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Showing posts from August, 2017

NEW SPELL: Lullaby

Technically a Druid spell, this one is exclusive for Bard characters. Lullaby ( Enchantment/Charm ) Level : 1, Casting Time : 3 rounds Components : V, S, M (Instrument) Range : 0 (centered on caster) Duration : 1 turn per caster level Affected Area : radius of 1" per caster level Effect Summary : May cause any number of subjects within affected area and not engaged in combat to become sleepy, subject to bard's Charm % and saving throw. Description : This spell takes a full 3 rounds (minutes) to complete. The effect of this lullaby is to cause those listeners within the area to feel sleepy. It only effects those not engaged in combat. For each intended subject, the Bard must succeed in his Charm % roll, and even then the subject is then entitled to a Saving Throw vs Spell. Those fresh or watchful gain a +2 bonus to this save, those who are either nervous or alert gain +1 to the save, and those who are drowsy or fatigued save at -2. All adjustments that apply are cumul

NEW SPELL: Divine Light (Ethos of Sunlight)

Divine Light ( Evocation ) Level : 3, Casting Time : 5 segments Components : V, S, M (holy symbol) Range : 1" per caster level Duration : 1 round per caster level Affected Area : 1" radius per caster level Effect Summary : Calls forth divine light within the affected area that causes 1d6 damage to all undead within that area, and an additional 1d6 damage each round the undead remains in that area. Description : This power brings forth a bright white light with full ultra-violet spectrum that causes an immediate 1-6 damage to all undead creatures within the affected area as well as those with susceptibility to full sunlight/ultraviolet radiation. For each further round of exposure spent within the area causes another 1-6 damage. Those with intelligence and volition will possibly forge on to escape the effect and press on to their goal, but less intelligent subjects will generally back away and retreat to the edges of the affected area. The material component for this

NEW SPELL: Positive Corona (Ethos of Sunlight

This spell is exclusive to Clerics of Lawful Good alignment or of the Ethos of Sunlight. Positive Corona ( Abjuration ) Level : 2, Casting Time : 1 round Components : V, S, M (holy symbol) Range : 0 (centered on caster) Duration : 1 turn per level of caster Affected Area : 1" per 4 levels Effect Summary : Negates various sorts of negetave energy attacks directed at any individual within the affected area. Generally works once or twice before dissipated. Description : This power creates a hemisphere of positive energy around the caster that negates negative energy until the corona's energy has been dissipated thus. Negative energy negated by this power includes any cleric spells cast by a cleric of any evil alignment (or any darkness ethos) or harmful reverse application by a cleric of neutral alignment (or balance ethos), any magic of necromantic sort that causes any sort of harm to a protected individual, any reverse application of abjuration magic, any form of cha

NEW SPELL: Lightstaff (Ethos of Sunlight)

This spell is exclusive to Lawful Good clerics or those of the Ethos of Sunlight. Lightstaff ( Alteration ) Level : 1, Casting Time : 1/2 turn Components : V, S, M (staff) Range : touch Duration : 1 hour per level of caster Affected Area : 1 staff Effect Summary : Any 1 staff becomes a fighting staff of the finest quality and can be commanded as often as once per round to project light in the form of a beam, flair, globe, or ray. Description : When this spell is cast, the cleric enchants any sort of walking stick or fighting staff such that it functions as a fighting staff of the finest quality for the duration of the spell. In addition, the staff sheds light on the cleric's command in the form of a beam, flare, globe, or ray. Only one such command per round is possible. -The beam will be of any one hew of the visual spectrum, or a mix of all (bright, white light) of 1 yard diameter that extends for 10 feet per level of the caster. It is surrounded by a "halo"

NEW SPELL: Elemental Force

The following spell is for the forthcoming Elementalist class. In the mean time, it may be used as a magic-user spell, though for magic-users it is advised it be split into four separate spells, one for each element. Elementary Force ( Conjuration/Summoning ) Level : 2, Casting Time : 1/2 turn Components : V, S, M Range : 1" per level Duration : 1 turn per level Affected Area : 1 quasi-being Effect Summary : Calls into existence an elemental quasi-being of humanoid form under the explicit control of the caster. Description : By means of this power, the elementalist creates a semi-intelligent elementary being of humanoid form under the activator's explicit control. Continuous concentration is required to maintain and command the elementary. It can be commanded to do all sorts of physical activity humans can do, including opening doors, holding and carrying objects, and fighting. Additional tasks may also be accomplished depending on the type of elementa

Crime & Punishment in the Fantasy RPG

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Just a list of crimes and their punishments in the fantasy RPG. Of course everything is going to vary from one place to another, but it doesn't hurt to have a base line or starting point. Misdemeanors, Tried by a Justice of the Peace Gaol-breaking 1 month of added time Battery 10 silver pieces and/or 1 week gaol Lewd Conduct 10 silver pieces and/or 1 week gaol Disorderly Conduct 10 silver pieces and/or 1 week gaol Drunk & Disorderly Conduct 10 silver pieces and/or 1 week gaol Impersonation, Petty 10 silver pieces and/or 1 week gaol Begging without License 10 silver pieces and/or 1 week gaol Prostitution without License 10 silver pieces and/or 1 week gaol Criminal Trespass 10 silver pieces and/or 1 week gaol Soliciting for Prostitution without License 10 silver pieces and/or 1 week gaol Vagrancy 10 silver pieces and/or 1 week gaol Theft, Petty (10 s.p. or less) Restitution and 10 silver pieces and/or 1 week gaol time, quadruple gaol time without restitution

NEW MONSTER: Sky Dragon

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Although not quite as strong as reds or golds, sky dragons rule the skies above and surrounding the Crescent Mountains. Their wings are said to have the power to manipulate the wind itself granting them superior maneuverability. Their lightning breath weapon is not unique among dragon kind, but they also use a breath of fog. The fog is not poisonous, but it does limit visibility and dampen fire while increasing conductivity for its own electrical breath. The dragon's strange indigo scales, which generally darken with age, emanate a halo or aura. To say this aura is visible would not be entirely accurate. It has a strange light-negating effect that effectively eclipses any light emanating from the opposite side of the dragon. Indeed, it is surmised that the occasional eclipses of the moon and sun are caused by an ancient and powerful sky dragon of great size. Whether through this aura, its fog breath, or using its control of winds to extinguish flames, the dragon has a lot of wa