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Goromor, Crossroads of the Many Worlds (A new magic system and a setting to boot)

Started by Wensleydale, July 22, 2006, 02:16:53 PM

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Wensleydale

The World of Goromor is a portal realm, a world of its own that was created by the magical backlash from the destruction of Morrow. Morrow was an enormous cosmology, thousands of planes together, but Goromor is little more than a ninety-nine layered and colossal hole, filled with billions of creatures. The heavily populated world is still growing, but putting fiends, celestials, material-plane creatures and all sorts of other races together would never work...

NEW MAGIC SYSTEM!

Indeed, I have put my mind to developing a single, non-d/a-split, spellcasting system. Basically, the base class will have access to five Principles, spellcasting groups which each contain certain types of spells. These are:

Soul (mind-affecting, compulsion, basically anything that doesn't directly affect the body, but does affect mind and soul.)

Fire (all fire spells, as well as one or two light spells and the inflict and harm spells)

Air (all air spells, as well as travel spells such as levitation and overland flight. Also implosion, and a few other offensive spells)

Water (all water spells, as well as heal, cure, and all the restoration spells etc, as well as some plant spells)

Earth (all earth spells, as well as sonic spells, spells affecting anything to do with jewels, animals etc)

Out of these, Fire is the most offensive, but also can be the most dangerous. Fire resistance/immunity being common, the Fire mage can find himself rather in danger. Water mages' jobs are to counter fire mages and cure others. Air mages have quite a few offensive spells, although their main focuses are on travel. Earth mages can recruit animals, and even the plants around, into battle and are especially useful at controlling the battlefield.

Each Principle has a Master Principle and a Servant Principle. Fire masters air, for instance, but is servant to water. Master principles gain bonuses against their servant principle (See Counterspelling.)
There are also four prestige classes, the Brightness Mage, the Darkness Mage, the Entropy Mage and the Order Mage. Each gains access to the respective Base Principle, these being Light, Darkness, Chaos and Law.


Wensleydale

A note on Auras: Detect Magic now detects Principles instead of schools (obviously.)

The Mage

The Mage manipulates the subtle weaves of magic into his chosen principle, using the elements to do what they wish. Masters of the Power, even the weakest is still a deadly enemy.

Hit Die: D6.

Class Skills: The Mageâ,¬,,¢s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

[Table will be inserted here]

Class Features

Weapon and Armor Proficiency: Mages are proficient with all simple weapons and light armour. Medium and heavy armour interferes with casting.

Spells: Mages cast spells from their Principle list. They know all Principle Spells of the appropriate level, and can cast them spontaneously. They may also learn spells from other Principles, but NONE from their Principle's Master, and must prepare these.
To cast or learn a spell, a Mage must have an intelligence of 10 + the spell's level.

Principles: At first level, a Mage must choose a Principle. The principles are: Fire, Air, Earth, Water, Soul. Each has a unique spell list, and its own weakness and strength. Generally, Fire is the damage-dealer, Air the weather-power, traveller, Water the healer and drowner, Soul the mind-affector that can rip away the spirit itself, and Earth the pummeler and expert at controlling the battlefield.

Languages: A Mage gains automatic speech in one of the following languages, depending on his or her principle. They are as follows:

Earth: Terran.
Air: Auran.
Water: Aquan.
Fire: Ignan.
Soul: May use telepathy 1/day as the spell.

Aura (Su): A Mage is permanently surrounded by a strong magical aura of their chosen principle. True seeing also reveals the following, harmless auras:

Fire: Fire mages are surrounded by billowing flames which give off no smoke. Their eyes appear to be two flames, and their mouths are little more than an inferno.

Water: Cool, refreshing-looking water pours over a water mage, coming from some source just above their heads.

Earth: Earth mages appear studded with diamonds and striated with veins of earth and gemstone. Their eyes are two gemstones corresponding to their eye colour.

Air: Air mages' clothes billow around them, their every movement causes ripples in the air, and their eyes appear as portals into a deep whirlwind.

Soul: Soul mages appear to be surrounded by a blue-white glow, which shines from their eyes, too.

