This is some background information on the Immortals of Mystara. I decided that it is about time for our atheist cleric to pick a religion. The rest of you guys can also pick a Immortal(s) that sounds spiffy to you. Keep in mind that this is just background information that help you get the general idea. I will have to post the full idea later.
First a list of all the immortals. The PDF goes into more detail about the Immortals. All Imortals listed in this list are the REAL Immortals of this world.
http://pandius.com/ci_chpt1.html
Index of the Immortals by Sphere
http://pandius.com/ci_app1.html
The Immortals listed alphabetically
http://pandius.com/ci_app2.html
Hierachical Index of Immortals
http://pandius.com/ci_app3.html
List of the Immortals by name or nickname
http://pandius.com/ci_app4.html
List of Immortals by areas of interest
http://pandius.com/ci_app5.html
List of the Immortals by domain
http://pandius.com/ci_app6.html
A player list of the Immortals
http://pandius.com/ci_app10.html
The Pantheons of the Immortals. The PDF goes into more detail about the Pantheons.
http://pandius.com/ci2_chp6.html
Religions of Karameikos
http://pandius.com/kararelg.html
The Song of Halav
http://pandius.com/shalav2.html
http://pandius.com/shalav.html
Remember, any Immortal in other versions of the game is not in this game as a real Immortal unless it is on the codex or I approve of it. Also, I need to approve of the Immortal that you choose to follow.
Friday, April 24, 2009
Thursday, April 23, 2009
Level 9
Many of you are getting very close to hitting level nine. Ziek will probably be the first one to get there. I know Ziek wants to be an assassin, but the rest have not yet shown me what they want to do when they "grow" up. We need to start working on making a class for you characters when they hit level nine. Give me ideas, and I will work with it.
Making New Spells
Spellcasters (clerics, mages, elves, ect.) can make new spells when they get to level nine. The first step into making a spell is stating that you wish to do so. You then write up the spell in this format:
Name of spell (an asterisk next to it if it is a Reversible spell)
Range: (Average range goes from 0 to 240 feet/yards. Exceptions can be made)
Duration: (Rounds-10 sec. Turns-10 min. Hours, Days, Weeks, Months, Years, ect.)
Effects: A very brief description of the spell or what it effects (meaning, if it affects you, just say that)
The Description of the spell: In detail, write what the spell does. Put in the die rolls, charts, and anything else needed.
How the Spell Works: If the DM asks of it, he may ask you to tell him how the spell will work. This is not like the description. This won't go down in the spell book. This is just so that players don't make a spell that will go against logic. For example
Fireball: Heat is sent from the fingertips of the spellcaster to the center of his palm. The heat creates a small ball of fire that the spellcaster can throw at a subject. Upon contact, the fire ignites with the air around it to make a fireball. (I am sure you science dudes can do better than me) A description of how the spell will work can make some of the more impossible spells possible.
After you have written all of this down, the DM will review what you have written and make changes that you need to make. He will also give advice and so on about making the spell. This goes back and forth until both the DM and the player are happy with the spell written. (Here is an example of something I won't approve. Something that does 29D12 damage because you cannot deal more the 20Dwhatevers) The DM reviews and determines the spell level of the spell once you are done.
Now that was the easy part. The hard part comes now. Because now you got to find a library that is large enough for you to research you spell in. You can use your own books (books you picked up on your adventure), but if you do not have enough, you will have to go to a mage school or a temple to find more books that you could use. Unless you decide to steal the books, you might need to go to multiple libraries. Remember, some people are not very willing to share their books with everyone.
Now comes the really hard part. Once you have found a library or libraries in which you can research the spell in, you need to find components to the spell. In other D&D games, you require components to cast the spells, but this game works on a "living magic" perspective (meaning the magic is channeled to you). However, you will need components to make the spells so that you can study the relationship of magic with each other and so forth. The components will relate to the spell. If you were to create a regeneration spell, you would need troll skin. The DM will determine what you will need. You will know what you will need because it is assumed that in your library hunt, you did this part of the research. (Of course, the DM will advance time to reflect this aspect. The harder it is to find the components that you need, that longer it will take to determine what you need). Once you know what you need, you will need to go get them. Some items can just be bought. Some you will have to quest for. You may even need a rare artifact for you spell.
