Synchronicity swirls and other foolishness - Alternative Blue Rose Sorcery Rules

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February 7th, 2005


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03:50 pm - Alternative Blue Rose Sorcery Rules
Game design is always a complex collaberative process, and so some ideas that were initially discussed never see print. Bcause I think this version of sorcery provides an workable and fun alternative PoV, and because I think it might be interesting to show a bit about how the process of creating an RPG works, I've decided to post conversions for another variation of the sorcery rules that we discussed when creating Blue Rose. These alternative rules require owning the Blue Rose book (which shall be released soon in print) or the PDF, which can be purchased here as a $16.00 PDF.

Eliminate the following Feats and Arcana
Reason:
There is an alternative system of sorcery below.

Remove the following Feats
Feat Name Type

Summon Darkfiend Arcane
Summon Elemental Arcane

Removed Arcana
Arcana
Name Talent

Dominate* Psychic
Dominate Beast* Animism
Drain Vitality* Healing
Flesh Shaping* Shaping
Harm* Healing
Imbue Unlife* Healing
Mind Probe* Psychic
Mind Shaping* Psychic
Pain* Heal/Psy
Psychic Blast* Psychic
Sorcerer’s Grasp* Shaping

Sorcerer
Note:
All Sorcery Spells are D20 Wizard spells. See the D20 Wizards Handbook or the Spell Lists linked to here for information on these spells. Use the rules for converting spells and other rules from ordinary D20 to Blue Rose to convert damage from these spells to Blue Rose damage.

In this version of the rules, sorcery is no longer defined as evil psychic powers, instead it is a unique and different type of magic that inclines users imore to corruption and the Shadow. For purposes of Saving Throws and all other Level-Dependent Bonuses, treat levels in Sorcery as levels in Adepts. However, no character can begin play as a Sorcerer, characters must have at least one level in another class before gaining any levels as a Sorcerer.

Starting Skills: Concentration, Knowledge (arcana).
Starting Feats: Any One Arcane Feat

Note: Sorcerers can never learn the Rhy-Bonded Feat. Sorcerers who already know this feat when they learn sorcery, instantly and automatically lose it. Sorcerers cannot be Light-aligned and they cannot be Nobles in Aldis.

Changes to feats: Instead of the normal progression of gaining feats in Blue Rose, Sorcerers gain 1 feat as part of gaining their First Level as a Sorcerer and additional feats every 3 levels of sorcery (at 3rd, 6th, 9th, 12th, 15th, & 18th levels.

Example: An 8th level character with 2 levels of Expert and 6 or Sorcerer would know a total of 9 feats (4 at first level, 2 for 2 levels of Expert – Noble, and 3 from being a sorcerer (at the 1st, 3rd, & 6th level of sorcerry).

The magic of the Sorcerer Kings did not die with them; the energies that scarred the land so long ago still linger in one way or another, spawning monsters in far off places or hanging over ancient ruins like a death cowl. Despite the stories and the warnings about the dangers of sorcery, not few are still attracted by its calling, looking for remnants of ancient lore, no matter how blasphemous it is, in order to revive the power of the Sorcerer Kings and bend it. Sorcerers are the latest inheritors of the forbidden magic, highly intelligent but with likewise suspect motivations in resuscitating a practice that brought much harm to the world when it had the chance.

Becoming a sorcerer is no easy task, and only those who understand the contrived formulae of sorcery are able to grasp even the tiniest secret out of lost texts. A sorceress is easily recognized by her love of books, the most obscure and ancient the better, for such books may contain clues as to new avenues of knowledge. This attraction to forbidden lore is only upstaged by the sorcerer familiar, not a sentient animal that trusts its master, but a demon that is bound to its master’s will. This and the sorcerer’s penchant for strange and exotic magic creates an aura of distrust felt by everyone who has a chance to talk with the arcane scholar. Even if the motives are noble, treading the path of sorcery carries the risk of Shadow-taint, and everyone is aware of this.

Requirements

Special: The character must study from a book from the age of the Sorcerer Kings and undergo an initiation ritual where she sacrifices one permanent point of Constitution as she sheds her blood and lets the sorcerous energy penetrate her body.

Sorcery: A Sorcerer practices sorcery, the forbidden magic of the Sorcerer Kings of old. Unlike the arcana practiced by most of Aldis, sorcery depends on magic spells, which are arcane formulae based on chants, gestures and ingredients that allow for little flexibility and demand a great price from whomever would learn them. The Sorcerer’s caster level is equal to her level in the Sorcerer class. A Sorceress is limited to a certain number of spells of each spell level per day, according to her class level. A Sorcerer with high Intelligence can cast additional spells per day of each level that she can cast, adding the bonus spells to her daily allotment as described in the following tables:

Sorcerer Spells per Day
--------------------Spells per Day---------------------
Level...0...1...2...3...4...5...6...7...8...9
-----...-...-...-...-...-...-...-...-...-...-
1.........3...1...—...—...—...—...—...—...—...—
2.........4...2...—...—...—...—...—...—...—...—
3.........4...2...1...—...—...—...—...—...—...—
4.........4...3...2...—...—...—...—...—...—...—
5.........4...3...2...1...—...—...—...—...—...—
6.........4...3...3...2...—...—...—...—...—...—
7.........4...4...3...2...1...—...—...—...—...—
8.........4...4...3...3...2...—...—...—...—...—
9.........4...4...4...3...2...1...—...—...—...—
10.......4...4...4...3...3...2...—...—...—...—
11.......4...4...4...4...3...2...1...—...—...—
12.......4...4...4...4...3...3...2...—...—...—
13.......4...4...4...4...4...3...2...1...—...—
14.......4...4...4...4...4...3...3...2...—...—
15.......4...4...4...4...4...4...3...2...1...—
16.......4...4...4...4...4...4...3...3...2...—
17.......4...4...4...4...4...4...4...3...2...1
18.......4...4...4...4...4...4...4...3...3...2
19.......4...4...4...4...4...4...4...4...3...3
20.......4...4...4...4...4...4...4...4...4...4

Bonus Spells
Spell Level
Int Score...0...1...2...3...4...5...6...7...8...9
+1............1...1......-...-...-...-...-...-...-
+2............1...1...1......-...-...-...-...-...-
+3............1...1...1...1......-...-...-...-...-
+4............2...2...1...1...1......-...-...-...-
+5............2...2...2...1...1...1......-...-...-

Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. She must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the Sorcerer decides which spells to prepare. Sorcerers must study their spellbooks each day to prepare their spells. A Sorcerer cannot prepare any spell not recorded in her spellbook (except for read magic, which all Sorcerers can prepare from memory).

A Sorcerer begins her first level with a few spells already written down in her book, as part of the research that drove her to practice sorcery. Choose eight 0-level spells and four 1st level spells from the sorcery spell list in the Magic chapter. These are the spells that the Sorcerer can prepare. Learning new spells requires time and patience; the Sorcerer learns three new spells whenever she gains a level in the Sorcerer class as part of her daily practice and studies, but she may acquire more by finding lost lore from the age of the Sorcerer Kings. Each spell takes up one page per spell level, up to the book’s capacity. It is written in an ancient and quite forgotten language, so only another Sorcerer will be able to read anything.

Schools and Descriptors
Sorcery is divided in different schools that specialize in different kinds of magic. The deepest secrets of sorcery have been lost for so long that modern Sorcerers cannot become specialists, but schools are still used for the purpose of counters and other magical effects that protect or target spells of a particular school, like the Mind Bar psychic feat, which protects a character from spells from the Enchantment school.

Some spells are marked as being lawful, good, chaotic and evil, or capable of dealing holy or unholy damage. In Blue Rose, lawful and good spells are rather Light spells, while chaotic and evil spells are Shadow spells. All Summon Monster and all Necromantic spells are automatically Shadow-aligned, and only Shadow-aligned sorcerers cast them.

New Arcane Feat: Demon Familiar: A Sorcerer can summon a minor darkfiend as a familiar. This creature is a misshapen tiny humanoid being with leathery wings and opaque flesh. If the Sorcerer had a familiar, the old familiar breaks all bonds with the Sorcerer and flees in horror at the new mascot her master has summoned, sorcerers can never have both normal and demonic familiars. The Sorcerer is free not to summon this demon familiar and they may instead have a normal familiar. Apart from the changed creature characteristics, the relationship of the bond between master and familiar works exactly the same as the ordinary arcane feat. Only sorcerers can learn the Demon Familiar feat.

Demon Familiar
Tiny 3rd level Darkfiend (Shadow)
Initiative:
+3 (Dex)
Speed: 20 ft., fly 50 ft. (perfect)
DEF: 19 (+2 size, +3 Dex)
Attacks: 2 claws +6 melee, bite +6 melee
Damage: Claw +1 and poison, bite +1
Special Attacks: Spell-like abilities, poison
Special Qualities: Dark Vision 60 ft., Damage reduction 3/silver, SR 5, poison immunity, fire resistance +10, alternate form, regeneration 2
Saves: Fort +3, Ref +6, Will +4, Resistance +5 (+2 natural armor)
Abilities: Str -1, Dex +3, Con +0, Int +0, Wis +1, Cha +0
Skills: Sneak +12, Notice +10, Search +10
Feats: Weapon Finesse (bite, claw)
Alignment: Always Shadow

Spell-Like Abilities: At will-detect light, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the demon). These abilities are as the spells cast by a 3rd-level Sorcerer (save DC 10 + spell level).

Poison (Ex): Claw, Fortitude save DC 13 (including a +2 racial bonus); initial damage -1 temporary Dexterity, secondary damage -2 temporary Dexterity.

Alternate Form (Su): The demon familiar can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 6th-level Sorcerer, except that any individual demon familiar can assume only one or two forms no larger than Medium-size.

Regeneration (Ex): The demon familiar heals two Stun hits or one Lethal hit per round, except from damage by acid, and from holy and Light-aligned weapons.

(1 comment | Leave a comment)

Comments:


From:sorayabyz
Date:July 9th, 2011 10:48 am (UTC)

Супер блог!

(Link)
Путешествовал в Интернете и попал сюда.

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