Raven's Rules for Sorcery v 1.1

Raven Blackwell said:
Elemental Touch [Advanced Spell of the Element and Forces Sphere]

Power Point Cost: 2 Points
Casting Time: One standard action
Range: Touch
Duration: Instant
Saving Throw: Reflex
Perquisites: Witchfire; four ranks of Knowledge (arcana), Magical Attack Bonus +1 or higher
Magic Attack Roll: Sets target’s Reflex Save

Elemental Strike [Advanced Spell of the Elemental and Forces Sphere]
Power Point Cost: 4
Casting time: One standard action
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One creature or object
Duration: Instant
Saving Throw: Reflex
Perquisites: Elemental touch, six ranks in Knowledge [arcana]; Basic Magical Attack bonus of +2; Basic Attack Bonus of +2 of higher
Magical Success Roll: Sets Reflex saving throw DC

I have been using your system for a while and I think the requirements for the spell noted above are too low. They allow a character to be able to cast elemental strike at 4th level. I think that a magic attack of +2 for elemental touch and +4 for strike would be more balanced
 
I agree with that. I'll make the changes on that and overlook the older spells to make sure they make sense.....

Seems to me it's about time for version 1.2.....
 
Here's a stab at something I'm still poking at. I'm still needing to go over the rest of the spells to see if my PP cost is in line. I'm probably going to drop the Object (1cuft/lvl) just because it seems like a lot of math, perhaps just say Object (no smaller than caster) or remove it altogether.

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Antipathy [Advanced Spell: Enchantments and Illusions]

PP Cost: 3 pts
Components: V, S
Casting Time: Full Round
Target: Self or Object (1 cu/ft/lvl)
Duration: 1 min/lvl
Saving Throw: See Below
Prerequisites: Visage of Terror, 6 ranks Intimidate, 4 ranks Knowledge(Arcana), 4 ranks Bluff
Magic Attack: Sets DC

Creatures viewing the target of the spell (either the caster or an object of no more than one cubic ft per caster level) must make a Will save or be unable to touch the target or even look at the target (the object is effectively invisible to attackers, and gains total concealment).

Creatures who make the save are still repulsed by the target, and take a -2 penalty to attacks versus the target.

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I'm not sure if this is stronger than your Visage of Terror, I've added +1 PP to the cost due to the secondary effect for people who make their saves (assuming that's strong enough).

I'm combining a few ideas here - one is the d20 Antipathy spell, with a wider range of effect. The second idea is the 'Mage Armor' spell - this has near the same effect of protecting the caster in combat, without bringing in the *very* d20 idea of magical-force-armor.

This feels more Conanesque I think, since we're not stopping your sword with force, we're making so you can't stand to look at me. A steel willed barbarian with Blind Fight would make short work of us still...
 
Koewn said:
Here's a stab at something I'm still poking at. I'm still needing to go over the rest of the spells to see if my PP cost is in line. I'm probably going to drop the Object (1cuft/lvl) just because it seems like a lot of math, perhaps just say Object (no smaller than caster) or remove it altogether.

Since a human being is a Medium sized object just say Medium size or smaller.

Creatures viewing the target of the spell (either the caster or an object of no more than one cubic ft per caster level) must make a Will save or be unable to touch the target or even look at the target (the object is effectively invisible to attackers, and gains total concealment).

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.

I'm not sure if this is stronger than your Visage of Terror, I've added +1 PP to the cost due to the secondary effect for people who make their saves (assuming that's strong enough).

It is- Visage produces Terror of the Unknown which is only effective against low HD creatures. Terror produces only a 'shaken' result [-2 to attack rolls, skill checks and saving throws] if the target's save is failed, where your spell produces the same result if the succesful.

I'm combining a few ideas here - one is the d20 Antipathy spell, with a wider range of effect. The second idea is the 'Mage Armor' spell - this has near the same effect of protecting the caster in combat, without bringing in the *very* d20 idea of magical-force-armor.

