"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Splat. Show all posts
Showing posts with label Splat. Show all posts
Monday, March 26, 2012
AD&D 2e Arms and Equipment Guide, Bestow Essence
The 2e Arms & Equipment Guide (DMGR3) is one of both the most informative and at the same time least useful of the "splat" books. The information contained in the book is accurate and informative but the book does not really offer much more than the information. The image of the book I have does not have the DMGR3 designation on it so I am not sure what printing of the book this actually is. In the end I am not sure it matters unless there is some level of rarity that comes into plae and I sort of doubt that. As I said the book is useful in the information it provides but at the same time it is merely that....an informative text. In 1991 when the book was initially published that might have been enough. In the world of Wikipedia and Google finding out the difference between splint mail, banded mail and ring mail can be found easily enough and quicker than going to the book shelf to get this.
Published: 1991
Pages: 128
From the back of the book:
At one time or another every Dungeon Master faces questions like "What's the difference between banded mail and splint mail?" and "What do all these pole arms look like?" The DM and players alike will be thrilled to find answers to these and other equipment questions all in this book, the Arms and Equipment Guide. Lavishly illustrated, this book provides valuable descriptions and diagrams for a variety of armors, weapons and barding, as well as important items of clothing and equipment. This is the essential volume for the well-equipped character!
Spell:
Bestow Essence
Level: Eighth
Range: Touch
Duration: Instantaneous
Area of Effect: Creature Touched
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
With the casting of this spell the magic user bestows the target of the spell with a portion of their life essence. The gift is great but comes with a hefty cost to the caster in what they have to give up.
The casting of this spell will grant the recipient a number of hit points equal to twice the caster's level. In addition to the hit points it will halt and damage or other detrimental effects for a number of turns equal to the caster's level. In addition to all of this the spell will also keep the target from dying do an any current affects for a period of time equal to the caster's level in hours. This will affect damage from items such as poisons and wasting diseases but it will not prevent damage from new sources such as combat and/or spells.
This boon does not come without a cost to the caster though. When the spell is complete the caster is required to make a system shock check and if this fails they will fall into a coma like state for 2d6 rounds. In addition to this and even if the roll is made they will suffer 2d6 points of damage with no save allowed. Finally and most dramatically the caster will be dropped to the next lowest level of experience. If their roll was made this will be to the halfway point and if not the the very beginning.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Thursday, January 12, 2012
Wizards & Rogues of the Realms, Miser's Bane
Wizards and Rogues of the Realms is not what I thought it was going to be when I first saw it way back when. I was under the assumption that it was going to be along the line of a Rogues Gallery type of item. I remember thinking to myself why they would have broken out just two classes for the book. I made the assumption that it was just to sell more books.
The book is just what most of the other "splat" books are. The book outlines different kits for Wizards and Rogues in the Forgotten Realms. The majority of the book (maybe two thirds or more) is dedicated to wizards. Each portion takes a look at the class as they would exist in nations inside the Realms.
There are also two new classes described. For wizards it is the Spellsinger and for rogues it is the Shadow Walker. I will need to be honest and say that I can't see me allowing either of these into any campaign I would run. The Spellsinger is so open to abuse that they address that inside the description of the class. The Shadow Walker is does not suffer from being over powered it is just a modified MU/Thief that does not need to split experience. It loses some of the thief abilities and has a lower spell count. I am not sure the other abilities make it a fair trade.
The space spent on the new classes is small though. The vast majority of the book is going over the new class kits available for each of the nations in Faerun. There are some nice variations on the classes mixed in among the huge number of variants. I think that even though I would never use it as I would not find a reason to use the setting there are some things that can be extracted for external use.
Published: 1995
Pages: 128
From the back of the book...
