Raven's Rules for Sorcery v 1.1

As for Corruption- I put a few simple rules above on 'recovering' from Corruption, if the PC can go 'cold turkey' from befouled magic for a week or more. Atonement works for those with a useful Priest [be it civilized or shaman] to set them back on a more wholesome path. Just make sure it is a Priest without Corruption though- a hard thing to find in Hyboria.

Raven
 
InsomNY said:
For Minor Telekinesis, though, you've converted your measurements backwards. 1 kg = about 2.205 lbs. so 10kg should be 22 pounds, not 5; you might want to edit the post to reflect the amount of weight/mass you want to affect.

*Sigh* That's what I get for doodling in Math class...8)

Raven
 
I have put together 2 Word documents: A Spell list and a Feats list.

The only problem is I don't have Hyboria's Fiercest or Messantia, as I do not have the cash to keep up with the releases right now (nevermind the fact that I wasn't too impressed with the Shadizar box).
I'm starting a campaign soon and I would like to get them, but, I need to spend my free time prepping. I will probably pick up Black Kingdoms though.

Is there any info in the above that I would need to add to those lists? If not, and you want a copy, let me know.
 
I hope that you have The Road of Kings, as I find this an absolute Reference Must, for designing Conan scenarios/ rules ...

I haven't got around (yet) to getting myself Atlantean Edition - but I have the Sons Of Cimmeria order form ..... (Next Pay then).
 
New Spell

Blade of Power [Advanced Spell of the Elemental and Forces Sphere]
Power Point Cost: 2
Casting Time: One round [6 seconds]
Range: Touch
Target: One weapon
Duration: One minute/level of Scholar
Saving Throw: None
Prerequisites: Witchlight, four ranks of Knowledge (arcana), Base Attack Bonus of +1 or higher, Magic Attack Bonus +1 or higher
Magic Attack Roll: DC 15

Also known as flaming blade makes one weapon touched by the caster wreathed in elemental energy harmless to wielder but deadly to those he strikes. While fire is the most commonly chosen energy; lightning, ice and electricity are also possible.

The weapon thus affected can do damage as it was a Primal weapon [i.e. damage creatures normally immune to non-silver or non-enchanted physical damage, ignore non-supernatural DR, etc.] It also gives a +1 enchantment bonus to attack and damage.

Note that if the weapon is not Akbitanan steel or previous enchanted it will consumed by the energies running through it, disintegrating at the end of the spell’s duration.
 
New Spell

Summon Mist [Advanced Spell of the Elemental and Forces Sphere]
Power Point Cost: 1
Casting time: One round [6 seconds]
Range: Close [25 ft + 5 ft/level of Scholar]
Target: A volume of air not exceeding ten cubic yards/level of Scholar
Duration: One minute/level Scholar
Saving Throw: None
Perquisites: Create air, three ranks of Knowledge (arcana), two ranks Knowledge (nature), two ranks Sleight of Hand
Magic Success: DC 12

A simple spell designed to provide quick concealment or to baffle foes, summon mist is a common spell for those who seek to make quick exits. The spell creates a thick fog indistinguishable from ordinary mists and vapors. The mist blocks all vision, providing complete concealment to all those within or behind it- including the caster. The cloud is stationary at its point of origin, even in the presence of winds. Movement within the cloud can be difficult and horses dislike the unnatural feel of the mists. Ride and Balance checks may be necessary to move within the cloud, depending on the terrain the cloud conceals.
 
New Spell

Healing, basic [Advanced Spell of the Life and Nature Sphere]
Power Point Cost: 1-3
Casting Time: One full round
Range: Touch
Target: One living individual
Duration: Instant
Saving Throw: None
Perquisites: Healing, minor; two ranks of Knowledge (arcana), six ranks of Heal, Magic Attack Bonus +1 or higher
Magic Success DC: 11 + number of PP used in the spell

Basic Healing is a spell used by few but the desperate or those with more Power Points than health remaining. The spell floods the target with a massive amount of life energy, attempting to force the body to heal rapidly. Such unnatural cellular growth though comes at a price. Without the time to set properly most injuries simply reopen, though often in a less severe state. The net result is that the spell’s recipient receives 1d4 + the sorcerer’s Charisma bonus hit points [minimum 1] per Power Point expended, up to a maximum of three Power Points. Note that this spell cannot give a character more health than their natural maximum total. Any health recovered in excess of that is simply lost.

