Friday, March 25, 2011

Grimrun, the Master of Duels

Grimrun was a legendary wizard that created or refined many spells for use against rival wizards, including the power to break spells or turn them back on their casters.
Grimrun’s appearance is unknown, as he or she only appeared wearing an iron mask and full robes.
In fact, the name “Grimrun” is a pseudonym; his or her true name kept secret so as to avoid giving power to his or her many enemies.

Grimrun’s Treacherous Usurpation

Complexity 3, Range sight, Target single spell, Duration instant, Save none
Effect: a single spell that targets the caster of this spell instead targets the caster of the targeted spell. If this spell is prepared it may be cast as part of a countering attempt, causing it to succeed automatically.

Grimrun’s Cogitive Excruciation

Complexity 2, Range sight, Target single wizard, Duration concentration, Save Discern
Effect: the mind of the targeted wizard is overwhelmed by the power of the spells it contains, causing a burning pain that paralyzes the target for the duration of the spell.

Grimrun’s Grandest Trick

Compexity 3, Range self, Target self, Duration instant, Save Discern
Effect: the caster weaves together a potent spell of death turned inside-out, such that anyone attempting to counter it unwittingly trigger it upon themselves, snuffing out their own lives in an instant. Absent an attempt to counter, it does 1d6 damage to the caster.

Wednesday, March 23, 2011

Possible new Turning Mechanic

When an attempt is made to banish horrors such as undead, demons, or eldritch beings from other dimensions, roll 2d6 + Faith modifier, plus hit dice if you are a Cleric, versus the monster's morale plus hit dice. If your total is higher, the monster is held at bay by the power of your Faith. If you roll a natural 12 or make a second successful banish roll, the monster turns and flees. On a natural 2, you automatically fail.

Saturday, March 12, 2011

New Spell: The Fel Light of Ngah

Fel Light of Ngah (ancient spell)
Complexity 3, Range close, Target self, Duration concentration
This spell conjures the eldritch light of a distant star to be held in the caster's hand. It shines as a lantern, and all things upon which its light falls reveal their auras, allowing all to see as if possessed of the Eyes of the Overworld.

Wednesday, March 2, 2011

Updates to The Game

  • Reduced Rank experience point requirements and monster xp rewards by 90%, thus making the numbers somewhat more manageable and increasing the importance of treasure to advancement. Treasure may in fact be too good now at 1 xp/silver penny: a mark of silver is now enough to make it to Rank 2.
  • Eliminated armor soak. I like the effect in principle, but the rule is just too slow in play. The defense bonus from armor has been doubled to compensate. This required a small update to the rules for attacking.
  • Added a player advice section to the Combat and Exploration chapter. Advice on player advice would be much appreciated ; - )
  • Simplified encounter reaction rolls.
  • Clarified evasion rules.
  • Clarified heritage attribute bonuses and special abilities.
  • Various spelling/grammar fixes.
I'm strongly considering renaming "Banish Horror" (my turn undead equivalent) to "Exorcism". Opinions?