From Waterdeep to Thay, from the great Galcier to Calimshan, wizards and rogues dress, think, and behave in ways that tell the learned observer just where they hail from. Sometimes the differences are obvious - anyone can distinguish a seafaring mage from a turban-crowned spellcaster, or a thief of Lantan from a burglar of Amn. But often, appearance gives no clue: even wizards and rogues of the Dalelands vary from Dale to Dale, though one may look the same as another.Faerunians are fiercely proud of their heritage, and they carry their native traits with them wherever they go.
Within these pages are dozens of kits designed to help players in a Forgotten Realms campaign discover their characters' roots and reflect them in role-playing. Special benefits and disadvantages related to each particular home town or territory allow players to create unique kits that can be applied to mages, specialist wizards, and rogues, and they can even be layered over other kits. As a bonus, two new player character subclasses have been included: the intriguing spellsinger and the stealthy shadow walker.
Spell:
Miser's Bane
Level: Fourth
Range: 12"
Duration: Instantaneous
Area of Effect: One Target
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Special
This spell allows the magic user to inflict damage onto those who have the misfortune of carrying around more wealth than they should. The spell allows the victim an option to avoid some of the damage though at a cost.
When this spell is cast the magic user will compare the amount of coins that they have on their person versus that of what the target of the spell is carrying. For each type of coin that the target has in excess of the caster they will suffer a varying amount of damage. The dice used for each type of coin is below:
Copper - 1d4
Silver - 1d6
Electrum - 1d8
Gold - 1d10
Platinum - 1d12
In addition to the dice the caster will also cause 1 point per level they posses. The victim is not entitled to a saving through unless the caster elects to allow it. The caster can in advance elect to allow the victim a save. If this is done and the save is made then any wealth in excess is immediately teleported to the casters person and the victim takes half the damage they would have. If the save fails then they take full damage. The caster must declare the option before rolling the damage.
The material component of this spell is one coin of each type that the caster will use to compare wealth against. If the caster does not have a coin of the appropriate type it is not used. These coins are destroyed with the casting of the spell and do not count against the totals when being compared.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The book is just what most of the other "splat" books are. The book outlines different kits for Wizards and Rogues in the Forgotten Realms. The majority of the book (maybe two thirds or more) is dedicated to wizards. Each portion takes a look at the class as they would exist in nations inside the Realms.
There are also two new classes described. For wizards it is the Spellsinger and for rogues it is the Shadow Walker. I will need to be honest and say that I can't see me allowing either of these into any campaign I would run. The Spellsinger is so open to abuse that they address that inside the description of the class. The Shadow Walker is does not suffer from being over powered it is just a modified MU/Thief that does not need to split experience. It loses some of the thief abilities and has a lower spell count. I am not sure the other abilities make it a fair trade.
The space spent on the new classes is small though. The vast majority of the book is going over the new class kits available for each of the nations in Faerun. There are some nice variations on the classes mixed in among the huge number of variants. I think that even though I would never use it as I would not find a reason to use the setting there are some things that can be extracted for external use.
Published: 1995
Pages: 128
From the back of the book...
From Waterdeep to Thay, from the great Galcier to Calimshan, wizards and rogues dress, think, and behave in ways that tell the learned observer just where they hail from. Sometimes the differences are obvious - anyone can distinguish a seafaring mage from a turban-crowned spellcaster, or a thief of Lantan from a burglar of Amn. But often, appearance gives no clue: even wizards and rogues of the Dalelands vary from Dale to Dale, though one may look the same as another.Faerunians are fiercely proud of their heritage, and they carry their native traits with them wherever they go.
Within these pages are dozens of kits designed to help players in a Forgotten Realms campaign discover their characters' roots and reflect them in role-playing. Special benefits and disadvantages related to each particular home town or territory allow players to create unique kits that can be applied to mages, specialist wizards, and rogues, and they can even be layered over other kits. As a bonus, two new player character subclasses have been included: the intriguing spellsinger and the stealthy shadow walker.