Force spells do show up in Conan stories- telekinesis for example. The Mage armor is the result of surrounding oneself with telekenetic force to repell oncoming attacks. I've had mixed results in play testing. Might tweak it somewhat in v 1.2.

This feels more Conanesque I think, since we're not stopping your sword with force, we're making so you can't stand to look at me. A steel willed barbarian with Blind Fight would make short work of us still...

The same can be said about Mage Armor- it provides no protection against gasses or drowning so a quick alchemical creation or knocking us into a river and holding us down would work to counter Mage Armor- or just javing a good Power Attack to get through those 4 DR......
 
1.2 will be a go but it is on my list of things to do in Spring. First I want to tie up Volume One of the Dark Horse Conan Sourcebook and then I'll turn my hand to simplfying this system. I'm taking Final Strike and Defensive Blast out entirely. It's not canon and proved to be somewhat annyoing in game play. Sorcerers can die just like everyone else for all I care.....
 
didnt like final strike till it was used and the barbarians quips" hes going to blow and who does the cleaning Im not :lol: were very funny at the time and were done with great effect in the game also liked the we will always carry a bit of the sorcerrer with us at least till raven(no relation just the name of the pc barbarian ) washes his hair :wink: 8)
 
Raven, I'm sure you have been asked this before, but I am new to the boards, and playing the game reguarally.

Do you have a copy of what you have in this thread as a d/l or on a website.

It is very hard to read as a 14 page forum topic, and it is also hard to tell what is the latest version.
 
I do have a 'master copy' that collects all that has been done before- just send me an e-mail address via PM and I'll send it to you. I also have a mailing list I send out new material called "Blackwell Press" for this, my Errata, the Dark Horse Conan material and other people's submissions. I can put a person on that list if they want me to.

This is the current version- it's not a whole sysytem yet but a rough draft of one. This forum is meant for discussion of the system to see if it works. Since we've gotten a lottle overlong and intangled here I knew it was time to burn the gardens and replant. I intend to collect this material and reorganize it in a mroe cohesive whole as soon as I am done with Volume One of the Dark Horse Conan sourcebook is completed- so I'll likely have it done early March and post it then.
 
Raven, I'm very late to your thread, and just got to the first part. This is fantastic! You are a writer, no doubt about, don't let anyone say otherwise, I'm sure everyone can agree on that.

I hope you don't mind if I steal the magic spheres you listed? I plan to replace the ones in my game, which are extremely similar, with many of yours. Here's TSR's Conan RPG original list:

Alchemy
Information
Mind Control
Natrual Magic
Necromancy
Physical Laws
Summoning
Transmutation/ Transformation

I had only added Elemental. As you can see your list covers more. In my game, a PC has to have a Magic Talent to use magic. I know my list is somewhat off from yours and the terms may have a different connotation, but I'm working on it. So my new list of Magic Talents will be, following upon your setup:

Summoning
Hexing (I'm not entirely happy with this name)
Protection
Mentalism
Divination
Necromancy
Illusion
Elemental
Natural

This is tentative, but I just wanted you to know that your the best! And thanks for the ideas, but now I have to get back to reading your thread.
 
Just a correction I wanted to add. Also, I hope I'm not overly offending anyone on this thread. I know I'm a bit out of sink with all of you d20ers, but I can't help myself! I'm a party crasher!

I did not add Elemental so much as renamed Physical Laws. Also I want to add back Alchemy and Transmutation. My new list is alphabetically:

Alchemy
Divination
Elemental
Hexing (I'm not entirely happy with this name)
Illusion
Mentalism
Necromancy
Natural
Protection
Summoning
Transmutation

I think that will do it. Thanks again. My players hate me when I change things, but they're used to it, I think.
 
Yeah, hexing does sound kind of stupid. But I would have to say Curse, without the plural (a standard of my own for Talents). Besides, I keep hearing, "curses, foiled again!" And that just ruins it for me.

