Editing The Esoteric Order of Eldritch and Superlative Sorceries

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== Character Creation Rules ==
+
== Character Creation & Other House Rules ==
  
 
*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.
 
*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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*Each character has [1d4+6] x 1000 GP in ready cash, which may be constituted by whatever denominations of coin and gem they feel appropriate.  This should probably be kept in some kind of well-secured chest or small vault in their home.  Typical expenses such as staying at an inn or purchasing arrows or lockpicks or what-have-you will not be tracked, although PCs are encouraged to grumble at the expense of treating their fellows to feasting and drinking at their own table.
 
*Each character has [1d4+6] x 1000 GP in ready cash, which may be constituted by whatever denominations of coin and gem they feel appropriate.  This should probably be kept in some kind of well-secured chest or small vault in their home.  Typical expenses such as staying at an inn or purchasing arrows or lockpicks or what-have-you will not be tracked, although PCs are encouraged to grumble at the expense of treating their fellows to feasting and drinking at their own table.
  
== Further House Rules ==
 
The following should help to create the sense of the world as I'm trying to portray it.
 
 
*Wizardly Robes are items of great expense and ostentatiousness.  They provide an AC of 9 and do not count as armor.  All PCs are assumed to have a set or three.
 
*We're going to be using some of the cleaned up combat rules from 2nd Edition AD&D, such as the rules for THAC0 and parts of initiative.  Others may be added as time goes on.
 
*There are no material components, but expensive foci and so forth may be required as normal.
 
*XP will not be awarded for normal enemies defeated in combat.  Only special or exceptional enemies will grant XP if defeated in combat; those foes are worth double if defeated without resort to direct violence.  Human opponents do not grant XP for being defeated in combat, but do grant their normal XP value if defeated in some other way.
 
*Experience awards for coins and lesser gems and artwork are halved.  Experience awards for art objects and gems or jewelry of at least one thousand GP value are the same.  XP awards for magical items are doubled.
 
*Use of spells to solve substantial difficulties facing the character are worth 100XP per level of the spell. The DM is the arbiter of what constitutes a substantial difficulty. 
 
*Experience awards for the creation of magical items, the researching of spells, and other similar pursuits are doubled.
 
*The weight of coinage is 1/5 of that listed in the book.  Therefore, actual gold or silver pieces are 50 to a pound.  This does lead to the contradiction that five metallic coins account for one Coin of encumbrance.  While counterintuitive, I think we'll manage.  For purposes of clarity, use the abbreviation CN when referring to amounts of encumbrance and the word coin when referring to currency.
 
*Scrolls and typical Potions can be created with relatively fungible arcane materials that can be purchased at the normal prices.  The more exceptional potions, and all more substantial magical items, will invariably require various special materials and arcane components.
 
*A character may not memorize the same spell more than once, but a spell slot may be used to memorize a lower level spell.  So, a fifth-level character who had only knowledge of first level spells could in fact fill all of his spells known per day with them, but could memorize each one only a single time.  This perforce requires the characters to use flexibility of thought and to display adaptability in the face of obstacles.
 
*For important combats, we will be using the weapon v. armor type modifiers from AD&D 2E.  You may wish to consider this in equipping your henchmen.
 
*Initiative in a round proceeds in segments.  Each initiative number is the segment on which that action occurs.  A magician PC must declare that he is casting a spell before initiative is rolled, in which case he rolls a D4 rather than a D10.  The number he rolls is when he may begin casting; the casting time of the spell is how many segments it requires to cast.  Only if he is struck during a segment that he is actually casting will the spell be disrupted.
 
  
 
== The Game World & Conventions ==
 
== The Game World & Conventions ==
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== The Magicians ==
 
== The Magicians ==
This is where the character sheets for the PCs may be found.
 
  
* [[Rael Silverthorn]], the Gray Lady
 
* [[Miles Strangetree]]
 
* [[Slongor the Schemer]]
 
* [[Glacia the Adequate]]
 
* [[Aleandra, the Dread Tenebrous]]
 
  
 
== Major NPCs  ==
 
== Major NPCs  ==
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| '''Index'''||'''Spell Name'''||'''Players'''
 
| '''Index'''||'''Spell Name'''||'''Players'''
 
|-
 
|-
| 1||Affect Normal Fires||Feste, Julius Sleazer
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| 1||Affect Normal Fires||Feste
 
|-
 
|-
 
| 2||Alarm||Banshee, Dreamsing
 
| 2||Alarm||Banshee, Dreamsing
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| 4||Burning Hands||
 
| 4||Burning Hands||
 
|-
 
|-
| 5||Charm Person|| [Julius Sleazer's 1st Level Unique]
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| 5||Charm Person||
 
|-
 
|-
 
| 6||Comprehend Languages||
 
| 6||Comprehend Languages||
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| 12||Find Familiar||
 
| 12||Find Familiar||
 
|-
 
|-
| 13||Firewater||Dreamsing, Julius Sleazer
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| 13||Firewater||Dreamsing
 
|-
 
|-
 
| 14||Friends||
 
| 14||Friends||
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| 15||Grease||
 
| 15||Grease||
 
|-
 
|-
| 16||Hold Portal||Celeste, Julius Sleazer
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| 16||Hold Portal||Celeste
 
|-
 
|-
 
| 17||Identify||Celeste
 
| 17||Identify||Celeste
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| 19||Light||Celeste, Banshee, JFR
 
| 19||Light||Celeste, Banshee, JFR
 
|-
 
|-
| 20||Magic Missile||[Celeste's 1st Level Unique]
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| 20||Magic Missile||Banshee
 
