• Welcome to The Campaign Builder's Guild.
 

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

Previous topic - Next topic

Wensleydale

By the way, I'm also developing a second magic system, which doesn't use spells per se. Known as blood, or Animus magic, it requires the user to ritually scar himself for it to actually work. The user then gains various supernatural/spell-like abilities.

Poseptune

Weapon properties:
First I haven't seen how you are determining a PC's SHP. Is their max SHP the same as their HP? If so then I don't see a problem with your weapon properties.

Energy Missle:
So at 3rd level a mage can cast a spell that allows him to target up to 5 creatures which he can do 3d4+3 each from 130ft away? That's 15d4+15 damage in one turn at 3rd lvl without adding the extra for each principle. o.O You may want to revise this spell a little, especially when the only component is somantic.

New Magic:
Interesting. These guys will definitely be identifable. Will the abilities gained from the scarring be permanent or do they have to scar themselves repeatedly?
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

CYMRO

Quote from: Golem011By the way, I'm also developing a second magic system, which doesn't use spells per say. Known as blood, or Animus magic, it requires the user to ritually scar himself for it to actually work. The user then gains various supernatural/spell-like abilities.


Check our my Runescar feat in Nordica.  Works great, and is easily adaptable/expandable.

Wensleydale

QuoteEnergy Missle:
So at 3rd level a mage can cast a spell that allows him to target up to 5 creatures which he can do 3d4+3 each from 130ft away? That's 15d4+15 damage in one turn at 3rd lvl without adding the extra for each principle. You may want to revise this spell a little, especially when the only component is somantic.
Check our my Runescar feat in Nordica. Works great, and is easily adaptable/expandable. [/quote]New Magic:
Interesting. These guys will definitely be identifable. Will the abilities gained from the scarring be permanent or do they have to scar themselves repeatedly?[/quote]

Scar yourself repeatedly. :)

Oh, and max SHP = max HP.

Wensleydale

The basics of scar, blood or animus magic:

Animus, blood, or commonly scar magic is, in its most basic form, the ability to use the highly magical blood inside Mageborn (those born with the innate power to tap into the magic leftover from Morrow's destruction) to fuel acts of supernatural might.

An Animus mage can, by ritually scarring and drawing blood from himself, unlock the power within him to activate his abilities. Depending on which signs or scars he uses, he can activate different abilities. As he gets more powerful, the mage can control the raw magical power of extra symbols. He can also control more power, channeling it in various ways.

Animus Mages are often hated or hunted down by both clergy and other types of mages. To a mageborn, magic is easy, and where element mages must learn to be one with their element, a Mageborn merely has to have the courage to scar a tattoo onto his skin.








Wensleydale

Now... some flavour...

 Races
 Orcs

Appearance:
Orcs were a sailor race back in Morrow, a proud people, bound to the element of air. Each stands around 7ft tall and sports green skin and a pair of whitened tusks. Although they were once sailors, now they travel through the Void, in great ships which they call Voidcraft. Others know them as Boilerships.

Religion: Orcs worship the Goddess of the Sea, Imir, who doubles as goddess of air. She appears as a large female orc holding a staff in one hand and a blade in the other, her eyes as great whirlwinds. She is said to have spawned the Orc race long ago, before the world of Morrow was born, and sailed with them on a great ship to their new home.

Language: Orcs generally speak several dialects, as in a normal day they will hear six or more being used. All, however, speak Hailu from birth (or orcish, as it is generally known to others.) Most of them also speak Tradecommon, the language of traders everywhere.

Magic: Orcs have an extremely strong tradition of air mages. In fact, air mages make up about 2% of the population, which is unsurprising considering their links to that element. Water and fire mages are about equal in Orc society, with about 0.00001% of the population being either. Earth mages are extremely uncommon, in fact, they're once in a lifetime births.

Life: At around the age of thirteen, a young orc is packed off on a ship to see the world... well, the void, and all the wonders that exist therein. He comes back with a rudimentary knowledge of sailing, a hardness in his muscles, and the basic tools he needs to exist in orc society. After about two years, by which time he'll be somewhere around sixteen, the young orc joins a crew. Over the next five years, the crew will travel together, and he'll learn to think of them as his family. Now, the orc is a true sailor.

Racial Properties

    * +2 STR, +2 CON
    * Medium Size.
    * Base Land Speed 40ft.
    * +4 racial bonus to Use Rope, Profession (Sailor), Swim and Climb checks.
    * Mage Hand 1/day. CL 5th.
    * Automatic Languages: Tradecommon, Hailu.
    * Bonus Languages: Any non-secret.
    * Favoured Class: Air Mage.
    * LA+2

Goblins

Appearance
Goblins are slavers with a 3-level society: Masters, Lessers and Slaves. They created the humans and are responsible for the weak condition of the elves... even now, after the slaves' rebellion, they still own thousands of the poor creatures.

Religion: Goblins follow a slaver god named Gurar, who they say created them from flames and told them to conquer the world. Whether this is true or just an attempt at justification is unknown.

