sbarrie
Mongoose
I replaced the rules for defensive blasts a while ago in my campaign, instead opting for school-specific blasts. I felt they better reflected the Hyboria I grew up reading. I tested them for a bit, then lost the rules (lost my portable hard drive, and can't find any hard copies). I've redone them today from scratch.
Sorcerers gain the ability to use the blast associated with each of their domains. They lose the fiery blast from main book. Each blast requires the sorcerer have a minimum number of power points to activate.
All of a sorcerer's power points are expended in any Defensive Blast.
(PP = # of Power points expended)
Cosmic – Catatonia and Madness
As you speak, you direct maddening cosmic truths directly into your targets' minds.
20' radius. Will save vs DC 15+PP. If failed, targets become Fascinated for as long as the sorcerer concentrates. Each round they remain Fascinated, the target loses 1d6 points of Wisdom. If the Will save is successful, no effect.
Minimum PP: 8
Curses – Word of Ruin
A short, exhausting curse which hopefully plagues your attacker until their death.
5' range. Will save vs DC 15+PP or suffer -1 per PP to all attack and skill rolls. New save every day to shake effects. This may be readied as a move action instead of a standard action.
Minimum PP: 3
Divinations – Vision of Death
Images of your opponents' fates are sent directly into their minds.
10' radius. Will save vs DC 15+PP. If the save is failed, the target is Frightened for 1d6 rounds, and then Shaken for 1 day per PP and may not spend Fate Points to be left for dead during this time. If successful, Shaken for 1d6 rounds.
Minimum PP: 5
Hypnotism – Utterance of Lethe (Utterance of Oblivion?)
Your will completely pushes your target's aside, leaving them characterless.
5' range, single target makes Will save vs 15+PP or becomes Confused for 1d20 rounds. After that time they may make a second save at +1, or they become amnesiac for 1d20 days. Another save is allows every d20 days with a cumulative +1 to roll. This may be readied as a move action instead of a standard action.
Minimum PP: 8
Immortality – Unleash the Beast
After battling your corruption for decades or longer, you purposely succumb to it.
For one hour, the sorcerer gains 1 Str, 1 Con and 1 Dex per PP, and morphs into an inhuman monster. In addition, gain a natural attack which inflicts 1d8 damage. If more than 10 PP are expended, the sorcerer may choose a specials ability, such as increasing to Large size. The sorcerer also permanently gains one corruption per two PP.
Minimum PP: 5
Nature Magic – Lycanthropy
You inflict those around you with a horrible curse.
10' radius. Will save vs DC 15+PP. If failed, victims are permanently inflicted with lycanthropy
Minimum PP: 8
Necromancy – Billowing Blight.
A dark cloud centered on you leaves others weak and sick.
10' radius cloud. Victims lose 1 Str/PP immediately and makes Fortitude save vs DC 15+PP or lose 1 Con/PP and becomes Nauseated for 1d6 rounds .
Minimum PP: 5
Prestidigitation – Explosive Expulsion
A flick of the hand sends your foes flying.
5' radius. All targets are thrown 10' per PP and suffer 1d6 damage per PP, plus Stunned for 1 round. If a fortitude save vs DC 15+PP is successful, target only falls prone and takes no damage. Large targets ignore first 4 PP, Huge ignore first 8 PP. This may be readied as a move action instead of a standard action.
Minimum PP: 5
Sea Witch – Drown
You fill your target's lungs with salt water.
10' range, single target makes a Fortitude save vs DC 15+PP or lose 1 Con/PP. A successful save leaves the target Staggered for one round.
Minimum PP: 5
Summoning – Cast into Hell
You open a rift into another realm, which draws all living things within a 10' radius into it unless they make a Fortitude save vs 15+PP. If failed, the target is lost to this world. The sorcerer must make a Will save vs. the save DC or also be drawn in.
Minimum PP: 10
Wards – Arcane Riposte
You can attempt to weaken another sorcerer's power.
5' range, Will save vs 15+PP+Magic Attack Bonus, or target sorcerer loses PP equal to your PP.
Minimum PP: 1
Weather Witching – Heaven's Wrath
A lightning bolt from the sky inflicts 1d6/PP in a 10' radius centered around yourself. Those in the area may make a Reflex save vs DC 15+PP to take ½ damage and be Deafened for 1d6 rounds. Otherwise they are Deafened and Blinded for 1d6 rounds. The sorcerer must make a Will save vs DC 10+PP or suffer the same effect as their victims.
