bit higher.

idunno, its somthing to playtest as is first i suppose
 
Revised Skill

Knowledge [outsiders and the planes]
[was Knowledge (the planes)]
Class Skill for Scholar only
Int skill; Trained Only

Description: This skill represents the characters understanding of the dark and hellish dimensions accessible to the Hyborian world and the foul beings that dwell there. Studied mostly by the foul sorcerers that traffic with the beings from these worlds, this skill assists them in the summoning of these creatures into this world. This skill is also studied by those who seek to remove these threats from this world. Both types of scholars must be careful not to delve too deep into secrets not meant for men for the knowledge of such realities can unhinge even the strongest mind and corrupt the purest of scholars. In game terms for each five ranks of Knowledge [outsiders] the character learns, they must make a Corruption Check against DC 5 + number of total ranks of this skill or gain a Corruption point.

Successful uses of this skill allow a character to identify outsiders or know what dimension a type of creature might normally dwell. A DC 20+ check may at the Gamemaster’s discretion provide a character with knowledge of some of an Outsider’s properties, strengths and weaknesses. It may also allow a character to ability to discriminate between a native Outsider from a human or identify an Outsider in human form.

Synergy: Five ranks of Knowledge [arcana] provides a +2 synergy bonus to all Knowledge [outsiders] checks

For each five levels of Knowledge [outsiders] the caster possesses, the character gains a +1 synergy bonus to the Magic Success Rolls of all spells designed to contact, summon, bind or banish Outsiders.
 
great stuff like the comfort spells their has too be some advantage to being a scholar and thank you for all the hard work on both this and the CoC thread 8)
 
toothill man said:
great stuff like the comfort spells their has too be some advantage to being a scholar and thank you for all the hard work on both this and the CoC thread 8)

You're welcome. As I've said before, why should my players be the only ones to suffer from my twisted genius? 8)

[Pardon my upcoming rant]

On a more serious note- yes there should be more in-game advantages to Sorcery and being a Scholar. REH and his imitators tended to only focus on the lurid, mostly corrupt and unnatural practices of magic- ignoring the wide body of useful and beneficial magic endemic to most culture's background. He may have exualted what he thought of as barbarianism, but he obviously neglected to note that every 'barbaric' culture was steeped in shamanism to a degree that it was a core principle to the culture in many cases- which did not usually involve gore stained altars and lurid rituals. The was just added in by Western tellers of tales to demonize the tribes they were destroying.

The shaman was wise man/woman, healer, spiritual advisor and ambassador to the spirit world. The chief may lead the tribe day to day, but the shaman looked to the tribe's long term future. The Far East has to this day practioners of their mystic arts of many varities- the vast majority of their magical practices are of the practical type involving martial prowess, healing, surviving the elements and living in harmony with the natural world. These adepts tend to not be an integral part of daily life as shamans once were though. I don't believe they are perscuted as magicians in the Western nation are though. We tend to labeled as insane or "Satanists" and either locked up, medicated, ostrasized, abused or even murdered. No wonder the vast majority of us turn to the offesive/defensive uses of Power as opposed to the more benefical uses. I don't usually count the New Age 'practioners' as magicians though- these just tend to be the bored and jaded who at best have a scrap of Power and a lot of misinformation.
 
High Lord Dee contacted me via e-mail about some of my new material. Since I thought everyone can benefit from the exchange I posted it here.

We'll see how it goes. Knowledge (Outsiders and the Planes) is a no brainer. Must have for sorcerors.

And dangerous to the soul. It is my attempt to bring the "Call of Cthulhu" Mythos Knowledge skill to the game. The more MK you have, the better you understand and deal with the creature of the Mythos, but the more your brain falls in insane gibbering. Always riding the line sorcerers are.

I also like the spells. I am not sure the sustenance spell has a long enough endurance. a 10th level spell only allows a character to go without food or water for 10 hours. Most healthy humans can do that every day. I would recommend increasing the duration but not sure
how long. I would leave that up to you. Let me know what you think?

Yes a person can go without the spell for 10 hours+ but they will be wracked with hunger, thirst and fatigue and after a while must make Fortitude saves or suffer non-lethal damage. I know I lose at least 1d6 hitpoints at work every now and then. 8) The spell fills these need with magical energy and thus the sorcerer feels no hunger, thirst or fatigue and makes no Fortitude saves, When the spell wears off if it not renewed only then the sorcerer physical needs return, but he suffers no effect for the time covered by the 'sustenance' spell. Don't forget that with the Rule of Success and the fact that Power Points can be recovered through light activity, rest, sacrifice or Meditation the spell can be 'recast' over and over again for an effective unlimited duration if the caster is unhurried or not under pressure. Thus from here comes the images of the Oreintal Master meditating in the wilderness for days, months or years in light clothing completely unaffected.
 
Transcribed from my e-mail:

High Lord Dee said:
Raven Blackwell said:
Don't forget that with the Rule of Success and the fact that Power Points can be recovered through light activity, rest, sacrifice or Meditation the spell can be 'recast' over and over again for an effective unlimited duration if the caster is unhurried or not under pressure. Thus from here comes the images of the Oreintal Master meditating in the wilderness for days, months or years in light clothing completely unaffected.

Good point. I guess that could work. Not experienced with Conan yet to see how PP restrictions will affect the actual casting yet.

The Rule of Success is the most overlooked magical element- allowing you to keep using spells at lowered costs and pluses to the Magic Attack/Success Roll so long as you are on a roll. See Sorcery in the main rulebook.
 
well, back to what i was saying earlier about some kind of feedback spell, (i know, changing the topic) i know that sorcerers duel CAN burn out the mind, but what i waswondering was if it would be possible to design some spell that used a casters PP to burn their body.

like instead of absorbing their power points, destroying them completely, like detonating a small explosive while its on the owner or somthing like that, or using an opponents strength against them, in this case, their spiritual strength

any thoughts?
 
No spell effect but I would allow a different result than Soul Drain- what I call the ability to drain Wisdom out of an defeated opponent in War of Souls. Perhaps this- if a person wins a War of Souls, they continue to drain Power Points out of the person until they reach the negative of their Base Power Points. At this point they can perform a variant of Final Strike/Defensive Blast. They can take any of their available PPs- including those stolen from the defeated sorcerer themselves- and thrus them into their body doing d6 points of damage to the defeated sorcerer per Power point expended. It would give a dramatic end to the War of Souls to have the loser consumed by out of control mystical energies would it not? 8) If the winner of the War desires to keep the loser alive- perhaps to torture them for mystical information the winner wants- the damage can be non-lethal at their desire. Since the out of control mystical forces aren't centered in the winner's body they suffer no ill-effects as mentioned in my Final Strike entry.

Note this can only occur through a completely succesful War of Souls- where the sorecerer is reduced to the negative total of their Base Power Points. You just can't make an enemy sorcerer blow up by wanting them too. 8)

Comments?
 
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