Spell:
Miser's Bane
Level: Fourth
Range: 12"
Duration: Instantaneous
Area of Effect: One Target
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Special
This spell allows the magic user to inflict damage onto those who have the misfortune of carrying around more wealth than they should. The spell allows the victim an option to avoid some of the damage though at a cost.
When this spell is cast the magic user will compare the amount of coins that they have on their person versus that of what the target of the spell is carrying. For each type of coin that the target has in excess of the caster they will suffer a varying amount of damage. The dice used for each type of coin is below:
Copper - 1d4
Silver - 1d6
Electrum - 1d8
Gold - 1d10
Platinum - 1d12
In addition to the dice the caster will also cause 1 point per level they posses. The victim is not entitled to a saving through unless the caster elects to allow it. The caster can in advance elect to allow the victim a save. If this is done and the save is made then any wealth in excess is immediately teleported to the casters person and the victim takes half the damage they would have. If the save fails then they take full damage. The caster must declare the option before rolling the damage.
The material component of this spell is one coin of each type that the caster will use to compare wealth against. If the caster does not have a coin of the appropriate type it is not used. These coins are destroyed with the casting of the spell and do not count against the totals when being compared.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, July 18, 2011
CGR1 The Complete Spacefarer's Handbook, Mute
At heart I am a completist. This makes collecting a worse case scenario combination of OCD and money pit. I have stated before that I am not a fan of the splat books and yet I feel compelled to own all of them. There are some that are not as bad as others and some that transcend the "splat" effect.
There are then those that I have and will confess to other than perhaps flipping through when I bought them have never looked at even in the most cursory manner. The Complete Spacefarer's Handbook is one of those. Spelljammer is a game that I was never in love with as an idea and this is a supplement for it.
The lack of interest is fairly odd since I like the idea of Space 1889 and like Steampunk. Even then those are hard science fiction games or genres just set in different periods. There is also the fact that we have literary precedent for them with Wells, Verne and ERB. I think Spelljammer was the first of its kind. In the end I guess I like my sci-fi and my fantasy a little more distinct than this.
As I have said in the past there is usually something good that can be gleaned from almost any module, rulebook or accessory and I am sure this is the case with the Complete Spacefarer's Handbook. At some point I will round up all the Spelljammer stuff and float around the void with Githyanki and Mind Flayers but until then I think I will go find some kobolds to kill in the dungeon.
Spell:
Mute
Level: Third
Range: 6"
Duration: 4 Rounds
Ares Effect: One Creature
Components: S
Casting Time: 3 Segments
Saving Throw: Negates
Through use of this spell the magic user is able to cause the target to loose the ability to produce sound. This spell can be cast on any living creature to different effect.
The spell can be used to silence a single shrieker or even stop for the duration the wail of a Banshee. The real purpose of the spell though is to disrupt the ability of another spell caster. This spell will prevent spells from being cast provided that they have some verbal component.
When this spell is cast the victim is entitled to a saving through. If made they have prevented the spell from taking effect. If they were in the middle of casting a spell though this will have disrupted that spell. The spell is not lost but they will need to begin casting it again.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
There are then those that I have and will confess to other than perhaps flipping through when I bought them have never looked at even in the most cursory manner. The Complete Spacefarer's Handbook is one of those. Spelljammer is a game that I was never in love with as an idea and this is a supplement for it.
The lack of interest is fairly odd since I like the idea of Space 1889 and like Steampunk. Even then those are hard science fiction games or genres just set in different periods. There is also the fact that we have literary precedent for them with Wells, Verne and ERB. I think Spelljammer was the first of its kind. In the end I guess I like my sci-fi and my fantasy a little more distinct than this.
As I have said in the past there is usually something good that can be gleaned from almost any module, rulebook or accessory and I am sure this is the case with the Complete Spacefarer's Handbook. At some point I will round up all the Spelljammer stuff and float around the void with Githyanki and Mind Flayers but until then I think I will go find some kobolds to kill in the dungeon.