Language: Goblins generally learn a lot of languages to be able to trade with other races. All, however, know Tradecommon and Rasta, the goblins' own language.

Magic: As they're bound to the element of fire, goblins have a large population of fire mages. Water and earth mages are killed at birth, whilst air mages are treated as 2nd-class. Soul mages and fire mages are venerated, the former because of their skills at controlling slaves, the latter because of their link to the goblins' element.

Racial Properties

    * +2 INT, +2 WIS, -2 STR.
    * Medium size.
    * Base land speed 20ft.
    * Produce flame 1/day. CL 5th.
    * +2 racial bonus on Diplomacy checks.
    * +4 racial bonus on Appraise and Persuade checks.
    * Low-light vision.
    * Automatic languages: Rasta, Tradecommon.
    * Bonus languages: Any non-secret.
    * Favoured class: Fighter (2nd class citizen) or Fire Mage.


Wrexham3

Wow, I've only had a chance to skim through it but what I've read I really like.  The idea of tangible auras that can be turned on and off really appealed to me.  

Wensleydale

:) thanks. I was thinking of making it a class ability of mages to see the appearance of the auras, but not be able to determine the strength from that. And possibly a spell that hides auras.

Wensleydale

Dwarves




The dwarves: the grumpy forest-dwelling peoples of the deepest layers... once upon a time, dwarves were loved by all for their craftsmanship. Until, that is, the dwarf Garmani Gemskilled began hunting as a sport. Then, the gods of Morrow cried out that it was wrong for any creature, especially those bound to the very element of animals and plants, to hunt for anything but food, and darkened the dwarves' skin and made them grumpy and sullen. They are still skilled, but no longer are their abilities quite so great...

Religion: Dwarves worship the god of earth and creatures, Gohmo. He is said to have made them, with a skeleton of wood, flesh of clay, organs of gemstone and veins of metal. Their most deadly enemies are the goblins, who they are almost permanently at war with. Goblins and dwarves are said to be biologically related, which is probably one of the reasons they hate them so much.

Language: Dwarves generally speak various dialects of either Ga'Marr or Goth-Uk (both translating as dwarven.) Adventuring dwarves usually speak both.

Magic: All types of mages are welcome in dwarf society, but the most common are those of Earth. Fire mages are needed to help with crafting, however, air mages can help keep the forests safe, and water mages can heal the sick plants, animals and dwarves.

Homelands: Dwarves generally live among forests, where they have an agreement with the animals. Not that dwarves are, as some put it, 'treehuggers'. They protect nature, but they expect something back, and keep track of debts for their earth mages to repay by healing plants, or nature to repay by giving wood or meat.
Generally dwarves have mines near to their homes and walls surrounding the forests. They also often live in partially underground buildings.

Racial Properties

    * +2 CON, -2 CHA. Dwarves are grumpy and reluctant to interact with people, but tough.
    * Medium size.
    * Base land speed 20ft.
    * +2 racial bonus on Profession (Miner) and Craft(Wood, Metal, Gemstone...) checks.
    * Stonecunning (Su): This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnâ,¬,,¢t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    * Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    * +2 racial bonus on saving throws against poison.
    * Darkvision 60ft.
    * Low-Light vision.
    * 1/day: Speak with animals. CL 5th.
    * Automatic Languages: Ga'Marr, Goth-uk, Tradecommon.
    * Bonus languages: Rasta, Hailu, S'smakuk (lizardfolk), Twisted.
    * LA +1



Poseptune

I will read more on them later, but I see a pattern developing. Each of the races you've presented have a spell-like ability.
Is the setting high-magic?

Are all races going to have a spell like ability?

Will these spell like abilities be effected if the PC chooses a mage whose principle opposes the spell-like abilities priniciple?

I will take a look at the races a little more indepth later as well as take a look at your spells.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Wensleydale

Answers:

Well, the setting's not exactly high-magic. There are four greater races, the dwarves, orcs, goblins and lizardfolk, each tied to earth, air, fire and water respectively. Each gains a spell-like ability of their respective element. There are also a few other races, the most prominent of which are the two 'slave' races, humans and elves. Both of these are LA +0 and have no spell-likes, but they ARE extremely different to their PHB counterparts. Well, the elves, anyway. The humans are just going to be balanced a bit...

As for the last question: No, I don't think so. It's inherently bound inside them. Although, come to think of it, it might be more flavour-like to get rid of it...

Wensleydale

Lizardfolk
The Lizardfolk, or Gam'maru in their tongue, are those bound to the element of water. Bipedal reptiles, they require heat to function properly.

Religion: Gam'maru follow Zus'Shanu, Goddess of the Waters. She formed the lizardfolk out of the very waters of the sea, and teaches them to destroy those who would defile water and heal those who would not. They are strongly allied with the orcs because of this, and have a healthy alliance with the dwarves. The goblins are another matter.

Language: Gam'maru speak S'smakuk and Tradecommon. S'smakuk is a hissing, snake-like tongue which has been compared to the shifting of waves.

