The stereotypical necromancer is a dark-cloaked ghoul huddled over the graves of the dead in search of parts and pieces to bolster their power. These charnel misanthropes are ill liked and mistrusted, and their practices are often marginalized if not outlawed directly. There are those, however, who claim the necromancers so often seen are the failures and degenerates of a greater legacy. This lost legacy recognized the powers and energies of death and dying as merely one part of a greater whole. The few practitioners who know of this ancient tradition talk of the respect and power it held at its height. Their stories are bolstered by eldritch and obscure formulae and tantalizing descriptions held in some of their most prized texts; tomes of ancient provenance and exceeding rarity. However, often, these pieces are useless. Calculations and formulations built upon assumptions that the writers took for granted but have been lost to the modern practitioners of the necromantic arts.
Thursday, March 31, 2016
Tuesday, March 29, 2016
New Spells; Knowledge Skill Bonuses (D&D 5e)
Arcane Memory
1st level divination (ritual)
Casting Time: 1 reaction
Range: Self
Component: V, S, M (minor divinatory tools which may be consumed, such as burned incense or tea which is drank, but may not be, such as casting runestones.)
Duration: Instant
If presented with an Arcana, History, Nature, or Religion skill check a character who knows this spell may use this spell as a reaction.
When you perform this spell you pull from the universe minor signs and portents that help fill in a particular piece of information. You can add your proficiency bonus to the skill roll. If you are already trained in the relevant skill this doubles your effective proficiency bonus for that skill for the duration.
If cast as a ritual this spell's duration becomes 8 hours. During that time the caster may benefit from the effect as if they cast the spell from memory once. After the roll is made the spell ceases to be active. A character can benefit from no more than one suspended version of this spell at a time.
Arcane Tutor
1st level conjuration (ritual)
Casting Time: 1 action
Range: Self
Component: V, S, M (a small item of interest or value to the summoned creature which they take)
Duration: Instant
When you perform this spell you call up a small creature and exchange some small token or service for pieces of information and clues about a puzzle. You can reroll an Arcana, History, Nature, or Religion skill check you have made, so long as you did not already benefit from Advantage on the initial roll.
Casting Time: 1 reaction
Range: Self
Component: V, S, M (minor divinatory tools which may be consumed, such as burned incense or tea which is drank, but may not be, such as casting runestones.)
Duration: Instant
If presented with an Arcana, History, Nature, or Religion skill check a character who knows this spell may use this spell as a reaction.
When you perform this spell you pull from the universe minor signs and portents that help fill in a particular piece of information. You can add your proficiency bonus to the skill roll. If you are already trained in the relevant skill this doubles your effective proficiency bonus for that skill for the duration.
If cast as a ritual this spell's duration becomes 8 hours. During that time the caster may benefit from the effect as if they cast the spell from memory once. After the roll is made the spell ceases to be active. A character can benefit from no more than one suspended version of this spell at a time.
Arcane Tutor
1st level conjuration (ritual)
Casting Time: 1 action
Range: Self
Component: V, S, M (a small item of interest or value to the summoned creature which they take)
Duration: Instant
When you perform this spell you call up a small creature and exchange some small token or service for pieces of information and clues about a puzzle. You can reroll an Arcana, History, Nature, or Religion skill check you have made, so long as you did not already benefit from Advantage on the initial roll.
~~*~~
Thursday, March 24, 2016
Tuesday, March 22, 2016
New Spells: Conjurer's Toybox (D&D 5e)
Conjurer's Trick
conjuration cantrip (wizard)
Casting time: 1 action
Range: Touch
Components: V, S
Range: Touch
Components: V, S
Duration: Instant
With a flourish and a word of power you pull a single, otherwise mundane object from thin air. The object can be as finely wrought or made from as fantastic of material as you like, but cannot be larger on any one side than 3 feet and the value and weight of the object determines how long it can last before vanishing back into the aether. During its existence the object appears and behaves normally; chalk can write sling bullets can be used as ammunition. But, at the end of its span, any ongoing effects from that object end. So an individual who ate bread created this way becomes hungry again and gains no nutrition and things tied or suspended with rope are free or falling. To determine the maximum time these items persist use the shorter time for their value or weight.
Individuals who select the School of Conjuration as their Arcane Tradition benefit from extended durations.
Individuals who select the School of Conjuration as their Arcane Tradition benefit from extended durations.