Since natural healing in the Conan system is much more effective in the long term, this spell is usually used by only those without the time necessary to let their bodies recover.
 
Revised Spell

Death Touch [Advanced Spell of the Death and Destruction Sphere]
Power Point Cost: 4
Casting Time: One standard action
Range: Touch
Target: One living creature
Duration: Instant
Saving Throw: Fortitude, partial
Perquisites: Desiccating Touch, eight ranks of Knowledge (arcana), eight ranks of Heal, Base Attack Bonus of +2 or higher, Magic Attack Bonus of +4 or higher
Magic Success DC: Sets Fortitude save DC

A spell designed for the ultimate in touch attacks, Death Touch is designed to slay a living opponent by flooding him or her with the raw power of Death itself. The caster must make a successful touch attack against their target. If successful, the caster makes a Magic Success roll opposed the target’s Fortitude save. If the caster equals or beats the target’s save, the target dies instantly, usually shriveling into a blackened corpse or bearing the black imprint of the caster’s hand. If the target saves the raw force of the spell causes them to take 5d6 points of damage and be stunned [e.g. suffer –2 to all attack rolls, saving throws and skill checks] for one round for each level of Scholar the caster possesses as the target’s body attempts to recover from the horrifying experience.

Note that this spell has no effect on Outsiders, Undead, Constructs or any other unliving target.

[Note that yes, this spell is less powerful than the original version, but in the interest of game balance I felt that the original version was too powerful to begin with. The spell is still quite effective with the Opportunistic Sacrifice Feat though and it is a staple of my role playing group when playing at high levels]
 
New Spell

Spirit Ward, personal [Advanced Spell of the Blessing and Protection Sphere]
Power Point Cost: 2
Casting Time: One minute
Range: Self
Target: Self
Duration: One hour/level of Scholar
Saving Throw: Special
Perquisites: Forbiddance, Four ranks of Knowledge (arcana) or two ranks Knowledge (Outsiders), Magic Attack Bonus of +1 or higher
Magic Success Roll: 14 and see below

A common spell among those who may come in contact with supernatural creatures, this spell is designed to protect against Outsiders from this realm or another. To successfully place the wards about their person, the caster must succeed in a DC 14 Magic Success Roll. If such a being wished to touch, attack, cast a spell upon or otherwise directly affect the caster, they make a opposed Will save or Magic Success Roll [whichever is higher] against a Magic Success roll made by the caster. If the caster wins such a contest, the attempt fails and the Outsider takes a point of damage for each level of Scholar the caster possesses. If the Outsider wins such a roll, whatever action the Outsider desired occurs and the ward is destroyed and the spell’s effect ended, exposing the caster to further attention of whatever Outsiders may be present.

Note that this spell does not prevent an Outsider from affecting the caster indirectly such as destroying a wall so it will topple onto the caster or flooding a room the caster is in with poisonous gas. No protection is fool proof…..
 
New Spell

Veil, personal [Advanced Spell of the Blessings and Protections Sphere]
Power Point Cost: 2
Casting Time: One minute
Range: Self
Target: Self
Duration: One hour/level of Scholar
Saving Throw: None
Perquisites: Ward, personal, three ranks of Bluff, five ranks of Knowledge (arcana), two ranks of Hide, two ranks of Move Silently, Magic Attack Bonus +1 or higher
Magic Success Roll DC: 13

Personal veil is a spell said to originate from the clergy of Bel, though it has found its way into the hands of a great many sorcerers seeking to escape the magical sight of their enemies. Like all veil spells, the intent is to cloak the magical aura of the caster, making him or her invisible to all forms of magic detection, though he or she is still visible by the normal senses. This spell protects from all Communication and Divination spells from whatever source that target the caster directly or indirectly. Thus prediction would fail to take into account the caster’s actions, find the path would be unable to find the caster or anything he or she possessed on their person. The caster’s companions on the other hand could be subject to such spells unless they also possessed such protection.

