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− | == Character Creation Rules == | + | == Character Creation & Other House Rules == |
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+ | Characters begin as Magic Users of the Fifth level of experience. They start out with substantial assets and benefits befitting their elevated station in the world, and are assumed to have several notable accomplishments in their biography. | ||
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*Names should include a suitably impressive sobriquet. Manos becomes Manos the Masterful, Delilah becomes Delilah of the Seven Secrets. It is very important that your name portend great advantages for your allies and ignominious defeat for your enemies! All must know that they deal with persons of pride and puissance upon hearing of you. | *Names should include a suitably impressive sobriquet. Manos becomes Manos the Masterful, Delilah becomes Delilah of the Seven Secrets. It is very important that your name portend great advantages for your allies and ignominious defeat for your enemies! All must know that they deal with persons of pride and puissance upon hearing of you. | ||
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*Each new PCs rolls three sets of six attributes, attributes being determined by rolling four six-sided dice and totaling the highest three. The player then selects one of the three sets, and arranges them to taste. Intelligence is the prime requisite for magic users. The highly social nature of this campaign makes Charisma more important than it might usually be. | *Each new PCs rolls three sets of six attributes, attributes being determined by rolling four six-sided dice and totaling the highest three. The player then selects one of the three sets, and arranges them to taste. Intelligence is the prime requisite for magic users. The highly social nature of this campaign makes Charisma more important than it might usually be. | ||
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*Weapon and non-weapon proficiencies are not used. The PCs are presumed to have studied all scholarly and technical fields extensively, or to have manuals of such available in their libraries. They are not omniscient, but obscure lore is their meat and drink. NPCs use whatever weapons are appropriate to their wealth and profession; PCs are proficient with dagger, staff, dart, and any general class of weapon they may have studied the use of, if they have elected to do so. If you have learned swordplay or the use of bows or similar, note it under Specialties on your character sheet. | *Weapon and non-weapon proficiencies are not used. The PCs are presumed to have studied all scholarly and technical fields extensively, or to have manuals of such available in their libraries. They are not omniscient, but obscure lore is their meat and drink. NPCs use whatever weapons are appropriate to their wealth and profession; PCs are proficient with dagger, staff, dart, and any general class of weapon they may have studied the use of, if they have elected to do so. If you have learned swordplay or the use of bows or similar, note it under Specialties on your character sheet. | ||
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*Alignment will not be used in this campaign. The powers of law and chaos are weak in this era, and good and evil are arbitrary human inventions, more often used to rationalize behavior than as its original impetus. If you have any spell that would normally detect a given alignment, it may instead be used to detect any general class of living creature, subject to the same range, duration, etc. as a spell detecting evil or good or what-have-you. | *Alignment will not be used in this campaign. The powers of law and chaos are weak in this era, and good and evil are arbitrary human inventions, more often used to rationalize behavior than as its original impetus. If you have any spell that would normally detect a given alignment, it may instead be used to detect any general class of living creature, subject to the same range, duration, etc. as a spell detecting evil or good or what-have-you. | ||
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*All hit dice are re-rolled at each level, the player character keeping the previous total or taking the new one, whichever is better. | *All hit dice are re-rolled at each level, the player character keeping the previous total or taking the new one, whichever is better. | ||
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*Each PC will receive the following spells, randomly rolled: six first level, four second level, two third level. They may also pick one spell of each level, which should be a spell possessed by no other player character. | *Each PC will receive the following spells, randomly rolled: six first level, four second level, two third level. They may also pick one spell of each level, which should be a spell possessed by no other player character. | ||
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*The Cleric class does not exist in this setting, and so no clerical henchmen should be created. To make up for this lack, all clerical spells are converted to magic-user spells. Each PC may select one clerical spell of levels 1-3, and any found on scrolls or in spellbooks may be learned normally. Any clerical spells which already exist in identical form on the Magic User list will be considered the level that they appear at for Magic Users. | *The Cleric class does not exist in this setting, and so no clerical henchmen should be created. To make up for this lack, all clerical spells are converted to magic-user spells. Each PC may select one clerical spell of levels 1-3, and any found on scrolls or in spellbooks may be learned normally. Any clerical spells which already exist in identical form on the Magic User list will be considered the level that they appear at for Magic Users. | ||
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*Each PC begins the game with two henchmen of apparent loyalty. They should generally be of the fighter or thief class, although those with exceptional attributes might be members of other classes. Paladins, Druids and Clerics do not exist in the setting. Their attributes are generated by rolling 3d6 in order (For purposes of this game we will be listing attributes in the order: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.) The player may select one attribute of the six to reroll, taking the better result. Their hit points will begin at the maximum at first level, with each level thereafter being rolled and added to the total. | *Each PC begins the game with two henchmen of apparent loyalty. They should generally be of the fighter or thief class, although those with exceptional attributes might be members of other classes. Paladins, Druids and Clerics do not exist in the setting. Their attributes are generated by rolling 3d6 in order (For purposes of this game we will be listing attributes in the order: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.) The player may select one attribute of the six to reroll, taking the better result. Their hit points will begin at the maximum at first level, with each level thereafter being rolled and added to the total. | ||
− | + | *The characters are persons of wealth and substance. They enter the game with a large estate, consisting of a townhouse or country manor, probably several other holdings, and investments or active schemes of extortion enabling them to survive in comfort with no visible means of support. They and their henchmen may have any reasonable amount of mundane equipment, in addition to full larders and extensive wine cellars, gardens, solariums, etc. etc. You may assume their house has approximately ten thousand square feet of space, and contains a library and laboratory appropriate for the work of a magician. | |
