Difference between revisions of "Spells"

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===Reincarnate===
 
===Reincarnate===
 
Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
 
Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
 
   
   
 
{{TableMain}}
 
{{TableMain}}
 
{{T01}}
 
{{T01}}
| colspan="3"| Proposed Reincarnate Table I
+
| colspan="3"| Proposed Reincarnate Table
{{T02}}
 
| colspan="2" | Roll
 
| New Race
 
 
|-
 
| 1-6
 
|
 
| ''Dwarf''
 
 
|-
 
|
 
| 1-3
 
| Dwarf, Mountain (Khazad-Aul)
 
 
|-
 
|
 
| 4-6
 
| Dwarf, Storm (Khazad-Mornir)
 
 
|-
 
| 7-12
 
|
 
| Egalrin
 
 
|-
 
| 13-18
 
|
 
| ''Elf''
 
 
|-
 
|
 
| 13-14
 
| Elf, Dawn (Llyranesi)
 
 
|-
 
|
 
| 15-16
 
| Elf, Shadow (Mul'niessa)
 
 
|-
 
|
 
| 17-18
 
| Elf, Wild (Sylvanori)
 
 
|-
 
| 19-24
 
|
 
| Gnome
 
 
|-
 
| 25-30
 
|
 
| Gobber
 
 
|-
 
| 31-36
 
|
 
| Half-elf
 
 
|-
 
| 37-42
 
|
 
| Hobgoblin
 
 
|-
 
| 43-48
 
|
 
| Sith-makar
 
 
|-
 
| 49-54
 
|
 
| Jotunbrud
 
 
|-
 
| 55-60
 
|
 
| Half-orc
 
 
|-
 
| 61-66
 
|
 
| Halflings
 
 
|-
 
| 67-72
 
|
 
| Oruch
 
 
|-
 
| 73-78
 
|
 
| Previous Race
 
 
|-
 
| 79-100
 
|
 
| Human
 
 
|}
 
 
 
 
{{TableMain}}
 
{{T01}}
 
| colspan="3"| Proposed Reincarnate Table II
 
 
{{T02}}
 
{{T02}}
 
| colspan="2" | Roll
 
| colspan="2" | Roll

Revision as of 06:02, 31 May 2010

The Emblem of Ea makes use of a number of in-house spells to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.

Detect Lycanthrope

School: Divination

Level: Ranger 1

Casting Time: 1 standard action

Components: V, S, M/DF (fur from a wolf)

Range: 60 ft.

Area: Cone-shaped emanation

Duration: Concentration, up to 1 minute/ level (D)

Saving Throw: None

Spell Resistance: No

You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of lycanthropes.
2nd Round: Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.
3rd Round: The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.
Lingering Aura: A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.
HD Strength Lingering Aura Duration
1 or lower Faint 1d6 rounds
2-4 Moderate 1d6 minutes
5-10 Strong 1d6 x 10 minutes
11 or higher Overwhelming 1d6 days

Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Special: During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.


Merciful Blade

School: Transmutation

Level: Pal 1

Components: V, DF, S

Casting Time: 1 swift action

Range: Personal

Target: You

Duration: 1 minute/level (D)

Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.

For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.


Orb Spells, All

The following changes apply to orb spells:

  • Lesser orb spells are as per Spell Compendium.
  • Normal orb spells deal 1d8 damage per 2 caster levels, up to a maximum of 8d8 (at level 16), plus their given special effect.
  • The spells must be researched.


Reincarnate

Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.


Proposed Reincarnate Table
Roll New Race
1-7 Dwarf
1-50 Dwarf, Mountain (Khazad-Aul)
51-100 Dwarf, Storm (Khazad-Mornir)
6-14 Egalrin
15-21 Elf
1-34 Elf, Dawn (Llyranesi)
35-67 Elf, Shadow (Mul'niessa)
68-100 Elf, Wild (Sylvanori)
22-28 Gnome
29-35 Gobber
36-42 Half-elf
43-49 Hobgoblin
50-56 Sith-makar
57-63 Jotunbrud
64-70 Half-orc
71-77 Halflings
78-82 Oruch
83-100 Human