Spell:
Mute
Level: Third
Range: 6"
Duration: 4 Rounds
Ares Effect: One Creature
Components: S
Casting Time: 3 Segments
Saving Throw: Negates
Through use of this spell the magic user is able to cause the target to loose the ability to produce sound. This spell can be cast on any living creature to different effect.
The spell can be used to silence a single shrieker or even stop for the duration the wail of a Banshee. The real purpose of the spell though is to disrupt the ability of another spell caster. This spell will prevent spells from being cast provided that they have some verbal component.
When this spell is cast the victim is entitled to a saving through. If made they have prevented the spell from taking effect. If they were in the middle of casting a spell though this will have disrupted that spell. The spell is not lost but they will need to begin casting it again.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Saturday, July 9, 2011
The Quintessential Witch D20, Death Curse
As I may have mentioned previously my long term character has been a thief but if I had to pick a character I have always had the most interest in playing it would be the witch. It was Dragon #43 and then again #114 that presented us with the witch class. After the first I was intrigued and then after the latter I was sold on the want to play a witch.
The Quintessential series to me has always been a little too much in the power gaming camp for me to get fully behind. They are the 3.x or D20 answer to the second edition splat books which I also have not always liked for what they did to groups. Still as with most gaming products I can find useful stuff to mine and so I buy them.
The Witch offering in the series was most likely the first of these that I actively made a point of buying. The books presentation is well done and it offers enough information that could be used elsewhere be it in gaming or writing that I would never feel bad about having bought it.
The first real section covers most of what would be the stuff that would go under the class portion if this were being included in a core rule book. It also offers us background information on the witch history and also how they fit into society. The game statistic portion covers the advancement table, their spells and their features and allowable feats (it is 3.x after all).
The next two section are the Character Concept section and then the Prestige Witch. I combine the two because are so intertwined it is hard to separate them. These two sections cover over twenty pages of the book. I find them both equally interesting but the prestige section takes it to that next level that I guess is the core reason I most likely will never be a 3.x fan. I can understand adding some abilities bu changing the core hit dice or granting bonus spells at certain levels reeks of munchkin.
Tricks of the Trade is the next section and it offers some good information on skills that a witch might have that help off set them from the rest of society. This gives information on alchemy, craft (ceremonial items), divination skill, herbalism and fortune telling. The information on fortune telling is the most complete portion of this area. It offers advise on implementing it as a game mechanic and then quite a bit of information on the Tarot functionality itself.
The Witch Feats section presents a rather lengthy list of options feats that the Witch can take. Some of these are better than others and might go as far to again overpower the character. Many of these though are things that were presented in the Dragon Magazine offerings though so I can't criticize too much. Some are things that I would have thought would have been included in the concepts section though. Still it allows some level of uniqueness t the character.
Tools of the Trade, why it was not a chapter earlier though, is next. This may be the best section for use in other games that is in the book. The first, dealing with herbs, portion occupies most of the pages in the section. The old Bard Games "The Complete Alchemist" is still better but as far as herbs but this is a close second from what I can recall. This presents herbs though as items the witch consumes bringing it closer to potions. I see a huge role playing option here where the witch grows dependent on specific herbs which offers the GM a means to direct the adventure somewhat. The mundane items section is nice but could have been expanded upon to make it stand out as being memorable.
The Book of Shadows section covers spells that are new to the witch class as presented in this book. There are few lower level spells presented here and these offer some ideas that could offer some role playing opportunities. There are a few more mid-range spells than lower and these were in range with what I would call level appropriate. The vast majority of the spells are in the seven, eight and ninth level area. They a very powerful spells they might be a little too powerful even for the levels they are at but then I have written some crazy powerful spells to present to you myself.