Now you need to pay up to make the spell. The cost of spell research is 1000 gp x spell level. A level nine spell will cost 9,000 gp. Exceptions can be made. No mater what, you will have to sacrifice something to make a spell. In some countries, you spend bushels of rice to make the spell. You can attempt to conquer people to make the spell without paying the gp, but you will still need to pay up something (like, paying the slaves in food, or finding new slaves, ect.) You don't have to pay all at once, but you cannot finish research until you have paid up. The time it takes to research the spell will take one week plus one day plus one day per spell level. You should also include the time it takes to get the components and to get the books.
Now comes the real die roll in all this. If you were researching something already known, then the formula is this:
( [Int+Lvl] x 2) - (3 x spell level) = % for success.
If the spell is a new spell, then the formula is this
( [Int+Lvl] x 2) - (5 x spell level) = % for success.
Failure means the spellcaster will have to try again. He will need to get more gold and components if he ran out of them. (For this reason, it is a good idea to carry extra on you in case you fail.) More time will pass, and the spellcaster rolls again for success. But this time he gets plus 5% to the chance for success. Each time he fails, he gets another plus 5%. For example:
Mr. Wizard wants to learn Fireball. He finds it in the library in the Magician's Guildhall in Specularum. He gets ash for his components. The spell is a level three spell, so he spends 3000 gp to the Guildhall to use the library to research the spell. The time it will take will be 11 days of research. His Int is 16 and he is a level 14. That is:
Common spell: ( [16+14] x 2) - (3 x 3) = 51%
Mr. Wizard rolls a 72. So he must try again. He already has the components and the money so he spends another 11 days of research to learn the spell.
Common spell: ( [16+14] x 2) - (3 x 3) = 51% + 5%= 56%
Mr. Wizard rolls a 96. He must try yet again. He has the components, but he only has 2000 gp left. He spends 7 days to research the spell, and then he goes on some odd jobs to raise 1000 more gp. He gets back to his research a month later. He spends 1000 gp and does the last four days of research.
Common spell: ( [16 + 14] x 2) - (3 x 3) = 51% + 5% + 5%= 61%
Mr. Wizard rolls a 54. He now knows fireball.
If you have any questions, just ask. I will do making magic items and stuff later.
Name of spell (an asterisk next to it if it is a Reversible spell)
Range: (Average range goes from 0 to 240 feet/yards. Exceptions can be made)
Duration: (Rounds-10 sec. Turns-10 min. Hours, Days, Weeks, Months, Years, ect.)
Effects: A very brief description of the spell or what it effects (meaning, if it affects you, just say that)
The Description of the spell: In detail, write what the spell does. Put in the die rolls, charts, and anything else needed.
How the Spell Works: If the DM asks of it, he may ask you to tell him how the spell will work. This is not like the description. This won't go down in the spell book. This is just so that players don't make a spell that will go against logic. For example
Fireball: Heat is sent from the fingertips of the spellcaster to the center of his palm. The heat creates a small ball of fire that the spellcaster can throw at a subject. Upon contact, the fire ignites with the air around it to make a fireball. (I am sure you science dudes can do better than me) A description of how the spell will work can make some of the more impossible spells possible.
After you have written all of this down, the DM will review what you have written and make changes that you need to make. He will also give advice and so on about making the spell. This goes back and forth until both the DM and the player are happy with the spell written. (Here is an example of something I won't approve. Something that does 29D12 damage because you cannot deal more the 20Dwhatevers) The DM reviews and determines the spell level of the spell once you are done.
Now that was the easy part. The hard part comes now. Because now you got to find a library that is large enough for you to research you spell in. You can use your own books (books you picked up on your adventure), but if you do not have enough, you will have to go to a mage school or a temple to find more books that you could use. Unless you decide to steal the books, you might need to go to multiple libraries. Remember, some people are not very willing to share their books with everyone.
Now comes the really hard part. Once you have found a library or libraries in which you can research the spell in, you need to find components to the spell. In other D&D games, you require components to cast the spells, but this game works on a "living magic" perspective (meaning the magic is channeled to you). However, you will need components to make the spells so that you can study the relationship of magic with each other and so forth. The components will relate to the spell. If you were to create a regeneration spell, you would need troll skin. The DM will determine what you will need. You will know what you will need because it is assumed that in your library hunt, you did this part of the research. (Of course, the DM will advance time to reflect this aspect. The harder it is to find the components that you need, that longer it will take to determine what you need). Once you know what you need, you will need to go get them. Some items can just be bought. Some you will have to quest for. You may even need a rare artifact for you spell.
