Archive for August 2009

Named Spells!

August 30, 2009

I was writing about one of the archwizards of Mor Aldenn, Amaltarius the Younger, and discovered that I wanted to bring back the named spells to the City of Mages.

Named spells bring an element of history into spellcasting, an element I really like. They also gives you an idea of how the spells were created, or that they were created. We mustn’t forget that all spells were created by someone at some point. Some spells are young, while others are ancient and have spawned entire lines of spells. A young spell may not be as widely known as an old spell, or, an old spell may have been forgotten.

Of course, to the players, all spells are available, as well they should be.

Here’s an example of a named spell in Mor Aldenn.

AMALTARIUS’ FROST CAGE                            
School evocation [Cold]; Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level
Saving Throw reflex negates; Spell Resistance yes

This spell creates a cage of ice around a target which deals damage each round. A successful Reflex save means that the target dodges the spell. While captured in the frost cage, the target cannot move and can only attack the cage itself. Each round, the target in the cage takes 1d6 points of cold damage per caster level (maximum 5d6).
The cage has 10 hp per caster level and is destroyed once it reaches 0 hp. Furthermore, if anyone attacks the target, they are actually attacking the frost cage. The cage is vulnerable to fire, which deals twice as much damage. The cage is immune to cold damage.

Any sounds within the frost cage can be hard to hear outside. Anyone listening must make a Perception check DC 20 to hear the sounds.

Adventure Hook

August 25, 2009

This small adventure hook was sadly cut from the Gods of Mor Aldenn; Ehlora pdf, not because it didn’t fit in, but because there just wasn’t room for it.

 

The Gilded Bones

With the recent undead attacks from the Barrowdelve, bones from the necropolis have been scattered all over the city. While most of them have been collected, there are still 5 gilded bones missing. These bones are very important to the Temple, as they hold the memories of past high priests and high priestesses of the three faiths.

These gilded bones can be anywhere in Mor Aldenn; at the bottom of the river, in the surrounding forest, in the hands of a thief or perhaps at the Shadow Tower.

There might be a fight waiting for the PCs if the bones were taken by a creature of the river or forest, or they might have to use diplomacy to get the bones back from the thief or the necromancers.

Designer’s Notes

This hook was tied to the two spells called bone servant and greater bone servant, the latter which needs a large gilded bone as arcane focus. I like the fact that the PCs have to explore the city and perhaps use diplomacy (and not weapons) to retrieve these bones. It’s not a big adventure that will change the PCs, but it will show them the consequences of the undead attacks from the Barrowdelve.

Play-By-Post, anyone?

August 25, 2009

Since I haven’t really had the chance to playtest the Mor Aldenn setting, I was wondering if there were any interest in a PbP game on the Headless Hydra Games forums?

3 Quick Spells…

August 11, 2009

Here’s three quick spells for the Mor Aldenn setting. Well, they aren’t really quick, though.

 

WINDOW

School divination (scrying); Level sorcerer/wizard 2

Casting Time 1 hour

Components V, S, M (a piece of glass)

Range medium (100 ft. + 10 ft./level)

Target one window

Duration 10 min./level

Saving Throw none; Spell Resistance no

 

When this spell is cast, a magical window appears before you, floating in the air. Through this window you can see the outside world, as if really standing before the window and looking out, but you cannot see anything in front of the window, like things on the windowsill, or a person standing in front of the window, blocking your sight.

This spell can conjure up any window within range that you have seen at least once. While looking through the magical window, you gain a +5 competence bonus to Perception checks and are considered to have darkvision up to 60 ft.

 

WINDOW, GREATER

School divination (scrying); Level sorcerer/wizard 5

Casting Time 10 minutes

Components V, S, M (a large piece of glass)

Range 10 miles/level

Target one window

Duration 1 hour/level

Saving Throw none; Spell Resistance no

 

As Window, except that you you now gain a +10 bonus to Perception checks, and darkvision up to 120 ft.

 

TOWERVIEW

School abjuration (scrying); Level sorcerer/wizard 0

Casting Time one minute

Components V, S, M (a piece of glass)

Range special; see text

Target one window

Duration 1 min./level

Saving Throw none; Spell Resistance no

 

This spell allows you to look out through one of the windows at the Wizard’s Staff that faces the Tower of All-Magic. The view is quite spectacular. This spell can be cast anywhere on the prime material plane.

 

Designer’s Notes

The latter spell, Towerview, is often used by travelling wizards or apprentices. They use it to check in on their Guild, and to receive messages from the masters.