I'm going to drop it from my list. I figure anything evil done to a PC by proxy or from a distance, can be done by some of the other magics. In my game it's more of the intent of the curse. And Necromancy covers blight. In my game, Necromancy covers anything that kills or subverts living things, including plants.

But I'm still not sure. I try to make magic in Conan very concrete. Curses are really broad in scope, so I don't know how to handle that.
 
Hexes might be another way to say it- or Blights. As for Elemental try the old White Wolf Mage Sphere of Forces- as in gravity, heat, light, electromagnetism etc.- instead?

In that vein Life is a good alternate to Natural and Death or Entropy is a good more scientific version of Necromancy. In fact according to a well read source I know Necromancy isn't the proper term for death magic- it's Nigromancy as in the Latin term for Black nigro. In fact that's where the term 'black magic' came from I think. That or I've been fed an obscure racial joke......

I am glad you are coming up with a new system of your own and that you like mine. Raven's Rules was originally invented not to create some monolithic and rigid system that must be adhered to but to inspire people to explore with the Sorcery system. I think it's a good system- better than D&D- but trapped in a low magic setting where it will never reach it's full potential.
 
I didn't know that about necromancy. Going to use a Corporeal. These words are used as a Talent name, so they have to be nouns or verbs. Also, I can't use the plural form.

Alchemy
Divination
Physical Laws (Elemental and Forces)
Hexing (hexing really is a word, wasn't sure at first, I can live with it)
Illusion
Mentalism
Corporeal Law
Natural (Life's too short, ha!)
Protection
Summoning
Transmutation

I was developing a High Fantasy RPG called Magic Myth. To make it easier for players to make up PCs quickly, I devised 77 character classes under 7 catagories. One of the catagories was MAGE. But my other reason is that the word used actually has somewhat of a meaning by itself.

I think that about does it, I hope. Thanks for being the sounding board Raven.
 
Raven Blackwell said:
. In fact according to a well read source I know Necromancy isn't the proper term for death magic- it's Nigromancy as in the Latin term for Black nigro. In fact that's where the term 'black magic' came from I think. That or I've been fed an obscure racial joke......

have read the same sources :shock: and have used the term for shaman death magic from the black kingdoms the name just seemed right but know not very pc :twisted:
 
You have no idea Raven on what a breakthrough you have given me by this thread. I went home and revamped my complete setup on my totally redesigned game. But the final list of Magical Talents I decided to go with are:

Under the Intuition Pool of Talents:
Divination
Mentalism
Transmutation


Under Judgment:
Corporeal Laws
Natural Laws
Physical Laws


Under Craft:
Alchemy
Summoning
Warding


How do you like "Warding?" I was tickled pink about it myself.

I like things to fit. Three Talent Pools each with three Magical Talents. It works for me.
 
dunderm said:
You have no idea Raven on what a breakthrough you have given me by this thread.

Glad to be of help.

How do you like "Warding?" I was tickled pink about it myself.

Works well. I created a Feat called "Warder" on the thread that gives character a +2 on Countermagic/Blessings and Protection spells.

I like things to fit. Three Talent Pools each with three Magical Talents. It works for me.

Nine is a sacred number and all....8)
 
Works well. I created a Feat called "Warder" on the thread that gives character a +2 on Countermagic/Blessings and Protection spells.

Ever read the Wheel of Time series? A Warder in that world was usually a soldier that was bound by magic to the Sisters. I think there's already an RPG out for this series.

The Feats as you use them, give you an add to your success rolls, I take it? I have the Conan RPG Pocket Edition on order and should get it next week. In the meantime, I will have to speculate on how this works for the d20 version of Conan.

In my game Warding is a magic Talent in itself. You would create spells that gave physical protection or prevented access to an area. Spells could also do simple actions such as lock a door or chest. Could make spells that warded against other spells.

Anyway, as I said before, I'm just all pink about this.
 
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