Maximum Value
|
Maximum Weight
|
Maximum Duration
|
Conjurer
|
1 copper piece
|
1 lb
|
1 hour
|
4 hours
|
1 silver piece
|
5 lbs
|
10 minutes
|
1 hour
|
1 gold piece
|
10 lbs
|
1 minute
|
10 minutes
|
1 platinum piece
|
25 lbs
|
1 round
|
1 minute
|
Unlimited
|
Unlimited
|
Impossible
|
1 round
|
conjuration cantrip (wizard)
Casting time: move or action
Range: Self
Components: V, S, M (a geometric solid, usually a sphere or cube, with silver etching worth 100 gp. This focus is not consumed in the casting.)
Duration: instant
Range: Self
Components: V, S, M (a geometric solid, usually a sphere or cube, with silver etching worth 100 gp. This focus is not consumed in the casting.)
Duration: instant
This cantrip instantly teleports you and up to 100 lbs of equipment on your person up to 10' to a destination you select which must be within your direct line of sight. If you make an error, such as attempting to teleport into a solid object due to an illusion or other miscalculation, make a Wisdom save. If you fail this save you suffer 3d10 force damage and must continue to save again immediately until you succeed or die. On a success you are displaced a sufficient distance back towards your starting point that you are no longer intersecting solid matter.
You can cast this spell twice in a round; once as your move and once as your regular action. If you do this you may choose to add the distances together and make a single teleport.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the distance you can cross increases by 10' per slot level.You can cast this spell twice in a round; once as your move and once as your regular action. If you do this you may choose to add the distances together and make a single teleport.
Sustenance
level 1 conjuration (ritual)
Casting Time: 10 minutes
Range: Self
Component: V, S
Duration: instant
You can create food, water, or shelter. Make an Intelligence roll depending on the environment. (DC 10 for abundant food and water sources or mild area. DC 15 for limited food and water sources or harsh environment. DC 20 for very little if any food and water sources or hostile environment). If successful you produce 1d6+the character's Intelligence Modifier food (in pounds), water (in gallons), or shelter (square feet). Compare these to the Food and Water Needs under Foraging (DMG 111). The food is bland but nourishing, and spoils if uneaten after 24 hours. The shelter is ramshackle and collapses after 8 hours. The water is clean and doesn’t go bad.
Casting Time: 10 minutes
Range: Self
Component: V, S
Duration: instant
You can create food, water, or shelter. Make an Intelligence roll depending on the environment. (DC 10 for abundant food and water sources or mild area. DC 15 for limited food and water sources or harsh environment. DC 20 for very little if any food and water sources or hostile environment). If successful you produce 1d6+the character's Intelligence Modifier food (in pounds), water (in gallons), or shelter (square feet). Compare these to the Food and Water Needs under Foraging (DMG 111). The food is bland but nourishing, and spoils if uneaten after 24 hours. The shelter is ramshackle and collapses after 8 hours. The water is clean and doesn’t go bad.
~~*~~
Thursday, March 17, 2016
Tuesday, March 15, 2016
New Artifact: Armor of Lamain dHall (Numenera)
Level: d4+6
Form: This massive synth "suit" blurs the line between the wearing of armor and piloting of a light ship. It can be "worn" by any creature of roughly human size and shape, but slightly more than doubles their size in all dimensions, towering more than 10 feet (3 meters) tall. In addition to its bulk, the materials from which it is made are far hardier than Ninth World smithing techniques could ever manage with steel. For all of that, it would be virtually impossible to wear and carry alone. Instead it requires complex systems to move and counterbalance its weight and mass. However, with only a slight charge to energize these systems the slightest movements of the wearer are translated into titanic movements.
Form: This massive synth "suit" blurs the line between the wearing of armor and piloting of a light ship. It can be "worn" by any creature of roughly human size and shape, but slightly more than doubles their size in all dimensions, towering more than 10 feet (3 meters) tall. In addition to its bulk, the materials from which it is made are far hardier than Ninth World smithing techniques could ever manage with steel. For all of that, it would be virtually impossible to wear and carry alone. Instead it requires complex systems to move and counterbalance its weight and mass. However, with only a slight charge to energize these systems the slightest movements of the wearer are translated into titanic movements.
