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| Thulsa's Revised Rules:; "Varied Ways!" | |
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| Tweet Topic Started: Oct 29 2015, 04:38 PM (180 Views) | |
| Nialldubh | Oct 29 2015, 04:38 PM Post #1 |
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REVISED RULES OF SORCERY By Thulsa The following are changes to the rules of sorcery. Except for the changes outlined below, these rules otherwise work as described in the core rulebook. |
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| Nialldubh | Oct 29 2015, 04:38 PM Post #2 |
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Spell Range Magical Link: The item which functions as a magical link to the target is consumed during the casting of the spell. If a Warding or Greater Warding (or similar) spell is used against a spell cast with a magical link and fails, the caster cannot retry the dispelling until he gains another level. |
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| Nialldubh | Oct 29 2015, 04:39 PM Post #3 |
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Sacrifices and Energy Drains Energy Drain: If you have a sorcerer helpless and under your power, you may place your hand against his skin and drain 1d4 Power Points from him as a full-round action. This is removed from his usual Power Points. Against non-sorcerers, this simply causes 1d4 points of damage to the victim, but you do not gain any Power Points. Why? With the rules as written, Energy Drain is so much better than the other ways of gaining Power Points that nobody would really bother using anything else. It’s much better to have half a dozen slaves (which you can buy for 3 sp apiece in Turan) chained in your basement and drain them regularly for PP using Energy Drain, than it is to use black lotus powder (300 sp/dose) or engage in Power Rituals (which require several hours and dozens of participants and skill ranks to be as effective). |
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| Nialldubh | Oct 29 2015, 04:41 PM Post #4 |
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The Rule of Impermanence Any time a sorcerer is reduced below zero hit points, he must make a separate Will saving throw (DC 15) for each of his sorcerous creations. If the saving throw is failed, the creation ceases functioning immediately. Spells end and items crumble to dust. If a sorcerer is left for dead or killed, he must make a similar saving throw (DC 20) for each of his sorcerous creations. If the saving throw succeeds, the sorcerous creation lasts for another 1d10 rounds. If the duration was Mortal and the save succeeds by 5 or more, the creation lasts for another 1d10 days, or 1d10 months if the save succeeds by 10 or more, and so on for other increments of five. The sorcerer may choose to voluntarily fail any such saving throw. Why? There may be certain occasions when it would be dramatically appropriate for the sorcerous creations of a scholar to linger on, even after his death, for example if a band of adventurers are exploring the abode of a dead sorcerer. . |
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| Nialldubh | Oct 29 2015, 04:42 PM Post #5 |
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The Rule of the Master Power Transfer: The maximum number of Power Points that can be taken or granted from or to a thrall in any 24-hour period is equal to the sorcerer’s Maximum Power Points. Why? With the rules as written, a master sorcerer with a horde of low-level thralls has an almost unlimited supply of Power Points, even considering any Intelligence damage inflicted upon the thralls. |
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| Nialldubh | Oct 29 2015, 04:43 PM Post #6 |
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The Rule of the Sorcerer’s Soul Any sorcerer, magical beast or outsider who can meet the eyes of a sorcerer can sense the latter’s sorcerous nature if he succeeds at a magic attack roll opposed by the target’s Will save. Unless a Player Character is actively looking to detect a sorcerer, this roll should be made in secret by the Game Master. If the magic attack roll fails, it cannot be attempted again until another level is gained. Why? With the rules as written, the detection of sorcerers by other sorcerers or supernatural creatures is automatic. There may be occasions when it would be dramatically appropriate for a sorcerer to be able to hide his sorcerous nature, for example if he were infiltrating the king’s court (or the party!), masquerading as a simple servant. |
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| Nialldubh | Oct 29 2015, 04:44 PM Post #7 |
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Mighty Spells and Runaway Magic A sorcerer can cast one mighty spell per week without fear of dangerous consequences. Each time he casts a further mighty spells within seven days of the last one, he must make a Will saving throw. This Will saving throw starts out at DC 20 but the DC rises by +5 for each additional mighty spell cast within the last seven days. On a roll of 29-30 on the Runaway Magic table, the sorcerer is slain outright (regardless of Fate Points spent), and either the site of his death, an item worn or carried, or any or all of the sorcerer’s descendants, are affected by a magical curse (as determined by the Game Master) for 1d100 years. On a roll of 31+ on the Runaway Magic table, the effects are as above, but the curse lasts for 10d100 years. Why? The DC of the saving throw has been increased, as most sorcerers would easily be able to save successfully several times before being struck by runaway magic. Also, instead of a minor cataclysm (which would make it far too easy for a low-level sorcerer to destroy a city), a curse is the result of a badly failed roll. . |
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