In addition, the spell cloaks the caster’s true nature from other forms of detection. For example a vampire under a veil spell would be seem a living being to the caster of corpsesight or a sorcerer would seem a normal person by use of sorcerous sight, sense power, second sight or another similar spell.

To pierce the veil about the caster, another sorcerer or other magical being must make a Sense Motive skill check opposed by the caster’s Bluff check. Both the caster and the one seeking to penetrate add their Magic Attack Bonus to the roll. If the veil’s caster rolls equal or higher, the other being fails to penetrate the veil and believes that the sorcerer is what they appear to be. If the veil’s caster rolls lower, the other being successfully perceives the caster for they are. What the other being’s actions are dependant on that individual’s nature and desires.
 
New Spell

Counterspell [Advanced Spell of the Blessings and Protection Sphere]
Power Point Cost: 2
Casting Time: One standard action
Range: Close [25 ft + 5ft/level of Scholar]
Target: One magical spell or effect
Duration: Instant
Saving Throw: None
Perquisites: Six ranks of Knowledge (arcana), Magic Success Bonus +1 or higher
Magical Success Roll: Special

A crude but effective spell know to most sorcerers counterspell is designed to interrupt the magical effects of another form of sorcery. To use the spell, the caster must target one magical spell or spell like effect. The caster then makes an opposed Magical success roll against the target spells’s caster whether he or she is present [or even alive] or not. If the sorcerer casting the counterspell wins the opposed roll, the spell or spell like effect is interrupted. If the spell or like effect is temporary, then it destroyed and the effect of the spell ends immediately. If the spell or spell like effect is of Permanent duration, it is interrupted for the duration of one minute per level of Scholar the caster has. If the sorcerer casting counterspell fails the roll, the counterspell fails to have any effect and the spell or spell effect continues uninterrupted.

While the spell is normally used to counter already existing magic, counterspell can be used to destroy a spell as it is being cast. The sorcerer casting counterspell must have a higher initiative than the one casting the targeted spell or spell like effect and Hold Action. When the spell or spell like effect is cast, the original sorcerer casts counterspell and an opposing Magical Success Roll is made between the two sorcerers. If the sorcerer casting counterspell wins the contested roll, the spell is neutralized and never takes effect. If the sorcerer casting counterspell loses the spell or spell like effect takes place as normal.

Note that in the above example, it is possible to counter counterspell itself. 8)
 
New Spell

Ward Other [Advanced Spell of the Blessings and Protections Sphere]
Power Point Cost: 2
Casting Time: One minute
Range: Touch
Target: One creature
Duration: One hour per level of Scholar
Saving Throw: None
Perquisites: Ward, personal, six ranks Knowledge (arcana), magic attack bonus +2 or higher
Magic Success Roll: DC 15

This spell acts as ward, personal save that the spell may be cast on individuals other than the caster themselves. Note that when the ward seeks to protect the one it is cast on, the opposed Magic Success roll is made against the ward’s caster, not the one the ward is protecting.
 
New Spell

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

Power Point Cost: 2/creature affected
Casting Time: One minute
Range: Close [25 ft + 5ft/leve of Scholar]
Target: One or more creatures
Duration: Five minutes/level of Scholar
Saving Throw: None
Perquisites: Good fortune, minor, four ranks of Knowledge (arcana), two ranks of Perform (ritual), magic attack bonus +2 or higher
Magical Success Roll: DC 9 + 1 for each creature affected

Minor good fortune is a spell designed to give the blessing of fortune to the those the sorcerer designates. A common spell to be used before the advent of a battle or less lethal competition, the spell gives all those affected a +1 morale bonus to all attack rolls, saving throws and skill checks for the duration of the spell.
 
Revised ability

Final Strike [was ‘Defensive Blast’]

[Note- this is the second version of this effect I have created, but I am still tinkering with the effect in gameplay. Let me know what you think might be an improvement]

Final Strike is an optional set of rules designed to replace the Defensive Blast ability of sorcerers. It is available at the first level of Scholar and thus is not usable by Dabblers or creatures with spell like powers.