Element Immunity (Ex): A Mage gains immunity to the lesser version of his or her chosen element at level 10: that is, a Fire Mage gains immunity to heat damage, a Water Mage gains immunity to cold damage, an Earth Mage gains immunity to sonic damage, and an Air Mage gains immunity to lightning damage. Soul mages gain no immunities in this manner. However, the former four also gain vulnerability to their master principle's lesser damage type. For instance, fire gains vulnerability to cold.

Imp. Aura (Su): At level 11, a Mage's Aura becomes tangible; that is, dangerous. A fire mage's aura acts as a permanent Heat Metal spell, affecting any metal in contact with the Mage's skin. The same applies to the Water Mage, but with Chill Metal. Earth mages deal 1D3 sonic damage/round to any crystalline objects and creatures within 5ft. Air mages may attract or repel magnetic objects weighing no more than 1KG, moving them either outward or inward at a speed of 10ft. Attended and moving objects are not affected. Soul mages gain a permanent detect magic ability. All auras may be suppressed and activated at will, and have a caster level of half the mage's own.

Supernatural Cantrip (Ex): At level 15, the Mage gains the ability to cast cantrips as supernatural abilities.

At-Will Cantrip (Ex): At level 17, the Mage gains the ability to use cantrips at will.

Great Aura (Su): At level 19, the Mage's aura increases in caster level to be equivalent to their own. An earth mage's damage increases to 1D6 and 1D3 sonic to normal creatures, and the air mage's ability can move attended objects weighing up to 10KG at a speed of 20ft.

Magic Immunity (Ex): At level 20, the Mage becomes immune to both the magical and mundane versions of his or her chosen principle. For instance, a fire mage is now immune to both heat and fire damage. However, he also becomes vulnerable to the magical version of the master principle's damage, as well, meaning that a fire mage would be vulnerable to both cold and water damage.

Wensleydale

Air Spells

Level 0: Ray of Frost, Mage Hand.

Level 1: Obscuring Mist, Feather Fall, Unseen Servant.

Level 2: Resist Energy (Air), Levitate, Gust of Wind, Wind Wall, Whispering Wind, Energy Missile (Air).

Level 3: Fly, Sleet Storm, Gaseous Form, Call Lightning, Protection from Energy (Air), Energy Bolt (Air).

Level 4: Solid Fog, Dimension Door, Otiluke's Resilient Sphere.

Level 5: Cloudkill, Overland Flight, Control Winds.

Level 6: Wind Walk, Otiluke's Freezing Sphere, Chain Lightning.

Level 7: Control Weather, Acid Fog.

Level 8: Phase Door, Polar Ray, Whirlwind.

Level 9: Elemental Swarm (Air), Storm of Vengeance, Implosion.

The air mage has a decent offensive front, but has a large focus on the outdoors and travel. Many of his offensive spells will only work outside, leaving him with his travelling spells (Dimension Door, Levitate, Fly etc) to give him an edge.

Master Principle: Fire.

Servant Principle: Earth.

Water Spells

Level 0: Detect Poison, Acid Splash.

Level 1: Bless Water, Chill Touch, Create Water, Cure Light Wounds.

Level 2: Chill Metal, Remove Paralysis, Resist Energy (Water), Lesser Restoration, Cure Moderate Wounds, Delay Poison, Water Walk, Energy Missile (Water).

Level 3: Protection from Energy (Water), Quench, Remove Blindness/Deafness, Cure Serious Wounds, Remove Disease, Water Breathing, Energy Bolt (Water).

Level 4: Wall of Ice, Neutralise Poison, Cure Critical Wounds, Restoration.

Level 5: Ice Storm, Cone of Cold, Heal, Cure Light Wounds (Mass).

Level 6: Control Water, Otiluke's Freezing Sphere, Cure Moderate Wounds (Mass).

Level 7: Greater Restoration, Acid Fog, Cure Serious Wounds (Mass).

Level 8: Horrid Wilting, Cure Critical Wounds (Mass).

Level 9: Heal (Mass), Regeneration, Elemental Swarm (Water).

The Water Mage's main emphasis is on healing. With only one or two offensive spells up to level 5, their main task is to heal and counter. At level 5, they gain Ice Storm and Cone of Cold, and thereon in they get one offensive spell/level, ending on level 9 with Elemental Swarm. However, they do have a huge plethora of healing spells, running the gauntlet from Cure Light Wounds to Mass Heal.