The next section Rites and Ceremonies covers the social nature of the witch. This deals mainly with the witches casting with her coven but it can involve other witch. The Rituals are more powerful than ceremonies and address item creation and spell heightening of which the latter is the most interesting and could be role played or used as a plot hook to prevent or assist with. The ceremonies are not to be taken lightly though. Many of these will have great role playing potential but minimal game effect. Others that are powerful and should be used sparingly. All of these have a coven number requirement, casting times in hours and a minimum level requirement for the witch leading the ceremony.
The Magic Items section covers items that a witch with the right abilities, experience level and materials can create. The witch can begin doing this at low level but with only minor items. The witch has the ability to create items from almost any type of magic items range except for perhaps armor. Many of the items presented here could be added as items character could find even if the witch is not sued as a class. This is an area of the book that I will mine one day.
Places of Power address Ley Lines which are magical paths that connect places of significant magical energies and Places of Power which area areas that will allow the witch create sites that will have special abilities affecting casting. Both of these could be used even if the witch is not. the idea of Ley Lines goes back through a number of systems and this could be used for any casting class. In game terms here it affects the witch by adding two levels to earth based magics. I would expand on that myself but I will leave that for another time. The places section details how the witch with the right abilities can create magical areas that can be enchanted to add special magical effect. Each ability requires one to three slots and each area can only contain three slots worth of powers.
Seasonal Magic address one of what I would consider the core features of the witch. That being magic that is modified based on the moon, the seasons and the effect of the special days of the year such as the equinoxes and the solstices. These all add differing levels of bonuses to the caster based on what the moon phase is and how close it is to one of their special holy days. I like this concept but think that a reverse needs to be added to balance it out. For the Sabbats there is an effect that only applies for that day and then an effect that they will always have until the next sabbat.
The last section deals with covens. It starts by explaining the basics of a coven then it deals with the benefits of the witch belonging to a coven. It also provides information on how a witch can create their own coven. It also address the High Secret Order as a special coven. Finally it addresses the creation of a Cowan which is a special guardian of the coven.
The book in total is 132 pages. The final sixteen are filled with an index which is always useful and a special four page character record for the witch. The most useful part is a Rules Summary that provides a concise section on important rules for the witch.
The book is good and almost good enough to make me want to be a fan of 3.x/D20 but like I said almost good enough. It is full of interesting material and stuff that can be used in any gaming system or as a foundation for a witch specific game. One item of note is the art in the book. It is good in many places but it alos contains a lot of topless females. Not a bad thing for many but it may attract attention so it is probably NSFW.
Spell:
Death Curse
Level: Seventh
Range: None
Duration: One Day
Ares Effect: Caster
Components: V
Casting Time: One Round
Saving Throw: None
By means of the spell the magic user accomplished two goals. The spell will grant the caster some minor protection against dying. If the protection fails and the caster were to die it will affect the person or creature causing this with a curse that will given enough time let the caster have their revenge.
This spell can be cast at anytime during the day but is most useful cast as soon as the new spells are memorized. The protection portion of the spell will grant the caster one of two options to chose from. the first is a bonus of +2 to all saving throws. The second is a plus +1 to all saves and the ability to reroll any save once. If the option to re-roll is taken the +1 is lost for the rest of the day but the other revenge potion remains in effect.
The revenge potion of the spell will not have any immediate indication that it has occurred other than perhaps a cinematic quote by the caster if they choose (insert Khan quote here). The person or creature that directly caused the death of the caster will be affected by a long term wasting curse. They will permanently lose one hit point per day and one point of constitution per week. This will continue until such time as they reach zero hit points or their constitution drops below three.
To remove this effect the victim has three options. The first is to find the casters body and arrange or perform an effective raise dead (or resurrection if raise dead can not be used on the caster). The second is to have a Remove Curse spell cast on them by a cleric of a deity favored by the caster of no less than the level of the caster (this should be role played to the highest level as the cleric doing so is in peril of losing favor with the deity). Finally the effect can be removed through use of a wish or limited wish.