Magic: Fire magic isn't exactly common in Gam'maru lands, and neither is air. Earth and water magic, on the other hand, are frequent, with water magic being the basis of Gam'maru life.

Racial Properties

    * +2 WIS.
    * Medium size.
    * Base land speed 30ft.
    * Heat Dependency (Ex): A Gam'maru is highly dependent on heat to remain functional. If the ambient heat goes beneath 6 degrees (celsius), the Gam'maru is in danger. Every two hours, the Gam'maru must take a fortitude save with a DC of 5 + the amount of degrees beneath 6 it is. The DC increases by 1 every time. Upon the first failed save, the Gam'maru takes a 5ft penalty to movement speed. Upon the second, he takes another 5ft penalty and a -1 penalty to dex. Upon the third, he takes another -1 penalty to dex, and a -1 penalty to str, int and wis, as well as another -5ft to movement speed. This continues until the Gam'Maru reaches 0 int, at which time the creature dies.
    * +2 natural armour bonus.
    * Create water 1/day. CL 5th.
    * Automatic languages: S'smakuk, Tradecommon.
    * Bonus languages: Ga'Marr (Dwarven), Goth-Uk (Dwarven), Hailu (Orc), Rasta (Goblin).
    * Favoured Class: Water mage.
    * LA +1

Wensleydale

The Slave Races

 Humans
Humans, humans, humans. These creatures were created by goblins (or so the goblins say) and served them for thousands of years before Morrow's destruction. Just after that cataclysm, however, the elves and humans united and struck out. About 1/4 of them escaped, another fifth died, and the rest are still stuck in slavery.

Religion: Many humans still worship the god of their masters, Gurar. Others worship different gods, usually dwarven or orcish.

Language: Almost all humans speak Rasta. Some also speak Tradecommon.

Magic: Most humans are fire mages, as they learned from mimicking their masters. However, their are numbers of other types of mages among them too.

Racial Properties
    * Medium size.
    * Base land speed 30ft.
    * 1 extra feat at 1st level.
    * 3 extra skill points at 1st level and 1 extra skill point at each additional level.
    * Automatic Languages: Tradecommon, Rasta.
    * Bonus Languages: Any non-secret.
    * Favoured class: Fighter.

Elves
Elves were once a proud people. It is said that originally they were the race bound to the Soul principle, but whether that is true or not, it is now hard to fathom. It certainly is truth no longer. Elves were taken into slavery by goblins about 1200 years before the Cataclysm, Morrow's destruction. They became a broken race, left without the ability to cast magic, and had no will to withstand their oppressors. After the Cataclysm, though, the youngest generations, though, suddenly felt the tendrils of that raw force, magic, returning to their veins. They plotted with their human compatriots and rebelled. Many of them were killed, but goblins could simply not withstand the strength they had bred into their slaves. About half of the elven population escaped.

Religion: Elves generally worship Skai, God of Spirit. They say that he was the one that helped them live again.

Language: All elves speak Rasta, and many also speak Tradecommon.

Magic: Although elves are mostly without magic, a few of their number are powerful Soul mages. They do not seem capable of mastering elemental magic.

Racial Properties

    * +2 CON, -2 CHA.
    * Medium size.
    * Base land speed 30ft.
    * Strong Soul (Ex): Elves gain +3 bonus SHP.
    * +4 racial bonus on concentration and autohypnosis checks.
    * Automatic languages: Rasta and Tradecommon.
    * Bonus languages: Any non-secret
    * Favoured class: Fighter.

Wensleydale

The Bestial Races

Many are the creatures that roam the lands of Goromor, travelling across great plains, seeing naught but sky above them. Many do not even realise that their home has been destroyed.

[spoiler The Katauren]

The Katauren are a powerful race, known as minotaurs by some. They are generally large, muscly, and have shaggy hair. All of them have the traits of bulls or cattle, with ox-like heads, tails, and hoofed feat, although they have faces which have a more... human appearance about them. They live a tribe-based existence, and although they can only digest vegetable matter, their appearance leads many to believe that they are carnivorous. Most of their mages cast earth spells.

The Katauren speak their own language, Tauren, and most of them also speak Atrak (see the Gnoll entry.)

[/spoiler]

[spoiler Gnolls]

The Gnolls are a race of carnivorous, bestial humanoids, with reversed legs, full-body hair, paws, tails and canine head structure. Although their paws do have reversible thumbs, they're not as well developed as humans'. They are comfortable running bipedally or on four legs, and can go faster when doing the latter. Their tribal structures are often led by gnoll or goblin fire mages, and katauren leaders are common. Gnolls speak Atrak (their own language) and often Rasta or Tauren. They have a strong alliance with the Goblins, although the words 'are servants to' could replace 'have a strong alliance with' without the truth of the statement being marred...

[ooc]Gnolls can now gain +10ft to their movement speed whilst running on four legs, but lose any attacks they could make with hands. They also have a -2 penalty to dexterity.[/ooc]

[/spoiler]