Master Principle: Earth.

Servant Principle: Fire.

So-Keher

I like your concept a lot. Your descriptions of how different amges appear could be used as a special ability that develops over levels. For example, maaybe a fire mage eventually develops DR to fire and if anything touches him it has to make a DC save to not set on fire (of course he can supress this if he so wishes). Just an idea but i hope it helps.
My Setting:
Tiabela - Linky!

Wensleydale

Thanks! Tis a great idea... I'll post the Soul/Earth/Fire lists here later.

Wensleydale

Fire Spells

Level 0: Flare, Produce Flame.

Level 1: Burning Hands, Inflict Light Wounds, Resist Energy (Magical Fire).

Level 2: Inflict Moderate Wounds, Flame Blade, Flaming Sphere, Continual Flame, Heat Metal, Pyrotechnics, Scorching Ray, Energy Missile (Fire).

Level 3: Fireball, Flame Arrow, Inflict Serious Wounds, Protection from Energy (Fire), Energy Bolt (Fire).

Level 4: Inflict Critical Wounds, Fire Trap.

Level 5: Harm, Fire Shield, Flame Strike, Inflict Light Wounds (Mass).

Level 6: Fire Seeds, Wall of Fire, Inflict Moderate Wounds (Mass).

Level 7: Fire Storm, Delayed Blast Fireball, Inflict Serious Wounds (Mass).

Level 8: Incendiary Cloud, Inflict Critical Wounds (Mass).

Level 9: Elemental Swarm (Fire), Meteor Swarm, Harm (Mass).

The Fire Mage may have the smallest spell list, but they are by no means the least powerful. A Fire Mage can throw burning spheres, coat a blade in magical fire, or even bring down a hail of flaming meteors on an opponent.

Master Principle: Water.

Servant Principle: Air.

Earth Spells

Level 0: Mending, Speak With Animals.

Level 1: Animal Messenger, Detect Animals or Plants, Entangle, Hide From Animals, Goodberry, Magic Stone.

Level 2: Make Whole, Animal Trance, Reduce Animal, Resist Energy (Earth), Shatter, Soften Earth and Stone, Wood Shape, Energy Missile (Earth).

Level 3: Command Plants, Meld into Stone, Diminish Plants, Plant Growth, Protection from Energy (Earth), Spike Growth, Energy Bolt (Earth).

Level 4: Commune with Nature, Poison, Repel Vermin, Rusting Grasp, Speak with Plants, Spike Stones.

Level 5: Animal Growth, Stoneskin, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Wall of Thorns.

Level 6: Flesh to Stone, Stone to Flesh, Liveoak, Move Earth, Repel Wood, Sympathetic Vibration, Wall of Iron.

Level 7: Animate Plants, Statue, Transmute Metal to Wood.

Level 8: Animal Shapes, Control Plants, Earthquake.

Level 9: Elemental Swarm (Earth).

With the largest spell list available (from the four elemental Principles, at least) the Earth Principle may not be as flashy as air or fire, or even be as helpful as water, but it DOES contain many useful spells. In any environment with a few plants or trees, the Earth mage can call an army to his side and manipulate the land around. Capable of conjuring up no less than three types of walls, able to command and animate both animals and plants, and of course with a few shapeshifting abilities, the Earth mage can be as dangerous as any other.

Master Principle: Air.

Servant Principle: Water.

Wensleydale

Counterspelling:

To counterspell, a spellcaster (hereon referred to the counter) must first ready a counterspell action against another spellcaster. If that spellcaster then casts a spell, the counter must cast a spell of equivalent level to that which their opponent cast, and then take a counterspell check:

The DC for the check is 11 + caster level. The roll is 1D20 + caster level.

A counter gains +2 on the roll to counter a servant principle's spell, whilst +2 is added to the DC if you attempt to counter a master principle's spell.

For instance, a level 7 fire mage and a level 6 water mage are duelling. The fire mage casts Fireball, a level three spell. The water mage has readied a counterspell action, and casts Quench. He then rolls his counterspell check.

