update timeline to latest info

add mimic and minotaur
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2024-01-01 13:53:47 -05:00
parent 9950216d30
commit 37779ddba3
27 changed files with 362 additions and 98 deletions

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@@ -25,9 +25,9 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_.
For most checks, roll a 20-sided die (d20) at-or-over the difference of (20 - the character's most relevant _ability_ score).
For most checks, roll a 20-sided die (d20) at-or-over the difference of (21 - the character's most relevant _ability_ score).
- For hard (or very hard) tasks, you can subtract 1 (or 2) from the roll before the die is thrown.
- For harder tasks, you can subtract 1-4 from the roll before the die is thrown.
Some results are special:
@@ -48,7 +48,7 @@ Each player character (_PC_) has 6 abilities that help to define how they can in
- **Wisdom (WIS)**: Experience and insight, affects divine magic.
- **Charisma (CHA)**: Appearance and social capability, affects hirelings and pact magic.
- **Charisma (CHA)**: Appearance and social capability, affects hirelings and eldritch magic.
### Saving Throws
@@ -70,9 +70,9 @@ To make one, roll 1d20 and consult the appropriate table (with higher results do
Cosmic principles that represent broad world views
- **Law**: Order, truth, and justice. Typically prosocial.
- **Law**: Order, truth, justice, and civilization. Typically prosocial.
- **Chaos**: Anarchy, power, and chance. Typically pro-individual.
- **Chaos**: Anarchy, power, chance, and destruction. Typically pro-individual.
- **Neutrality**: Balance, mediation, and detachment.

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@@ -15,7 +15,7 @@ Spells are patterns of energy that can be manipulated and used by some character
When reality is altered this way, it's called magic, and the characters who can do it are known as spellcasters.
Each spellcasting class has an associated type of magic: arcane or divine.
Each spellcasting class has an associated type of magic: arcane, divine, eldritch, or psychic.
There's an additional class of spells known as rituals, which have their own requirements, and (in many cases) need not be performed by a spellcaster.
@@ -65,8 +65,9 @@ Alchemical formulas (for brewing potions and such) can be learned and used by an
### Arcane Magic
Arcane spell casters memorize spells from their spell books, which must be close at hand.
Arcane magic comes from written spells, formulae, and procedures known to alter reality.
- Arcane spellcasters memorize spells from their spell books, which must be close at hand.
- If a spell can be reversed, its form must be selected when the spell is memorized
- Both forms can be memorized if the character can memorize more than one spell of the given level.
- Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or spellbook with the Read Magic spell, or from research.
@@ -95,8 +96,10 @@ Arcane spell casters memorize spells from their spell books, which must be close
### Divine Magic
Divine spell casters memorize spells through prayer to their gods. When praying for spells, they may choose any spells in their class spell list that they are of high enough level to cast.
Divine magic comes from a spellcaster's connection to one or more gods.
- Divine spellcasters memorize spells through prayer to their gods.
- When praying for spells, they may choose any spells in their class spell list that they are of high enough level to cast.
- Divine casters must be faithful to the tenets of their alignment, clergy, and religion.
- If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest).
- To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.).
@@ -106,15 +109,64 @@ Divine spell casters memorize spells through prayer to their gods. When praying
- **Neutral characters**: Usually favor either normal or reversed spells, depending on the deity.
- Divine casters can use divine magic items and scrolls.
### Pact Magic
### Eldritch Magic
Pact spell casters memorize spells through the use of ritual invocations to their patrons. When memorizing spells, warlocks may choose any spells in their class spell list that they are of high enough level to cast.
Eldritch magic comes from special pacts made between the spellcaster and one or more ancient, powerful beings.
- Pact casters must be faithful to their patron.
- Eldritch spellcasters memorize spells through the use of ritual invocations to their patrons.
- When memorizing spells, eldritch magicians may choose any spells in their class spell list that they are of high enough level to cast.
- Eldritch casters must be faithful to their patron.
- If they ever fall out of favor with their patron, penalties may be imposed (ex: -1 to eldritch blast damage, a reduction in spells, or being sent on a perilous quest).
- To regain favor, they would need to perform a great deed for their patron (referee's choice - ex: collecting an artifact, constructing an altar, vanquishing a powerful enemy of the patron, etc.).
- Pact casters can cast reversed versions of spells.
- Pact casters can use arcane magic items and scrolls.
- Eldritch casters can cast reversed versions of spells.
- Eldritch casters can use arcane magic items and scrolls.
### Psychic Magic (WIP)
Psychic magic comes from a spellcaster's innate ability to alter reality, even if they can't fully control it.
- Psychic spellcasters begin each day with each of their spells memorized.
- To cast a spell, a psychic caster must roll 1d20 + the highest of INT or CHA.
- On a natural 1, the spell fizzles and is expended, [backlash](#backlash) occurs, and the next casting of a psychic spell gets -2.
- On a 2-6, the spell fizzles without being expended.
- On a 7-15, the spell succeeds as per normal.
- On a 16+, the spell succeeds in notable manner as determined by referee (ex: double duration, range, or targets).
- On a 20+ (or a natural 20), the spell succeeds as well as possible (player chooses up to two effects from above, possibly without expending spell), and the next casting of a psychic spell gets +2.
- Psychic casters can cast reversed versions of spells.
- Psychic casters can use arcane magic items and scrolls.
#### Backlash
Roll 1d20 on the Backlash Table to see what effect occurs.
<div class="dividedTableWrapper">
| 1dXX | Effect |
| :--: | :------------------------------------------------------------------------------------------: |
| 1 | Fall unconscious |
| 2 | Take 1d8 damage |
| 3 | All creatures within 30' take 1d6 damage |
| 4 | All creatures within 20' take 1d6 damage |
| 5 | All creatures within 10' take 1d6 damage |
| 6 | **Save vs Spells** or flee for 1d4 minutes`` |
| 7 | Migraine, can't attack, move, or cast next round |
| 8 | Lost focus, can't cast next round |
| 9 | Distracted, go last in initiative next round |
| 10 | Temporary loss of motor skills, fall down (prone) |
| 11 | Spell casts but target changes to a random target within range |
| 12 | Spell casts but effect rebounds onto caster instead[^1] |
| 13 | Next attempt to cast today gets additional -2 |
| 14 | See hallucinations (illusory monsters, horrifying visions, etc) |
| 15 | Lose ability to speak for 1d6-1 turns |
| 16 | ... |
| 17 | ... |
| 18 | ... |
| 19 | [Black Tentacles](/spells/black-tentacles.html) appear in 20' square area centered on caster |
| 20 | No additional effect |
</div>
[^1]: If the caster was the target, effect rebounds onto another random target within range or 10', whichever is greater.
### Ritual Magic