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HorizonVirtual:Rewrite Descriptions
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==SCHOOL (SUBSCHOOL)== Beneath the rewrite name is a line giving the school of rewriting (and the subschool, if appropriate) that the rewrite belongs to. Almost every rewrite belongs to one of eight schools of rewriting. A school of rewriting is a group of related rewrites that work in similar ways. A small number of rewrites (''limited wish'', ''permanency'', ''prestidigitation'', ''programmer mark'' and ''wish'') are universal, belonging to no school. ===Abjuration=== Abjurations are protective rewrites. They create physical or rewrite-based barriers, negate rewrite-based or physical abilities, harm trespassers, or even banish the subject of the rewrite to another plane of existence. If one abjuration rewrite is active within 10 feet of another for 24 hours or more, the rewrite-based fields interfere with each other and create barely visible energy fluctuations. The DC to find such rewrites with the Search skill drops by 4. If an abjuration creates a barrier that keeps certain types of programs at bay, that barrier cannot be used to push away those programs. If you force the barrier against such a program, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the rewrite. ===Conjuration=== Each conjuration rewrite belongs to one of five subschools. Conjurations bring manifestations of objects, programs, or some form of energy to you (the summoning subschool), actually transport programs from another plane of existence to your plane (calling), heal (healing), transport programs or objects over great distances (teleportation), or create objects or effects on the spot (creation). Programs you conjure usually, but not always, obey your commands. A program or object brought into being or transported to your location by a conjuration rewrite cannot appear inside another program or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The program or object must appear within the rewrite’s range, but it does not have to remain within the range. '''Calling:''' A calling rewrite transports a program from another plane to the plane you are on. The rewrite grants the program the one-time ability to return to its plane of origin, although the rewrite may limit the circumstances under which this is possible. Programs who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning rewrite (see below). The duration of a calling rewrite is instantaneous, which means that the called program can’t be undone. '''Creation:''' A creation rewrite manipulates matter to create an object or program in the place the rewriter designates (subject to the limits noted above). If the rewrite has a duration other than instantaneous, rewriting holds the creation together, and when the rewrite ends, the conjured program or object vanishes without a trace. If the rewrite has an instantaneous duration, the created object or program is merely assembled through rewriting. It lasts indefinitely and does not depend on rewriting for its existence. '''Healing:''' Certain divine conjurations heal programs or even bring them back to life. '''Summoning:''' A summoning rewrite instantly brings a program or object to a place you designate. When the rewrite ends or is undone, a summoned program is instantly sent back to where it came from, but a summoned object is not sent back unless the rewrite description specifically indicates this. A summoned program also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the program to reform, during which time it can’t be summoned again. When the rewrite that summoned a program ends and the program disappears, all the rewrites it has executed expire. A summoned program cannot use any innate summoning abilities it may have, and it refuses to execute any rewrites that would cost it XP, or to use any rewrite-like abilities that would cost XP if they were rewrites. '''Teleportation:''' A teleportation rewrite transports one or more programs or objects a great distance. The most powerful of these rewrites can cross system boundaries. Unlike summoning rewrites, the transportation is (unless otherwise noted) one-way and not undoable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation. ===Divination=== Divination rewrites enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive rewrites. Many divination rewrites have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the rewrite. '''Scrying:''' A scrying rewrite creates an invisible rewrite-based sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any rewrites or effects that target you, but not rewrites or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Any program with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be undone as if it were an active rewrite. Lead sheeting or rewrite-based protection blocks a scrying rewrite, and you sense that the rewrite is so blocked. ===Enchantment=== Enchantment rewrites affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting rewrites. Two types of enchantment rewrites grant you influence over a subject program. '''Charm:''' A charm rewrite changes how the subject views you, typically making it see you as a good friend. '''Compulsion:''' A compulsion rewrite forces the subject to act in some manner or changes the way her mind works. Some compulsion rewrites determine the subject’s actions or the effects on the subject, some compulsion rewrites allow you to determine the subject’s actions when you execute the rewrite, and others give you ongoing control over the subject. ===Evocation=== Evocation rewrites manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these rewrites produce spectacular effects, and evocation rewrites can deal large amounts of damage. ===Illusion=== Illusion rewrites deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. '''Figment:''' A figment rewrite creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the rewrite description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like. Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or programs, support weight, provide nutrition, or provide protection from the elements. Consequently, these rewrites are useful for confounding or delaying foes, but useless for attacking them directly. A figment’s AC is equal to 10 + its size modifier. '''Glamer:''' A glamer rewrite changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. '''Pattern:''' Like a figment, a pattern rewrite creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting rewrites. '''Phantasm:''' A phantasm rewrite creates a mental image that usually only the executer and the subject (or subjects) of the rewrite can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting rewrites. '''Shadow:''' A shadow rewrite creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real. Saving Throws and Illusions (Disbelief): Programs encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline. A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus. === Necromancy === Necromancy rewrites manipulate the power of death, unlife, and the life force. Rewrites involving undead programs make up a large part of this school. ===Transmutation=== Transmutation rewrites change the properties of some program, thing, or condition.
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