− | + | *Because objects of nearly-forgotten science are within the characters purview as well as magic, they likely have many mundane conveniences such as artificial lighting, an electrified fence, hot and cold running water, and wireless communications devices enabling them to send each other video and audio messages without the need to leave the bathtub. These items, of a non-adventuring character, should be listed in the description of your estate if they have any mechanical use. | |
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− | *The characters are persons of wealth and substance. They enter the game with a large estate, consisting of a townhouse or country manor, probably several other holdings, and investments or active schemes of extortion enabling them to survive in comfort with no visible means of support. They have | ||
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− | *Because objects of nearly-forgotten science are within the characters purview as well as magic, they likely have many mundane conveniences such as artificial lighting, an electrified fence, hot and cold running water, and wireless communications devices enabling them to send each other video and audio messages without the need to leave the bathtub. These items, of a non-adventuring character, should be listed in the description of your estate if they | ||
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*The estates also support up to a handful of servants if you like, generally being butlers, maids, cooks, dogsbodies, or automatons of a single hit die and no combat ability. | *The estates also support up to a handful of servants if you like, generally being butlers, maids, cooks, dogsbodies, or automatons of a single hit die and no combat ability. | ||
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== The Game World & Conventions == | == The Game World & Conventions == | ||
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== The Magicians == | == The Magicians == | ||
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== Major NPCs == | == Major NPCs == | ||
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== Geography == | == Geography == | ||
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== Preliminary Spell Selection == | == Preliminary Spell Selection == | ||
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| '''Index'''||'''Spell Name'''||'''Players''' | | '''Index'''||'''Spell Name'''||'''Players''' | ||
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− | | 1||Affect Normal Fires||Feste | + | | 1||Affect Normal Fires||Feste |
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| 2||Alarm||Banshee, Dreamsing | | 2||Alarm||Banshee, Dreamsing | ||
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| 4||Burning Hands|| | | 4||Burning Hands|| | ||
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− | | 5||Charm Person|| | + | | 5||Charm Person|| |
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| 6||Comprehend Languages|| | | 6||Comprehend Languages|| | ||
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| 12||Find Familiar|| | | 12||Find Familiar|| | ||
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− | | 13||Firewater||Dreamsing | + | | 13||Firewater||Dreamsing |
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| 14||Friends|| | | 14||Friends|| | ||
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| 15||Grease|| | | 15||Grease|| | ||
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− | | 16||Hold Portal||Celeste | + | | 16||Hold Portal||Celeste |
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| 17||Identify||Celeste | | 17||Identify||Celeste | ||
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| 19||Light||Celeste, Banshee, JFR | | 19||Light||Celeste, Banshee, JFR | ||
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− | | 20||Magic Missile|| | + | | 20||Magic Missile||Banshee |
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− | | 21||Melt|| | + | | 21||Melt|| |
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| 22||Mending||Feste | | 22||Mending||Feste | ||
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| 30||Run|| | | 30||Run|| | ||
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− | | 31||Shield|| | + | | 31||Shield|| |
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| 32||Shocking Grasp|| | | 32||Shocking Grasp|| | ||
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| 34||Spider Climb||Feste | | 34||Spider Climb||Feste | ||
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− | | 35||Taunt|| | + | | 35||Taunt|| |
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| 36||Tenser's Floating Disc||Feste | | 36||Tenser's Floating Disc||Feste | ||
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| 39||Wizard Mark|| | | 39||Wizard Mark|| | ||
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− | | 40||Write||JFR | + | | 40||Write||JFR |
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| '''Level Two'''|||| | | '''Level Two'''|||| | ||
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| 7||Detect Invisibility|| | | 7||Detect Invisibility|| | ||
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− | | 8||ESP||Celeste | + | | 8||ESP||Celeste |
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| 9||Flaming Sphere|| | | 9||Flaming Sphere|| | ||
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− | | 10||Fools Gold|| | + | | 10||Fools Gold|| |
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− | | 11||Forget||JFR | + | | 11||Forget||JFR |
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− | | 12||Invisibility|| | + | | 12||Invisibility|| |
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| 13||Irritation||Feste, Celeste, JFR | | 13||Irritation||Feste, Celeste, JFR | ||
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| 16||Leomund's Trap||Dreamsing | | 16||Leomund's Trap||Dreamsing | ||
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− | | 17||Levitate|| | + | | 17||Levitate|| |
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| 18||Locate Object|| | | 18||Locate Object|| | ||
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| 19||Magic Mouth|| | | 19||Magic Mouth|| | ||
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− | | 20||Melf's Acid Arrow||Banshee | + | | 20||Melf's Acid Arrow||Banshee |
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| 21||Mirror Image||Celeste | | 21||Mirror Image||Celeste | ||
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| 1||Blink||Dreamsing, Banshee | | 1||Blink||Dreamsing, Banshee | ||
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− | | 2||Clairaudience|| | + | | 2||Clairaudience|| |
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| 3||Clairvoyance||Feste, Celeste | | 3||Clairvoyance||Feste, Celeste | ||
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| 5||Detect Illusion|| | | 5||Detect Illusion|| | ||
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− | | 6||Dispel Magic|| | + | | 6||Dispel Magic|| |
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| 7||Explosive Runes|| | | 7||Explosive Runes|| | ||
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| 12||Gust of Wind|| | | 12||Gust of Wind|| | ||
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− | | 13||Haste|| | + | | 13||Haste|| |
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| 14||Hold Person||Dreamsing, Banshee | | 14||Hold Person||Dreamsing, Banshee | ||
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| 19||Lightning Bolt|| | | 19||Lightning Bolt|| | ||
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− | | 20||Material|| | + | | 20||Material|| |
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| 21||Melf's Minute Meteor||Banshee | | 21||Melf's Minute Meteor||Banshee | ||
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|} | |} | ||
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== Blank Character Sheets == | == Blank Character Sheets == | ||
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