Sorcerers have access to the arcane forces with themselves and from sources unfathomable to the vast majority of humanity. Normally, they must handle this power with care, controlling the flow so as not to burn out their mortal bodies with the vast and powerful fields of power they manipulate through themselves. In desperate times and need though, a sorcerer may have no choice but to upset this delicate balance and tap the raw uncontrolled forces of magic unchecked.

When executing a Final Strike, a sorcerer releases all the Power Points he or she currently possesses into one spell or spell like effect. This power can take a number of options.

1) Final Retribution The classic version of Final Strike, the sorcerer channels the raw force of magic into destructive effect. The type of power is determined by the primary Spheres of Power utilized by the sorcerer. For example necromancer skilled primarily with the Death and Destruction Sphere would produce a black energy that sucked the life force out of those affected, a elementalist with Elements and Forces with a knack for fire would create the classic fireball and a practitioner of Life and Nature would create swarms of vicious insects and animate vines to choke the life out of people and devour inanimate structures,

The sorcerer utilizing Final Retribution must select a target area for this effect. The sorcerer must make a ranged touch attack against a target area. All areas has a base DV of 10 and the effect has an effective range increment of 10 feet. Targeting your own position is an automatic success of course. If the ranged touch attack roll hits, the area targeted is the center of the effect. If it misses, the target of the effect is an area within 20-120 [2d6 x 10] feet away in a random direction.

Once the target of the effect is determined, the effect begins. Final Retribution is an unchecked flow of power designed to rip apart the very primal pattern of the world around it. The effect lasts for 1 round per Power Point expended by the sorcerer. In the first round all creatures, objects and structures at the targeted area receive 1d6 points of Primal [i.e. ignores all non magical DR and Hardness]
damage. [Living creatures may make a Fortitude save to halve the damage to a minimum of 1] Each round thereafter for the duration of the effect, the effect spreads outward in a 10’ radius affecting all within that area with 1d6 additional points of damage each round. [Save for half as above] The affected area continues to expand an additional 10’ each round until the effect ends. Note that swiftly thinking [and moving] creatures can move to escape the effect once they are aware of it, though most immobile creatures, structures and landscaping will likely be devastated.

This effect is the source of the ‘castle falling about the hero’s ears after he kills it’s master’ cliché and is likely inspired by Sauron’s death scene at the beginning of Fellowship of the Ring. The end result is more damage over the original version, but at a slower rate that allows characters a better chance at survival. Immobile characters, structures and objects at the center of the effect will likely be pulverized when enough PP is expended.

2) Final Curse Another option is for the sorcerer to channel all their Power points into a long lasting ‘Death Curse’. The sorcerer chooses a spell from the Blight and Curses Sphere of Power [or with the GM’s approval, a spell from another sphere if deemed appropriate] and empower it. The sorcerer must have at least enough PP remaining to cast the spell normally. The spell is cast immediately on a applicable target of the sorcerer’s choice.

If the sorcerer has PP in excess of the spell’s normal cast, they can use the excess PP to make the effect stronger. For each PP in excess of the regular cost, the sorcerer can choose to add +1 to their Magic Success Roll, extend the duration of the spell 25% or add 10 ft to the range of the spell to affect someone normally out of the range of the spell. [Note that Touch range spells have a effective range of zero and may be boosted in the last example] If the there is enough PP to cast the spell again, the caster may designate another target to affected by the spell as well as if it had been cast separately at them. [Note that in this case, the Rule of Success allows the caster to only need one half the PP cost the curse on the second and subsequent targets if successfully cast on the first] The caster may keep recasting the spell on additional targets so long as they have PP left.

Note that the above options are only available for a sorcerer committing a Final Strike. At no other time may the sorcerer extend the effect of their spell without the appropriate Feat and/or environmental effect.

3) Final Spell As above the sorcerer can channel all their Power Points into a spell, but in this case, the spell need not be a curse. In this case, the sorcerer may modify spell using the same options as given in ‘Final Curse’ above within reason. GMs would have to decide what effects would appropriate, A sorcerer using a boosted summon undead horde to create a large mass of hungry, uncontrolled Risen Dead is very appropriate. Using it to create a long lasting witchfire effect is just silly.