Now you need to pay up to make the spell. The cost of spell research is 1000 gp x spell level. A level nine spell will cost 9,000 gp. Exceptions can be made. No mater what, you will have to sacrifice something to make a spell. In some countries, you spend bushels of rice to make the spell. You can attempt to conquer people to make the spell without paying the gp, but you will still need to pay up something (like, paying the slaves in food, or finding new slaves, ect.) You don't have to pay all at once, but you cannot finish research until you have paid up. The time it takes to research the spell will take one week plus one day plus one day per spell level. You should also include the time it takes to get the components and to get the books.
Now comes the real die roll in all this. If you were researching something already known, then the formula is this:
( [Int+Lvl] x 2) - (3 x spell level) = % for success.
If the spell is a new spell, then the formula is this
( [Int+Lvl] x 2) - (5 x spell level) = % for success.
Failure means the spellcaster will have to try again. He will need to get more gold and components if he ran out of them. (For this reason, it is a good idea to carry extra on you in case you fail.) More time will pass, and the spellcaster rolls again for success. But this time he gets plus 5% to the chance for success. Each time he fails, he gets another plus 5%. For example:
Mr. Wizard wants to learn Fireball. He finds it in the library in the Magician's Guildhall in Specularum. He gets ash for his components. The spell is a level three spell, so he spends 3000 gp to the Guildhall to use the library to research the spell. The time it will take will be 11 days of research. His Int is 16 and he is a level 14. That is:
Common spell: ( [16+14] x 2) - (3 x 3) = 51%
Mr. Wizard rolls a 72. So he must try again. He already has the components and the money so he spends another 11 days of research to learn the spell.
Common spell: ( [16+14] x 2) - (3 x 3) = 51% + 5%= 56%
Mr. Wizard rolls a 96. He must try yet again. He has the components, but he only has 2000 gp left. He spends 7 days to research the spell, and then he goes on some odd jobs to raise 1000 more gp. He gets back to his research a month later. He spends 1000 gp and does the last four days of research.
Common spell: ( [16 + 14] x 2) - (3 x 3) = 51% + 5% + 5%= 61%
Mr. Wizard rolls a 54. He now knows fireball.
If you have any questions, just ask. I will do making magic items and stuff later.
Monday, April 13, 2009
What I Think The Players Learned So Far
Well, it is almost the end of the first part of the campaign. That is, Part I out of V by the way (mwuhahaha). As I am hardly motivated to write a bunch of details on how you guys were lost in the mountains (you eejits went the wrong bloody way) I think I will waste your time with boring, useless information on what I think you have learned so far in the campaign. Pay heed. This will be on your final. By the way, papers are due next time we meet. All who does not turn their paper with their works cited will receive a big fat F.
1) When in doubt, set something on fire!
2) Burning bodies is a good way to get attention.
3) When something bites down on you, they will bite down on your with BOTH sets of teeth!
4) Sometimes, rolling well is a bad thing.
5) Armstead is a nice town....to burn down...
6) Maleik is holding the leash to six rabid dogs that will tear him to pieces the moment they get a chance.
7) Where there is goblins, there will be cervders.
8) The DM really does not care if the players die. In fact, there is a belief that the DM sometimes makes the mistake in believing that the players are dead already.
9) The DM can screw sometimes by forgetting a few things. Just don't rub it in his face our *smite smite smite*
10) The DM can also screw up sometimes when he is planning these things. The bad news is that he just wings it anyways thinking that the players are smart enough to think their way out of the situation.
11) The rails in this game go wherever the players want them to go...even into the mouth of dooooooooom.
12) Passed on past statistics, we can make these conclusions:
a) The players WILL roll really good when there is absolutely no point in rolling really good.
b) The players WILL roll really bad when they desperately need to roll high.
c) The DM WILL roll mediocre throughout most of the game whenever it is just a random fight
d) The DM WILL roll unbelievably high when the players really don't need him too.
e) The players WILL come up with bad ideas when the DM is rolling high.
f) The players WILL get their head handed to them right before the get out of where ever they are adventuring safely.
g) The players WILL survive because luck, for some reason, decides to join the heroes and keep them alive to the very end
h) The DM WILL try to do something evil to the players when luck joins the players as described in the previous note.
i) The players WILL be grateful that the DM gets them a bunch of dice that they are can use.