This spell can have an unexpected drawback and the caster may want to warn compatriots of the spell. The spell will affect anyone that causes the death even if an accident. As an example a thief triggering a trap that causes the death of the caster will be the recipient of the curse.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The Quintessential series to me has always been a little too much in the power gaming camp for me to get fully behind. They are the 3.x or D20 answer to the second edition splat books which I also have not always liked for what they did to groups. Still as with most gaming products I can find useful stuff to mine and so I buy them.
The Witch offering in the series was most likely the first of these that I actively made a point of buying. The books presentation is well done and it offers enough information that could be used elsewhere be it in gaming or writing that I would never feel bad about having bought it.
The first real section covers most of what would be the stuff that would go under the class portion if this were being included in a core rule book. It also offers us background information on the witch history and also how they fit into society. The game statistic portion covers the advancement table, their spells and their features and allowable feats (it is 3.x after all).
The next two section are the Character Concept section and then the Prestige Witch. I combine the two because are so intertwined it is hard to separate them. These two sections cover over twenty pages of the book. I find them both equally interesting but the prestige section takes it to that next level that I guess is the core reason I most likely will never be a 3.x fan. I can understand adding some abilities bu changing the core hit dice or granting bonus spells at certain levels reeks of munchkin.
Tricks of the Trade is the next section and it offers some good information on skills that a witch might have that help off set them from the rest of society. This gives information on alchemy, craft (ceremonial items), divination skill, herbalism and fortune telling. The information on fortune telling is the most complete portion of this area. It offers advise on implementing it as a game mechanic and then quite a bit of information on the Tarot functionality itself.
The Witch Feats section presents a rather lengthy list of options feats that the Witch can take. Some of these are better than others and might go as far to again overpower the character. Many of these though are things that were presented in the Dragon Magazine offerings though so I can't criticize too much. Some are things that I would have thought would have been included in the concepts section though. Still it allows some level of uniqueness t the character.
Tools of the Trade, why it was not a chapter earlier though, is next. This may be the best section for use in other games that is in the book. The first, dealing with herbs, portion occupies most of the pages in the section. The old Bard Games "The Complete Alchemist" is still better but as far as herbs but this is a close second from what I can recall. This presents herbs though as items the witch consumes bringing it closer to potions. I see a huge role playing option here where the witch grows dependent on specific herbs which offers the GM a means to direct the adventure somewhat. The mundane items section is nice but could have been expanded upon to make it stand out as being memorable.
The Book of Shadows section covers spells that are new to the witch class as presented in this book. There are few lower level spells presented here and these offer some ideas that could offer some role playing opportunities. There are a few more mid-range spells than lower and these were in range with what I would call level appropriate. The vast majority of the spells are in the seven, eight and ninth level area. They a very powerful spells they might be a little too powerful even for the levels they are at but then I have written some crazy powerful spells to present to you myself.
The next section Rites and Ceremonies covers the social nature of the witch. This deals mainly with the witches casting with her coven but it can involve other witch. The Rituals are more powerful than ceremonies and address item creation and spell heightening of which the latter is the most interesting and could be role played or used as a plot hook to prevent or assist with. The ceremonies are not to be taken lightly though. Many of these will have great role playing potential but minimal game effect. Others that are powerful and should be used sparingly. All of these have a coven number requirement, casting times in hours and a minimum level requirement for the witch leading the ceremony.
The Magic Items section covers items that a witch with the right abilities, experience level and materials can create. The witch can begin doing this at low level but with only minor items. The witch has the ability to create items from almost any type of magic items range except for perhaps armor. Many of the items presented here could be added as items character could find even if the witch is not sued as a class. This is an area of the book that I will mine one day.