Minimum PP: 5
Sorcerers gain the ability to use the blast associated with each of their domains. They lose the fiery blast from main book. Each blast requires the sorcerer have a minimum number of power points to activate.
All of a sorcerer's power points are expended in any Defensive Blast.
(PP = # of Power points expended)
Cosmic – Catatonia and Madness
As you speak, you direct maddening cosmic truths directly into your targets' minds.
20' radius. Will save vs DC 15+PP. If failed, targets become Fascinated for as long as the sorcerer concentrates. Each round they remain Fascinated, the target loses 1d6 points of Wisdom. If the Will save is successful, no effect.
Minimum PP: 8
Curses – Word of Ruin
A short, exhausting curse which hopefully plagues your attacker until their death.
5' range. Will save vs DC 15+PP or suffer -1 per PP to all attack and skill rolls. New save every day to shake effects. This may be readied as a move action instead of a standard action.
Minimum PP: 3
Divinations – Vision of Death
Images of your opponents' fates are sent directly into their minds.
10' radius. Will save vs DC 15+PP. If the save is failed, the target is Frightened for 1d6 rounds, and then Shaken for 1 day per PP and may not spend Fate Points to be left for dead during this time. If successful, Shaken for 1d6 rounds.
Minimum PP: 5
Hypnotism – Utterance of Lethe (Utterance of Oblivion?)
Your will completely pushes your target's aside, leaving them characterless.
5' range, single target makes Will save vs 15+PP or becomes Confused for 1d20 rounds. After that time they may make a second save at +1, or they become amnesiac for 1d20 days. Another save is allows every d20 days with a cumulative +1 to roll. This may be readied as a move action instead of a standard action.
Minimum PP: 8
Immortality – Unleash the Beast
After battling your corruption for decades or longer, you purposely succumb to it.
For one hour, the sorcerer gains 1 Str, 1 Con and 1 Dex per PP, and morphs into an inhuman monster. In addition, gain a natural attack which inflicts 1d8 damage. If more than 10 PP are expended, the sorcerer may choose a specials ability, such as increasing to Large size. The sorcerer also permanently gains one corruption per two PP.
Minimum PP: 5
Nature Magic – Lycanthropy
You inflict those around you with a horrible curse.
10' radius. Will save vs DC 15+PP. If failed, victims are permanently inflicted with lycanthropy
Minimum PP: 8
Necromancy – Billowing Blight.
A dark cloud centered on you leaves others weak and sick.
10' radius cloud. Victims lose 1 Str/PP immediately and makes Fortitude save vs DC 15+PP or lose 1 Con/PP and becomes Nauseated for 1d6 rounds .
Minimum PP: 5
Prestidigitation – Explosive Expulsion
A flick of the hand sends your foes flying.
5' radius. All targets are thrown 10' per PP and suffer 1d6 damage per PP, plus Stunned for 1 round. If a fortitude save vs DC 15+PP is successful, target only falls prone and takes no damage. Large targets ignore first 4 PP, Huge ignore first 8 PP. This may be readied as a move action instead of a standard action.
Minimum PP: 5
Sea Witch – Drown
You fill your target's lungs with salt water.
10' range, single target makes a Fortitude save vs DC 15+PP or lose 1 Con/PP. A successful save leaves the target Staggered for one round.
Minimum PP: 5
Summoning – Cast into Hell
You open a rift into another realm, which draws all living things within a 10' radius into it unless they make a Fortitude save vs 15+PP. If failed, the target is lost to this world. The sorcerer must make a Will save vs. the save DC or also be drawn in.
Minimum PP: 10
Wards – Arcane Riposte
You can attempt to weaken another sorcerer's power.
5' range, Will save vs 15+PP+Magic Attack Bonus, or target sorcerer loses PP equal to your PP.
Minimum PP: 1
Weather Witching – Heaven's Wrath
A lightning bolt from the sky inflicts 1d6/PP in a 10' radius centered around yourself. Those in the area may make a Reflex save vs DC 15+PP to take ½ damage and be Deafened for 1d6 rounds. Otherwise they are Deafened and Blinded for 1d6 rounds. The sorcerer must make a Will save vs DC 10+PP or suffer the same effect as their victims.
Minimum PP: 5