4) Final Gift Not all sorcery is dark, nor all sorcerers power mad imbeciles with childhood issues. Heroic sacrifice is a cornerstone of fantasy fiction, even in the Hyborian Age, A sorcerer may channel their Power to create a beneficial effect such as a healing spell, a final prophetic vision or communicate a dire warning with the Communication and Divination sphere or to give another character a +1 bonus to an attack roll, saving throw or skill check. In addition they can pick a spell from the Blessings and Protections Sphere to act as a ‘final blessing’ which can be boosted in the manner of Final Curse above.

With the GM’s approval create a less ‘rule-orientated’ effect like creating a spring from bare rock that acts as a minor healing spell to those who drink it, fertility and prosperity to an area for years to come or to bind themselves to the material world as a Guardian Spirit ala Obi Wan Kenobi. [In the case of the last option, the spirit becomes a NPC controlled by the GM]

The Price
Final Strike is usually as final as the term suggests. Channeling uncontrolled energy threatens to tear apart the body and soul and often kills the sorcerer using it. To survive the use of a Final Strike effect, the sorcerer must make a successful Fortitude saving throw against a DC equal to 10 + the amount of PP expended. If failed the sorcerer dies immediately. If the saving throw is successful, the sorcerer is reduced unconscious, at 0 hp and to 1 in all attributes and must recover naturally. [Note- If the sorcerer somehow managed to use Final Strike at below 0 hp, Final Strike automatically kills them.]

Further more if the sorcerer rolls exactly the DC of the saving throw they survive but the metaphysical stress placed on them has destroyed their ability to use magic forever. They retain their magical knowledge and can train others, but can never cast a spell or hold PP in their lifetime without legendary difficult measures. [The quest required to recover powers lost in this manner would make a good adventure in itself 8)]

Fatal Strike

As a further option, a sorcerer may choose to automatically fail their Fortitude check [and thus die] to add their lifeforce to the Final Strike. The effect is as if the sorcerer sacrificed themselves to provide PP to the Final Strike effect. A sorcerer who lacks the Ritual Sacrifice Feat gains 1 PP for each 8 hp they have remaining, while one with the feat gains a PP for each 4 hp they possess at the time. Bleed Dry provides the usual effect- the sorcerer may utilize the 10 hp between 0 and –10 in the effect, but few sorcerers would have the time [or be crazy enough] to utilize the Tormented Sacrifice Feat on themselves 8).
 
New Spell

Endless Rest [Advanced Spell of the Banishment and Summoning Sphere]
Power Point Cost: 2
Casting Time: One hour
Range: Close 25 ft + 5 ft/level
Target: One unliving boby
Duration: Permanent
Saving Throw: Special
Perquisites: Forbiddance, [/I]Spirit Ward[/I], four ranks Perform (ritual) and the Priest Feat.
Magic Success Roll: DC 15 and a separate Perform (ritual) DC of 10

A spell common to the haunted lands of Hyboria, this ritual is designed to facilitate a soul’s passage into the Underworld and prevent their body from being used a vessel for an unclean spirit. [Some cultures cremate the body after a successful casting just to be sure]

The hour long ritual comes in many forms for the cultures of the Hyborian Age, but the end result is the same. The body the spell is cast on may not be animated by raise corpse or similar spell or spell like effect or inhabited by a Outsider or Undead. Furthermore, the person’s wraith cannot be summoned by summon entity spell or like spell. The creature’s spirit has passed fully beyond the mortal realm.

If the body is already inhabited by a spirit or if the now dead creature has already formed a ghost or similar undead form than the spell can be used to send the spirit or ghost onward. [The body if animated it may have to be restrained for the spell to be cast on it though 8)] In this case, the spirit or ghost connected to the targeted body makes a Willpower save opposed by the caster’s Magic Success Roll. If the sorcerer wins the opposed roll, the spirit or ghost is expelled from this world and the body is protected from reanimation as described above. If the caster fails, the spirit or ghost is unaffected, but the spell may be recast again. [The spirit or ghost may have something to say about that though 8)]

Note if cast upon a ghost directly this spell has no effect- the deceased remains [or what is left of them] must be available. Also, if a ghost wishes to be pass on, they can voluntarily fail this roll.
 