Based on all the data that we have collected, we decided that the scientific way to approach all this is to travel the land at only 1 HP because this study has shown that you will not die....unless you stub your toe....
13) The odds of getting lost while traveling is determined by using the mathematical formula that takes into consideration on how far the players travel, the weariness of the players, if there is something going on in the land around them, if the players interact with something going on in the land around them, if they leave the road, and if there is something good on the TV that the DM wants to watch.
14) The DM likes to pull the player's leg. Unfortunately, this means that the players never really now if he is serious about that random green dragon that just came out of nowhere and devoured the party.
15) The wizard is the brains, the bazooka, and the first to die if things get hairy.
16) No one in this campaign can pronounce anyone's or anything's names correctly. Even if it was to save their lives.
17) This world is screwed.
18) The Dark Side feels pretty refreshing. Especially when you start growing the horns.
19) The DM does not prepare for the player's stupidity.
20) There are no atheists when the DM rolls a Natural 20.
Anything else you guys want to add?
1) When in doubt, set something on fire!
2) Burning bodies is a good way to get attention.
3) When something bites down on you, they will bite down on your with BOTH sets of teeth!
4) Sometimes, rolling well is a bad thing.
5) Armstead is a nice town....to burn down...
6) Maleik is holding the leash to six rabid dogs that will tear him to pieces the moment they get a chance.
7) Where there is goblins, there will be cervders.
8) The DM really does not care if the players die. In fact, there is a belief that the DM sometimes makes the mistake in believing that the players are dead already.
9) The DM can screw sometimes by forgetting a few things. Just don't rub it in his face our *smite smite smite*
10) The DM can also screw up sometimes when he is planning these things. The bad news is that he just wings it anyways thinking that the players are smart enough to think their way out of the situation.
11) The rails in this game go wherever the players want them to go...even into the mouth of dooooooooom.
12) Passed on past statistics, we can make these conclusions:
a) The players WILL roll really good when there is absolutely no point in rolling really good.
b) The players WILL roll really bad when they desperately need to roll high.
c) The DM WILL roll mediocre throughout most of the game whenever it is just a random fight
d) The DM WILL roll unbelievably high when the players really don't need him too.
e) The players WILL come up with bad ideas when the DM is rolling high.
f) The players WILL get their head handed to them right before the get out of where ever they are adventuring safely.
g) The players WILL survive because luck, for some reason, decides to join the heroes and keep them alive to the very end
h) The DM WILL try to do something evil to the players when luck joins the players as described in the previous note.
i) The players WILL be grateful that the DM gets them a bunch of dice that they are can use.
Based on all the data that we have collected, we decided that the scientific way to approach all this is to travel the land at only 1 HP because this study has shown that you will not die....unless you stub your toe....
13) The odds of getting lost while traveling is determined by using the mathematical formula that takes into consideration on how far the players travel, the weariness of the players, if there is something going on in the land around them, if the players interact with something going on in the land around them, if they leave the road, and if there is something good on the TV that the DM wants to watch.
14) The DM likes to pull the player's leg. Unfortunately, this means that the players never really now if he is serious about that random green dragon that just came out of nowhere and devoured the party.
15) The wizard is the brains, the bazooka, and the first to die if things get hairy.
16) No one in this campaign can pronounce anyone's or anything's names correctly. Even if it was to save their lives.
17) This world is screwed.
18) The Dark Side feels pretty refreshing. Especially when you start growing the horns.
19) The DM does not prepare for the player's stupidity.
20) There are no atheists when the DM rolls a Natural 20.
Anything else you guys want to add?
Thursday, April 2, 2009
Catellan Keep and Castellan Keep
Receant research has shown that the word Castellan is an acutal word. As the word itself makes sense to the whole past of the keep, we will now refer Catellan Keep as Castellan Keep.
A castellan is the caretaker of a castle.
You do not need to edit your notes, but keep in mind that I will be pronouceing and spelling it the way it should.
A castellan is the caretaker of a castle.
You do not need to edit your notes, but keep in mind that I will be pronouceing and spelling it the way it should.
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