Thursday, March 10, 2016
Silicon Shadows- Table of Contents/Navigation (Numenera/the Strange)
part one - introducing the datasphere
part two - entering the datasphere 2a) datasphere access cyphers and artifacts
part three - translation into the datasphere
part four - places in the datasphere 4a1) the Avaloria Rex 4a2) Dangers of Avaloria
part five - adventuring in the datasphere
part six - exiting the datasphere
part two - entering the datasphere 2a) datasphere access cyphers and artifacts
part three - translation into the datasphere
part four - places in the datasphere 4a1) the Avaloria Rex 4a2) Dangers of Avaloria
part five - adventuring in the datasphere
part six - exiting the datasphere
~~*~~
Tuesday, March 8, 2016
Silicon Shadows- Exiting the Datasphere (Numenera)
Silicon Shadows
The most common way for entrants to the datasphere to exit is by means of their entry point. Whether their entry point remains open until they emerge, has an automatic recall system, or simply leaves them stranded them if they overstay their allowed time. Generally it takes something dramatic to make an exception to this basic rule.
The most common way for entrants to the datasphere to exit is by means of their entry point. Whether their entry point remains open until they emerge, has an automatic recall system, or simply leaves them stranded them if they overstay their allowed time. Generally it takes something dramatic to make an exception to this basic rule.
Thursday, March 3, 2016
Silicon Shadows- Adventuring in the Datasphere (Numenera/the Strange)
Silicon Shadows
Beyond the defined borders of the established systems is the vast "unformatted" space. This "fractal network" called the Strange changes not at all from the way it is presented in the Strange core book. (Ch14 p 212). Key points of interest are the ability to travel between recursions directly through the Strange (p214) and relics of the Strange (p218). Conversely, the threats of the Strange are at least as great as those of the formatted Recursions into which most access pods and juncture points will deliver travelers. Alienation (p216) threatens those exposed to this unformatted space and various creatures call it home (p217).
Beyond the defined borders of the established systems is the vast "unformatted" space. This "fractal network" called the Strange changes not at all from the way it is presented in the Strange core book. (Ch14 p 212). Key points of interest are the ability to travel between recursions directly through the Strange (p214) and relics of the Strange (p218). Conversely, the threats of the Strange are at least as great as those of the formatted Recursions into which most access pods and juncture points will deliver travelers. Alienation (p216) threatens those exposed to this unformatted space and various creatures call it home (p217).
Tuesday, March 1, 2016
Silicon Shadows; Places in the Datasphere- Dangers of Avaloria (the Strange/Numenera)
the Avaloria Rex
While it might seem like Avaloria is an idyllic place of harmony and peace at first, there are a number of threats in this recursion. The most obvious is the wildlife. While it may seem odd that a designed digital system like the Avaloria would have flora and fauna, especially those of a dangerous nature, these things simply represent the various sub-programs and algorithms that maintain the overall system. It is worth remembering that the Avalorians themselves are little different in this respect. In fact, the majority of Avalorian wildlife is dangerous to some degree, either through its own predatory nature or defenses evolved against predators. Such scourges range from skiel, vicious, rodent-like scavengers that have far too many claws and mouths, to classic wyverns. There are even reports near the wastes that great lizard-like creatures have taken to the sky, breathing fire and raging. The purpose and origins of these dragons, for that is what they appear to be, is unknown. While the Avalorian clerics hope they are a sign that their gods have returned and sent these creatures to protect them from the encroaching darkness many fear that they are twisted creations of the invading evils representing their imminent doom.
While it might seem like Avaloria is an idyllic place of harmony and peace at first, there are a number of threats in this recursion. The most obvious is the wildlife. While it may seem odd that a designed digital system like the Avaloria would have flora and fauna, especially those of a dangerous nature, these things simply represent the various sub-programs and algorithms that maintain the overall system. It is worth remembering that the Avalorians themselves are little different in this respect. In fact, the majority of Avalorian wildlife is dangerous to some degree, either through its own predatory nature or defenses evolved against predators. Such scourges range from skiel, vicious, rodent-like scavengers that have far too many claws and mouths, to classic wyverns. There are even reports near the wastes that great lizard-like creatures have taken to the sky, breathing fire and raging. The purpose and origins of these dragons, for that is what they appear to be, is unknown. While the Avalorian clerics hope they are a sign that their gods have returned and sent these creatures to protect them from the encroaching darkness many fear that they are twisted creations of the invading evils representing their imminent doom.
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