New Spell

Veil Another [Advanced Spell of the Blessings and Protection Sphere]
Power Point Cost: 3
Range: Touch
Target: One living creature
Duration: One hour per level of Scholar
Saving Throw: None
Perquisites: Personal veil, five ranks Bluff, two ranks Disguise, seven ranks Knowledge (arcana), three ranks of Hide and Move Silently, Magic Attack Bonus of +2 or higher
Magic Success Roll: DC 18

This spell is identical to personal veil save that it can be cast on an individual other than the caster. Note that those attempting to pierce the veil make opposed rolls against the caster of the spell, not the person the veil protects.
 
New Spell

Unspoken Thoughts [Advanced Spell of the Body and Mind Sphere]
Power Point Cost: 2
Casting Time: One full round
Range: Close [25 ft + 5 ft per level of Scholar]
Duration: Five minutes per level of Scholar
Target: One thinking creature within range of the spell
Saving Throw: Special
Perquisites: One basic spell of the Body and Mind Sphere, two ranks Knowledge (arcana), four ranks of Sense Motive, Magic Attack Bonus of +1 or higher
Magic Success Roll: DC 12

A spell designed to read the surface thoughts of a person near to the caster, unspoken thoughts is the ultimate eavesdropping experience. The caster can hear the thoughts as whispers in their mind if whatever the target is thinking of at the time. Language is no barrier to this communication- the caster hears the thoughts in their native tongue

If a target is aware of the intrusion, they can attempt to prevent the caster from hearing their thoughts. To become aware of the intrusion, the target must make a Sense Motive roll against the caster’s Bluff skill. Both of them add their Magic Attack bonus to the roll as well. If the target wins the contest the target is aware that someone is listening to their thoughts, but may not be aware who is doing it if the source is not obvious.

The target then may try to conceal their thoughts. The target makes a Willpower saving throw each round they are trying conceal their thoughts. The caster of unspoken thoughts must make a Magic Success roll with a DC equal to the Willpower save. Success allows them to listen into the target’s thoughts that round. Failure means the target has successful concealed their thoughts and the caster hears nothing for that round.

Casting the spell requires only Magic Success Roll of DC 12. If the target is protected by a mindshield, veil or ward though, they must pierce the protection to hear the target’s thoughts. In the case of a mindshield the caster of unspoken thoughts must make a Magical Success roll opposed by a Concentration roll made by the target to penetrate the mindshield. In the case of other protective spells, the caster of unspoken thoughts must make an opposed Magical Success roll against a Magic Success roll of the caster of the magical protection to penetrate the defenses.

Note: If the target of this spell has more Corruption points than the caster, the vile and terrible images within the target forces the caster to make a Corruption check every five minutes of contact with the target’s mind.
 
New Spell

Visage of Terror [Advanced Spell of the Enchantment and Illusion Sphere]
Power Point Cost: 2
Casting time: One full round
Duration: One minute per level of Scholar
Target: Self
Saving Throw: Will [see below]
Perquisites: One basic spell of the Enchantment and Illusion Sphere, two ranks Knowledge (arcana), four ranks Intimidate
Magical Success Roll: DC 10

A common spell designed to terrify the weak willed, visage of terror alters the caster’s appearance into a twisted, horrific mockery of their true self. Note that the spell does not transform the caster in anyway, but merely projects an illusion about them. While under the effect of this spell, the caster produces Terror of the Unknown as if they were a supernatural creature with Hit Dice equal to the number of levels of Scholar the caster possesses.
 
Revised Spell

Entrance [Advanced Spell of the Enchantment and Illusion Sphere]
Power Point Cost: 0
Casting Time: One standard actioon
Range: Evil Eye
Target: One creature
Duration: Concentration
Saving Throw: Will
Perquisites: Charm, four ranks of Bluff, four ranks of Concentration, Magical Attack bonus of +1 or higher
Magic Success Roll: Set’s DC target’s Will save

Save for the changes above and the fact it is now considered an Advanced spell, this spell is as described in Mongoose Publishing basic Conan system.
 
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