Editing The Esoteric Order of Eldritch and Superlative Sorceries

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*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.
 
*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.
+
*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 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.
 
*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.
 
*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.
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*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.
 
*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.
 
*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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This is where the character sheets for the PCs may be found.
 
This is where the character sheets for the PCs may be found.
  
* [[Rael Silverthorn]], the Gray Lady
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* [[Abriane Rousseau]]
 
* [[Miles Strangetree]]
 
* [[Miles Strangetree]]
 
* [[Slongor the Schemer]]
 
* [[Slongor the Schemer]]
 
* [[Glacia the Adequate]]
 
* [[Glacia the Adequate]]
* [[Aleandra, the Dread Tenebrous]]
 
  
 
== Major NPCs  ==
 
== Major NPCs  ==
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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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| 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
 
| 21||Melt||Julius Sleazer
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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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| 11||Forget||JFR, Julius Sleazer
 
| 11||Forget||JFR, Julius Sleazer
 
|-
 
|-
| 12||Invisibility|| [Julius Sleazer's 2nd Level Unique]
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| 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]
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| 17||Levitate||
 
|-
 
|-
 
| 18||Locate Object||
 
| 18||Locate Object||
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| 5||Detect Illusion||
 
| 5||Detect Illusion||
 
|-
 
|-
| 6||Dispel Magic|| [Celeste's 3rd Level Unique]
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| 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]
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| 13||Haste||
 
|-
 
|-
 
| 14||Hold Person||Dreamsing, Banshee
 
| 14||Hold Person||Dreamsing, Banshee

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