The DC for the check is 11 + 7 (Fire mage's caster level), bringing it to 18. The water mage rolls 13 on the D20, and adds that onto his own caster level of 6. He also gains +2, as fire is servant to water. This ends up as a roll of 21, beating the DC of 18, and the spell is successfully countered.

 New Damage Types

New Damage Types:

There is now no 'Magic' damage. Instead, Magical damage can be one of several things: Fire, Air, Water, Earth or Soul. Normal fire damage is now known as heat damage, to prevent confusion.

All spells that deal cold damage now do Water damage, with identical effects, just a different name. All spells dealing fire (heat) damage now deal MAGICAL fire damage, which is slightly different. Although it has the same effects, it cannot be resisted by mere fire immunity. All spells that deal electricity damage deal air damage, and all spells that deal sonic damage are now counted as earth damage.

The differences?

Well, although heat damage can be resisted by something with magical fire immunity, a mere heat immunity cannot resist magical fire. The same with cold damage: water immunity stops cold damage, but cold immunity does not stop water damage.

Soul damage damages SHP, or Soul Hit Points. Spells like Power Word Kill damage SHP, reducing this instead of normal hit points. For instance, the spell description for power word kill now reads:

Power Word Kill
Soul (Compulsion) [Death, Mind-Affecting]
Level: 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 SHP or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more SHP is unaffected by power word kill.

SHP are equal to normal HP. If a character is reduced to 0SHP, he instantly collapses, and if reduced to -11 SHP, he dies. Inflict and Cure spells affect SHP as they do HP.


Xathan

I'm really liking this system, though I think you could do alot more with SHP. Here are some thoughts:

1) as SHP decreases, the player becomes colder and less human, taking a penalty to Cha based checks. Meanwhile, as HP decreases, the player become weaker, taking a penalty to Str based checks or Con based checks.

2) A player reduced to -11 SHP doesn't just die, but dies spiritually. If both their HP and SHP are -11, they are dead, but if just their SHP is -11, then they become a revenant, a wandering soulless monstrosity.

I don't know, but this seems really cool. Great stuff, and I want more!
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Wensleydale

Thanks! Great ideas for SHP. I was thinking about that sort of thing, but you've brought it to life!

Xathan

:) Happy to help. the idea of SHP is awesome, and I'm going to use something similar in one of my secret projects which should be unvieled soon. :)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]


Xathan

AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

So-Keher

Quote from: Captain Xathan RedclawI'm really liking this system, though I think you could do alot more with SHP. Here are some thoughts:

1) as SHP decreases, the player becomes colder and less human, taking a penalty to Cha based checks. Meanwhile, as HP decreases, the player become weaker, taking a penalty to Str based checks or Con based checks.

2) A player reduced to -11 SHP doesn't just die, but dies spiritually. If both their HP and SHP are -11, they are dead, but if just their SHP is -11, then they become a revenant, a wandering soulless monstrosity.

I don't know, but this seems really cool. Great stuff, and I want more!


Cool idea I think i will use it in the Faenaed Chronicles (if you don't mind me stealing the idea ;) )

Perhaps a revenant could be an applied template, similar to a ghost. The form would be corporeal (or partially so) and you cannot kill it without spells such as bless or the like.
My Setting:
Tiabela - Linky!

Wensleydale

Soul

0: Message, Detect Magic, Daze.

1: Comprehend Languages, Charm Person, Sleep.

2: Calm Emotions, Detect Thoughts, Status, Energy Missile (Soul).

3: Speak With Dead, Arcane Sight, Suggestion, Energy Bolt (Soul).

4: Crushing Despair, Fear.

5: Mind Fog, Feeblemind, Seeming, Magic Jar.

6: Mass Suggestion, Veil, Raise Dead.

7: Sequester, Insanity, Resurrection.

8: Demand, Temporal Stasis, Mind Blank, Charm Monster (Mass)

9: Power Word Kill, Trap the Soul, True Resurrection, Time Stop.

With only one actual true offensive spell, the Soul Principle appears to be a weak and powerless route. However, with no servant or master Principles, and plenty of disabling and mind-affecting spells, Soul can be extremely powerful. On top of this, it is the only Principle that allows you to resurrect the dead.

So-Keher

ooh i love the sould spell list

i would be a soul mage, multiclass air mage :)
My Setting:
Tiabela - Linky!