Kinslayer's Tabletop Setting

Started by Kinslayer988, February 12, 2015, 07:05:31 PM

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Kinslayer988

Hi everyone! One of the reasons why I have been busy is that I am collaborating with friends and others to make a tabletop pnp setting with rules.

QuoteThe setting will take place in a jurassic period themed environment (but drawing upon other ancient periods as well). A savage world full of magnificent giant beasts, bugs, and ferns. Many ferns. The legends say that this world began with beasts and tribes of neanderthals. Among the tribes were the seers who studied the stars and planets and learned that there is power within the cosmos and the soil. The Seers began to call upon the power of the stars and planets and arose to become the first wizards. The first wizards created their grand towers and set on a quest for complete knowledge, less concerned for their savage counterparts. In this setting wizardry would not be considered magical moreso a science with countless unexplained laws and unknown anomalies.

The stories will focus on wizard cities (large astronomer wizard towers) and high magic world. These creatures are nothing more than warped creatures from the lands. Their brains addled by the great wizards to think logically and become self-sufficient, all for the wizards to use for labor, company, or trade. For races we have widdled it down to raptors (murderous and small like goblins), astral eliphantidae, an archaeopteryx creature, Trogolodyte influenced sea men, Neanderthals, and more.

QuoteWhat will separate this from other tabletop settings/rules I have seen and worked with is that there will only be mage classes. There is no fighter, ranger, monk, over even rogue. This world is controlled completely by magics and knowledge seekers as the High Wizards don't care what their citizens do unless it benefits or hurt them. Classes are Shaman (Druid-like), Apprentice (Wizard), and Planetar (Sorcerer-like). Due to there only being mage clases, spells will be a huge focus of the game from creating wards, creating acid mines before a battle, reflecting spells back at opponents, or an illusive clone of yourself.

What I am asking from you EFU community is to help me make some spells. I am looking to make signature spells with unique effects that can be used in very particular or dynamic circumstances. In this setting arcane and divine magic are one in the same which means you can suggest anything.

To split up the wall of text I will be posting examples on another post.
<SkillFocuspwn> no property developers among men only brothers

Kinslayer988

Don't worry about class details when you make your spells. The three classes, Shaman, Apprentice, and Planetar provide unique playstyles and can advance into prestige classes.

Apprentice - Intelligence based spellcaster, most dynamic class, generic wizard class that can eventually learn every spell, pick spellschool, has vast amount of skill points to act as a warrior, trapspringer, merchant.
Shaman - Wisdom based spellcaster, nature skills, and select from a pool of spells, no spell school restrictions.
Planetar - Charisma based spellcaster,, pick one spellschool and can only use that spellschool, higher attack and HP and other abilities with spellschool.

Since I am only in the early stages I will be using the same saves as DND for some familiarity.

Spell schools are an important factor to each spell. Each spell school is tied and/or influenced by an astral body (sun, planets, immense stars, asteroids, comets, etc). Spells are empowered, weaken, or don't even work in certain cycles of the planets and how they align with the character. Spellschools and some spell examples:

QuoteBlue Magic (Sun, stars, manipulation of energy and magic)
-Conjurative magics
-Blue sun, energy
-Too hot for elemental shields so wizards do not inhabit it
QuoteTeleport Creature
Manipulate energies to teleport target creature to a hex up to five hexes away.
QuoteRog's Summon Circle
You summon a creature from beyond depending on theme (you can pick) to battle under your control.
QuoteAndar's Spell Wall
Create a wall of magic that will absorb incoming spells

QuoteOrange Magic (Closest planet, force, elements, manipulation of materials)
-Scorched surface, elementals reside
-Buffs weapons and armors
-Mix abjuration/evocation
QuoteElemental Weapon
Enchant a weapon with elemental damage of choice.
QuoteDa's Fire Armor
Creates an armor of fire, burning those around the caster for damage each turn.
QuoteMolten Rupture
The target hex becomes holds lava for the next X turns. Those who land or pass the hex are dealt damage.

QuoteGreen Magic (Healing, necromancy, manipulation of life energy)
-Overgrowing plantlife that dies at end of rotation
-Both healing and inflicting pain
-Nature magics
QuoteLik's Immortality
Gain temporary immortality. Any blow that would kill you still hits and brings you to negative damage, however you may still act for up to X turns. All damage is applied at the end.
QuoteLife-Bind
You bind the lives of two targets together, all damage deal to the targets is now split evenly between them for X turns.

QuotePurple Magic (Shadow, darkness, madness, manipulation of sight)
- The Prime's moon,black Moon, absorbs light
- Nobody knows what is on there save for mad studors long dead
- Illusion focused
QuoteNgoln's Black Sphere
Conjure a sphere of shadow that floats in a hex. Enemies around the sphere are attacks by writhing pale tentacles, dealing X damage. As an action the wizard may move the sphere.
QuoteTerror
You create an unimaginable terror using shadows, those who see the terror may make a save to avert their eyes, else they must brave the terror and if failing, be feared.
QuoteRed Magic (Fleshy planet, body, improvement, beasts, manipulation of form)
-Planet of strange pink beasts
-Buffs, transmuting
QuoteMonstrous Growth
Your form contorts and changes, roll one d20 die to find what you are turned into.
QuoteRegenerate
Target regenerates health for X rounds. Yeah. As name says.
QuoteSluggish
You weaken the target's body, causing them to move slower for X rounds.

QuoteYellow Magic (Gas giant, confusion, mesmerism, manipulation of mind)
- Gas giant planet with roving wizards
- Enchantment spells, confusion
QuoteReinvision
Cloak yourself in a dazzling light, making you appear greater than you are. Enemies who gaze upon you must roll will save else they be enthralled by your form.
QuoteDominate
With a flash you control the target for one turn.
QuoteDust Storm
Create a storm of dust, blowing enemies and allies alike while dealing a small amount of damage.

QuoteWhite Magic (Crystal planet, divining, seeing, manipulation of light)
- Information gathering
- Light/divine damage
- Divination
QuotePremonition
You look into the future to see all outcomes of battle, this sight makes you prepared for the battle ahead. Giving you bonus AB, AC, and damage bonus.
QuoteBlinding Light
You shine a burning light dealing fire damage and blinding the target.
QuoteEye of Hrnn
Call an eye forth to scout for you. You may move the eye without an action and you see all that the eye can see.
<SkillFocuspwn> no property developers among men only brothers