The Esoteric Order of Eldritch and Superlative Sorceries: Difference between revisions
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== Introduction == | |||
This is an AD&D1E game run by The Wyzard, as part of the [[We Belong to the Night]] project. Sessions are conducted via google chat on evenings and weekends. The PCs are powerful and influential magicians in a polyapocalyptic world currently having a phase of decadent civilization. There are strong science fantasy elements, and hypertech coexists alongside magic without a clear dividing line. The campaign is set on the same planetary sphere as [[The Wyzard Runs OD&D|my previous play-by-post campaign]], but in a different region and historical era. | |||
[[file:Buh_wizard_fantasy.jpg]] | [[file:Buh_wizard_fantasy.jpg]] | ||
== | == 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. | |||
*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 benefits for your allies and ignominious defeat for your enemies! All must know that they deal with persons of pride and puissance upon meeting with you. | |||
*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. | |||
*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. | |||
*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. | |||
*All hit dice are re-rolled at each level, the player character keeping the previous total or taking the new one, whichever is better. | |||
Revision as of 20:34, 14 January 2012
Introduction
This is an AD&D1E game run by The Wyzard, as part of the We Belong to the Night project. Sessions are conducted via google chat on evenings and weekends. The PCs are powerful and influential magicians in a polyapocalyptic world currently having a phase of decadent civilization. There are strong science fantasy elements, and hypertech coexists alongside magic without a clear dividing line. The campaign is set on the same planetary sphere as my previous play-by-post campaign, but in a different region and historical era.
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.
- 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 benefits for your allies and ignominious defeat for your enemies! All must know that they deal with persons of pride and puissance upon meeting with you.
- 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.
- 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.
- 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.
- All hit dice are re-rolled at each level, the player character keeping the previous total or taking the new one, whichever is better.
The Game World & Conventions
The Magicians
Major NPCs
Geography
Preliminary Spell Selection
This section catalogs the spells known by the PCs.
Level One | ||
Index | Spell Name | Players |
1 | Affect Normal Fires | Feste |
2 | Alarm | Banshee, Dreamsing |
3 | Armor | Celeste, Banshee |
4 | Burning Hands | |
5 | Charm Person | |
6 | Comprehend Languages | |
7 | Dancing Lights | |
8 | Detect Magic | Feste, Banshee, JFR |
9 | Enlarge | JFR |
10 | Erase | |
11 | Feather Fall | |
12 | Find Familiar | |
13 | Firewater | Dreamsing |
14 | Friends | |
15 | Grease | |
16 | Hold Portal | Celeste |
17 | Identify | Celeste |
18 | Jump | JFR |
19 | Light | Celeste, Banshee, JFR |
20 | Magic Missile | Banshee |
21 | Melt | |
22 | Mending | Feste |
23 | Message | Banshee |
24 | Mount | |
25 | Nystul's Magic Aura | Dreamsing |
26 | Precipitation | Feste |
27 | Protection from Evil | |
28 | Push | Celeste, Dreamsing |
29 | Read Magic | |
30 | Run | |
31 | Shield | |
32 | Shocking Grasp | |
33 | Sleep | Dreamsing, JFR |
34 | Spider Climb | Feste |
35 | Taunt | |
36 | Tenser's Floating Disc | Feste |
37 | Unseen Servant | Celeste |
38 | Ventriloquism | |
39 | Wizard Mark | |
40 | Write | JFR |
Level Two | ||
Index | Spell Name | Players |
1 | Audible Glamer | |
2 | Bind | JFR |
3 | Continual Light | JFR |
4 | Darkness 15' Radius | |
5 | Deeppockets | Banshee |
6 | Detect Evil | Banshee |
7 | Detect Invisibility | |
8 | ESP | Celeste |
9 | Flaming Sphere | |
10 | Fools Gold | |
11 | Forget | JFR |
12 | Invisibility | |
13 | Irritation | Feste, Celeste, JFR |
14 | Knock | |
15 | Know Alignment | Feste |
16 | Leomund's Trap | Dreamsing |
17 | Levitate | |
18 | Locate Object | |
19 | Magic Mouth | |
20 | Melf's Acid Arrow | Banshee |
21 | Mirror Image | Celeste |
22 | Preserve | |
23 | Protection from Cantrips | Dreamsing |
24 | Pyrotechnics | |
25 | Ray of Enfeeblement | |
26 | Rope Trick | |
27 | Scare | |
28 | Shatter | Dreamsing |
29 | Stinking Cloud | Celeste, Dreamsing |
30 | Strength | |
31 | Tasha's Uncontrollable Hideous Laughter | Feste |
32 | Vocalize | Feste |
33 | Web | |
34 | Whip | Banshee |
35 | Wizard Lock | |
36 | Zephyr | |
Level Three | ||
Index | Spell Name | Players |
1 | Blink | Dreamsing, Banshee |
2 | Clairaudience | |
3 | Clairvoyance | Feste, Celeste |
4 | Cloudburst | JFR |
5 | Detect Illusion | |
6 | Dispel Magic | |
7 | Explosive Runes | |
8 | Feign Death | |
9 | Fireball | |
10 | Flame Arrow | |
11 | Fly | |
12 | Gust of Wind | |
13 | Haste | |
14 | Hold Person | Dreamsing, Banshee |
15 | Infravision | |
16 | Invisibility 10' Radius | Celeste |
17 | Item | |
18 | Leomund's Tiny Hut | |
19 | Lightning Bolt | |
20 | Material | |
21 | Melf's Minute Meteor | Banshee |
22 | Monster Summoning I | |
23 | Phantasmal Force | |
24 | Protection from Evil 10' Radius | |
25 | Protection from Normal Missiles | |
26 | Secret Page | Banshee |
27 | Sepia Snake Sigil | |
28 | Slow | Feste |
29 | Suggestion | JFR |
30 | Tongues | |
31 | Water Breathing | |
32 | Wind Wall | |