Places of Power address Ley Lines which are magical paths that connect places of significant magical energies and Places of Power which area areas that will allow the witch create sites that will have special abilities affecting casting. Both of these could be used even if the witch is not. the idea of Ley Lines goes back through a number of systems and this could be used for any casting class. In game terms here it affects the witch by adding two levels to earth based magics. I would expand on that myself but I will leave that for another time. The places section details how the witch with the right abilities can create magical areas that can be enchanted to add special magical effect. Each ability requires one to three slots and each area can only contain three slots worth of powers.
Seasonal Magic address one of what I would consider the core features of the witch. That being magic that is modified based on the moon, the seasons and the effect of the special days of the year such as the equinoxes and the solstices. These all add differing levels of bonuses to the caster based on what the moon phase is and how close it is to one of their special holy days. I like this concept but think that a reverse needs to be added to balance it out. For the Sabbats there is an effect that only applies for that day and then an effect that they will always have until the next sabbat.
The last section deals with covens. It starts by explaining the basics of a coven then it deals with the benefits of the witch belonging to a coven. It also provides information on how a witch can create their own coven. It also address the High Secret Order as a special coven. Finally it addresses the creation of a Cowan which is a special guardian of the coven.
The book in total is 132 pages. The final sixteen are filled with an index which is always useful and a special four page character record for the witch. The most useful part is a Rules Summary that provides a concise section on important rules for the witch.
The book is good and almost good enough to make me want to be a fan of 3.x/D20 but like I said almost good enough. It is full of interesting material and stuff that can be used in any gaming system or as a foundation for a witch specific game. One item of note is the art in the book. It is good in many places but it alos contains a lot of topless females. Not a bad thing for many but it may attract attention so it is probably NSFW.
Spell:
Death Curse
Level: Seventh
Range: None
Duration: One Day
Ares Effect: Caster
Components: V
Casting Time: One Round
Saving Throw: None
By means of the spell the magic user accomplished two goals. The spell will grant the caster some minor protection against dying. If the protection fails and the caster were to die it will affect the person or creature causing this with a curse that will given enough time let the caster have their revenge.
This spell can be cast at anytime during the day but is most useful cast as soon as the new spells are memorized. The protection portion of the spell will grant the caster one of two options to chose from. the first is a bonus of +2 to all saving throws. The second is a plus +1 to all saves and the ability to reroll any save once. If the option to re-roll is taken the +1 is lost for the rest of the day but the other revenge potion remains in effect.
The revenge potion of the spell will not have any immediate indication that it has occurred other than perhaps a cinematic quote by the caster if they choose (insert Khan quote here). The person or creature that directly caused the death of the caster will be affected by a long term wasting curse. They will permanently lose one hit point per day and one point of constitution per week. This will continue until such time as they reach zero hit points or their constitution drops below three.
To remove this effect the victim has three options. The first is to find the casters body and arrange or perform an effective raise dead (or resurrection if raise dead can not be used on the caster). The second is to have a Remove Curse spell cast on them by a cleric of a deity favored by the caster of no less than the level of the caster (this should be role played to the highest level as the cleric doing so is in peril of losing favor with the deity). Finally the effect can be removed through use of a wish or limited wish.
This spell can have an unexpected drawback and the caster may want to warn compatriots of the spell. The spell will affect anyone that causes the death even if an accident. As an example a thief triggering a trap that causes the death of the caster will be the recipient of the curse.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, March 28, 2011
Dragons - Role Aids
Long before the AD&D 2e splat books and the 3.x/D20 edition "Slayers Guide To...." books there was an interesting line of products from a company called Role Aids. Dragons was just one of these products. This even tied in with a line of miniatures. All of these products were fairly well done but always an interesting read. I know for that even as recently as a few years ago many of these products were still available. These like most of the new class articles in the Dragon and such spawned a need for the players in my early groups to create a new character to test them out. These events were short lived and often ended badly. Still as with most early products they broke new ground and had something you could scavenge for your regular campaigns. If you can pick up and of the Role Aids products at a decent prize you ought to take a look back into the 80s.
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