The Esoteric Order of Eldritch and Superlative Sorceries: Difference between revisions
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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. | 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 | *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. | ||
*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. | ||
*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. | ||
*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. | ||
*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. | ||
*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. | |||
*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. | |||
*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. | |||
*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. | |||
Revision as of 21:03, 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 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.
- 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.
- 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.
- 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.
- 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.
- 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 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 | |