|-
 
|-
| 21||Melt||Julius Sleazer
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| 21||Melt||
 
|-
 
|-
 
| 22||Mending||Feste
 
| 22||Mending||Feste
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| 30||Run||
 
| 30||Run||
 
|-
 
|-
| 31||Shield||Julius Sleazer
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| 31||Shield||
 
|-
 
|-
 
| 32||Shocking Grasp||
 
| 32||Shocking Grasp||
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| 34||Spider Climb||Feste
 
| 34||Spider Climb||Feste
 
|-
 
|-
| 35||Taunt||[Dreamsing's 1st Level Unique]
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| 35||Taunt||
 
|-
 
|-
 
| 36||Tenser's Floating Disc||Feste
 
| 36||Tenser's Floating Disc||Feste
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| 39||Wizard Mark||
 
| 39||Wizard Mark||
 
|-
 
|-
| 40||Write||JFR, Julius Sleazer
+
| 40||Write||JFR
 
|-
 
|-
 
| '''Level Two'''||||
 
| '''Level Two'''||||
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| 7||Detect Invisibility||
 
| 7||Detect Invisibility||
 
|-
 
|-
| 8||ESP||Celeste, Julius Sleazer
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| 8||ESP||Celeste
 
|-
 
|-
 
| 9||Flaming Sphere||
 
| 9||Flaming Sphere||
 
|-
 
|-
| 10||Fools Gold||Julius Sleazer
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| 10||Fools Gold||
 
|-
 
|-
| 11||Forget||JFR, Julius Sleazer
+
| 11||Forget||JFR
 
|-
 
|-
| 12||Invisibility|| [Julius Sleazer's 2nd Level Unique]
+
| 12||Invisibility||
 
|-
 
|-
 
| 13||Irritation||Feste, Celeste, JFR
 
| 13||Irritation||Feste, Celeste, JFR
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| 16||Leomund's Trap||Dreamsing
 
| 16||Leomund's Trap||Dreamsing
 
|-
 
|-
| 17||Levitate||[Celeste's 2nd Level Unique]
+
| 17||Levitate||
 
|-
 
|-
 
| 18||Locate Object||
 
| 18||Locate Object||
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| 19||Magic Mouth||
 
| 19||Magic Mouth||
 
|-
 
|-
| 20||Melf's Acid Arrow||Banshee, Julius Sleazer
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| 20||Melf's Acid Arrow||Banshee
 
|-
 
|-
 
| 21||Mirror Image||Celeste
 
| 21||Mirror Image||Celeste
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| 1||Blink||Dreamsing, Banshee
 
| 1||Blink||Dreamsing, Banshee
 
|-
 
|-
| 2||Clairaudience||Julius Sleazer
+
| 2||Clairaudience||
 
|-
 
|-
 
| 3||Clairvoyance||Feste, Celeste
 
| 3||Clairvoyance||Feste, Celeste
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| 5||Detect Illusion||
 
| 5||Detect Illusion||
 
|-
 
|-
| 6||Dispel Magic|| [Celeste's 3rd Level Unique]
+
| 6||Dispel Magic||
 
|-
 
|-
 
| 7||Explosive Runes||
 
| 7||Explosive Runes||
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| 12||Gust of Wind||
 
| 12||Gust of Wind||
 
|-
 
|-
| 13||Haste|| [Julius Sleazer's 3rd Level Unique]
+
| 13||Haste||
 
|-
 
|-
 
| 14||Hold Person||Dreamsing, Banshee
 
| 14||Hold Person||Dreamsing, Banshee
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| 19||Lightning Bolt||
 
| 19||Lightning Bolt||
 
|-
 
|-
| 20||Material||Julius Sleazer
+
| 20||Material||
 
|-
 
|-
 
| 21||Melf's Minute Meteor||Banshee
 
| 21||Melf's Minute Meteor||Banshee
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|  
 
|  
 
|}
 
|}
 +
  
 
== Blank Character Sheets ==
 
== Blank Character Sheets ==
 
Because I expect people's spellbooks to be tracked on other areas of the wiki, I'm going to use a simplified character sheet.  Please keep backgrounds below two hundred words or so at the start.  You will find it most convenient to go ahead and track the various modifiers and statistics associated with your ability scores next to them, rather than attempting to reference them in play.  If you are unfamiliar with AD&D, don't worry about items with which you are not familiar.  We can work out the details together.  Copy the following, paste it in the correct alphabetical order under Magicians, above, and then fill in the details.  Don't delete or adulterate the original!
 
 
 
=== Name ===
 
*Level:
 
*Current XP:
 
*XP to next Level:
 
*HP
 
*AC
 
*THAC0
 
*Saving Throws:
 
<br/>
 
'''Attributes'''
 
*Strength:
 
*Dexterity:
 
*Constitution:
 
*Intelligence:
 
*Wisdom:
 
*Charisma:
 
<br/>
 
'''Estate:''' (Describe your characters household and surroundings here, in at least vague terms.)
 
<br/>
 
'''Treasury:''' (list wealth and valuables stored there; this includes treasure obtained in the game, coinage, magical items, etc.)
 
<br/>
 
'''Equipment & Money Carried:''' (List here those things your character has in their immediate possession.)
 
<br/>
 
'''Spells Currently Memorized:''' (Self-explanatory)
 
<br/>
 
'''Weapons:''' (if the character has a weapon, list its pertinent combat statistics here.)
 
<br/>
 
'''Specialties:''' (I will occasionally grant your character a specialty, some thing they are recognizably better at than the norm defined by their peers.)
 

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